HeroBonus.h 33 KB

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  1. #pragma once
  2. #include <boost/range.hpp>
  3. #include "GameConstants.h"
  4. /*
  5. * HeroBonus.h, part of VCMI engine
  6. *
  7. * Authors: listed in file AUTHORS in main folder
  8. *
  9. * License: GNU General Public License v2.0 or later
  10. * Full text of license available in license.txt file, in main folder
  11. *
  12. */
  13. class CCreature;
  14. class CSpell;
  15. struct Bonus;
  16. class CBonusSystemNode;
  17. class ILimiter;
  18. class IPropagator;
  19. class BonusList;
  20. typedef boost::shared_ptr<BonusList> TBonusListPtr;
  21. typedef std::vector<std::pair<int,std::string> > TModDescr; //modifiers values and their descriptions
  22. typedef std::set<CBonusSystemNode*> TNodes;
  23. typedef std::set<const CBonusSystemNode*> TCNodes;
  24. typedef std::vector<CBonusSystemNode *> TNodesVector;
  25. typedef boost::function<bool(const Bonus*)> CSelector;
  26. namespace PrimarySkill
  27. {
  28. enum { ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE};
  29. }
  30. #define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving && h.smartPointerSerialization) deserializationFix();
  31. #define BONUS_LIST \
  32. BONUS_NAME(NONE) \
  33. BONUS_NAME(MOVEMENT) /*both water/land*/ \
  34. BONUS_NAME(LAND_MOVEMENT) \
  35. BONUS_NAME(SEA_MOVEMENT) \
  36. BONUS_NAME(MORALE) \
  37. BONUS_NAME(LUCK) \
  38. BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \
  39. BONUS_NAME(SIGHT_RADIOUS) \
  40. BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \
  41. BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \
  42. BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \
  43. BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
  44. BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
  45. BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - subtracted to this part*/ \
  46. BONUS_NAME(FLYING_MOVEMENT) /*subtype 1 - without penalty, 2 - with penalty*/ \
  47. BONUS_NAME(SPELL_DURATION) \
  48. BONUS_NAME(AIR_SPELL_DMG_PREMY) \
  49. BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
  50. BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
  51. BONUS_NAME(WATER_SPELL_DMG_PREMY) \
  52. BONUS_NAME(WATER_WALKING) /*subtype 1 - without penalty, 2 - with penalty*/ \
  53. BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
  54. BONUS_NAME(STACK_HEALTH) \
  55. BONUS_NAME(BLOCK_MORALE) \
  56. BONUS_NAME(BLOCK_LUCK) \
  57. BONUS_NAME(FIRE_SPELLS) \
  58. BONUS_NAME(AIR_SPELLS) \
  59. BONUS_NAME(WATER_SPELLS) \
  60. BONUS_NAME(EARTH_SPELLS) \
  61. BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
  62. BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
  63. BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
  64. BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
  65. BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
  66. BONUS_NAME(ENEMY_CANT_ESCAPE) /*for shackles of war*/ \
  67. BONUS_NAME(MAGIC_SCHOOL_SKILL) /* //eg. for magic plains terrain, subtype: school of magic (0 - all, 1 - fire, 2 - air, 4 - water, 8 - earth), value - level*/ \
  68. BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
  69. BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
  70. BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
  71. BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
  72. BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
  73. BONUS_NAME(NO_TYPE) \
  74. BONUS_NAME(FLYING) \
  75. BONUS_NAME(SHOOTER) \
  76. BONUS_NAME(CHARGE_IMMUNITY) \
  77. BONUS_NAME(ADDITIONAL_ATTACK) \
  78. BONUS_NAME(UNLIMITED_RETALIATIONS) \
  79. BONUS_NAME(NO_MELEE_PENALTY) \
  80. BONUS_NAME(JOUSTING) /*for champions*/ \
  81. BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
  82. BONUS_NAME(KING1) \
  83. BONUS_NAME(KING2) \
  84. BONUS_NAME(KING3) \
  85. BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
  86. BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
  87. BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
  88. BONUS_NAME(SPELL_AFTER_ATTACK) /* subtype - spell id, value - chance %, additional info % 1000 - level, (additional info)/1000 -> [0 - all attacks, 1 - shot only, 2 - melee only*/ \
  89. BONUS_NAME(SPELL_BEFORE_ATTACK) /* subtype - spell id, value - chance %, additional info % 1000 - level, (additional info)/1000 -> [0 - all attacks, 1 - shot only, 2 - melee only*/ \
  90. BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
  91. BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus*/ \
  92. BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
  93. BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
  94. BONUS_NAME(NO_WALL_PENALTY) \
  95. BONUS_NAME(NON_LIVING) /*eg. gargoyle*/ \
  96. BONUS_NAME(RANDOM_SPELLCASTER) /*eg. master genie, val - level*/ \
  97. BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
  98. BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
  99. BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
  100. BONUS_NAME(SPELL_LIKE_ATTACK) /*subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog*/ \
  101. BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
  102. BONUS_NAME(DAEMON_SUMMONING) /*pit lord, subtype - type of creatures, val - hp per unit*/ \
  103. BONUS_NAME(FIRE_IMMUNITY) /*subtype 0 - all, 1 - all except positive, 2 - only damage spells*/ \
  104. BONUS_NAME(WATER_IMMUNITY) \
  105. BONUS_NAME(EARTH_IMMUNITY) \
  106. BONUS_NAME(AIR_IMMUNITY) \
  107. BONUS_NAME(MIND_IMMUNITY) \
  108. BONUS_NAME(FIRE_SHIELD) \
  109. BONUS_NAME(UNDEAD) \
  110. BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
  111. BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
  112. BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
  113. BONUS_NAME(LIFE_DRAIN) \
  114. BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
  115. BONUS_NAME(RETURN_AFTER_STRIKE) \
  116. BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
  117. BONUS_NAME(SPELLCASTER) /*subtype - spell id, value - level of school, additional info - weighted chance. use SPECIFIC_SPELL_POWER, CREATURE_SPELL_POWER or CREATURE_ENCHANT_POWER for calculating the power*/ \
  118. BONUS_NAME(CATAPULT) \
  119. BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
  120. BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
  121. BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %, subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage*/ \
  122. BONUS_NAME(DEFENSIVE_STANCE) /* val - bonus to defense while defending */ \
  123. BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
  124. BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
  125. BONUS_NAME(FEAR) \
  126. BONUS_NAME(FEARLESS) \
  127. BONUS_NAME(NO_DISTANCE_PENALTY) \
  128. BONUS_NAME(SELF_LUCK) /*halfling*/ \
  129. BONUS_NAME(ENCHANTER)/* for Enchanter spells, val - skill level, subtype - spell id, additionalInfo - cooldown */ \
  130. BONUS_NAME(HEALER) \
  131. BONUS_NAME(SIEGE_WEAPON) \
  132. BONUS_NAME(HYPNOTIZED) \
  133. BONUS_NAME(NO_RETALIATION) /*temporary bonus for basilisk, unicorn and scorpicore paralyze*/\
  134. BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
  135. BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
  136. BONUS_NAME(ALWAYS_MINIMUM_DAMAGE) /*unit does its minimum damage from range; subtype: -1 - any attack, 0 - melee, 1 - ranged, value: additional damage penalty (it'll subtracted from dmg), additional info - multiplicative anti-bonus for dmg in % [eg 20 means that creature will inflict 80% of normal minimal dmg]*/ \
  137. BONUS_NAME(ALWAYS_MAXIMUM_DAMAGE) /*eg. bless effect, subtype: -1 - any attack, 0 - melee, 1 - ranged, value: additional damage, additional info - multiplicative bonus for dmg in %*/ \
  138. BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
  139. BONUS_NAME(IN_FRENZY) /*value - level*/ \
  140. BONUS_NAME(SLAYER) /*value - level*/ \
  141. BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
  142. BONUS_NAME(NOT_ACTIVE) /* subtype - spell ID (paralyze, blind, stone gaze) for graphical effect*/ \
  143. BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
  144. BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
  145. BONUS_NAME(DARKNESS) /*val = radius */ \
  146. BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*val = id, additionalInfo = value per level in percent*/ \
  147. BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
  148. BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
  149. BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
  150. BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
  151. BONUS_NAME(MAXED_SPELL) /*val = id*/\
  152. BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
  153. BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\
  154. BONUS_NAME(DRAGON_NATURE) \
  155. BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
  156. BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/\
  157. BONUS_NAME(SHOTS)\
  158. BONUS_NAME(DEATH_STARE) /*subtype 0 - gorgon, 1 - commander*/\
  159. BONUS_NAME(POISON) /*val - max health penalty from poison possible*/\
  160. BONUS_NAME(BIND_EFFECT) /*doesn't do anything particular, works as a marker)*/\
  161. BONUS_NAME(ACID_BREATH) /*additional val damage per creature after attack, additional info - chance in percent*/\
  162. BONUS_NAME(RECEPTIVE) /*accepts friendly spells even with immunity*/\
  163. BONUS_NAME(DIRECT_DAMAGE_IMMUNITY) /*direct damage spells, that is*/\
  164. BONUS_NAME(CASTS) /*how many times creature can cast activated spell*/ \
  165. BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection casted by units, subtype - spell id */\
  166. BONUS_NAME(CREATURE_SPELL_POWER) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \
  167. BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells casted by creature */ \
  168. BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */
  169. /// Struct for handling bonuses of several types. Can be transferred to any hero
  170. struct DLL_LINKAGE Bonus
  171. {
  172. enum BonusType
  173. {
  174. #define BONUS_NAME(x) x,
  175. BONUS_LIST
  176. #undef BONUS_NAME
  177. };
  178. enum BonusDuration //when bonus is automatically removed
  179. {
  180. PERMANENT = 1,
  181. ONE_BATTLE = 2, //at the end of battle
  182. ONE_DAY = 4, //at the end of day
  183. ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
  184. N_TURNS = 16, //used during battles, after battle bonus is always removed
  185. N_DAYS = 32,
  186. UNITL_BEING_ATTACKED = 64,/*removed after attack and counterattacks are performed*/
  187. UNTIL_ATTACK = 128, /*removed after attack and counterattacks are performed*/
  188. STACK_GETS_TURN = 256 /*removed when stack gets its turn - used for defensive stance*/
  189. };
  190. enum BonusSource
  191. {
  192. ARTIFACT,
  193. ARTIFACT_INSTANCE,
  194. OBJECT,
  195. CREATURE_ABILITY,
  196. TERRAIN_NATIVE,
  197. TERRAIN_OVERLAY,
  198. SPELL_EFFECT,
  199. TOWN_STRUCTURE,
  200. HERO_BASE_SKILL,
  201. SECONDARY_SKILL,
  202. HERO_SPECIAL,
  203. ARMY,
  204. CAMPAIGN_BONUS,
  205. SPECIAL_WEEK,
  206. STACK_EXPERIENCE,
  207. OTHER /*used for defensive stance and default value of spell level limit*/
  208. };
  209. enum LimitEffect
  210. {
  211. NO_LIMIT = 0,
  212. ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
  213. ONLY_ENEMY_ARMY
  214. };
  215. enum ValueType
  216. {
  217. ADDITIVE_VALUE,
  218. BASE_NUMBER,
  219. PERCENT_TO_ALL,
  220. PERCENT_TO_BASE,
  221. INDEPENDENT_MAX, //used for SPELL bonus
  222. INDEPENDENT_MIN //used for SECONDARY_SKILL_PREMY bonus
  223. };
  224. ui16 duration; //uses BonusDuration values
  225. si16 turnsRemain; //used if duration is N_TURNS or N_DAYS
  226. TBonusType type; //uses BonusType values - says to what is this bonus - 1 byte
  227. TBonusSubtype subtype; //-1 if not applicable - 4 bytes
  228. ui8 source;//source type" uses BonusSource values - what gave that bonus
  229. si32 val;
  230. ui32 sid; //source id: id of object/artifact/spell
  231. ui8 valType; //by ValueType enum
  232. si32 additionalInfo;
  233. ui8 effectRange; //if not NO_LIMIT, bonus will be omitted by default
  234. boost::shared_ptr<ILimiter> limiter;
  235. boost::shared_ptr<IPropagator> propagator;
  236. std::string description;
  237. Bonus(ui16 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
  238. Bonus(ui16 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, si32 Subtype=-1, ui8 ValType = ADDITIVE_VALUE);
  239. Bonus();
  240. ~Bonus();
  241. // //comparison
  242. // bool operator==(const HeroBonus &other)
  243. // {
  244. // return &other == this;
  245. // //TODO: what is best logic for that?
  246. // }
  247. // bool operator<(const HeroBonus &other)
  248. // {
  249. // return &other < this;
  250. // //TODO: what is best logic for that?
  251. // }
  252. template <typename Handler> void serialize(Handler &h, const int version)
  253. {
  254. h & duration & type & subtype & source & val & sid & description & additionalInfo & turnsRemain & valType & effectRange & limiter & propagator;
  255. }
  256. static bool compareByAdditionalInfo(const Bonus *a, const Bonus *b)
  257. {
  258. return a->additionalInfo < b->additionalInfo;
  259. }
  260. static bool OneDay(const Bonus *hb)
  261. {
  262. return hb->duration & Bonus::ONE_DAY;
  263. }
  264. static bool OneWeek(const Bonus *hb)
  265. {
  266. return hb->duration & Bonus::ONE_WEEK;
  267. }
  268. static bool OneBattle(const Bonus *hb)
  269. {
  270. return hb->duration & Bonus::ONE_BATTLE;
  271. }
  272. static bool UntilGetsTurn(const Bonus *hb)
  273. {
  274. return hb->duration & Bonus::STACK_GETS_TURN;
  275. }
  276. static bool UntilAttack(const Bonus *hb)
  277. {
  278. return hb->duration & Bonus::UNTIL_ATTACK;
  279. }
  280. static bool UntilBeingAttacked(const Bonus *hb)
  281. {
  282. return hb->duration & Bonus::UNITL_BEING_ATTACKED;
  283. }
  284. static bool IsFrom(const Bonus &hb, ui8 source, ui32 id) //if id==0xffffff then id doesn't matter
  285. {
  286. return hb.source==source && (id==0xffffff || hb.sid==id);
  287. }
  288. inline bool operator == (const BonusType & cf) const
  289. {
  290. return type == cf;
  291. }
  292. inline void ChangeBonusVal (const ui32 newVal)
  293. {
  294. val = newVal;
  295. }
  296. inline void operator += (const ui32 Val) //no return
  297. {
  298. val += Val;
  299. }
  300. const CSpell * sourceSpell() const;
  301. std::string Description() const;
  302. Bonus *addLimiter(ILimiter *Limiter); //returns this for convenient chain-calls
  303. Bonus *addPropagator(IPropagator *Propagator); //returns this for convenient chain-calls
  304. Bonus *addLimiter(boost::shared_ptr<ILimiter> Limiter); //returns this for convenient chain-calls
  305. Bonus *addPropagator(boost::shared_ptr<IPropagator> Propagator); //returns this for convenient chain-calls
  306. };
  307. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
  308. class DLL_LINKAGE BonusList
  309. {
  310. private:
  311. std::vector<Bonus*> bonuses;
  312. bool belongsToTree;
  313. public:
  314. BonusList(bool BelongsToTree = false);
  315. BonusList(const BonusList &bonusList);
  316. BonusList& operator=(const BonusList &bonusList);
  317. // wrapper functions of the STL vector container
  318. std::vector<Bonus*>::size_type size() const { return bonuses.size(); }
  319. void push_back(Bonus* const &x);
  320. std::vector<Bonus*>::iterator erase (const int position);
  321. void clear();
  322. void resize(std::vector<Bonus*>::size_type sz, Bonus* c = NULL );
  323. void insert(std::vector<Bonus*>::iterator position, std::vector<Bonus*>::size_type n, Bonus* const &x);
  324. Bonus *const &operator[] (std::vector<Bonus*>::size_type n) { return bonuses[n]; }
  325. Bonus *const &operator[] (std::vector<Bonus*>::size_type n) const { return bonuses[n]; }
  326. Bonus *const &back() { return bonuses.back(); }
  327. Bonus *const &front() { return bonuses.front(); }
  328. Bonus *const &back() const { return bonuses.back(); }
  329. Bonus *const &front() const { return bonuses.front(); }
  330. // There should be no non-const access to provide solid,robust bonus caching
  331. std::vector<Bonus*>::const_iterator begin() const { return bonuses.begin(); }
  332. std::vector<Bonus*>::const_iterator end() const { return bonuses.end(); }
  333. std::vector<Bonus*>::size_type operator-=(Bonus* const &i);
  334. // BonusList functions
  335. int totalValue() const; //subtype -> subtype of bonus, if -1 then any
  336. void getBonuses(TBonusListPtr out, const CSelector &selector, const CSelector &limit, const bool caching = false) const;
  337. void getModifiersWDescr(TModDescr &out) const;
  338. void getBonuses(TBonusListPtr out, const CSelector &selector) const;
  339. //special find functions
  340. Bonus *getFirst(const CSelector &select);
  341. const Bonus *getFirst(const CSelector &select) const;
  342. int valOfBonuses(const CSelector &select) const;
  343. void limit(const CBonusSystemNode &node); //erases bonuses using limitor
  344. void eliminateDuplicates();
  345. // remove_if implementation for STL vector types
  346. template <class Predicate>
  347. void remove_if(Predicate pred)
  348. {
  349. BonusList newList;
  350. for (ui32 i = 0; i < bonuses.size(); i++)
  351. {
  352. Bonus *b = bonuses[i];
  353. if (!pred(b))
  354. newList.push_back(b);
  355. }
  356. bonuses.clear();
  357. bonuses.resize(newList.size());
  358. std::copy(newList.begin(), newList.end(), bonuses.begin());
  359. }
  360. template <class InputIterator>
  361. void insert(const int position, InputIterator first, InputIterator last);
  362. template <typename Handler> void serialize(Handler &h, const int version)
  363. {
  364. h & static_cast<std::vector<Bonus*>&>(bonuses);
  365. }
  366. friend inline std::vector<Bonus*>::iterator range_begin(BonusList & x);
  367. friend inline std::vector<Bonus*>::iterator range_end(BonusList & x);
  368. };
  369. // Extensions for BOOST_FOREACH to enable iterating of BonusList objects
  370. // Don't touch/call this functions
  371. inline std::vector<Bonus*>::iterator range_begin(BonusList & x)
  372. {
  373. return x.bonuses.begin();
  374. }
  375. inline std::vector<Bonus*>::iterator range_end(BonusList & x)
  376. {
  377. return x.bonuses.end();
  378. }
  379. inline std::vector<Bonus*>::const_iterator range_begin(BonusList const &x)
  380. {
  381. return x.begin();
  382. }
  383. inline std::vector<Bonus*>::const_iterator range_end(BonusList const &x)
  384. {
  385. return x.end();
  386. }
  387. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
  388. class DLL_LINKAGE IPropagator
  389. {
  390. public:
  391. virtual ~IPropagator();
  392. virtual bool shouldBeAttached(CBonusSystemNode *dest);
  393. //virtual CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild); //called when red relation between parent-childrem is established / removed
  394. template <typename Handler> void serialize(Handler &h, const int version)
  395. {}
  396. };
  397. class DLL_LINKAGE CPropagatorNodeType : public IPropagator
  398. {
  399. ui8 nodeType;
  400. public:
  401. CPropagatorNodeType();
  402. CPropagatorNodeType(ui8 NodeType);
  403. bool shouldBeAttached(CBonusSystemNode *dest);
  404. //CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild) OVERRIDE;
  405. template <typename Handler> void serialize(Handler &h, const int version)
  406. {
  407. h & nodeType;
  408. }
  409. };
  410. class DLL_LINKAGE ILimiter
  411. {
  412. public:
  413. virtual ~ILimiter();
  414. virtual bool limit(const Bonus *b, const CBonusSystemNode &node) const; //return true to drop the bonus
  415. template <typename Handler> void serialize(Handler &h, const int version)
  416. {}
  417. };
  418. class DLL_LINKAGE IBonusBearer
  419. {
  420. public:
  421. //new bonusing node interface
  422. // * selector is predicate that tests if HeroBonus matches our criteria
  423. // * root is node on which call was made (NULL will be replaced with this)
  424. //interface
  425. virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL, const std::string &cachingStr = "") const = 0;
  426. void getModifiersWDescr(TModDescr &out, const CSelector &selector, const std::string &cachingStr = "") const; //out: pairs<modifier value, modifier description>
  427. int getBonusesCount(const CSelector &selector, const std::string &cachingStr = "") const;
  428. int valOfBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  429. bool hasBonus(const CSelector &selector, const std::string &cachingStr = "") const;
  430. const TBonusListPtr getBonuses(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
  431. const TBonusListPtr getBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  432. //legacy interface
  433. int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
  434. int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
  435. bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
  436. bool hasBonusFrom(ui8 source, ui32 sourceID) const;
  437. void getModifiersWDescr( TModDescr &out, Bonus::BonusType type, int subtype = -1 ) const; //out: pairs<modifier value, modifier description>
  438. int getBonusesCount(int from, int id) const;
  439. //various hlp functions for non-trivial values
  440. ui32 getMinDamage() const; //used for stacks and creatures only
  441. ui32 getMaxDamage() const;
  442. int MoraleVal() const; //range [-3, +3]
  443. int LuckVal() const; //range [-3, +3]
  444. si32 Attack() const; //get attack of stack with all modificators
  445. si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
  446. ui32 MaxHealth() const; //get max HP of stack with all modifiers
  447. bool isLiving() const; //non-undead, non-non living or alive
  448. virtual si32 magicResistance() const;
  449. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  450. int getPrimSkillLevel(int id) const; //0-attack, 1-defence, 2-spell power, 3-knowledge
  451. const TBonusListPtr getSpellBonuses() const;
  452. };
  453. class DLL_LINKAGE CBonusSystemNode : public IBonusBearer
  454. {
  455. private:
  456. BonusList bonuses; //wielded bonuses (local or up-propagated here)
  457. BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
  458. TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them
  459. TNodesVector children;
  460. ui8 nodeType;
  461. std::string description;
  462. static const bool cachingEnabled;
  463. mutable BonusList cachedBonuses;
  464. mutable int cachedLast;
  465. static int treeChanged;
  466. // Setting a value to cachingStr before getting any bonuses caches the result for later requests.
  467. // This string needs to be unique, that's why it has to be setted in the following manner:
  468. // [property key]_[value] => only for selector
  469. mutable std::map<std::string, TBonusListPtr > cachedRequests;
  470. void getAllBonusesRec(TBonusListPtr out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL, const bool caching = false) const;
  471. public:
  472. explicit CBonusSystemNode();
  473. virtual ~CBonusSystemNode();
  474. const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL, const std::string &cachingStr = "") const;
  475. void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
  476. const Bonus *getBonus(const CSelector &selector) const;
  477. //non-const interface
  478. void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from)
  479. void getRedParents(TNodes &out); //retrieves list of red parent nodes (nodes bonuses propagate from)
  480. void getRedAncestors(TNodes &out);
  481. void getRedChildren(TNodes &out);
  482. void getRedDescendants(TNodes &out);
  483. Bonus *getBonus(const CSelector &selector);
  484. void attachTo(CBonusSystemNode *parent);
  485. void detachFrom(CBonusSystemNode *parent);
  486. void detachFromAll();
  487. void addNewBonus(Bonus *b); //b will be deleted with destruction of node
  488. void newChildAttached(CBonusSystemNode *child);
  489. void childDetached(CBonusSystemNode *child);
  490. void propagateBonus(Bonus * b);
  491. void unpropagateBonus(Bonus * b);
  492. //void addNewBonus(const Bonus &b); //b will copied
  493. void removeBonus(Bonus *b);
  494. void newRedDescendant(CBonusSystemNode *descendant); //propagation needed
  495. void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed
  496. void battleTurnPassed(); //updates count of remaining turns and removed outdated bonuses
  497. bool isIndependentNode() const; //node is independent when it has no parents nor children
  498. bool actsAsBonusSourceOnly() const;
  499. bool isLimitedOnUs(Bonus *b) const; //if bonus should be removed from list acquired from this node
  500. void popBonuses(const CSelector &s);
  501. virtual std::string bonusToString(Bonus *bonus, bool description) const {return "";}; //description or bonus name
  502. virtual std::string nodeName() const;
  503. void deserializationFix();
  504. void exportBonus(Bonus * b);
  505. void exportBonuses();
  506. static void incrementTreeChangedNum();
  507. BonusList &getBonusList();
  508. const BonusList &getBonusList() const;
  509. BonusList &getExportedBonusList();
  510. const ui8 getNodeType() const;
  511. void setNodeType(ui8 type);
  512. const TNodesVector &getParentNodes() const;
  513. const TNodesVector &getChildrenNodes() const;
  514. const std::string &getDescription() const;
  515. void setDescription(const std::string &description);
  516. template <typename Handler> void serialize(Handler &h, const int version)
  517. {
  518. h & /*bonuses & */nodeType;
  519. h & exportedBonuses;
  520. h & description;
  521. BONUS_TREE_DESERIALIZATION_FIX
  522. //h & parents & children;
  523. }
  524. enum ENodeTypes
  525. {
  526. UNKNOWN, STACK_INSTANCE, STACK_BATTLE, SPECIALITY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM, TOWN_AND_VISITOR
  527. };
  528. };
  529. namespace NBonus
  530. {
  531. //set of methods that may be safely called with NULL objs
  532. DLL_LINKAGE int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
  533. DLL_LINKAGE bool hasOfType(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1);//determines if hero has a bonus of given type (and optionally subtype)
  534. //DLL_LINKAGE const HeroBonus * get(const CBonusSystemNode *obj, int from, int id );
  535. DLL_LINKAGE void getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype = -1 ); //out: pairs<modifier value, modifier description>
  536. DLL_LINKAGE int getCount(const CBonusSystemNode *obj, int from, int id);
  537. };
  538. /// generates HeroBonus from given data
  539. inline Bonus makeFeatureVal(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  540. {
  541. Bonus sf;
  542. sf.type = type;
  543. sf.duration = duration;
  544. sf.source = source;
  545. sf.turnsRemain = turnsRemain;
  546. sf.subtype = subtype;
  547. sf.val = value;
  548. sf.additionalInfo = additionalInfo;
  549. return sf;
  550. }
  551. //generates HeroBonus from given data
  552. inline Bonus * makeFeature(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  553. {
  554. return new Bonus(makeFeatureVal(type, duration, subtype, value, source, turnsRemain, additionalInfo));
  555. }
  556. class DLL_LINKAGE CSelectorsConjunction
  557. {
  558. const CSelector first, second;
  559. public:
  560. CSelectorsConjunction(const CSelector &First, const CSelector &Second)
  561. :first(First), second(Second)
  562. {
  563. }
  564. bool operator()(const Bonus *bonus) const
  565. {
  566. return first(bonus) && second(bonus);
  567. }
  568. };
  569. CSelector DLL_LINKAGE operator&&(const CSelector &first, const CSelector &second);
  570. class DLL_LINKAGE CSelectorsAlternative
  571. {
  572. const CSelector first, second;
  573. public:
  574. CSelectorsAlternative(const CSelector &First, const CSelector &Second)
  575. :first(First), second(Second)
  576. {
  577. }
  578. bool operator()(const Bonus *bonus) const
  579. {
  580. return first(bonus) || second(bonus);
  581. }
  582. };
  583. CSelector DLL_LINKAGE operator||(const CSelector &first, const CSelector &second);
  584. template<typename T>
  585. class CSelectFieldEqual
  586. {
  587. T Bonus::*ptr;
  588. T val;
  589. public:
  590. CSelectFieldEqual(T Bonus::*Ptr, const T &Val)
  591. : ptr(Ptr), val(Val)
  592. {
  593. }
  594. bool operator()(const Bonus *bonus) const
  595. {
  596. return bonus->*ptr == val;
  597. }
  598. CSelectFieldEqual& operator()(const T &setVal)
  599. {
  600. val = setVal;
  601. return *this;
  602. }
  603. };
  604. class DLL_LINKAGE CWillLastTurns
  605. {
  606. public:
  607. int turnsRequested;
  608. bool operator()(const Bonus *bonus) const
  609. {
  610. return turnsRequested <= 0 //every present effect will last zero (or "less") turns
  611. || !(bonus->duration & Bonus::N_TURNS) //so do every not expriing after N-turns effect
  612. || bonus->turnsRemain > turnsRequested;
  613. }
  614. CWillLastTurns& operator()(const int &setVal)
  615. {
  616. turnsRequested = setVal;
  617. return *this;
  618. }
  619. };
  620. class DLL_LINKAGE CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
  621. {
  622. public:
  623. const CCreature *creature;
  624. ui8 includeUpgrades;
  625. CCreatureTypeLimiter();
  626. CCreatureTypeLimiter(const CCreature &Creature, ui8 IncludeUpgrades = true);
  627. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  628. template <typename Handler> void serialize(Handler &h, const int version)
  629. {
  630. h & creature & includeUpgrades;
  631. }
  632. };
  633. class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
  634. {
  635. public:
  636. TBonusType type;
  637. TBonusSubtype subtype;
  638. ui8 isSubtypeRelevant; //check for subtype only if this is true
  639. HasAnotherBonusLimiter(TBonusType bonus = Bonus::NONE);
  640. HasAnotherBonusLimiter(TBonusType bonus, TBonusSubtype _subtype);
  641. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  642. template <typename Handler> void serialize(Handler &h, const int version)
  643. {
  644. h & type & subtype & isSubtypeRelevant;
  645. }
  646. };
  647. class DLL_LINKAGE CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain
  648. {
  649. public:
  650. si8 terrainType;
  651. CreatureNativeTerrainLimiter();
  652. CreatureNativeTerrainLimiter(int TerrainType);
  653. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  654. template <typename Handler> void serialize(Handler &h, const int version)
  655. {
  656. h & terrainType;
  657. }
  658. };
  659. class DLL_LINKAGE CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
  660. {
  661. public:
  662. si8 faction;
  663. CreatureFactionLimiter();
  664. CreatureFactionLimiter(int TerrainType);
  665. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  666. template <typename Handler> void serialize(Handler &h, const int version)
  667. {
  668. h & faction;
  669. }
  670. };
  671. class DLL_LINKAGE CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
  672. {
  673. public:
  674. si8 alignment;
  675. CreatureAlignmentLimiter();
  676. CreatureAlignmentLimiter(si8 Alignment);
  677. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  678. template <typename Handler> void serialize(Handler &h, const int version)
  679. {
  680. h & alignment;
  681. }
  682. };
  683. class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
  684. {
  685. public:
  686. ui8 owner;
  687. StackOwnerLimiter();
  688. StackOwnerLimiter(ui8 Owner);
  689. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  690. template <typename Handler> void serialize(Handler &h, const int version)
  691. {
  692. h & owner;
  693. }
  694. };
  695. class DLL_LINKAGE RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
  696. {
  697. public:
  698. ui8 minRank, maxRank;
  699. RankRangeLimiter();
  700. RankRangeLimiter(ui8 Min, ui8 Max = 255);
  701. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  702. template <typename Handler> void serialize(Handler &h, const int version)
  703. {
  704. h & minRank & maxRank;
  705. }
  706. };
  707. const CCreature *retrieveCreature(const CBonusSystemNode *node);
  708. namespace Selector
  709. {
  710. extern DLL_LINKAGE CSelectFieldEqual<TBonusType> type;
  711. extern DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> subtype;
  712. extern DLL_LINKAGE CSelectFieldEqual<si32> info;
  713. extern DLL_LINKAGE CSelectFieldEqual<ui16> duration;
  714. extern DLL_LINKAGE CSelectFieldEqual<ui8> sourceType;
  715. extern DLL_LINKAGE CSelectFieldEqual<ui8> effectRange;
  716. extern DLL_LINKAGE CWillLastTurns turns;
  717. CSelector DLL_LINKAGE typeSubtype(TBonusType Type, TBonusSubtype Subtype);
  718. CSelector DLL_LINKAGE typeSubtypeInfo(TBonusType type, TBonusSubtype subtype, si32 info);
  719. CSelector DLL_LINKAGE source(ui8 source, ui32 sourceID);
  720. CSelector DLL_LINKAGE durationType(ui16 duration);
  721. CSelector DLL_LINKAGE sourceTypeSel(ui8 source);
  722. bool DLL_LINKAGE matchesType(const CSelector &sel, TBonusType type);
  723. bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, TBonusType type, TBonusSubtype subtype);
  724. bool DLL_LINKAGE positiveSpellEffects(const Bonus *b);
  725. }
  726. extern DLL_LINKAGE const std::map<std::string, int> bonusNameMap;
  727. // BonusList template that requires full interface of CBonusSystemNode
  728. template <class InputIterator>
  729. void BonusList::insert(const int position, InputIterator first, InputIterator last)
  730. {
  731. bonuses.insert(bonuses.begin() + position, first, last);
  732. if (belongsToTree)
  733. CBonusSystemNode::incrementTreeChangedNum();
  734. }
  735. // Extensions for BOOST_FOREACH to enable iterating of BonusList objects
  736. namespace boost
  737. {
  738. template<>
  739. struct range_mutable_iterator<BonusList>
  740. {
  741. typedef std::vector<Bonus*>::iterator type;
  742. };
  743. template<>
  744. struct range_const_iterator<BonusList>
  745. {
  746. typedef std::vector<Bonus*>::const_iterator type;
  747. };
  748. }