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vcmi/lib/mapObjects/CGHeroInstance.h
Arseniy Shestakov ac66fc7f42 Full rework of pre-game interface and networking
New features for players:
* Loading for multiplayer. Any save could be used for multiplayer.
* Restart for multiplayer. All clients will restart together.
* Loading from single save.
* Hotseat mixed with network game. Multiple players per client.
* Now connection to server could be cancelled.
* Return to menu on disconnections instead of crashes.
* Restoring of last selected map, save or campaign on next run.

TLDR on important changes in engine code:
* UI: work with server separated from UI
* UI: all explitic blitting replaced with IntObject's
* UI: all new code use smart pointers instead of DISPOSE
* Gameplay always start through lobby controlled by server.
* Threads receiving netpacks now shared for lobby and gameplay.
* Campaigns: heroes for crossover now serialized as JsonNode.
2018-04-04 14:24:26 +07:00

316 lines
11 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 "CObjectHandler.h"
#include "CArmedInstance.h"
#include "../spells/Magic.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 <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*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;
public:
//////////////////////////////////////////////////////////////////////////
ui8 moveDir; //format: 123
// 8 4
// 765
mutable ui8 isStanding, tacticFormationEnabled;
//////////////////////////////////////////////////////////////////////////
ConstTransitivePtr<CHero> 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<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
ui32 movement; //remaining movement points
ui8 sex;
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; //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<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<SpellID> spells; //known spells (spell IDs)
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, 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 <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBonusSystemNode&>(*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 <typename Handler> 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<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
//////////////////////////////////////////////////////////////////////////
bool hasSpellbook() const;
int maxSpellLevel() const;
EAlignment::EAlignment getAlignment() const;
const std::string &getBiography() const;
bool needsLastStack()const override;
TFaction getFaction() const;
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
int 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;
int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
bool canLearnSpell(const CSpell * spell) 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::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<SecondarySkill> nextSecondarySkill(CRandomGenerator & rand) const;
/// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
std::vector<SecondarySkill> 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<SecondarySkill> skills);
int maxMovePoints(bool onLand, const TurnInfo * ti = nullptr) 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
bool canCastThisSpell(const CSpell * spell) const; //determines if this hero can cast given spell; takes into account existing spell in spellbook, existing spellbook and artifact bonuses
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();
///ArtBearer
ArtBearer::ArtBearer bearerType() const override;
///IBonusBearer
CBonusSystemNode *whereShouldBeAttached(CGameState *gs) override;
std::string nodeName() const override;
///spells::Caster
int32_t getCasterUnitId() const override;
ui8 getSpellSchoolLevel(const spells::Spell * spell, int * 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;
int getEffectLevel(const spells::Spell * spell) const override;
int getEffectPower(const spells::Spell * spell) const override;
int getEnchantPower(const spells::Spell * spell) const override;
int64_t getEffectValue(const spells::Spell * spell) const override;
const PlayerColor getOwner() 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(const spells::PacketSender * 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;
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<HeroSpecial*> & specialtyDeprecated);
public:
std::string getHeroTypeName() const;
void setHeroTypeName(const std::string & identifier);
void serializeJsonDefinition(JsonSerializeFormat & handler);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & static_cast<CArtifactSet&>(*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<HeroSpecial*> 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();
}
};