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https://github.com/vcmi/vcmi.git
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ac66fc7f42
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.
316 lines
11 KiB
C++
316 lines
11 KiB
C++
/*
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* CGHeroInstance.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "CObjectHandler.h"
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#include "CArmedInstance.h"
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#include "../spells/Magic.h"
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#include "../CArtHandler.h" // For CArtifactSet
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#include "../CRandomGenerator.h"
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class CHero;
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class CGBoat;
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class CGTownInstance;
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class CMap;
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struct TerrainTile;
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struct TurnInfo;
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class CGHeroPlaceholder : public CGObjectInstance
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{
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public:
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//subID stores id of hero type. If it's 0xff then following field is used
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ui8 power;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & power;
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}
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};
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class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public spells::Caster
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{
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// We serialize heroes into JSON for crossover
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friend class CCampaignState;
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public:
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//////////////////////////////////////////////////////////////////////////
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ui8 moveDir; //format: 123
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// 8 4
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// 765
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mutable ui8 isStanding, tacticFormationEnabled;
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//////////////////////////////////////////////////////////////////////////
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ConstTransitivePtr<CHero> type;
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TExpType exp; //experience points
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ui32 level; //current level of hero
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std::string name; //may be custom
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std::string biography; //if custom
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si32 portrait; //may be custom
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si32 mana; // remaining spell points
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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
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ui32 movement; //remaining movement points
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ui8 sex;
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bool inTownGarrison; // if hero is in town garrison
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ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
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ConstTransitivePtr<CCommanderInstance> commander;
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const CGBoat *boat; //set to CGBoat when sailing
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static const si32 UNINITIALIZED_PORTRAIT = -1;
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static const si32 UNINITIALIZED_MANA = -1;
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static const ui32 UNINITIALIZED_MOVEMENT = -1;
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//std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
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//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
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std::set<SpellID> spells; //known spells (spell IDs)
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std::set<ObjectInstanceID> visitedObjects;
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struct DLL_LINKAGE Patrol
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{
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Patrol(){patrolling=false;initialPos=int3();patrolRadius=-1;};
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bool patrolling;
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int3 initialPos;
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ui32 patrolRadius;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & patrolling;
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if(version >= 755) //save format backward compatibility
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{
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h & initialPos;
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}
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else if(!h.saving)
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{
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patrolling = false;
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initialPos = int3();
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}
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h & patrolRadius;
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}
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} patrol;
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// deprecated - used only for loading of old saves
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struct HeroSpecial : CBonusSystemNode
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{
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bool growsWithLevel;
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HeroSpecial(){growsWithLevel = false;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CBonusSystemNode&>(*this);
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h & growsWithLevel;
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}
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};
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struct DLL_LINKAGE SecondarySkillsInfo
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{
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//skills are determined, initialized at map start
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//FIXME remove mutable
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mutable CRandomGenerator rand;
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ui8 magicSchoolCounter;
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ui8 wisdomCounter;
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SecondarySkillsInfo();
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void resetMagicSchoolCounter();
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void resetWisdomCounter();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & magicSchoolCounter;
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h & wisdomCounter;
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h & rand;
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}
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} skillsInfo;
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inline bool isInitialized() const
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{ // has this hero been on the map at least once?
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return movement != UNINITIALIZED_MOVEMENT && mana != UNINITIALIZED_MANA;
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}
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//int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
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int getSightRadius() const override; //sight distance (should be used if player-owned structure)
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//////////////////////////////////////////////////////////////////////////
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int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
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void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
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//////////////////////////////////////////////////////////////////////////
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bool hasSpellbook() const;
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int maxSpellLevel() const;
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EAlignment::EAlignment getAlignment() const;
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const std::string &getBiography() const;
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bool needsLastStack()const override;
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TFaction getFaction() const;
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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
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int getNativeTerrain() const;
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ui32 getLowestCreatureSpeed() const;
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int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
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si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
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si32 getManaNewTurn() const; //calculate how much mana this hero is going to have the next day
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int getCurrentLuck(int stack=-1, bool town=false) const;
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int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
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bool canLearnSpell(const CSpell * spell) const;
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// ----- primary and secondary skill, experience, level handling -----
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/// Returns true if hero has lower level than should upon his experience.
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bool gainsLevel() const;
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/// Returns the next primary skill on level up. Can only be called if hero can gain a level up.
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PrimarySkill::PrimarySkill nextPrimarySkill(CRandomGenerator & rand) const;
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/// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up.
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boost::optional<SecondarySkill> nextSecondarySkill(CRandomGenerator & rand) const;
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/// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
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std::vector<SecondarySkill> getLevelUpProposedSecondarySkills() const;
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ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
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/// Returns true if hero has free secondary skill slot.
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bool canLearnSkill() const;
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void setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs);
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void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
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void levelUp(std::vector<SecondarySkill> skills);
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int maxMovePoints(bool onLand, const TurnInfo * ti = nullptr) const;
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int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
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static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
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double getFightingStrength() const; // takes attack / defense skill into account
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double getMagicStrength() const; // takes knowledge / spell power skill into account
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double getHeroStrength() const; // includes fighting and magic strength
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ui64 getTotalStrength() const; // includes fighting strength and army strength
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TExpType calculateXp(TExpType exp) const; //apply learning skill
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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
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CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
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void showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const;
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EDiggingStatus diggingStatus() const;
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//////////////////////////////////////////////////////////////////////////
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void setType(si32 ID, si32 subID) override;
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void initHero(CRandomGenerator & rand);
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void initHero(CRandomGenerator & rand, HeroTypeID SUBID);
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void putArtifact(ArtifactPosition pos, CArtifactInstance * art) override;
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void putInBackpack(CArtifactInstance *art);
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void initExp(CRandomGenerator & rand);
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void initArmy(CRandomGenerator & rand, IArmyDescriptor *dst = nullptr);
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//void giveArtifact (ui32 aid);
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void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
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ui8 maxlevelsToMagicSchool() const;
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ui8 maxlevelsToWisdom() const;
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void recreateSecondarySkillsBonuses();
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void updateSkillBonus(SecondarySkill which, int val);
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bool hasVisions(const CGObjectInstance * target, const int subtype) const;
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/// If this hero perishes, the scenario is failed
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bool isMissionCritical() const;
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CGHeroInstance();
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virtual ~CGHeroInstance();
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///ArtBearer
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ArtBearer::ArtBearer bearerType() const override;
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///IBonusBearer
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CBonusSystemNode *whereShouldBeAttached(CGameState *gs) override;
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std::string nodeName() const override;
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///spells::Caster
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int32_t getCasterUnitId() const override;
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ui8 getSpellSchoolLevel(const spells::Spell * spell, int * outSelectedSchool = nullptr) const override;
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int64_t getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const override;
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int64_t getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const override;
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int getEffectLevel(const spells::Spell * spell) const override;
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int getEffectPower(const spells::Spell * spell) const override;
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int getEnchantPower(const spells::Spell * spell) const override;
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int64_t getEffectValue(const spells::Spell * spell) const override;
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const PlayerColor getOwner() const override;
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void getCasterName(MetaString & text) const override;
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void getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override;
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void spendMana(const spells::PacketSender * server, const int spellCost) const override;
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void deserializationFix();
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void initObj(CRandomGenerator & rand) override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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std::string getObjectName() const override;
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void afterAddToMap(CMap * map) override;
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protected:
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void setPropertyDer(ui8 what, ui32 val) override;//synchr
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///common part of hero instance and hero definition
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void serializeCommonOptions(JsonSerializeFormat & handler);
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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private:
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void levelUpAutomatically(CRandomGenerator & rand);
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void recreateSpecialtyBonuses(std::vector<HeroSpecial*> & specialtyDeprecated);
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public:
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std::string getHeroTypeName() const;
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void setHeroTypeName(const std::string & identifier);
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void serializeJsonDefinition(JsonSerializeFormat & handler);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & static_cast<CArtifactSet&>(*this);
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h & exp;
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h & level;
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h & name;
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h & biography;
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h & portrait;
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h & mana;
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h & secSkills;
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h & movement;
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h & sex;
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h & inTownGarrison;
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h & spells;
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h & patrol;
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h & moveDir;
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h & skillsInfo;
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h & visitedTown;
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h & boat;
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h & type;
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if(version < 781)
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{
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std::vector<HeroSpecial*> specialtyDeprecated;
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h & specialtyDeprecated;
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if(!h.saving)
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recreateSpecialtyBonuses(specialtyDeprecated);
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}
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h & commander;
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h & visitedObjects;
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BONUS_TREE_DESERIALIZATION_FIX
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//visitied town pointer will be restored by map serialization method
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if(version < 777 && !h.saving)
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recreateSecondarySkillsBonuses();
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}
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};
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