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vcmi/lib/mapObjects/CGHeroInstance.h
Ivan Savenko 3dd4fa2528 Reduce usage of pointers to VLC entities
Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.

CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.

VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town

VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
2024-10-10 12:28:08 +00:00

370 lines
13 KiB
C++

/*
* 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 <vcmi/spells/Caster.h>
#include "CArmedInstance.h"
#include "IOwnableObject.h"
#include "../CArtHandler.h" // For CArtifactSet
VCMI_LIB_NAMESPACE_BEGIN
class CHero;
class CGBoat;
class CGTownInstance;
class CMap;
struct TerrainTile;
struct TurnInfo;
enum class EHeroGender : int8_t;
class DLL_LINKAGE CGHeroPlaceholder : public CGObjectInstance
{
public:
using CGObjectInstance::CGObjectInstance;
/// if this is placeholder by power, then power rank of desired hero
std::optional<ui8> powerRank;
/// if this is placeholder by type, then hero type of desired hero
std::optional<HeroTypeID> heroType;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CGObjectInstance&>(*this);
h & powerRank;
h & heroType;
}
protected:
void serializeJsonOptions(JsonSerializeFormat & handler) override;
};
class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public spells::Caster, public AFactionMember, public ICreatureUpgrader, public IOwnableObject
{
// We serialize heroes into JSON for crossover
friend class CampaignState;
friend class CMapLoaderH3M;
friend class CMapFormatJson;
private:
std::set<SpellID> spells; //known spells (spell IDs)
mutable int lowestCreatureSpeed;
ui32 movement; //remaining movement points
public:
//////////////////////////////////////////////////////////////////////////
//format: 123
// 8 4
// 765
ui8 moveDir;
mutable ui8 tacticFormationEnabled;
//////////////////////////////////////////////////////////////////////////
TExpType exp; //experience points
ui32 level; //current level of hero
/// If not NONE - then hero should use portrait from referenced hero type
HeroTypeID customPortraitSource;
si32 mana; // remaining spell points
std::vector<std::pair<SecondarySkill,ui8> > 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
EHeroGender gender;
std::string nameCustomTextId;
std::string biographyCustomTextId;
bool inTownGarrison; // if hero is in town garrison
ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
ConstTransitivePtr<CCommanderInstance> commander;
const CGBoat * boat = nullptr; //set to CGBoat when sailing
static constexpr si32 UNINITIALIZED_MANA = -1;
static constexpr ui32 UNINITIALIZED_MOVEMENT = -1;
static constexpr auto UNINITIALIZED_EXPERIENCE = std::numeric_limits<TExpType>::max();
//std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
//std::map<ui16, const CArtifact*> artifWorn; //map<position,artifact_id>; 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<ObjectInstanceID> visitedObjects;
struct DLL_LINKAGE Patrol
{
Patrol(){patrolling=false;initialPos=int3();patrolRadius=-1;};
bool patrolling;
int3 initialPos;
ui32 patrolRadius;
template <typename Handler> void serialize(Handler &h)
{
h & patrolling;
h & initialPos;
h & patrolRadius;
}
} patrol;
struct DLL_LINKAGE SecondarySkillsInfo
{
ui8 magicSchoolCounter;
ui8 wisdomCounter;
SecondarySkillsInfo();
void resetMagicSchoolCounter();
void resetWisdomCounter();
template <typename Handler> void serialize(Handler &h)
{
h & magicSchoolCounter;
h & wisdomCounter;
}
} 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)
//////////////////////////////////////////////////////////////////////////
BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
const IObjectInterface * getObject() const override;
//////////////////////////////////////////////////////////////////////////
std::string getBiographyTranslated() const;
std::string getBiographyTextID() const;
std::string getNameTextID() const;
std::string getNameTranslated() const;
HeroTypeID getPortraitSource() const;
int32_t getIconIndex() const;
std::string getClassNameTranslated() const;
std::string getClassNameTextID() const;
bool hasSpellbook() const;
int maxSpellLevel() const;
void addSpellToSpellbook(const SpellID & spell);
void removeSpellFromSpellbook(const SpellID & spell);
bool spellbookContainsSpell(const SpellID & spell) const;
void removeSpellbook();
const std::set<SpellID> & getSpellsInSpellbook() const;
EAlignment getAlignment() const;
bool needsLastStack()const override;
ResourceSet dailyIncome() const override;
std::vector<CreatureID> providedCreatures() const override;
const IOwnableObject * asOwnable() const final;
//INativeTerrainProvider
FactionID getFactionID() const override;
TerrainId getNativeTerrain() const override;
int getLowestCreatureSpeed() const;
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, bool allowBanned = false) 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
/// convert given position between map position (CGObjectInstance::pos) and visitable position used for hero interactions
int3 convertToVisitablePos(const int3 & position) const;
int3 convertFromVisitablePos(const int3 & position) const;
// ----- 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 nextPrimarySkill(vstd::RNG & rand) const;
/// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up.
std::optional<SecondarySkill> nextSecondarySkill(vstd::RNG & rand) const;
/// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
std::vector<SecondarySkill> getLevelUpProposedSecondarySkills(vstd::RNG & rand) const;
ui8 getSecSkillLevel(const SecondarySkill & skill) const; //0 - no skill
/// Returns true if hero has free secondary skill slot.
bool canLearnSkill() const;
bool canLearnSkill(const SecondarySkill & which) const;
void setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs);
void setSecSkillLevel(const SecondarySkill & which, int val, bool abs); // abs == 0 - changes by value; 1 - sets to value
void levelUp(const std::vector<SecondarySkill> & skills);
/// returns base movement cost for movement between specific tiles. Does not accounts for diagonal movement or last tile exception
ui32 getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const;
void setMovementPoints(int points);
int movementPointsRemaining() const;
int movementPointsLimit(bool onLand) const;
//cached version is much faster, TurnInfo construction is costly
int movementPointsLimitCached(bool onLand, const TurnInfo * ti) const;
//update army movement bonus
void updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const;
int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
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, vstd::RNG & rand) const;
EDiggingStatus diggingStatus() const;
//////////////////////////////////////////////////////////////////////////
const CHeroClass * getHeroClass() const;
HeroClassID getHeroClassID() const;
const CHero * getHeroType() const;
HeroTypeID getHeroTypeID() const;
void setHeroType(HeroTypeID type);
void initHero(vstd::RNG & rand);
void initHero(vstd::RNG & rand, const HeroTypeID & SUBID);
ArtPlacementMap putArtifact(const ArtifactPosition & pos, CArtifactInstance * art) override;
void removeArtifact(const ArtifactPosition & pos) override;
void initExp(vstd::RNG & rand);
void initArmy(vstd::RNG & rand, IArmyDescriptor *dst = nullptr);
void pushPrimSkill(PrimarySkill which, int val);
ui8 maxlevelsToMagicSchool() const;
ui8 maxlevelsToWisdom() const;
void recreateSecondarySkillsBonuses();
void updateSkillBonus(const SecondarySkill & which, int val);
void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
bool hasVisions(const CGObjectInstance * target, BonusSubtypeID masteryLevel) const;
/// If this hero perishes, the scenario is failed
bool isMissionCritical() const;
CGHeroInstance(IGameCallback *cb);
virtual ~CGHeroInstance();
PlayerColor getOwner() const override;
///ArtBearer
ArtBearer::ArtBearer bearerType() const override;
///IBonusBearer
CBonusSystemNode & whereShouldBeAttached(CGameState * gs) override;
std::string nodeName() const override;
si32 manaLimit() const override;
///IConstBonusProvider
const IBonusBearer* getBonusBearer() 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, SpellSchool * 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;
const CGHeroInstance * getHeroCaster() const override;
void getCasterName(MetaString & text) const override;
void getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override;
void spendMana(ServerCallback * server, const int spellCost) const override;
void attachToBoat(CGBoat* newBoat);
void boatDeserializationFix();
void deserializationFix();
void pickRandomObject(vstd::RNG & rand) override;
void onHeroVisit(const CGHeroInstance * h) const override;
std::string getObjectName() const override;
std::string getHoverText(PlayerColor player) const override;
std::string getMovementPointsTextIfOwner(PlayerColor player) const;
void afterAddToMap(CMap * map) override;
void afterRemoveFromMap(CMap * map) override;
void updateFrom(const JsonNode & data) override;
bool isCoastVisitable() const override;
bool isBlockedVisitable() const override;
BattleField getBattlefield() const override;
bool isCampaignYog() const;
bool isCampaignGem() const;
protected:
void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;//synchr
///common part of hero instance and hero definition
void serializeCommonOptions(JsonSerializeFormat & handler);
void serializeJsonOptions(JsonSerializeFormat & handler) override;
private:
void levelUpAutomatically(vstd::RNG & rand);
public:
std::string getHeroTypeName() const;
void setHeroTypeName(const std::string & identifier);
void serializeJsonDefinition(JsonSerializeFormat & handler);
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CArmedInstance&>(*this);
h & static_cast<CArtifactSet&>(*this);
h & exp;
h & level;
h & nameCustomTextId;
h & biographyCustomTextId;
h & customPortraitSource;
h & mana;
h & secSkills;
h & movement;
h & gender;
h & inTownGarrison;
h & spells;
h & patrol;
h & moveDir;
h & skillsInfo;
h & visitedTown;
h & boat;
if (h.version < Handler::Version::REMOVE_TOWN_PTR)
{
CHero * type = nullptr;
h & type;
}
h & commander;
h & visitedObjects;
BONUS_TREE_DESERIALIZATION_FIX
}
};
VCMI_LIB_NAMESPACE_END