mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
333 lines
12 KiB
C++
333 lines
12 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 "../CArtHandler.h" // For CArtifactSet
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
class CHero;
|
|
class CGBoat;
|
|
class CGTownInstance;
|
|
class CMap;
|
|
struct TerrainTile;
|
|
struct TurnInfo;
|
|
enum class EHeroGender : uint8_t;
|
|
|
|
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, public AFactionMember, public ICreatureUpgrader
|
|
{
|
|
// We serialize heroes into JSON for crossover
|
|
friend class CCampaignState;
|
|
friend class CMapLoaderH3M;
|
|
friend class CMapFormatJson;
|
|
|
|
private:
|
|
std::set<SpellID> spells; //known spells (spell IDs)
|
|
mutable int lowestCreatureSpeed;
|
|
|
|
public:
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
//format: 123
|
|
// 8 4
|
|
// 765
|
|
ui8 moveDir;
|
|
mutable ui8 tacticFormationEnabled;
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
ConstTransitivePtr<CHero> type;
|
|
TExpType exp; //experience points
|
|
ui32 level; //current level of hero
|
|
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
|
|
EHeroGender gender;
|
|
|
|
std::string nameCustom;
|
|
std::string biographyCustom;
|
|
|
|
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_PORTRAIT = -1;
|
|
static constexpr si32 UNINITIALIZED_MANA = -1;
|
|
static constexpr ui32 UNINITIALIZED_MOVEMENT = -1;
|
|
static constexpr TExpType 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, const int version)
|
|
{
|
|
h & patrolling;
|
|
h & initialPos;
|
|
h & patrolRadius;
|
|
}
|
|
} patrol;
|
|
|
|
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)
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
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 getNameTranslated() const;
|
|
|
|
private:
|
|
std::string getNameTextID() const;
|
|
std::string getBiographyTextID() const;
|
|
public:
|
|
|
|
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;
|
|
|
|
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
|
|
//INativeTerrainProvider
|
|
FactionID getFaction() 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) 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::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.
|
|
std::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(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 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);
|
|
|
|
int maxMovePoints(bool onLand) const;
|
|
//cached version is much faster, TurnInfo construction is costly
|
|
int maxMovePointsCached(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, CRandomGenerator & rand) const;
|
|
EDiggingStatus diggingStatus() const;
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
void setType(si32 ID, si32 subID) override;
|
|
|
|
void initHero(CRandomGenerator & rand);
|
|
void initHero(CRandomGenerator & rand, const HeroTypeID & SUBID);
|
|
|
|
void putArtifact(ArtifactPosition pos, CArtifactInstance * art) override;
|
|
void removeArtifact(ArtifactPosition pos) override;
|
|
void initExp(CRandomGenerator & rand);
|
|
void initArmy(CRandomGenerator & rand, IArmyDescriptor *dst = nullptr);
|
|
void pushPrimSkill(PrimarySkill::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, 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;
|
|
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, 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;
|
|
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 deserializationFix();
|
|
|
|
void initObj(CRandomGenerator & rand) override;
|
|
void onHeroVisit(const CGHeroInstance * h) const override;
|
|
std::string getObjectName() const override;
|
|
|
|
void afterAddToMap(CMap * map) override;
|
|
void afterRemoveFromMap(CMap * map) override;
|
|
|
|
void updateFrom(const JsonNode & data) override;
|
|
|
|
BattleField getBattlefield() const 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);
|
|
|
|
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 & nameCustom;
|
|
h & biographyCustom;
|
|
h & portrait;
|
|
h & mana;
|
|
h & secSkills;
|
|
h & movement;
|
|
h & gender;
|
|
h & inTownGarrison;
|
|
h & spells;
|
|
h & patrol;
|
|
h & moveDir;
|
|
h & skillsInfo;
|
|
h & visitedTown;
|
|
h & boat;
|
|
h & type;
|
|
h & commander;
|
|
h & visitedObjects;
|
|
BONUS_TREE_DESERIALIZATION_FIX
|
|
}
|
|
};
|
|
|
|
VCMI_LIB_NAMESPACE_END
|