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/*
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* CGHeroInstance . cpp , part of VCMI engine
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*
* Authors : listed in file AUTHORS in main folder
*
* License : GNU General Public License v2 .0 or later
* Full text of license available in license . txt file , in main folder
*
*/
# include "StdInc.h"
# include "CGHeroInstance.h"
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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# include <vcmi/ServerCallback.h>
# include <vcmi/spells/Spell.h>
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# include "../NetPacks.h"
# include "../CGeneralTextHandler.h"
# include "../CHeroHandler.h"
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# include "../TerrainHandler.h"
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# include "../RoadHandler.h"
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# include "../CModHandler.h"
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# include "../CSoundBase.h"
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# include "../spells/CSpellHandler.h"
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# include "../CSkillHandler.h"
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# include "CObjectClassesHandler.h"
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# include "../IGameCallback.h"
# include "../CGameState.h"
# include "../CCreatureHandler.h"
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# include "../CTownHandler.h"
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# include "../mapping/CMap.h"
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# include "CGTownInstance.h"
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# include "../serializer/JsonSerializeFormat.h"
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# include "../StringConstants.h"
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# include "../battle/Unit.h"
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VCMI_LIB_NAMESPACE_BEGIN
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///helpers
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static void showInfoDialog ( const PlayerColor & playerID , const ui32 txtID , const ui16 soundID = 0 )
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{
InfoWindow iw ;
iw . soundID = soundID ;
iw . player = playerID ;
iw . text . addTxt ( MetaString : : ADVOB_TXT , txtID ) ;
IObjectInterface : : cb - > sendAndApply ( & iw ) ;
}
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static void showInfoDialog ( const CGHeroInstance * h , const ui32 txtID , const ui16 soundID = 0 )
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{
const PlayerColor playerID = h - > getOwner ( ) ;
showInfoDialog ( playerID , txtID , soundID ) ;
}
static int lowestSpeed ( const CGHeroInstance * chi )
{
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static const CSelector selectorSTACKS_SPEED = Selector : : type ( ) ( Bonus : : STACKS_SPEED ) ;
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static const std : : string keySTACKS_SPEED = " type_ " + std : : to_string ( static_cast < si32 > ( Bonus : : STACKS_SPEED ) ) ;
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if ( ! chi - > stacksCount ( ) )
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{
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if ( chi - > commander & & chi - > commander - > alive )
{
return chi - > commander - > valOfBonuses ( selectorSTACKS_SPEED , keySTACKS_SPEED ) ;
}
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logGlobal - > error ( " Hero %d (%s) has no army! " , chi - > id . getNum ( ) , chi - > getNameTranslated ( ) ) ;
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return 20 ;
}
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auto i = chi - > Slots ( ) . begin ( ) ;
//TODO? should speed modifiers (eg from artifacts) affect hero movement?
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int ret = ( i + + ) - > second - > valOfBonuses ( selectorSTACKS_SPEED , keySTACKS_SPEED ) ;
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for ( ; i ! = chi - > Slots ( ) . end ( ) ; i + + )
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ret = std : : min ( ret , i - > second - > valOfBonuses ( selectorSTACKS_SPEED , keySTACKS_SPEED ) ) ;
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return ret ;
}
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ui32 CGHeroInstance : : getTileCost ( const TerrainTile & dest , const TerrainTile & from , const TurnInfo * ti ) const
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{
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int64_t ret = GameConstants : : BASE_MOVEMENT_COST ;
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//if there is road both on dest and src tiles - use road movement cost
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if ( dest . roadType - > getId ( ) ! = Road : : NO_ROAD & & from . roadType - > getId ( ) ! = Road : : NO_ROAD )
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{
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ret = std : : max ( dest . roadType - > movementCost , from . roadType - > movementCost ) ;
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}
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else if ( ti - > nativeTerrain ! = from . terType - > getId ( ) & & //the terrain is not native
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ti - > nativeTerrain ! = ETerrainId : : ANY_TERRAIN & & //no special creature bonus
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! ti - > hasBonusOfType ( Bonus : : NO_TERRAIN_PENALTY , from . terType - > getIndex ( ) ) ) //no special movement bonus
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{
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ret = VLC - > heroh - > terrCosts [ from . terType - > getId ( ) ] ;
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ret - = ti - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : PATHFINDING ) ;
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if ( ret < GameConstants : : BASE_MOVEMENT_COST )
ret = GameConstants : : BASE_MOVEMENT_COST ;
}
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return static_cast < ui32 > ( ret ) ;
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}
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TerrainId CGHeroInstance : : getNativeTerrain ( ) const
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{
// NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
// This is clearly bug in H3 however intended behaviour is not clear.
// Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
// will always have best penalty without any influence from player-defined stacks order
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// and army that consist solely from neutral will always be considered to be on native terrain
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TerrainId nativeTerrain = ETerrainId : : ANY_TERRAIN ;
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for ( const auto & stack : stacks )
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{
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TerrainId stackNativeTerrain = stack . second - > type - > getNativeTerrain ( ) ; //consider terrain bonuses e.g. Lodestar.
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if ( stackNativeTerrain = = ETerrainId : : NONE )
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continue ;
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if ( nativeTerrain = = ETerrainId : : ANY_TERRAIN )
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nativeTerrain = stackNativeTerrain ;
else if ( nativeTerrain ! = stackNativeTerrain )
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return ETerrainId : : NONE ;
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}
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return nativeTerrain ;
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}
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BattleField CGHeroInstance : : getBattlefield ( ) const
{
return BattleField : : NONE ;
}
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ui8 CGHeroInstance : : getSecSkillLevel ( const SecondarySkill & skill ) const
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{
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for ( const auto & elem : secSkills )
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if ( elem . first = = skill )
return elem . second ;
return 0 ;
}
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void CGHeroInstance : : setSecSkillLevel ( const SecondarySkill & which , int val , bool abs )
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{
if ( getSecSkillLevel ( which ) = = 0 )
{
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secSkills . emplace_back ( which , val ) ;
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updateSkillBonus ( which , val ) ;
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}
else
{
for ( auto & elem : secSkills )
{
if ( elem . first = = which )
{
if ( abs )
elem . second = val ;
else
elem . second + = val ;
if ( elem . second > 3 ) //workaround to avoid crashes when same sec skill is given more than once
{
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logGlobal - > warn ( " Skill %d increased over limit! Decreasing to Expert. " , static_cast < int > ( which . toEnum ( ) ) ) ;
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elem . second = 3 ;
}
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updateSkillBonus ( which , elem . second ) ; //when we know final value
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}
}
}
}
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int3 CGHeroInstance : : convertToVisitablePos ( const int3 & position ) const
{
return position - getVisitableOffset ( ) ;
}
int3 CGHeroInstance : : convertFromVisitablePos ( const int3 & position ) const
{
return position + getVisitableOffset ( ) ;
}
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bool CGHeroInstance : : canLearnSkill ( ) const
{
return secSkills . size ( ) < GameConstants : : SKILL_PER_HERO ;
}
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bool CGHeroInstance : : canLearnSkill ( const SecondarySkill & which ) const
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{
if ( ! canLearnSkill ( ) )
return false ;
if ( ! cb - > isAllowed ( 2 , which ) )
return false ;
if ( getSecSkillLevel ( which ) > 0 )
return false ;
if ( type - > heroClass - > secSkillProbability [ which ] = = 0 )
return false ;
return true ;
}
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int CGHeroInstance : : maxMovePoints ( bool onLand ) const
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{
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TurnInfo ti ( this ) ;
return maxMovePointsCached ( onLand , & ti ) ;
}
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int CGHeroInstance : : maxMovePointsCached ( bool onLand , const TurnInfo * ti ) const
{
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int base = 0 ;
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if ( onLand )
{
// used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
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static constexpr int baseSpeed = 1300 ; // base speed from creature with 0 speed
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int armySpeed = lowestSpeed ( this ) * 20 / 3 ;
base = armySpeed * 10 + baseSpeed ; // separate *10 is intentional to receive same rounding as in h3
vstd : : abetween ( base , 1500 , 2000 ) ; // base speed is limited by these values
}
else
{
base = 1500 ; //on water base movement is always 1500 (speed of army doesn't matter)
}
const Bonus : : BonusType bt = onLand ? Bonus : : LAND_MOVEMENT : Bonus : : SEA_MOVEMENT ;
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const int bonus = ti - > valOfBonuses ( Bonus : : MOVEMENT ) + ti - > valOfBonuses ( bt ) ;
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const int subtype = onLand ? SecondarySkill : : LOGISTICS : SecondarySkill : : NAVIGATION ;
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const double modifier = ti - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , subtype ) / 100.0 ;
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return static_cast < int > ( base * ( 1 + modifier ) ) + bonus ;
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}
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CGHeroInstance : : CGHeroInstance ( ) :
IBoatGenerator ( this ) ,
tacticFormationEnabled ( false ) ,
inTownGarrison ( false ) ,
moveDir ( 4 ) ,
mana ( UNINITIALIZED_MANA ) ,
movement ( UNINITIALIZED_MOVEMENT ) ,
portrait ( UNINITIALIZED_PORTRAIT ) ,
level ( 1 ) ,
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exp ( UNINITIALIZED_EXPERIENCE ) ,
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sex ( std : : numeric_limits < ui8 > : : max ( ) )
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{
setNodeType ( HERO ) ;
ID = Obj : : HERO ;
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secSkills . emplace_back ( SecondarySkill : : DEFAULT , - 1 ) ;
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}
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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PlayerColor CGHeroInstance : : getOwner ( ) const
{
return tempOwner ;
}
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void CGHeroInstance : : initHero ( CRandomGenerator & rand , const HeroTypeID & SUBID )
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{
subID = SUBID . getNum ( ) ;
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initHero ( rand ) ;
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}
void CGHeroInstance : : setType ( si32 ID , si32 subID )
{
assert ( ID = = Obj : : HERO ) ; // just in case
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
type = VLC - > heroh - > objects [ subID ] ;
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portrait = type - > imageIndex ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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CGObjectInstance : : setType ( ID , type - > heroClass - > getIndex ( ) ) ; // to find object handler we must use heroClass->id
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this - > subID = subID ; // after setType subID used to store unique hero identify id. Check issue 2277 for details
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randomizeArmy ( type - > heroClass - > faction ) ;
}
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void CGHeroInstance : : initHero ( CRandomGenerator & rand )
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{
assert ( validTypes ( true ) ) ;
if ( ! type )
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
type = VLC - > heroh - > objects [ subID ] ;
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if ( ID = = Obj : : HERO )
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
appearance = VLC - > objtypeh - > getHandlerFor ( Obj : : HERO , type - > heroClass - > getIndex ( ) ) - > getTemplates ( ) . front ( ) ;
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if ( ! vstd : : contains ( spells , SpellID : : PRESET ) ) //hero starts with a spell
{
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for ( const auto & spellID : type - > spells )
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spells . insert ( spellID ) ;
}
else //remove placeholder
spells - = SpellID : : PRESET ;
if ( ! getArt ( ArtifactPosition : : MACH4 ) & & ! getArt ( ArtifactPosition : : SPELLBOOK ) & & type - > haveSpellBook ) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
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putArtifact ( ArtifactPosition : : SPELLBOOK , CArtifactInstance : : createNewArtifactInstance ( ArtifactID : : SPELLBOOK ) ) ;
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if ( ! getArt ( ArtifactPosition : : MACH4 ) )
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putArtifact ( ArtifactPosition : : MACH4 , CArtifactInstance : : createNewArtifactInstance ( ArtifactID : : CATAPULT ) ) ; //everyone has a catapult
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if ( portrait < 0 | | portrait = = 255 )
portrait = type - > imageIndex ;
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if ( ! hasBonus ( Selector : : sourceType ( ) ( Bonus : : HERO_BASE_SKILL ) ) )
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{
for ( int g = 0 ; g < GameConstants : : PRIMARY_SKILLS ; + + g )
{
pushPrimSkill ( static_cast < PrimarySkill : : PrimarySkill > ( g ) , type - > heroClass - > primarySkillInitial [ g ] ) ;
}
}
if ( secSkills . size ( ) = = 1 & & secSkills [ 0 ] = = std : : pair < SecondarySkill , ui8 > ( SecondarySkill : : DEFAULT , - 1 ) ) //set secondary skills to default
secSkills = type - > secSkillsInit ;
if ( sex = = 0xFF ) //sex is default
sex = type - > sex ;
setFormation ( false ) ;
if ( ! stacksCount ( ) ) //standard army//initial army
{
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initArmy ( rand ) ;
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}
assert ( validTypes ( ) ) ;
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if ( patrol . patrolling )
patrol . initialPos = visitablePos ( ) ;
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if ( exp = = UNINITIALIZED_EXPERIENCE )
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{
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initExp ( rand ) ;
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}
else
{
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levelUpAutomatically ( rand ) ;
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}
if ( VLC - > modh - > modules . COMMANDERS & & ! commander )
{
commander = new CCommanderInstance ( type - > heroClass - > commander - > idNumber ) ;
commander - > setArmyObj ( castToArmyObj ( ) ) ; //TODO: separate function for setting commanders
commander - > giveStackExp ( exp ) ; //after our exp is set
}
if ( mana < 0 )
mana = manaLimit ( ) ;
}
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void CGHeroInstance : : initArmy ( CRandomGenerator & rand , IArmyDescriptor * dst )
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{
if ( ! dst )
dst = this ;
int warMachinesGiven = 0 ;
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std : : vector < int32_t > stacksCountChances = VLC - > modh - > settings . HERO_STARTING_ARMY_STACKS_COUNT_CHANCES ;
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const int zeroStacksAllowingValue = - 1 ;
bool allowZeroStacksArmy = ! stacksCountChances . empty ( ) & & stacksCountChances . back ( ) = = zeroStacksAllowingValue ;
if ( allowZeroStacksArmy )
stacksCountChances . pop_back ( ) ;
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int stacksCountInitRandomNumber = rand . nextInt ( 1 , 100 ) ;
auto stacksCountElementIndex = vstd : : find_pos_if ( stacksCountChances , [ stacksCountInitRandomNumber ] ( int element ) { return stacksCountInitRandomNumber < element ; } ) ;
if ( stacksCountElementIndex = = - 1 )
stacksCountElementIndex = stacksCountChances . size ( ) ;
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int howManyStacks = stacksCountElementIndex ;
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if ( ! allowZeroStacksArmy )
howManyStacks + + ;
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vstd : : amin ( howManyStacks , type - > initialArmy . size ( ) ) ;
for ( int stackNo = 0 ; stackNo < howManyStacks ; stackNo + + )
{
auto & stack = type - > initialArmy [ stackNo ] ;
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int count = rand . nextInt ( stack . minAmount , stack . maxAmount ) ;
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const CCreature * creature = stack . creature . toCreature ( ) ;
if ( creature = = nullptr )
{
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logGlobal - > error ( " Hero %s has invalid creature with id %d in initial army " , getNameTranslated ( ) , stack . creature . toEnum ( ) ) ;
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continue ;
}
if ( creature - > warMachine ! = ArtifactID : : NONE ) //war machine
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{
warMachinesGiven + + ;
if ( dst ! = this )
continue ;
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ArtifactID aid = creature - > warMachine ;
const CArtifact * art = aid . toArtifact ( ) ;
if ( art ! = nullptr & & ! art - > possibleSlots . at ( ArtBearer : : HERO ) . empty ( ) )
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{
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//TODO: should we try another possible slots?
ArtifactPosition slot = art - > possibleSlots . at ( ArtBearer : : HERO ) . front ( ) ;
if ( ! getArt ( slot ) )
putArtifact ( slot , CArtifactInstance : : createNewArtifactInstance ( aid ) ) ;
else
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logGlobal - > warn ( " Hero %s already has artifact at %d, omitting giving artifact %d " , getNameTranslated ( ) , slot . toEnum ( ) , aid . toEnum ( ) ) ;
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}
else
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{
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logGlobal - > error ( " Hero %s has invalid war machine in initial army " , getNameTranslated ( ) ) ;
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}
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}
else
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{
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dst - > setCreature ( SlotID ( stackNo - warMachinesGiven ) , stack . creature , count ) ;
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}
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}
}
CGHeroInstance : : ~ CGHeroInstance ( )
{
commander . dellNull ( ) ;
}
bool CGHeroInstance : : needsLastStack ( ) const
{
return true ;
}
void CGHeroInstance : : onHeroVisit ( const CGHeroInstance * h ) const
{
if ( h = = this ) return ; //exclude potential self-visiting
if ( ID = = Obj : : HERO )
{
if ( cb - > gameState ( ) - > getPlayerRelations ( tempOwner , h - > tempOwner ) ) //our or ally hero
{
//exchange
cb - > heroExchange ( h - > id , id ) ;
}
else //battle
{
if ( visitedTown ) //we're in town
visitedTown - > onHeroVisit ( h ) ; //town will handle attacking
else
cb - > startBattleI ( h , this ) ;
}
}
else if ( ID = = Obj : : PRISON )
{
int txt_id ;
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if ( cb - > getHeroCount ( h - > tempOwner , false ) < VLC - > modh - > settings . MAX_HEROES_ON_MAP_PER_PLAYER ) //free hero slot
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{
//update hero parameters
SetMovePoints smp ;
smp . hid = id ;
smp . val = maxMovePoints ( true ) ; //TODO: hota prison on water?
cb - > setMovePoints ( & smp ) ;
cb - > setManaPoints ( id , manaLimit ( ) ) ;
cb - > setObjProperty ( id , ObjProperty : : ID , Obj : : HERO ) ; //set ID to 34
cb - > giveHero ( id , h - > tempOwner ) ; //recreates def and adds hero to player
txt_id = 102 ;
}
else //already 8 wandering heroes
{
txt_id = 103 ;
}
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showInfoDialog ( h , txt_id ) ;
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}
}
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std : : string CGHeroInstance : : getObjectName ( ) const
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{
if ( ID ! = Obj : : PRISON )
{
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std : : string hoverName = VLC - > generaltexth - > allTexts [ 15 ] ;
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boost : : algorithm : : replace_first ( hoverName , " %s " , getNameTranslated ( ) ) ;
boost : : algorithm : : replace_first ( hoverName , " %s " , type - > heroClass - > getNameTranslated ( ) ) ;
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return hoverName ;
}
else
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return VLC - > objtypeh - > getObjectName ( ID , 0 ) ;
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}
ui8 CGHeroInstance : : maxlevelsToMagicSchool ( ) const
{
return type - > heroClass - > isMagicHero ( ) ? 3 : 4 ;
}
ui8 CGHeroInstance : : maxlevelsToWisdom ( ) const
{
return type - > heroClass - > isMagicHero ( ) ? 3 : 6 ;
}
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CGHeroInstance : : SecondarySkillsInfo : : SecondarySkillsInfo ( ) :
magicSchoolCounter ( 1 ) ,
wisdomCounter ( 1 )
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{
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rand . setSeed ( 0 ) ;
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}
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void CGHeroInstance : : SecondarySkillsInfo : : resetMagicSchoolCounter ( )
{
magicSchoolCounter = 1 ;
}
void CGHeroInstance : : SecondarySkillsInfo : : resetWisdomCounter ( )
{
wisdomCounter = 1 ;
}
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void CGHeroInstance : : initObj ( CRandomGenerator & rand )
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{
blockVisit = true ;
if ( ! type )
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initHero ( rand ) ; //TODO: set up everything for prison before specialties are configured
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skillsInfo . rand . setSeed ( rand . nextInt ( ) ) ;
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skillsInfo . resetMagicSchoolCounter ( ) ;
skillsInfo . resetWisdomCounter ( ) ;
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if ( ID ! = Obj : : PRISON )
{
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auto terrain = cb - > gameState ( ) - > getTile ( visitablePos ( ) ) - > terType - > getId ( ) ;
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auto customApp = VLC - > objtypeh - > getHandlerFor ( ID , type - > heroClass - > getIndex ( ) ) - > getOverride ( terrain , this ) ;
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if ( customApp )
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appearance = customApp ;
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}
2014-06-16 19:27:26 +03:00
2017-09-10 04:10:50 +02:00
//copy active (probably growing) bonuses from hero prototype to hero object
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for ( const std : : shared_ptr < Bonus > & b : type - > specialty )
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addNewBonus ( b ) ;
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//dito for old-style bonuses -> compatibility for old savegames
for ( SSpecialtyBonus & sb : type - > specialtyDeprecated )
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for ( const std : : shared_ptr < Bonus > & b : sb . bonuses )
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addNewBonus ( b ) ;
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for ( SSpecialtyInfo & spec : type - > specDeprecated )
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for ( const std : : shared_ptr < Bonus > & b : SpecialtyInfoToBonuses ( spec , type - > getIndex ( ) ) )
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addNewBonus ( b ) ;
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//initialize bonuses
recreateSecondarySkillsBonuses ( ) ;
mana = manaLimit ( ) ; //after all bonuses are taken into account, make sure this line is the last one
}
void CGHeroInstance : : recreateSecondarySkillsBonuses ( )
{
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auto secondarySkillsBonuses = getBonuses ( Selector : : sourceType ( ) ( Bonus : : SECONDARY_SKILL ) ) ;
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for ( const auto & bonus : * secondarySkillsBonuses )
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removeBonus ( bonus ) ;
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for ( const auto & skill_info : secSkills )
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if ( skill_info . second > 0 )
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updateSkillBonus ( SecondarySkill ( skill_info . first ) , skill_info . second ) ;
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}
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void CGHeroInstance : : updateSkillBonus ( const SecondarySkill & which , int val )
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{
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removeBonuses ( Selector : : source ( Bonus : : SECONDARY_SKILL , which ) ) ;
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auto skillBonus = ( * VLC - > skillh ) [ which ] - > at ( val ) . effects ;
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for ( const auto & b : skillBonus )
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addNewBonus ( std : : make_shared < Bonus > ( * b ) ) ;
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}
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2014-06-05 19:52:14 +03:00
void CGHeroInstance : : setPropertyDer ( ui8 what , ui32 val )
{
if ( what = = ObjProperty : : PRIMARY_STACK_COUNT )
setStackCount ( SlotID ( 0 ) , val ) ;
}
double CGHeroInstance : : getFightingStrength ( ) const
{
return sqrt ( ( 1.0 + 0.05 * getPrimSkillLevel ( PrimarySkill : : ATTACK ) ) * ( 1.0 + 0.05 * getPrimSkillLevel ( PrimarySkill : : DEFENSE ) ) ) ;
}
double CGHeroInstance : : getMagicStrength ( ) const
{
return sqrt ( ( 1.0 + 0.05 * getPrimSkillLevel ( PrimarySkill : : KNOWLEDGE ) ) * ( 1.0 + 0.05 * getPrimSkillLevel ( PrimarySkill : : SPELL_POWER ) ) ) ;
}
double CGHeroInstance : : getHeroStrength ( ) const
{
return sqrt ( pow ( getFightingStrength ( ) , 2.0 ) * pow ( getMagicStrength ( ) , 2.0 ) ) ;
}
ui64 CGHeroInstance : : getTotalStrength ( ) const
{
double ret = getFightingStrength ( ) * getArmyStrength ( ) ;
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return static_cast < ui64 > ( ret ) ;
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}
TExpType CGHeroInstance : : calculateXp ( TExpType exp ) const
{
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return static_cast < TExpType > ( exp * ( 100 + valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : LEARNING ) ) / 100.0 ) ;
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}
2018-03-04 10:13:07 +02:00
int32_t CGHeroInstance : : getCasterUnitId ( ) const
{
return - 1 ; //TODO: special value for attacker/defender hero
}
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
int32_t CGHeroInstance : : getSpellSchoolLevel ( const spells : : Spell * spell , int32_t * outSelectedSchool ) const
2014-06-05 19:52:14 +03:00
{
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
int32_t skill = - 1 ; //skill level
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2017-07-20 06:08:49 +02:00
spell - > forEachSchool ( [ & , this ] ( const spells : : SchoolInfo & cnf , bool & stop )
2014-11-13 16:24:30 +02:00
{
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
int32_t thisSchool = std : : max < int32_t > (
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valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , cnf . skill ) ,
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valOfBonuses ( Bonus : : MAGIC_SCHOOL_SKILL , 1 < < ( static_cast < ui8 > ( cnf . id ) ) ) ) ; //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
2016-01-24 01:27:14 +02:00
if ( thisSchool > skill )
{
skill = thisSchool ;
if ( outSelectedSchool )
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* outSelectedSchool = static_cast < ui8 > ( cnf . id ) ;
2016-01-24 01:27:14 +02:00
}
2014-11-24 18:14:10 +02:00
} ) ;
2016-01-24 01:27:14 +02:00
2014-06-05 19:52:14 +03:00
vstd : : amax ( skill , valOfBonuses ( Bonus : : MAGIC_SCHOOL_SKILL , 0 ) ) ; //any school bonus
2017-07-20 06:08:49 +02:00
vstd : : amax ( skill , valOfBonuses ( Bonus : : SPELL , spell - > getIndex ( ) ) ) ; //given by artifact or other effect
2015-09-15 04:53:10 +02:00
2015-10-31 22:15:40 +02:00
vstd : : amax ( skill , 0 ) ; //in case we don't know any school
vstd : : amin ( skill , 3 ) ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
return skill ;
2014-06-05 19:52:14 +03:00
}
2017-07-20 06:08:49 +02:00
int64_t CGHeroInstance : : getSpellBonus ( const spells : : Spell * spell , int64_t base , const battle : : Unit * affectedStack ) const
2015-03-18 21:22:52 +02:00
{
//applying sorcery secondary skill
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base = static_cast < int64_t > ( base * ( 100 + valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : SORCERY ) ) / 100.0 ) ;
base = static_cast < int64_t > ( base * ( 100 + valOfBonuses ( Bonus : : SPELL_DAMAGE ) + valOfBonuses ( Bonus : : SPECIFIC_SPELL_DAMAGE , spell - > getIndex ( ) ) ) / 100.0 ) ;
2015-03-18 21:22:52 +02:00
2018-02-20 13:29:06 +02:00
int maxSchoolBonus = 0 ;
spell - > forEachSchool ( [ & maxSchoolBonus , this ] ( const spells : : SchoolInfo & cnf , bool & stop )
2015-03-18 21:22:52 +02:00
{
2018-02-20 13:29:06 +02:00
vstd : : amax ( maxSchoolBonus , valOfBonuses ( cnf . damagePremyBonus ) ) ;
2015-03-18 21:22:52 +02:00
} ) ;
2023-02-12 22:39:17 +02:00
base = static_cast < int64_t > ( base * ( 100 + maxSchoolBonus ) / 100.0 ) ;
2018-02-20 13:29:06 +02:00
2017-07-20 06:08:49 +02:00
if ( affectedStack & & affectedStack - > creatureLevel ( ) > 0 ) //Hero specials like Solmyr, Deemer
2023-02-12 22:39:17 +02:00
base = static_cast < int64_t > ( base * static_cast < double > ( 100 + valOfBonuses ( Bonus : : SPECIAL_SPELL_LEV , spell - > getIndex ( ) ) / affectedStack - > creatureLevel ( ) ) / 100.0 ) ;
2017-07-20 06:08:49 +02:00
return base ;
}
2015-03-18 21:22:52 +02:00
2017-07-20 06:08:49 +02:00
int64_t CGHeroInstance : : getSpecificSpellBonus ( const spells : : Spell * spell , int64_t base ) const
{
2023-02-12 22:39:17 +02:00
base = static_cast < int64_t > ( base * ( 100 + valOfBonuses ( Bonus : : SPECIFIC_SPELL_DAMAGE , spell - > getIndex ( ) ) ) / 100.0 ) ;
2016-01-24 01:27:14 +02:00
return base ;
2015-03-18 21:22:52 +02:00
}
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
int32_t CGHeroInstance : : getEffectLevel ( const spells : : Spell * spell ) const
2015-09-17 07:42:30 +02:00
{
2023-01-31 10:30:41 +02:00
return getSpellSchoolLevel ( spell ) ;
2015-09-17 07:42:30 +02:00
}
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
int32_t CGHeroInstance : : getEffectPower ( const spells : : Spell * spell ) const
2015-09-17 07:42:30 +02:00
{
return getPrimSkillLevel ( PrimarySkill : : SPELL_POWER ) ;
}
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
int32_t CGHeroInstance : : getEnchantPower ( const spells : : Spell * spell ) const
2015-09-17 07:42:30 +02:00
{
2016-01-24 01:27:14 +02:00
return getPrimSkillLevel ( PrimarySkill : : SPELL_POWER ) + valOfBonuses ( Bonus : : SPELL_DURATION ) ;
2015-09-17 07:42:30 +02:00
}
2017-07-20 06:08:49 +02:00
int64_t CGHeroInstance : : getEffectValue ( const spells : : Spell * spell ) const
2015-09-17 07:42:30 +02:00
{
return 0 ;
}
2015-03-18 21:22:52 +02:00
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
PlayerColor CGHeroInstance : : getCasterOwner ( ) const
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{
return tempOwner ;
}
2016-09-10 17:23:55 +02:00
void CGHeroInstance : : getCasterName ( MetaString & text ) const
{
//FIXME: use local name, MetaString need access to gamestate as hero name is part of map object
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text . addReplacement ( getNameTranslated ( ) ) ;
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}
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2017-07-20 06:08:49 +02:00
void CGHeroInstance : : getCastDescription ( const spells : : Spell * spell , const std : : vector < const battle : : Unit * > & attacked , MetaString & text ) const
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{
const bool singleTarget = attacked . size ( ) = = 1 ;
const int textIndex = singleTarget ? 195 : 196 ;
text . addTxt ( MetaString : : GENERAL_TXT , textIndex ) ;
getCasterName ( text ) ;
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text . addReplacement ( MetaString : : SPELL_NAME , spell - > getIndex ( ) ) ;
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if ( singleTarget )
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attacked . at ( 0 ) - > addNameReplacement ( text , true ) ;
}
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
void CGHeroInstance : : spendMana ( ServerCallback * server , const int spellCost ) const
2017-07-20 06:08:49 +02:00
{
if ( spellCost ! = 0 )
{
SetMana sm ;
sm . absolute = false ;
sm . hid = id ;
sm . val = - spellCost ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
server - > apply ( & sm ) ;
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}
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}
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
bool CGHeroInstance : : canCastThisSpell ( const spells : : Spell * spell ) const
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{
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
const bool isAllowed = IObjectInterface : : cb - > isAllowed ( 0 , spell - > getIndex ( ) ) ;
2015-09-16 03:39:44 +02:00
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
const bool inSpellBook = vstd : : contains ( spells , spell - > getId ( ) ) & & hasSpellbook ( ) ;
const bool specificBonus = hasBonusOfType ( Bonus : : SPELL , spell - > getIndex ( ) ) ;
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bool schoolBonus = false ;
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spell - > forEachSchool ( [ this , & schoolBonus ] ( const spells : : SchoolInfo & cnf , bool & stop )
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{
if ( hasBonusOfType ( cnf . knoledgeBonus ) )
{
schoolBonus = stop = true ;
}
} ) ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
const bool levelBonus = hasBonusOfType ( Bonus : : SPELLS_OF_LEVEL , spell - > getLevel ( ) ) ;
2015-09-16 03:39:44 +02:00
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
if ( spell - > isSpecial ( ) )
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{
if ( inSpellBook )
{ //hero has this spell in spellbook
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logGlobal - > error ( " Special spell %s in spellbook. " , spell - > getNameTranslated ( ) ) ;
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}
return specificBonus ;
}
else if ( ! isAllowed )
{
if ( inSpellBook )
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{
//hero has this spell in spellbook
//it is normal if set in map editor, but trace it to possible debug of magic guild
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logGlobal - > trace ( " Banned spell %s in spellbook. " , spell - > getNameTranslated ( ) ) ;
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}
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return inSpellBook | | specificBonus | | schoolBonus | | levelBonus ;
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}
else
{
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return inSpellBook | | schoolBonus | | specificBonus | | levelBonus ;
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}
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}
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
bool CGHeroInstance : : canLearnSpell ( const spells : : Spell * spell ) const
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{
if ( ! hasSpellbook ( ) )
return false ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
if ( spell - > getLevel ( ) > maxSpellLevel ( ) ) //not enough wisdom
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return false ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
if ( vstd : : contains ( spells , spell - > getId ( ) ) ) //already known
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return false ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
if ( spell - > isSpecial ( ) )
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{
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logGlobal - > warn ( " Hero %s try to learn special spell %s " , nodeName ( ) , spell - > getNameTranslated ( ) ) ;
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return false ; //special spells can not be learned
}
if ( spell - > isCreatureAbility ( ) )
{
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logGlobal - > warn ( " Hero %s try to learn creature spell %s " , nodeName ( ) , spell - > getNameTranslated ( ) ) ;
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return false ; //creature abilities can not be learned
}
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
if ( ! IObjectInterface : : cb - > isAllowed ( 0 , spell - > getIndex ( ) ) )
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{
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logGlobal - > warn ( " Hero %s try to learn banned spell %s " , nodeName ( ) , spell - > getNameTranslated ( ) ) ;
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return false ; //banned spells should not be learned
}
return true ;
}
2014-06-05 19:52:14 +03:00
/**
* Calculates what creatures and how many to be raised from a battle .
* @ param battleResult The results of the battle .
* @ return Returns a pair with the first value indicating the ID of the creature
* type and second value the amount . Both values are returned as - 1 if necromancy
* could not be applied .
*/
CStackBasicDescriptor CGHeroInstance : : calculateNecromancy ( const BattleResult & battleResult ) const
{
const ui8 necromancyLevel = getSecSkillLevel ( SecondarySkill : : NECROMANCY ) ;
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// need skill or cloak of undead king - lesser artifacts don't work without skill
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if ( necromancyLevel > 0 | | hasBonusOfType ( Bonus : : IMPROVED_NECROMANCY ) )
{
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double necromancySkill = valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : NECROMANCY ) / 100.0 ;
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vstd : : amin ( necromancySkill , 1.0 ) ; //it's impossible to raise more creatures than all...
const std : : map < ui32 , si32 > & casualties = battleResult . casualties [ ! battleResult . winner ] ;
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// figure out what to raise - pick strongest creature meeting requirements
CreatureID creatureTypeRaised = CreatureID : : SKELETON ;
int requiredCasualtyLevel = 1 ;
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TConstBonusListPtr improvedNecromancy = getBonuses ( Selector : : type ( ) ( Bonus : : IMPROVED_NECROMANCY ) ) ;
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if ( ! improvedNecromancy - > empty ( ) )
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{
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auto getCreatureID = [ necromancyLevel ] ( const std : : shared_ptr < Bonus > & bonus ) - > CreatureID
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{
const CreatureID legacyTypes [ ] = { CreatureID : : SKELETON , CreatureID : : WALKING_DEAD , CreatureID : : WIGHTS , CreatureID : : LICHES } ;
return CreatureID ( bonus - > subtype > = 0 ? bonus - > subtype : legacyTypes [ necromancyLevel ] ) ;
} ;
int maxCasualtyLevel = 1 ;
2023-02-12 22:39:17 +02:00
for ( const auto & casualty : casualties )
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
vstd : : amax ( maxCasualtyLevel , VLC - > creh - > objects [ casualty . first ] - > level ) ;
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// pick best bonus available
std : : shared_ptr < Bonus > topPick ;
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for ( const std : : shared_ptr < Bonus > & newPick : * improvedNecromancy )
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{
// addInfo[0] = required necromancy skill, addInfo[1] = required casualty level
if ( newPick - > additionalInfo [ 0 ] > necromancyLevel | | newPick - > additionalInfo [ 1 ] > maxCasualtyLevel )
continue ;
if ( ! topPick )
{
topPick = newPick ;
}
else
{
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auto quality = [ getCreatureID ] ( const std : : shared_ptr < Bonus > & pick ) - > std : : tuple < int , int , int >
2018-03-17 10:46:16 +02:00
{
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
const CCreature * c = VLC - > creh - > objects [ getCreatureID ( pick ) ] ;
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return std : : tuple < int , int , int > { c - > level , static_cast < int > ( c - > cost . marketValue ( ) ) , - pick - > additionalInfo [ 1 ] } ;
2018-03-17 10:46:16 +02:00
} ;
if ( quality ( topPick ) < quality ( newPick ) )
topPick = newPick ;
}
}
if ( topPick )
{
creatureTypeRaised = getCreatureID ( topPick ) ;
requiredCasualtyLevel = std : : max ( topPick - > additionalInfo [ 1 ] , 1 ) ;
}
2014-06-05 19:52:14 +03:00
}
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// raise upgraded creature (at 2/3 rate) if no space available otherwise
if ( getSlotFor ( creatureTypeRaised ) = = SlotID ( ) )
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{
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for ( const CreatureID & upgraded : VLC - > creh - > objects [ creatureTypeRaised ] - > upgrades )
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{
if ( getSlotFor ( upgraded ) ! = SlotID ( ) )
{
creatureTypeRaised = upgraded ;
necromancySkill * = 2 / 3.0 ;
break ;
}
}
2014-06-05 19:52:14 +03:00
}
2018-03-17 10:46:16 +02:00
// calculate number of creatures raised - low level units contribute at 50% rate
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
const double raisedUnitHealth = VLC - > creh - > objects [ creatureTypeRaised ] - > MaxHealth ( ) ;
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double raisedUnits = 0 ;
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for ( const auto & casualty : casualties )
2018-03-17 10:46:16 +02:00
{
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
const CCreature * c = VLC - > creh - > objects [ casualty . first ] ;
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double raisedFromCasualty = std : : min ( c - > MaxHealth ( ) / raisedUnitHealth , 1.0 ) * casualty . second * necromancySkill ;
if ( c - > level < requiredCasualtyLevel )
raisedFromCasualty * = 0.5 ;
raisedUnits + = raisedFromCasualty ;
}
return CStackBasicDescriptor ( creatureTypeRaised , std : : max ( static_cast < int > ( raisedUnits ) , 1 ) ) ;
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}
return CStackBasicDescriptor ( ) ;
}
/**
* Show the necromancy dialog with information about units raised .
* @ param raisedStack Pair where the first element represents ID of the raised creature
* and the second element the amount .
*/
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void CGHeroInstance : : showNecromancyDialog ( const CStackBasicDescriptor & raisedStack , CRandomGenerator & rand ) const
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{
InfoWindow iw ;
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iw . soundID = soundBase : : pickup01 + rand . nextInt ( 6 ) ;
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iw . player = tempOwner ;
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iw . components . emplace_back ( raisedStack ) ;
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if ( raisedStack . count > 1 ) // Practicing the dark arts of necromancy, ... (plural)
{
iw . text . addTxt ( MetaString : : GENERAL_TXT , 145 ) ;
iw . text . addReplacement ( raisedStack . count ) ;
}
else // Practicing the dark arts of necromancy, ... (singular)
{
iw . text . addTxt ( MetaString : : GENERAL_TXT , 146 ) ;
}
iw . text . addReplacement ( raisedStack ) ;
cb - > showInfoDialog ( & iw ) ;
}
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/*
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int3 CGHeroInstance : : getSightCenter ( ) const
{
return getPosition ( false ) ;
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} */
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int CGHeroInstance : : getSightRadius ( ) const
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{
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return 5 + valOfBonuses ( Bonus : : SIGHT_RADIOUS ) ; // scouting gives SIGHT_RADIUS bonus
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}
si32 CGHeroInstance : : manaRegain ( ) const
{
if ( hasBonusOfType ( Bonus : : FULL_MANA_REGENERATION ) )
return manaLimit ( ) ;
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return 1 + valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : MYSTICISM ) + valOfBonuses ( Bonus : : MANA_REGENERATION ) ; //1 + Mysticism level
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}
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si32 CGHeroInstance : : getManaNewTurn ( ) const
{
if ( visitedTown & & visitedTown - > hasBuilt ( BuildingID : : MAGES_GUILD_1 ) )
{
//if hero starts turn in town with mage guild - restore all mana
return std : : max ( mana , manaLimit ( ) ) ;
}
si32 res = mana + manaRegain ( ) ;
res = std : : min ( res , manaLimit ( ) ) ;
res = std : : max ( res , mana ) ;
res = std : : max ( res , 0 ) ;
return res ;
}
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// /**
// * Places an artifact in hero's backpack. If it's a big artifact equips it
// * or discards it if it cannot be equipped.
// */
// void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
// {
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
// CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
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// CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
// ai->putAt(this, ai->firstAvailableSlot(this));
// }
int CGHeroInstance : : getBoatType ( ) const
{
switch ( type - > heroClass - > getAlignment ( ) )
{
case EAlignment : : GOOD :
return 1 ;
case EAlignment : : EVIL :
return 0 ;
case EAlignment : : NEUTRAL :
return 2 ;
default :
throw std : : runtime_error ( " Wrong alignment! " ) ;
}
}
void CGHeroInstance : : getOutOffsets ( std : : vector < int3 > & offsets ) const
{
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// FIXME: Offsets need to be fixed once we get rid of convertPosition
// Check issue 515 for details
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offsets =
{
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int3 ( - 1 , 1 , 0 ) , int3 ( - 1 , - 1 , 0 ) , int3 ( - 2 , 0 , 0 ) , int3 ( 0 , 0 , 0 ) , int3 ( 0 , 1 , 0 ) , int3 ( - 2 , 1 , 0 ) , int3 ( 0 , - 1 , 0 ) , int3 ( - 2 , - 1 , 0 )
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} ;
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}
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
int32_t CGHeroInstance : : getSpellCost ( const spells : : Spell * sp ) const
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{
return sp - > getCost ( getSpellSchoolLevel ( sp ) ) ;
}
void CGHeroInstance : : pushPrimSkill ( PrimarySkill : : PrimarySkill which , int val )
{
assert ( ! hasBonus ( Selector : : typeSubtype ( Bonus : : PRIMARY_SKILL , which )
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. And ( Selector : : sourceType ( ) ( Bonus : : HERO_BASE_SKILL ) ) ) ) ;
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addNewBonus ( std : : make_shared < Bonus > ( Bonus : : PERMANENT , Bonus : : PRIMARY_SKILL , Bonus : : HERO_BASE_SKILL , val , id . getNum ( ) , which ) ) ;
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}
EAlignment : : EAlignment CGHeroInstance : : getAlignment ( ) const
{
return type - > heroClass - > getAlignment ( ) ;
}
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void CGHeroInstance : : initExp ( CRandomGenerator & rand )
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{
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exp = rand . nextInt ( 40 , 89 ) ;
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}
std : : string CGHeroInstance : : nodeName ( ) const
{
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return " Hero " + getNameTranslated ( ) ;
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}
std : : string CGHeroInstance : : getNameTranslated ( ) const
{
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if ( ! nameCustom . empty ( ) )
return nameCustom ;
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return VLC - > generaltexth - > translate ( getNameTextID ( ) ) ;
}
std : : string CGHeroInstance : : getNameTextID ( ) const
{
if ( ! nameCustom . empty ( ) )
return nameCustom ;
if ( type )
return type - > getNameTextID ( ) ;
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// FIXME: called by logging from some specialties (mods?) before type is set on deserialization
// assert(0);
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return " " ;
}
std : : string CGHeroInstance : : getBiographyTranslated ( ) const
{
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if ( ! biographyCustom . empty ( ) )
return biographyCustom ;
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return VLC - > generaltexth - > translate ( getBiographyTextID ( ) ) ;
}
std : : string CGHeroInstance : : getBiographyTextID ( ) const
{
if ( ! biographyCustom . empty ( ) )
return biographyCustom ;
if ( type )
return type - > getBiographyTextID ( ) ;
assert ( 0 ) ;
return " " ;
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}
void CGHeroInstance : : putArtifact ( ArtifactPosition pos , CArtifactInstance * art )
{
assert ( ! getArt ( pos ) ) ;
art - > putAt ( ArtifactLocation ( this , pos ) ) ;
}
void CGHeroInstance : : putInBackpack ( CArtifactInstance * art )
{
putArtifact ( art - > firstBackpackSlot ( this ) , art ) ;
}
bool CGHeroInstance : : hasSpellbook ( ) const
{
return getArt ( ArtifactPosition : : SPELLBOOK ) ;
}
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void CGHeroInstance : : addSpellToSpellbook ( const SpellID & spell )
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{
spells . insert ( spell ) ;
}
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void CGHeroInstance : : removeSpellFromSpellbook ( const SpellID & spell )
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{
spells . erase ( spell ) ;
}
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bool CGHeroInstance : : spellbookContainsSpell ( const SpellID & spell ) const
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{
return vstd : : contains ( spells , spell ) ;
}
void CGHeroInstance : : removeSpellbook ( )
{
spells . clear ( ) ;
if ( hasSpellbook ( ) )
{
ArtifactLocation ( this , ArtifactPosition ( ArtifactPosition : : SPELLBOOK ) ) . removeArtifact ( ) ;
}
}
const std : : set < SpellID > & CGHeroInstance : : getSpellsInSpellbook ( ) const
{
return spells ;
}
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int CGHeroInstance : : maxSpellLevel ( ) const
{
return std : : min ( GameConstants : : SPELL_LEVELS , 2 + valOfBonuses ( Selector : : typeSubtype ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : WISDOM ) ) ) ;
}
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void CGHeroInstance : : deserializationFix ( )
{
artDeserializationFix ( this ) ;
}
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CBonusSystemNode * CGHeroInstance : : whereShouldBeAttachedOnSiege ( const bool isBattleOutsideTown ) const
{
if ( ! visitedTown )
return nullptr ;
return isBattleOutsideTown ? ( CBonusSystemNode * ) ( & visitedTown - > townAndVis )
: ( CBonusSystemNode * ) ( visitedTown . get ( ) ) ;
}
CBonusSystemNode * CGHeroInstance : : whereShouldBeAttachedOnSiege ( CGameState * gs )
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{
if ( visitedTown )
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return whereShouldBeAttachedOnSiege ( visitedTown - > isBattleOutsideTown ( this ) ) ;
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return & CArmedInstance : : whereShouldBeAttached ( gs ) ;
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}
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CBonusSystemNode & CGHeroInstance : : whereShouldBeAttached ( CGameState * gs )
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{
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if ( visitedTown )
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{
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if ( inTownGarrison )
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return * visitedTown ;
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else
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return visitedTown - > townAndVis ;
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}
else
return CArmedInstance : : whereShouldBeAttached ( gs ) ;
}
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int CGHeroInstance : : movementPointsAfterEmbark ( int MPsBefore , int basicCost , bool disembark , const TurnInfo * ti ) const
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{
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int ret = 0 ; //take all MPs by default
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bool localTi = false ;
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if ( ! ti )
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{
localTi = true ;
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ti = new TurnInfo ( this ) ;
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}
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int mp1 = ti - > getMaxMovePoints ( disembark ? EPathfindingLayer : : LAND : EPathfindingLayer : : SAIL ) ;
int mp2 = ti - > getMaxMovePoints ( disembark ? EPathfindingLayer : : SAIL : EPathfindingLayer : : LAND ) ;
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if ( ti - > hasBonusOfType ( Bonus : : FREE_SHIP_BOARDING ) )
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ret = static_cast < int > ( ( MPsBefore - basicCost ) * static_cast < double > ( mp1 ) / mp2 ) ;
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2016-08-16 14:47:21 +02:00
if ( localTi )
delete ti ;
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return ret ;
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}
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EDiggingStatus CGHeroInstance : : diggingStatus ( ) const
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{
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if ( static_cast < int > ( movement ) < maxMovePoints ( true ) )
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return EDiggingStatus : : LACK_OF_MOVEMENT ;
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return cb - > getTileDigStatus ( visitablePos ( ) ) ;
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}
ArtBearer : : ArtBearer CGHeroInstance : : bearerType ( ) const
{
return ArtBearer : : HERO ;
}
std : : vector < SecondarySkill > CGHeroInstance : : getLevelUpProposedSecondarySkills ( ) const
{
std : : vector < SecondarySkill > obligatorySkills ; //hero is offered magic school or wisdom if possible
if ( ! skillsInfo . wisdomCounter )
{
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if ( canLearnSkill ( SecondarySkill : : WISDOM ) )
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obligatorySkills . emplace_back ( SecondarySkill : : WISDOM ) ;
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}
if ( ! skillsInfo . magicSchoolCounter )
{
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std : : vector < SecondarySkill > ss =
{
SecondarySkill : : FIRE_MAGIC , SecondarySkill : : AIR_MAGIC , SecondarySkill : : WATER_MAGIC , SecondarySkill : : EARTH_MAGIC
} ;
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std : : shuffle ( ss . begin ( ) , ss . end ( ) , skillsInfo . rand . getStdGenerator ( ) ) ;
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for ( const auto & skill : ss )
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{
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if ( canLearnSkill ( skill ) ) //only schools hero doesn't know yet
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{
obligatorySkills . push_back ( skill ) ;
break ; //only one
}
}
}
std : : vector < SecondarySkill > skills ;
//picking sec. skills for choice
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std : : set < SecondarySkill > basicAndAdv ;
std : : set < SecondarySkill > expert ;
std : : set < SecondarySkill > none ;
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for ( int i = 0 ; i < VLC - > skillh - > size ( ) ; i + + )
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if ( canLearnSkill ( SecondarySkill ( i ) ) )
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none . insert ( SecondarySkill ( i ) ) ;
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for ( const auto & elem : secSkills )
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{
if ( elem . second < SecSkillLevel : : EXPERT )
basicAndAdv . insert ( elem . first ) ;
else
expert . insert ( elem . first ) ;
none . erase ( elem . first ) ;
}
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for ( const auto & s : obligatorySkills ) //don't duplicate them
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{
none . erase ( s ) ;
basicAndAdv . erase ( s ) ;
expert . erase ( s ) ;
}
//first offered skill:
// 1) give obligatory skill
// 2) give any other new skill
// 3) upgrade existing
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if ( canLearnSkill ( ) & & ! obligatorySkills . empty ( ) )
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{
skills . push_back ( obligatorySkills [ 0 ] ) ;
}
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else if ( ! none . empty ( ) & & canLearnSkill ( ) ) //hero have free skill slot
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{
skills . push_back ( type - > heroClass - > chooseSecSkill ( none , skillsInfo . rand ) ) ; //new skill
none . erase ( skills . back ( ) ) ;
}
else if ( ! basicAndAdv . empty ( ) )
{
skills . push_back ( type - > heroClass - > chooseSecSkill ( basicAndAdv , skillsInfo . rand ) ) ; //upgrade existing
basicAndAdv . erase ( skills . back ( ) ) ;
}
//second offered skill:
//1) upgrade existing
//2) give obligatory skill
//3) give any other new skill
if ( ! basicAndAdv . empty ( ) )
{
SecondarySkill s = type - > heroClass - > chooseSecSkill ( basicAndAdv , skillsInfo . rand ) ; //upgrade existing
skills . push_back ( s ) ;
basicAndAdv . erase ( s ) ;
}
else if ( canLearnSkill ( ) & & obligatorySkills . size ( ) > 1 )
{
skills . push_back ( obligatorySkills [ 1 ] ) ;
}
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else if ( ! none . empty ( ) & & canLearnSkill ( ) )
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{
skills . push_back ( type - > heroClass - > chooseSecSkill ( none , skillsInfo . rand ) ) ; //give new skill
none . erase ( skills . back ( ) ) ;
}
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if ( skills . size ( ) = = 2 ) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
std : : swap ( skills [ 0 ] , skills [ 1 ] ) ;
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return skills ;
}
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PrimarySkill : : PrimarySkill CGHeroInstance : : nextPrimarySkill ( CRandomGenerator & rand ) const
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{
assert ( gainsLevel ( ) ) ;
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int randomValue = rand . nextInt ( 99 ) ;
int pom = 0 ;
int primarySkill = 0 ;
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const auto isLowLevelHero = level < GameConstants : : HERO_HIGH_LEVEL ;
const auto & skillChances = isLowLevelHero ? type - > heroClass - > primarySkillLowLevel : type - > heroClass - > primarySkillHighLevel ;
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for ( ; primarySkill < GameConstants : : PRIMARY_SKILLS ; + + primarySkill )
{
pom + = skillChances [ primarySkill ] ;
if ( randomValue < pom )
{
break ;
}
}
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if ( primarySkill > = GameConstants : : PRIMARY_SKILLS )
{
primarySkill = rand . nextInt ( GameConstants : : PRIMARY_SKILLS - 1 ) ;
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logGlobal - > error ( " Wrong values in primarySkill%sLevel for hero class %s " , isLowLevelHero ? " Low " : " High " , type - > heroClass - > getNameTranslated ( ) ) ;
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randomValue = 100 / GameConstants : : PRIMARY_SKILLS ;
}
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logGlobal - > trace ( " The hero gets the primary skill %d with a probability of %d %%. " , primarySkill , randomValue ) ;
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return static_cast < PrimarySkill : : PrimarySkill > ( primarySkill ) ;
}
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boost : : optional < SecondarySkill > CGHeroInstance : : nextSecondarySkill ( CRandomGenerator & rand ) const
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{
assert ( gainsLevel ( ) ) ;
boost : : optional < SecondarySkill > chosenSecondarySkill ;
const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills ( ) ;
if ( ! proposedSecondarySkills . empty ( ) )
{
std : : vector < SecondarySkill > learnedSecondarySkills ;
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for ( const auto & secondarySkill : proposedSecondarySkills )
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{
if ( getSecSkillLevel ( secondarySkill ) > 0 )
{
learnedSecondarySkills . push_back ( secondarySkill ) ;
}
}
if ( learnedSecondarySkills . empty ( ) )
{
// there are only new skills to learn, so choose anyone of them
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chosenSecondarySkill = boost : : make_optional ( * RandomGeneratorUtil : : nextItem ( proposedSecondarySkills , rand ) ) ;
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}
else
{
// preferably upgrade a already learned secondary skill
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chosenSecondarySkill = boost : : make_optional ( * RandomGeneratorUtil : : nextItem ( learnedSecondarySkills , rand ) ) ;
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}
}
return chosenSecondarySkill ;
}
void CGHeroInstance : : setPrimarySkill ( PrimarySkill : : PrimarySkill primarySkill , si64 value , ui8 abs )
{
if ( primarySkill < PrimarySkill : : EXPERIENCE )
{
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auto skill = getBonusLocalFirst ( Selector : : type ( ) ( Bonus : : PRIMARY_SKILL )
. And ( Selector : : subtype ( ) ( primarySkill ) )
. And ( Selector : : sourceType ( ) ( Bonus : : HERO_BASE_SKILL ) ) ) ;
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assert ( skill ) ;
if ( abs )
{
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skill - > val = static_cast < si32 > ( value ) ;
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}
else
{
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skill - > val + = static_cast < si32 > ( value ) ;
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}
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CBonusSystemNode : : treeHasChanged ( ) ;
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}
else if ( primarySkill = = PrimarySkill : : EXPERIENCE )
{
if ( abs )
{
exp = value ;
}
else
{
exp + = value ;
}
}
}
bool CGHeroInstance : : gainsLevel ( ) const
{
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return exp > = static_cast < TExpType > ( VLC - > heroh - > reqExp ( level + 1 ) ) ;
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}
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void CGHeroInstance : : levelUp ( const std : : vector < SecondarySkill > & skills )
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{
+ + level ;
//deterministic secondary skills
skillsInfo . magicSchoolCounter = ( skillsInfo . magicSchoolCounter + 1 ) % maxlevelsToMagicSchool ( ) ;
skillsInfo . wisdomCounter = ( skillsInfo . wisdomCounter + 1 ) % maxlevelsToWisdom ( ) ;
if ( vstd : : contains ( skills , SecondarySkill : : WISDOM ) )
{
skillsInfo . resetWisdomCounter ( ) ;
}
SecondarySkill spellSchools [ ] = {
SecondarySkill : : FIRE_MAGIC , SecondarySkill : : AIR_MAGIC , SecondarySkill : : WATER_MAGIC , SecondarySkill : : EARTH_MAGIC } ;
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for ( const auto & skill : spellSchools )
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{
if ( vstd : : contains ( skills , skill ) )
{
skillsInfo . resetMagicSchoolCounter ( ) ;
break ;
}
}
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//update specialty and other bonuses that scale with level
treeHasChanged ( ) ;
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}
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void CGHeroInstance : : levelUpAutomatically ( CRandomGenerator & rand )
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{
while ( gainsLevel ( ) )
{
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const auto primarySkill = nextPrimarySkill ( rand ) ;
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setPrimarySkill ( primarySkill , 1 , false ) ;
auto proposedSecondarySkills = getLevelUpProposedSecondarySkills ( ) ;
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const auto secondarySkill = nextSecondarySkill ( rand ) ;
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if ( secondarySkill )
{
setSecSkillLevel ( * secondarySkill , 1 , false ) ;
}
//TODO why has the secondary skills to be passed to the method?
levelUp ( proposedSecondarySkills ) ;
}
}
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bool CGHeroInstance : : hasVisions ( const CGObjectInstance * target , const int subtype ) const
{
//VISIONS spell support
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const std : : string cached = boost : : to_string ( ( boost : : format ( " type_%d__subtype_%d " ) % Bonus : : VISIONS % subtype ) ) ;
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const int visionsMultiplier = valOfBonuses ( Selector : : typeSubtype ( Bonus : : VISIONS , subtype ) , cached ) ;
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int visionsRange = visionsMultiplier * getPrimSkillLevel ( PrimarySkill : : SPELL_POWER ) ;
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if ( visionsMultiplier > 0 )
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vstd : : amax ( visionsRange , 3 ) ; //minimum range is 3 tiles, but only if VISIONS bonus present
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const int distance = static_cast < int > ( target - > pos . dist2d ( visitablePos ( ) ) ) ;
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//logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
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return ( distance < visionsRange ) & & ( target - > pos . z = = pos . z ) ;
}
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std : : string CGHeroInstance : : getHeroTypeName ( ) const
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{
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if ( ID = = Obj : : HERO | | ID = = Obj : : PRISON )
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{
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if ( type )
{
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return type - > getJsonKey ( ) ;
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}
else
{
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return VLC - > heroh - > objects [ subID ] - > getJsonKey ( ) ;
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}
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}
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return " " ;
}
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void CGHeroInstance : : afterAddToMap ( CMap * map )
{
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if ( ID = = Obj : : HERO )
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map - > heroesOnMap . emplace_back ( this ) ;
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}
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void CGHeroInstance : : afterRemoveFromMap ( CMap * map )
{
if ( ID = = Obj : : HERO )
vstd : : erase_if_present ( map - > heroesOnMap , this ) ;
}
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void CGHeroInstance : : setHeroTypeName ( const std : : string & identifier )
{
if ( ID = = Obj : : HERO | | ID = = Obj : : PRISON )
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{
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auto rawId = VLC - > modh - > identifiers . getIdentifier ( CModHandler : : scopeMap ( ) , " hero " , identifier ) ;
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if ( rawId )
subID = rawId . get ( ) ;
else
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{
throw std : : runtime_error ( " Couldn't resolve hero identifier " + identifier ) ;
}
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}
}
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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void CGHeroInstance : : updateFrom ( const JsonNode & data )
{
CGObjectInstance : : updateFrom ( data ) ;
}
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void CGHeroInstance : : serializeCommonOptions ( JsonSerializeFormat & handler )
{
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handler . serializeString ( " biography " , biographyCustom ) ;
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handler . serializeInt ( " experience " , exp , 0 ) ;
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if ( ! handler . saving & & exp ! = UNINITIALIZED_EXPERIENCE ) //do not gain levels if experience is not initialized
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{
while ( gainsLevel ( ) )
{
+ + level ;
}
}
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handler . serializeString ( " name " , nameCustom ) ;
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handler . serializeBool < ui8 > ( " female " , sex , 1 , 0 , 0xFF ) ;
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{
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const int legacyHeroes = static_cast < int > ( VLC - > modh - > settings . data [ " textData " ] [ " hero " ] . Integer ( ) ) ;
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const int moddedStart = legacyHeroes + GameConstants : : HERO_PORTRAIT_SHIFT ;
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if ( handler . saving )
{
if ( portrait > = 0 )
{
if ( portrait < legacyHeroes | | portrait > = moddedStart )
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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handler . serializeId < si32 , si32 , HeroTypeID > ( " portrait " , portrait , - 1 ) ;
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else
handler . serializeInt ( " portrait " , portrait , - 1 ) ;
}
}
else
{
const JsonNode & portraitNode = handler . getCurrent ( ) [ " portrait " ] ;
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if ( portraitNode . getType ( ) = = JsonNode : : JsonType : : DATA_STRING )
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
handler . serializeId < si32 , si32 , HeroTypeID > ( " portrait " , portrait , - 1 ) ;
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else
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handler . serializeInt ( " portrait " , portrait , - 1 ) ;
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}
}
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//primary skills
if ( handler . saving )
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{
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const bool haveSkills = hasBonus ( Selector : : type ( ) ( Bonus : : PRIMARY_SKILL ) . And ( Selector : : sourceType ( ) ( Bonus : : HERO_BASE_SKILL ) ) ) ;
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if ( haveSkills )
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{
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auto primarySkills = handler . enterStruct ( " primarySkills " ) ;
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for ( int i = 0 ; i < GameConstants : : PRIMARY_SKILLS ; + + i )
{
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int value = valOfBonuses ( Selector : : typeSubtype ( Bonus : : PRIMARY_SKILL , i ) . And ( Selector : : sourceType ( ) ( Bonus : : HERO_BASE_SKILL ) ) ) ;
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handler . serializeInt ( PrimarySkill : : names [ i ] , value , 0 ) ;
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}
}
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}
else
{
auto primarySkills = handler . enterStruct ( " primarySkills " ) ;
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if ( handler . getCurrent ( ) . getType ( ) = = JsonNode : : JsonType : : DATA_STRUCT )
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{
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for ( int i = 0 ; i < GameConstants : : PRIMARY_SKILLS ; + + i )
{
int value = 0 ;
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handler . serializeInt ( PrimarySkill : : names [ i ] , value , 0 ) ;
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pushPrimSkill ( static_cast < PrimarySkill : : PrimarySkill > ( i ) , value ) ;
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}
}
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}
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//secondary skills
if ( handler . saving )
{
//does hero have default skills?
bool defaultSkills = false ;
bool normalSkills = false ;
for ( const auto & p : secSkills )
{
if ( p . first = = SecondarySkill ( SecondarySkill : : DEFAULT ) )
defaultSkills = true ;
else
normalSkills = true ;
}
if ( defaultSkills & & normalSkills )
logGlobal - > error ( " Mixed default and normal secondary skills " ) ;
//in json default skills means no field/null
if ( ! defaultSkills )
{
//enter structure here as handler initialize it
auto secondarySkills = handler . enterStruct ( " secondarySkills " ) ;
for ( auto & p : secSkills )
{
const si32 rawId = p . first . num ;
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if ( rawId < 0 | | rawId > = VLC - > skillh - > size ( ) )
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logGlobal - > error ( " Invalid secondary skill %d " , rawId ) ;
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handler . serializeEnum ( ( * VLC - > skillh ) [ SecondarySkill ( rawId ) ] - > getJsonKey ( ) , p . second , 0 , NSecondarySkill : : levels ) ;
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}
}
}
else
{
auto secondarySkills = handler . enterStruct ( " secondarySkills " ) ;
const JsonNode & skillMap = handler . getCurrent ( ) ;
secSkills . clear ( ) ;
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if ( skillMap . getType ( ) = = JsonNode : : JsonType : : DATA_NULL )
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{
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secSkills . emplace_back ( SecondarySkill : : DEFAULT , - 1 ) ;
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}
else
{
for ( const auto & p : skillMap . Struct ( ) )
{
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const std : : string skillId = p . first ;
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const std : : string levelId = p . second . String ( ) ;
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const int rawId = CSkillHandler : : decodeSkill ( skillId ) ;
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if ( rawId < 0 )
{
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logGlobal - > error ( " Invalid secondary skill %s " , skillId ) ;
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continue ;
}
const int level = vstd : : find_pos ( NSecondarySkill : : levels , levelId ) ;
if ( level < 0 )
{
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logGlobal - > error ( " Invalid secondary skill level%s " , levelId ) ;
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continue ;
}
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secSkills . emplace_back ( SecondarySkill ( rawId ) , level ) ;
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}
}
}
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handler . serializeIdArray ( " spellBook " , spells ) ;
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if ( handler . saving )
CArtifactSet : : serializeJsonArtifacts ( handler , " artifacts " , nullptr ) ;
}
void CGHeroInstance : : serializeJsonOptions ( JsonSerializeFormat & handler )
{
serializeCommonOptions ( handler ) ;
serializeJsonOwner ( handler ) ;
if ( ID = = Obj : : HERO | | ID = = Obj : : PRISON )
{
std : : string typeName ;
if ( handler . saving )
typeName = getHeroTypeName ( ) ;
handler . serializeString ( " type " , typeName ) ;
if ( ! handler . saving )
setHeroTypeName ( typeName ) ;
}
CCreatureSet : : serializeJson ( handler , " army " , 7 ) ;
handler . serializeBool < ui8 > ( " tightFormation " , formation , 1 , 0 , 0 ) ;
{
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static constexpr int NO_PATROLING = - 1 ;
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int rawPatrolRadius = NO_PATROLING ;
if ( handler . saving )
{
rawPatrolRadius = patrol . patrolling ? patrol . patrolRadius : NO_PATROLING ;
}
handler . serializeInt ( " patrolRadius " , rawPatrolRadius , NO_PATROLING ) ;
if ( ! handler . saving )
{
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if ( ! appearance )
{
// crossoverDeserialize
type = VLC - > heroh - > objects [ subID ] ;
appearance = VLC - > objtypeh - > getHandlerFor ( Obj : : HERO , type - > heroClass - > getIndex ( ) ) - > getTemplates ( ) . front ( ) ;
}
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patrol . patrolling = ( rawPatrolRadius > NO_PATROLING ) ;
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patrol . initialPos = visitablePos ( ) ;
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patrol . patrolRadius = ( rawPatrolRadius > NO_PATROLING ) ? rawPatrolRadius : 0 ;
}
}
}
void CGHeroInstance : : serializeJsonDefinition ( JsonSerializeFormat & handler )
{
serializeCommonOptions ( handler ) ;
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}
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bool CGHeroInstance : : isMissionCritical ( ) const
{
for ( const TriggeredEvent & event : IObjectInterface : : cb - > getMapHeader ( ) - > triggeredEvents )
{
if ( event . trigger . test ( [ & ] ( const EventCondition & condition )
{
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if ( ( condition . condition = = EventCondition : : CONTROL | | condition . condition = = EventCondition : : HAVE_0 ) & & condition . object )
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{
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const auto * hero = dynamic_cast < const CGHeroInstance * > ( condition . object ) ;
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return ( hero ! = this ) ;
}
else if ( condition . condition = = EventCondition : : IS_HUMAN )
{
return true ;
}
return false ;
} ) )
{
return true ;
}
}
return false ;
}
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VCMI_LIB_NAMESPACE_END