mirror of
https://github.com/vcmi/vcmi.git
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c16e7d4bcf
Added stderr color handling Updated logger to use boost::filesystem::path. Minor fixes. Some classes are now structs.
230 lines
8.9 KiB
C++
230 lines
8.9 KiB
C++
#pragma once
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#include "CObjectHandler.h"
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#include "CArmedInstance.h"
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#include "../CArtHandler.h" // For CArtifactSet
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#include "../CRandomGenerator.h"
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/*
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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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class CHero;
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class CGBoat;
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class CGTownInstance;
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struct TerrainTile;
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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
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{
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public:
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enum ECanDig
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{
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CAN_DIG, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED
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};
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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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//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;patrolRadious=-1;};
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bool patrolling;
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ui32 patrolRadious;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & patrolling & patrolRadious;
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}
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} patrol;
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struct DLL_LINKAGE 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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std::vector<HeroSpecial*> specialty;
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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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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 & wisdomCounter & rand;
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}
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} skillsInfo;
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//int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
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int getSightRadious() const; //sight distance (should be used if player-owned structure)
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//////////////////////////////////////////////////////////////////////////
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int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
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void getOutOffsets(std::vector<int3> &offsets) const; //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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EAlignment::EAlignment getAlignment() const;
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const std::string &getBiography() const;
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bool needsLastStack()const;
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ui32 getTileCost(const TerrainTile &dest, const TerrainTile &from) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling
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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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bool canWalkOnSea() const;
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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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// ----- 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() 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() 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;
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int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false) const;
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//int getSpellSecLevel(int spell) const; //returns level of secondary ability (fire, water, earth, air magic) known to this hero and applicable to given spell; -1 if error
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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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ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const; //returns level on which given spell would be cast by this hero (0 - none, 1 - basic etc); optionally returns number of selected school by arg - 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic,
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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) const;
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ECanDig diggingStatus() const; //0 - can dig; 1 - lack of movement; 2 -
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//////////////////////////////////////////////////////////////////////////
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void setType(si32 ID, si32 subID);
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void initHero();
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void initHero(HeroTypeID SUBID);
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void putArtifact(ArtifactPosition pos, CArtifactInstance *art);
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void putInBackpack(CArtifactInstance *art);
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void initExp();
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void initArmy(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 Updatespecialty();
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void recreateSecondarySkillsBonuses();
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void updateSkill(SecondarySkill which, int val);
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CGHeroInstance();
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virtual ~CGHeroInstance();
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//////////////////////////////////////////////////////////////////////////
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//
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ArtBearer::ArtBearer bearerType() const override;
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//////////////////////////////////////////////////////////////////////////
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CBonusSystemNode *whereShouldBeAttached(CGameState *gs) override;
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std::string nodeName() const override;
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void deserializationFix();
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void initObj() 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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protected:
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void setPropertyDer(ui8 what, ui32 val) override;//synchr
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private:
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void levelUpAutomatically();
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public:
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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 & level & name & biography & portrait & mana & secSkills & movement
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& sex & inTownGarrison & spells & patrol & moveDir & skillsInfo;
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h & visitedTown & boat;
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h & type & specialty & commander & 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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}
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};
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