/* * CGHeroInstance.h, part of VCMI engine * * 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 * */ #pragma once #include #include "CObjectHandler.h" #include "CArmedInstance.h" #include "../CArtHandler.h" // For CArtifactSet #include "../CRandomGenerator.h" class CHero; class CGBoat; class CGTownInstance; class CMap; struct TerrainTile; struct TurnInfo; class CGHeroPlaceholder : public CGObjectInstance { public: //subID stores id of hero type. If it's 0xff then following field is used ui8 power; template void serialize(Handler &h, const int version) { h & static_cast(*this); h & power; } }; class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public spells::Caster { // We serialize heroes into JSON for crossover friend class CCampaignState; friend class CMapLoaderH3M; private: std::set spells; //known spells (spell IDs) public: ////////////////////////////////////////////////////////////////////////// ui8 moveDir; //format: 123 // 8 4 // 765 mutable ui8 isStanding, tacticFormationEnabled; ////////////////////////////////////////////////////////////////////////// ConstTransitivePtr type; TExpType exp; //experience points ui32 level; //current level of hero std::string name; //may be custom std::string biography; //if custom si32 portrait; //may be custom si32 mana; // remaining spell points std::vector > secSkills; //first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert); if hero has ability (-1, -1) it meansthat it should have default secondary abilities ui32 movement; //remaining movement points ui8 sex; bool inTownGarrison; // if hero is in town garrison ConstTransitivePtr visitedTown; //set if hero is visiting town or in the town garrison ConstTransitivePtr commander; const CGBoat *boat; //set to CGBoat when sailing static const si32 UNINITIALIZED_PORTRAIT = -1; static const si32 UNINITIALIZED_MANA = -1; static const ui32 UNINITIALIZED_MOVEMENT = -1; //std::vector artifacts; //hero's artifacts from bag //std::map artifWorn; //map; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5 std::set visitedObjects; struct DLL_LINKAGE Patrol { Patrol(){patrolling=false;initialPos=int3();patrolRadius=-1;}; bool patrolling; int3 initialPos; ui32 patrolRadius; template void serialize(Handler &h, const int version) { h & patrolling; if(version >= 755) //save format backward compatibility { h & initialPos; } else if(!h.saving) { patrolling = false; initialPos = int3(); } h & patrolRadius; } } patrol; // deprecated - used only for loading of old saves struct HeroSpecial : CBonusSystemNode { bool growsWithLevel; HeroSpecial(){growsWithLevel = false;}; template void serialize(Handler &h, const int version) { h & static_cast(*this); h & growsWithLevel; } }; struct DLL_LINKAGE SecondarySkillsInfo { //skills are determined, initialized at map start //FIXME remove mutable mutable CRandomGenerator rand; ui8 magicSchoolCounter; ui8 wisdomCounter; SecondarySkillsInfo(); void resetMagicSchoolCounter(); void resetWisdomCounter(); template void serialize(Handler &h, const int version) { h & magicSchoolCounter; h & wisdomCounter; h & rand; } } skillsInfo; inline bool isInitialized() const { // has this hero been on the map at least once? return movement != UNINITIALIZED_MOVEMENT && mana != UNINITIALIZED_MANA; } //int3 getSightCenter() const; //"center" tile from which the sight distance is calculated int getSightRadius() const override; //sight distance (should be used if player-owned structure) ////////////////////////////////////////////////////////////////////////// int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral void getOutOffsets(std::vector &offsets) const override; //offsets to obj pos when we boat can be placed ////////////////////////////////////////////////////////////////////////// bool hasSpellbook() const; int maxSpellLevel() const; void addSpellToSpellbook(SpellID spell); void removeSpellFromSpellbook(SpellID spell); bool spellbookContainsSpell(SpellID spell) const; void removeSpellbook(); const std::set & getSpellsInSpellbook() const; EAlignment::EAlignment getAlignment() const; const std::string &getBiography() const; bool needsLastStack()const override; ui32 getTileCost(const TerrainTile &dest, const TerrainTile &from, const TurnInfo * ti) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling ETerrainType::EETerrainType getNativeTerrain() const; ui32 getLowestCreatureSpeed() const; int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation' si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day si32 getManaNewTurn() const; //calculate how much mana this hero is going to have the next day int getCurrentLuck(int stack=-1, bool town=false) const; int32_t getSpellCost(const spells::Spell * sp) const; //do not use during battles -> bonuses from army would be ignored bool canLearnSpell(const spells::Spell * spell) const; bool canCastThisSpell(const spells::Spell * spell) const; //determines if this hero can cast given spell; takes into account existing spell in spellbook, existing spellbook and artifact bonuses // ----- primary and secondary skill, experience, level handling ----- /// Returns true if hero has lower level than should upon his experience. bool gainsLevel() const; /// Returns the next primary skill on level up. Can only be called if hero can gain a level up. PrimarySkill::PrimarySkill nextPrimarySkill(CRandomGenerator & rand) const; /// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up. boost::optional nextSecondarySkill(CRandomGenerator & rand) const; /// Gets 0, 1 or 2 secondary skills which are proposed on hero level up. std::vector getLevelUpProposedSecondarySkills() const; ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill /// Returns true if hero has free secondary skill slot. bool canLearnSkill() const; void setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs); void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value void levelUp(std::vector skills); int maxMovePoints(bool onLand) const; //cached version is much faster, TurnInfo construction is costly int maxMovePointsCached(bool onLand, const TurnInfo * ti) const; int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const; static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest double getFightingStrength() const; // takes attack / defense skill into account double getMagicStrength() const; // takes knowledge / spell power skill into account double getHeroStrength() const; // includes fighting and magic strength ui64 getTotalStrength() const; // includes fighting strength and army strength TExpType calculateXp(TExpType exp) const; //apply learning skill CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const; void showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const; EDiggingStatus diggingStatus() const; ////////////////////////////////////////////////////////////////////////// void setType(si32 ID, si32 subID) override; void initHero(CRandomGenerator & rand); void initHero(CRandomGenerator & rand, HeroTypeID SUBID); void putArtifact(ArtifactPosition pos, CArtifactInstance * art) override; void putInBackpack(CArtifactInstance *art); void initExp(CRandomGenerator & rand); void initArmy(CRandomGenerator & rand, IArmyDescriptor *dst = nullptr); //void giveArtifact (ui32 aid); void pushPrimSkill(PrimarySkill::PrimarySkill which, int val); ui8 maxlevelsToMagicSchool() const; ui8 maxlevelsToWisdom() const; void recreateSecondarySkillsBonuses(); void updateSkillBonus(SecondarySkill which, int val); bool hasVisions(const CGObjectInstance * target, const int subtype) const; /// If this hero perishes, the scenario is failed bool isMissionCritical() const; CGHeroInstance(); virtual ~CGHeroInstance(); PlayerColor getOwner() const override; ///ArtBearer ArtBearer::ArtBearer bearerType() const override; ///IBonusBearer CBonusSystemNode * whereShouldBeAttached(CGameState *gs) override; std::string nodeName() const override; CBonusSystemNode * whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const; CBonusSystemNode * whereShouldBeAttachedOnSiege(CGameState * gs); ///spells::Caster int32_t getCasterUnitId() const override; int32_t getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool = nullptr) const override; int64_t getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const override; int64_t getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const override; int32_t getEffectLevel(const spells::Spell * spell) const override; int32_t getEffectPower(const spells::Spell * spell) const override; int32_t getEnchantPower(const spells::Spell * spell) const override; int64_t getEffectValue(const spells::Spell * spell) const override; PlayerColor getCasterOwner() const override; void getCasterName(MetaString & text) const override; void getCastDescription(const spells::Spell * spell, const std::vector & attacked, MetaString & text) const override; void spendMana(ServerCallback * server, const int spellCost) const override; void deserializationFix(); void initObj(CRandomGenerator & rand) override; void onHeroVisit(const CGHeroInstance * h) const override; std::string getObjectName() const override; void afterAddToMap(CMap * map) override; void updateFrom(const JsonNode & data) override; protected: void setPropertyDer(ui8 what, ui32 val) override;//synchr ///common part of hero instance and hero definition void serializeCommonOptions(JsonSerializeFormat & handler); void serializeJsonOptions(JsonSerializeFormat & handler) override; private: void levelUpAutomatically(CRandomGenerator & rand); void recreateSpecialtyBonuses(std::vector & specialtyDeprecated); public: std::string getHeroTypeName() const; void setHeroTypeName(const std::string & identifier); void serializeJsonDefinition(JsonSerializeFormat & handler); template void serialize(Handler &h, const int version) { h & static_cast(*this); h & static_cast(*this); h & exp; h & level; h & name; h & biography; h & portrait; h & mana; h & secSkills; h & movement; h & sex; h & inTownGarrison; h & spells; h & patrol; h & moveDir; h & skillsInfo; h & visitedTown; h & boat; h & type; if(version < 781) { std::vector specialtyDeprecated; h & specialtyDeprecated; if(!h.saving) recreateSpecialtyBonuses(specialtyDeprecated); } h & commander; h & visitedObjects; BONUS_TREE_DESERIALIZATION_FIX //visitied town pointer will be restored by map serialization method if(version < 777 && !h.saving) recreateSecondarySkillsBonuses(); } };