HeroBonus.h 39 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000
  1. #pragma once
  2. #include "GameConstants.h"
  3. /*
  4. * HeroBonus.h, part of VCMI engine
  5. *
  6. * Authors: listed in file AUTHORS in main folder
  7. *
  8. * License: GNU General Public License v2.0 or later
  9. * Full text of license available in license.txt file, in main folder
  10. *
  11. */
  12. class CCreature;
  13. class CSpell;
  14. struct Bonus;
  15. class CBonusSystemNode;
  16. class ILimiter;
  17. class IPropagator;
  18. class BonusList;
  19. typedef shared_ptr<BonusList> TBonusListPtr;
  20. typedef shared_ptr<ILimiter> TLimiterPtr;
  21. typedef shared_ptr<IPropagator> TPropagatorPtr;
  22. typedef std::vector<std::pair<int,std::string> > TModDescr; //modifiers values and their descriptions
  23. typedef std::set<CBonusSystemNode*> TNodes;
  24. typedef std::set<const CBonusSystemNode*> TCNodes;
  25. typedef std::vector<CBonusSystemNode *> TNodesVector;
  26. class CSelector : std::function<bool(const Bonus*)>
  27. {
  28. typedef std::function<bool(const Bonus*)> TBase;
  29. public:
  30. CSelector() {}
  31. template<typename T>
  32. CSelector(const T &t, //SFINAE trick -> include this c-tor in overload resolution only if parameter is class
  33. //(includes functors, lambdas) or function. Without that VC is going mad about ambiguities.
  34. typename std::enable_if < boost::mpl::or_ < std::is_class<T>, std::is_function<T >> ::value>::type *dummy = nullptr)
  35. : TBase(t)
  36. {}
  37. CSelector(std::nullptr_t)
  38. {}
  39. //CSelector(std::function<bool(const Bonus*)> f) : std::function<bool(const Bonus*)>(std::move(f)) {}
  40. CSelector And(CSelector rhs) const
  41. {
  42. //lambda may likely outlive "this" (it can be even a temporary) => we copy the OBJECT (not pointer)
  43. auto thisCopy = *this;
  44. return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) && rhs(b); };
  45. }
  46. CSelector Or(CSelector rhs) const
  47. {
  48. auto thisCopy = *this;
  49. return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) || rhs(b); };
  50. }
  51. bool operator()(const Bonus *b) const
  52. {
  53. return TBase::operator()(b);
  54. }
  55. operator bool() const
  56. {
  57. return !!static_cast<const TBase&>(*this);
  58. }
  59. };
  60. #define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving && h.smartPointerSerialization) deserializationFix();
  61. #define BONUS_LIST \
  62. BONUS_NAME(NONE) \
  63. BONUS_NAME(LEVEL_COUNTER) /* for commander artifacts*/ \
  64. BONUS_NAME(MOVEMENT) /*both water/land*/ \
  65. BONUS_NAME(LAND_MOVEMENT) \
  66. BONUS_NAME(SEA_MOVEMENT) \
  67. BONUS_NAME(MORALE) \
  68. BONUS_NAME(LUCK) \
  69. BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \
  70. BONUS_NAME(SIGHT_RADIOUS) \
  71. BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \
  72. BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \
  73. BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \
  74. BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
  75. BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
  76. BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - subtracted to this part*/ \
  77. BONUS_NAME(FLYING_MOVEMENT) /*subtype 1 - without penalty, 2 - with penalty*/ \
  78. BONUS_NAME(SPELL_DURATION) \
  79. BONUS_NAME(AIR_SPELL_DMG_PREMY) \
  80. BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
  81. BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
  82. BONUS_NAME(WATER_SPELL_DMG_PREMY) \
  83. BONUS_NAME(WATER_WALKING) /*subtype 1 - without penalty, 2 - with penalty*/ \
  84. BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
  85. BONUS_NAME(STACK_HEALTH) \
  86. BONUS_NAME(BLOCK_MORALE) \
  87. BONUS_NAME(BLOCK_LUCK) \
  88. BONUS_NAME(FIRE_SPELLS) \
  89. BONUS_NAME(AIR_SPELLS) \
  90. BONUS_NAME(WATER_SPELLS) \
  91. BONUS_NAME(EARTH_SPELLS) \
  92. BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
  93. BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
  94. BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
  95. BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
  96. BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
  97. BONUS_NAME(BATTLE_NO_FLEEING) /*for shackles of war*/ \
  98. 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*/ \
  99. BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
  100. BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
  101. BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
  102. BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
  103. BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
  104. BONUS_NAME(NO_TYPE) \
  105. BONUS_NAME(FLYING) \
  106. BONUS_NAME(SHOOTER) \
  107. BONUS_NAME(CHARGE_IMMUNITY) \
  108. BONUS_NAME(ADDITIONAL_ATTACK) \
  109. BONUS_NAME(UNLIMITED_RETALIATIONS) \
  110. BONUS_NAME(NO_MELEE_PENALTY) \
  111. BONUS_NAME(JOUSTING) /*for champions*/ \
  112. BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
  113. BONUS_NAME(KING1) \
  114. BONUS_NAME(KING2) \
  115. BONUS_NAME(KING3) \
  116. BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
  117. BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
  118. BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
  119. 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*/ \
  120. 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*/ \
  121. BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
  122. BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus*/ \
  123. BONUS_NAME(BLOCK_MAGIC_ABOVE) /*blocks casting spells of the level > value */ \
  124. BONUS_NAME(BLOCK_ALL_MAGIC) /*blocks casting spells of the level > value */ \
  125. BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
  126. BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
  127. BONUS_NAME(NO_WALL_PENALTY) \
  128. BONUS_NAME(NON_LIVING) /*eg. gargoyle*/ \
  129. BONUS_NAME(RANDOM_SPELLCASTER) /*eg. master genie, val - level*/ \
  130. BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
  131. BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
  132. BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
  133. BONUS_NAME(SPELL_LIKE_ATTACK) /*subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog*/ \
  134. BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
  135. BONUS_NAME(DAEMON_SUMMONING) /*pit lord, subtype - type of creatures, val - hp per unit*/ \
  136. BONUS_NAME(FIRE_IMMUNITY) /*subtype 0 - all, 1 - all except positive, 2 - only damage spells*/ \
  137. BONUS_NAME(WATER_IMMUNITY) \
  138. BONUS_NAME(EARTH_IMMUNITY) \
  139. BONUS_NAME(AIR_IMMUNITY) \
  140. BONUS_NAME(MIND_IMMUNITY) \
  141. BONUS_NAME(FIRE_SHIELD) \
  142. BONUS_NAME(UNDEAD) \
  143. BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
  144. BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
  145. BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
  146. BONUS_NAME(LIFE_DRAIN) \
  147. BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
  148. BONUS_NAME(RETURN_AFTER_STRIKE) \
  149. BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
  150. 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*/ \
  151. BONUS_NAME(CATAPULT) \
  152. BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
  153. BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
  154. BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %,// subtype not used, use ONLY_MELEE_FIGHT / DISTANCE_FIGHT*/ \
  155. BONUS_NAME(DEFENSIVE_STANCE) /* val - bonus to defense while defending */ \
  156. BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
  157. BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
  158. BONUS_NAME(FEAR) \
  159. BONUS_NAME(FEARLESS) \
  160. BONUS_NAME(NO_DISTANCE_PENALTY) \
  161. BONUS_NAME(SELF_LUCK) /*halfling*/ \
  162. BONUS_NAME(ENCHANTER)/* for Enchanter spells, val - skill level, subtype - spell id, additionalInfo - cooldown */ \
  163. BONUS_NAME(HEALER) \
  164. BONUS_NAME(SIEGE_WEAPON) \
  165. BONUS_NAME(HYPNOTIZED) \
  166. BONUS_NAME(NO_RETALIATION) /*temporary bonus for basilisk, unicorn and scorpicore paralyze*/\
  167. BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
  168. BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
  169. 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]*/ \
  170. 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 %*/ \
  171. BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
  172. BONUS_NAME(IN_FRENZY) /*value - level*/ \
  173. BONUS_NAME(SLAYER) /*value - level*/ \
  174. BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
  175. BONUS_NAME(NOT_ACTIVE) /* subtype - spell ID (paralyze, blind, stone gaze) for graphical effect*/ \
  176. BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
  177. BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
  178. BONUS_NAME(DARKNESS) /*val = radius */ \
  179. BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*val = id, additionalInfo = value per level in percent*/ \
  180. BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
  181. BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
  182. BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
  183. BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
  184. BONUS_NAME(MAXED_SPELL) /*val = id*/\
  185. BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
  186. BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\
  187. BONUS_NAME(DRAGON_NATURE) \
  188. BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
  189. BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/\
  190. BONUS_NAME(SHOTS)\
  191. BONUS_NAME(DEATH_STARE) /*subtype 0 - gorgon, 1 - commander*/\
  192. BONUS_NAME(POISON) /*val - max health penalty from poison possible*/\
  193. BONUS_NAME(BIND_EFFECT) /*doesn't do anything particular, works as a marker)*/\
  194. BONUS_NAME(ACID_BREATH) /*additional val damage per creature after attack, additional info - chance in percent*/\
  195. BONUS_NAME(RECEPTIVE) /*accepts friendly spells even with immunity*/\
  196. BONUS_NAME(DIRECT_DAMAGE_IMMUNITY) /*direct damage spells, that is*/\
  197. BONUS_NAME(CASTS) /*how many times creature can cast activated spell*/ \
  198. BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection casted by units, subtype - spell id */\
  199. BONUS_NAME(CREATURE_SPELL_POWER) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \
  200. BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells casted by creature */ \
  201. BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \
  202. BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\
  203. BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\
  204. BONUS_NAME(SPOILS_OF_WAR) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/\
  205. BONUS_NAME(BLOCK)
  206. #define BONUS_SOURCE_LIST \
  207. BONUS_SOURCE(ARTIFACT)\
  208. BONUS_SOURCE(ARTIFACT_INSTANCE)\
  209. BONUS_SOURCE(OBJECT)\
  210. BONUS_SOURCE(CREATURE_ABILITY)\
  211. BONUS_SOURCE(TERRAIN_NATIVE)\
  212. BONUS_SOURCE(TERRAIN_OVERLAY)\
  213. BONUS_SOURCE(SPELL_EFFECT)\
  214. BONUS_SOURCE(TOWN_STRUCTURE)\
  215. BONUS_SOURCE(HERO_BASE_SKILL)\
  216. BONUS_SOURCE(SECONDARY_SKILL)\
  217. BONUS_SOURCE(HERO_SPECIAL)\
  218. BONUS_SOURCE(ARMY)\
  219. BONUS_SOURCE(CAMPAIGN_BONUS)\
  220. BONUS_SOURCE(SPECIAL_WEEK)\
  221. BONUS_SOURCE(STACK_EXPERIENCE)\
  222. BONUS_SOURCE(COMMANDER) /*TODO: consider using simply STACK_INSTANCE */\
  223. BONUS_SOURCE(OTHER) /*used for defensive stance and default value of spell level limit*/
  224. #define BONUS_VALUE_LIST \
  225. BONUS_VALUE(ADDITIVE_VALUE)\
  226. BONUS_VALUE(BASE_NUMBER)\
  227. BONUS_VALUE(PERCENT_TO_ALL)\
  228. BONUS_VALUE(PERCENT_TO_BASE)\
  229. BONUS_VALUE(INDEPENDENT_MAX) /*used for SPELL bonus*/ \
  230. BONUS_VALUE(INDEPENDENT_MIN) //used for SECONDARY_SKILL_PREMY bonus
  231. /// Struct for handling bonuses of several types. Can be transferred to any hero
  232. struct DLL_LINKAGE Bonus
  233. {
  234. enum { EVERY_TYPE = -1 };
  235. enum BonusType
  236. {
  237. #define BONUS_NAME(x) x,
  238. BONUS_LIST
  239. #undef BONUS_NAME
  240. };
  241. enum BonusDuration //when bonus is automatically removed
  242. {
  243. PERMANENT = 1,
  244. ONE_BATTLE = 2, //at the end of battle
  245. ONE_DAY = 4, //at the end of day
  246. ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
  247. N_TURNS = 16, //used during battles, after battle bonus is always removed
  248. N_DAYS = 32,
  249. UNITL_BEING_ATTACKED = 64,/*removed after attack and counterattacks are performed*/
  250. UNTIL_ATTACK = 128, /*removed after attack and counterattacks are performed*/
  251. STACK_GETS_TURN = 256, /*removed when stack gets its turn - used for defensive stance*/
  252. COMMANDER_KILLED = 512
  253. };
  254. enum BonusSource
  255. {
  256. #define BONUS_SOURCE(x) x,
  257. BONUS_SOURCE_LIST
  258. #undef BONUS_SOURCE
  259. };
  260. enum LimitEffect
  261. {
  262. NO_LIMIT = 0,
  263. ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
  264. ONLY_ENEMY_ARMY
  265. };
  266. enum ValueType
  267. {
  268. #define BONUS_VALUE(x) x,
  269. BONUS_VALUE_LIST
  270. #undef BONUS_VALUE
  271. };
  272. ui16 duration; //uses BonusDuration values
  273. si16 turnsRemain; //used if duration is N_TURNS or N_DAYS
  274. BonusType type; //uses BonusType values - says to what is this bonus - 1 byte
  275. TBonusSubtype subtype; //-1 if not applicable - 4 bytes
  276. BonusSource source;//source type" uses BonusSource values - what gave that bonus
  277. si32 val;
  278. ui32 sid; //source id: id of object/artifact/spell
  279. ValueType valType;
  280. si32 additionalInfo;
  281. LimitEffect effectRange; //if not NO_LIMIT, bonus will be omitted by default
  282. TLimiterPtr limiter;
  283. TPropagatorPtr propagator;
  284. std::string description;
  285. Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
  286. Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype=-1, ValueType ValType = ADDITIVE_VALUE);
  287. Bonus();
  288. ~Bonus();
  289. // //comparison
  290. // bool operator==(const HeroBonus &other)
  291. // {
  292. // return &other == this;
  293. // //TODO: what is best logic for that?
  294. // }
  295. // bool operator<(const HeroBonus &other)
  296. // {
  297. // return &other < this;
  298. // //TODO: what is best logic for that?
  299. // }
  300. template <typename Handler> void serialize(Handler &h, const int version)
  301. {
  302. h & duration & type & subtype & source & val & sid & description & additionalInfo & turnsRemain & valType & effectRange & limiter & propagator;
  303. }
  304. static bool compareByAdditionalInfo(const Bonus *a, const Bonus *b)
  305. {
  306. return a->additionalInfo < b->additionalInfo;
  307. }
  308. static bool OneDay(const Bonus *hb)
  309. {
  310. return hb->duration & Bonus::ONE_DAY;
  311. }
  312. static bool OneWeek(const Bonus *hb)
  313. {
  314. return hb->duration & Bonus::ONE_WEEK;
  315. }
  316. static bool OneBattle(const Bonus *hb)
  317. {
  318. return hb->duration & Bonus::ONE_BATTLE;
  319. }
  320. static bool UntilGetsTurn(const Bonus *hb)
  321. {
  322. return hb->duration & Bonus::STACK_GETS_TURN;
  323. }
  324. static bool UntilAttack(const Bonus *hb)
  325. {
  326. return hb->duration & Bonus::UNTIL_ATTACK;
  327. }
  328. static bool UntilBeingAttacked(const Bonus *hb)
  329. {
  330. return hb->duration & Bonus::UNITL_BEING_ATTACKED;
  331. }
  332. static bool UntilCommanderKilled(const Bonus *hb)
  333. {
  334. return hb->duration & Bonus::COMMANDER_KILLED;
  335. }
  336. static bool IsFrom(const Bonus &hb, ui8 source, ui32 id) //if id==0xffffff then id doesn't matter
  337. {
  338. return hb.source==source && (id==0xffffff || hb.sid==id);
  339. }
  340. inline bool operator == (const BonusType & cf) const
  341. {
  342. return type == cf;
  343. }
  344. inline void ChangeBonusVal (const ui32 newVal)
  345. {
  346. val = newVal;
  347. }
  348. inline void operator += (const ui32 Val) //no return
  349. {
  350. val += Val;
  351. }
  352. const CSpell * sourceSpell() const;
  353. std::string Description() const;
  354. Bonus *addLimiter(TLimiterPtr Limiter); //returns this for convenient chain-calls
  355. Bonus *addPropagator(TPropagatorPtr Propagator); //returns this for convenient chain-calls
  356. };
  357. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
  358. class DLL_LINKAGE BonusList
  359. {
  360. private:
  361. typedef std::vector<Bonus*> TInternalContainer;
  362. TInternalContainer bonuses;
  363. bool belongsToTree;
  364. public:
  365. typedef TInternalContainer::const_reference const_reference;
  366. typedef TInternalContainer::value_type value_type;
  367. typedef TInternalContainer::const_iterator const_iterator;
  368. typedef TInternalContainer::iterator iterator;
  369. BonusList(bool BelongsToTree = false);
  370. BonusList(const BonusList &bonusList);
  371. BonusList& operator=(const BonusList &bonusList);
  372. // wrapper functions of the STL vector container
  373. std::vector<Bonus*>::size_type size() const { return bonuses.size(); }
  374. void push_back(Bonus* const &x);
  375. std::vector<Bonus*>::iterator erase (const int position);
  376. void clear();
  377. bool empty() const { return bonuses.empty(); }
  378. void resize(std::vector<Bonus*>::size_type sz, Bonus* c = nullptr );
  379. void insert(std::vector<Bonus*>::iterator position, std::vector<Bonus*>::size_type n, Bonus* const &x);
  380. Bonus *const &operator[] (std::vector<Bonus*>::size_type n) { return bonuses[n]; }
  381. Bonus *const &operator[] (std::vector<Bonus*>::size_type n) const { return bonuses[n]; }
  382. Bonus *const &back() { return bonuses.back(); }
  383. Bonus *const &front() { return bonuses.front(); }
  384. Bonus *const &back() const { return bonuses.back(); }
  385. Bonus *const &front() const { return bonuses.front(); }
  386. // There should be no non-const access to provide solid,robust bonus caching
  387. std::vector<Bonus*>::const_iterator begin() const { return bonuses.begin(); }
  388. std::vector<Bonus*>::const_iterator end() const { return bonuses.end(); }
  389. std::vector<Bonus*>::size_type operator-=(Bonus* const &i);
  390. // BonusList functions
  391. int totalValue() const; //subtype -> subtype of bonus, if -1 then any
  392. void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  393. void getAllBonuses(BonusList &out) const;
  394. void getModifiersWDescr(TModDescr &out) const;
  395. void getBonuses(BonusList & out, const CSelector &selector) const;
  396. //special find functions
  397. Bonus *getFirst(const CSelector &select);
  398. const Bonus *getFirst(const CSelector &select) const;
  399. int valOfBonuses(const CSelector &select) const;
  400. //void limit(const CBonusSystemNode &node); //erases bonuses using limitor
  401. void eliminateDuplicates();
  402. // remove_if implementation for STL vector types
  403. template <class Predicate>
  404. void remove_if(Predicate pred)
  405. {
  406. BonusList newList;
  407. for (ui32 i = 0; i < bonuses.size(); i++)
  408. {
  409. Bonus *b = bonuses[i];
  410. if (!pred(b))
  411. newList.push_back(b);
  412. }
  413. bonuses.clear();
  414. bonuses.resize(newList.size());
  415. std::copy(newList.begin(), newList.end(), bonuses.begin());
  416. }
  417. template <class InputIterator>
  418. void insert(const int position, InputIterator first, InputIterator last);
  419. template <typename Handler> void serialize(Handler &h, const int version)
  420. {
  421. h & static_cast<std::vector<Bonus*>&>(bonuses);
  422. }
  423. // C++ for range support
  424. auto begin () -> decltype (bonuses.begin())
  425. {
  426. return bonuses.begin();
  427. }
  428. auto end () -> decltype (bonuses.end())
  429. {
  430. return bonuses.end();
  431. }
  432. //friend inline std::vector<Bonus*>::iterator range_begin(BonusList & x);
  433. //friend inline std::vector<Bonus*>::iterator range_end(BonusList & x);
  434. };
  435. // Extensions for BOOST_FOREACH to enable iterating of BonusList objects
  436. // Don't touch/call this functions
  437. inline BonusList::iterator range_begin(BonusList & x)
  438. {
  439. return x.begin();
  440. }
  441. inline BonusList::iterator range_end(BonusList & x)
  442. {
  443. return x.end();
  444. }
  445. inline BonusList::const_iterator range_begin(BonusList const &x)
  446. {
  447. return x.begin();
  448. }
  449. inline BonusList::const_iterator range_end(BonusList const &x)
  450. {
  451. return x.end();
  452. }
  453. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
  454. class DLL_LINKAGE IPropagator
  455. {
  456. public:
  457. virtual ~IPropagator();
  458. virtual bool shouldBeAttached(CBonusSystemNode *dest);
  459. //virtual CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild); //called when red relation between parent-childrem is established / removed
  460. template <typename Handler> void serialize(Handler &h, const int version)
  461. {}
  462. };
  463. class DLL_LINKAGE CPropagatorNodeType : public IPropagator
  464. {
  465. int nodeType; //CBonusSystemNode::ENodeTypes
  466. public:
  467. CPropagatorNodeType();
  468. CPropagatorNodeType(int NodeType);
  469. bool shouldBeAttached(CBonusSystemNode *dest);
  470. //CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild) override;
  471. template <typename Handler> void serialize(Handler &h, const int version)
  472. {
  473. h & nodeType;
  474. }
  475. };
  476. struct BonusLimitationContext
  477. {
  478. const Bonus *b;
  479. const CBonusSystemNode &node;
  480. const BonusList &alreadyAccepted;
  481. };
  482. class DLL_LINKAGE ILimiter
  483. {
  484. public:
  485. enum EDecision {ACCEPT, DISCARD, NOT_SURE};
  486. virtual ~ILimiter();
  487. virtual int limit(const BonusLimitationContext &context) const; //0 - accept bonus; 1 - drop bonus; 2 - delay (drops eventually)
  488. template <typename Handler> void serialize(Handler &h, const int version)
  489. {
  490. }
  491. };
  492. class DLL_LINKAGE IBonusBearer
  493. {
  494. public:
  495. //new bonusing node interface
  496. // * selector is predicate that tests if HeroBonus matches our criteria
  497. // * root is node on which call was made (nullptr will be replaced with this)
  498. //interface
  499. virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const = 0;
  500. void getModifiersWDescr(TModDescr &out, const CSelector &selector, const std::string &cachingStr = "") const; //out: pairs<modifier value, modifier description>
  501. int getBonusesCount(const CSelector &selector, const std::string &cachingStr = "") const;
  502. int valOfBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  503. bool hasBonus(const CSelector &selector, const std::string &cachingStr = "") const;
  504. const TBonusListPtr getBonuses(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
  505. const TBonusListPtr getBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  506. const TBonusListPtr getAllBonuses() const;
  507. const Bonus *getBonus(const CSelector &selector) const; //returns any bonus visible on node that matches (or nullptr if none matches)
  508. //legacy interface
  509. int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
  510. int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
  511. bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
  512. bool hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const;
  513. void getModifiersWDescr( TModDescr &out, Bonus::BonusType type, int subtype = -1 ) const; //out: pairs<modifier value, modifier description>
  514. int getBonusesCount(Bonus::BonusSource from, int id) const;
  515. //various hlp functions for non-trivial values
  516. ui32 getMinDamage() const; //used for stacks and creatures only
  517. ui32 getMaxDamage() const;
  518. int MoraleVal() const; //range [-3, +3]
  519. int LuckVal() const; //range [-3, +3]
  520. si32 Attack() const; //get attack of stack with all modificators
  521. si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
  522. ui32 MaxHealth() const; //get max HP of stack with all modifiers
  523. bool isLiving() const; //non-undead, non-non living or alive
  524. virtual si32 magicResistance() const;
  525. const Bonus * getEffect(ui16 id, int turn = 0) const; //effect id (SP)
  526. ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
  527. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  528. int getPrimSkillLevel(PrimarySkill::PrimarySkill id) const;
  529. const TBonusListPtr getSpellBonuses() const;
  530. };
  531. class DLL_LINKAGE CBonusSystemNode : public IBonusBearer
  532. {
  533. public:
  534. enum ENodeTypes
  535. {
  536. UNKNOWN, STACK_INSTANCE, STACK_BATTLE, specialty, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM,
  537. TOWN_AND_VISITOR, BATTLE, COMMANDER
  538. };
  539. private:
  540. BonusList bonuses; //wielded bonuses (local or up-propagated here)
  541. BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
  542. TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them
  543. TNodesVector children;
  544. ENodeTypes nodeType;
  545. std::string description;
  546. static const bool cachingEnabled;
  547. mutable BonusList cachedBonuses;
  548. mutable int cachedLast;
  549. static int treeChanged;
  550. // Setting a value to cachingStr before getting any bonuses caches the result for later requests.
  551. // This string needs to be unique, that's why it has to be setted in the following manner:
  552. // [property key]_[value] => only for selector
  553. mutable std::map<std::string, TBonusListPtr > cachedRequests;
  554. void getBonusesRec(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  555. void getAllBonusesRec(BonusList &out) const;
  556. const TBonusListPtr getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr) const;
  557. public:
  558. explicit CBonusSystemNode();
  559. virtual ~CBonusSystemNode();
  560. void limitBonuses(const BonusList &allBonuses, BonusList &out) const; //out will bo populed with bonuses that are not limited here
  561. TBonusListPtr limitBonuses(const BonusList &allBonuses) const; //same as above, returns out by val for convienence
  562. const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const;
  563. void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
  564. const Bonus *getBonusLocalFirst(const CSelector &selector) const;
  565. //non-const interface
  566. void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from)
  567. void getRedParents(TNodes &out); //retrieves list of red parent nodes (nodes bonuses propagate from)
  568. void getRedAncestors(TNodes &out);
  569. void getRedChildren(TNodes &out);
  570. void getRedDescendants(TNodes &out);
  571. Bonus *getBonusLocalFirst(const CSelector &selector);
  572. void attachTo(CBonusSystemNode *parent);
  573. void detachFrom(CBonusSystemNode *parent);
  574. void detachFromAll();
  575. virtual void addNewBonus(Bonus *b); //b will be deleted with destruction of node
  576. void accumulateBonus(Bonus &b); //add value of bonus with same type/subtype or create new
  577. void newChildAttached(CBonusSystemNode *child);
  578. void childDetached(CBonusSystemNode *child);
  579. void propagateBonus(Bonus * b);
  580. void unpropagateBonus(Bonus * b);
  581. //void addNewBonus(const Bonus &b); //b will copied
  582. void removeBonus(Bonus *b);
  583. void newRedDescendant(CBonusSystemNode *descendant); //propagation needed
  584. void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed
  585. void battleTurnPassed(); //updates count of remaining turns and removed outdated bonuses
  586. bool isIndependentNode() const; //node is independent when it has no parents nor children
  587. bool actsAsBonusSourceOnly() const;
  588. //bool isLimitedOnUs(Bonus *b) const; //if bonus should be removed from list acquired from this node
  589. void popBonuses(const CSelector &s);
  590. virtual std::string bonusToString(const Bonus *bonus, bool description) const {return "";}; //description or bonus name
  591. virtual std::string nodeName() const;
  592. ui32 Speed(int turn = 0, bool useBind = false) const; //get speed of creature with all modificators
  593. //FIXME: this interface should be moved to IBonusBearer, but bonus list is required for original implementation to compile
  594. void deserializationFix();
  595. void exportBonus(Bonus * b);
  596. void exportBonuses();
  597. static void incrementTreeChangedNum();
  598. BonusList &getBonusList();
  599. const BonusList &getBonusList() const;
  600. BonusList &getExportedBonusList();
  601. CBonusSystemNode::ENodeTypes getNodeType() const;
  602. void setNodeType(CBonusSystemNode::ENodeTypes type);
  603. const TNodesVector &getParentNodes() const;
  604. const TNodesVector &getChildrenNodes() const;
  605. const std::string &getDescription() const;
  606. void setDescription(const std::string &description);
  607. static void treeHasChanged();
  608. template <typename Handler> void serialize(Handler &h, const int version)
  609. {
  610. h & /*bonuses & */nodeType;
  611. h & exportedBonuses;
  612. h & description;
  613. BONUS_TREE_DESERIALIZATION_FIX
  614. //h & parents & children;
  615. }
  616. };
  617. namespace NBonus
  618. {
  619. //set of methods that may be safely called with nullptr objs
  620. DLL_LINKAGE int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
  621. 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)
  622. //DLL_LINKAGE const HeroBonus * get(const CBonusSystemNode *obj, int from, int id );
  623. DLL_LINKAGE void getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype = -1 ); //out: pairs<modifier value, modifier description>
  624. DLL_LINKAGE int getCount(const CBonusSystemNode *obj, Bonus::BonusSource from, int id);
  625. }
  626. /// generates HeroBonus from given data
  627. inline Bonus makeFeatureVal(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  628. {
  629. Bonus sf;
  630. sf.type = type;
  631. sf.duration = duration;
  632. sf.source = source;
  633. sf.turnsRemain = turnsRemain;
  634. sf.subtype = subtype;
  635. sf.val = value;
  636. sf.additionalInfo = additionalInfo;
  637. return sf;
  638. }
  639. ///generates HeroBonus from given data
  640. inline Bonus * makeFeature(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  641. {
  642. return new Bonus(makeFeatureVal(type, duration, subtype, value, source, turnsRemain, additionalInfo));
  643. }
  644. template<typename T>
  645. class CSelectFieldEqual
  646. {
  647. T Bonus::*ptr;
  648. public:
  649. CSelectFieldEqual(T Bonus::*Ptr)
  650. : ptr(Ptr)
  651. {
  652. }
  653. CSelector operator()(const T &valueToCompareAgainst) const
  654. {
  655. auto ptr2 = ptr; //We need a COPY because we don't want to reference this (might be outlived by lambda)
  656. return [ptr2, valueToCompareAgainst](const Bonus *bonus) { return bonus->*ptr2 == valueToCompareAgainst; };
  657. }
  658. };
  659. template<typename T>
  660. class CSelectFieldAny //allows to ignore value of certain field, that is to accept any value
  661. {
  662. T Bonus::*ptr;
  663. public:
  664. CSelectFieldAny(T Bonus::*Ptr)
  665. : ptr(Ptr)
  666. {
  667. }
  668. bool operator()(const Bonus *bonus) const
  669. {
  670. return true;
  671. }
  672. CSelectFieldAny& operator()()
  673. {
  674. return *this;
  675. }
  676. };
  677. template<typename T> //can be same, needed for subtype field
  678. class CSelectFieldEqualOrEvery
  679. {
  680. T Bonus::*ptr;
  681. T val;
  682. public:
  683. CSelectFieldEqualOrEvery(T Bonus::*Ptr, const T &Val)
  684. : ptr(Ptr), val(Val)
  685. {
  686. }
  687. bool operator()(const Bonus *bonus) const
  688. {
  689. return (bonus->*ptr == val) || (bonus->*ptr == static_cast<T>(Bonus::EVERY_TYPE));
  690. }
  691. CSelectFieldEqualOrEvery& operator()(const T &setVal)
  692. {
  693. val = setVal;
  694. return *this;
  695. }
  696. };
  697. class DLL_LINKAGE CWillLastTurns
  698. {
  699. public:
  700. int turnsRequested;
  701. bool operator()(const Bonus *bonus) const
  702. {
  703. return turnsRequested <= 0 //every present effect will last zero (or "less") turns
  704. || !(bonus->duration & Bonus::N_TURNS) //so do every not expriing after N-turns effect
  705. || bonus->turnsRemain > turnsRequested;
  706. }
  707. CWillLastTurns& operator()(const int &setVal)
  708. {
  709. turnsRequested = setVal;
  710. return *this;
  711. }
  712. };
  713. //Stores multiple limiters. If any of them fails -> bonus is dropped.
  714. class DLL_LINKAGE LimiterList : public ILimiter
  715. {
  716. std::vector<TLimiterPtr> limiters;
  717. public:
  718. int limit(const BonusLimitationContext &context) const override;
  719. void add(TLimiterPtr limiter);
  720. };
  721. class DLL_LINKAGE CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
  722. {
  723. public:
  724. const CCreature *creature;
  725. bool includeUpgrades;
  726. CCreatureTypeLimiter();
  727. CCreatureTypeLimiter(const CCreature &Creature, bool IncludeUpgrades = true);
  728. void setCreature (CreatureID id);
  729. int limit(const BonusLimitationContext &context) const override;
  730. template <typename Handler> void serialize(Handler &h, const int version)
  731. {
  732. h & static_cast<ILimiter&>(*this);
  733. h & creature & includeUpgrades;
  734. }
  735. };
  736. class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
  737. {
  738. public:
  739. Bonus::BonusType type;
  740. TBonusSubtype subtype;
  741. bool isSubtypeRelevant; //check for subtype only if this is true
  742. HasAnotherBonusLimiter(Bonus::BonusType bonus = Bonus::NONE);
  743. HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype);
  744. int limit(const BonusLimitationContext &context) const override;
  745. template <typename Handler> void serialize(Handler &h, const int version)
  746. {
  747. h & static_cast<ILimiter&>(*this);
  748. h & type & subtype & isSubtypeRelevant;
  749. }
  750. };
  751. class DLL_LINKAGE CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain
  752. {
  753. public:
  754. int terrainType;
  755. CreatureNativeTerrainLimiter();
  756. CreatureNativeTerrainLimiter(int TerrainType);
  757. int limit(const BonusLimitationContext &context) const override;
  758. template <typename Handler> void serialize(Handler &h, const int version)
  759. {
  760. h & static_cast<ILimiter&>(*this);
  761. h & terrainType;
  762. }
  763. };
  764. class DLL_LINKAGE CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
  765. {
  766. public:
  767. si8 faction;
  768. CreatureFactionLimiter();
  769. CreatureFactionLimiter(int TerrainType);
  770. int limit(const BonusLimitationContext &context) const override;
  771. template <typename Handler> void serialize(Handler &h, const int version)
  772. {
  773. h & static_cast<ILimiter&>(*this);
  774. h & faction;
  775. }
  776. };
  777. class DLL_LINKAGE CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
  778. {
  779. public:
  780. si8 alignment;
  781. CreatureAlignmentLimiter();
  782. CreatureAlignmentLimiter(si8 Alignment);
  783. int limit(const BonusLimitationContext &context) const override;
  784. template <typename Handler> void serialize(Handler &h, const int version)
  785. {
  786. h & static_cast<ILimiter&>(*this);
  787. h & alignment;
  788. }
  789. };
  790. class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
  791. {
  792. public:
  793. PlayerColor owner;
  794. StackOwnerLimiter();
  795. StackOwnerLimiter(PlayerColor Owner);
  796. int limit(const BonusLimitationContext &context) const override;
  797. template <typename Handler> void serialize(Handler &h, const int version)
  798. {
  799. h & static_cast<ILimiter&>(*this);
  800. h & owner;
  801. }
  802. };
  803. class DLL_LINKAGE RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
  804. {
  805. public:
  806. ui8 minRank, maxRank;
  807. RankRangeLimiter();
  808. RankRangeLimiter(ui8 Min, ui8 Max = 255);
  809. int limit(const BonusLimitationContext &context) const override;
  810. template <typename Handler> void serialize(Handler &h, const int version)
  811. {
  812. h & static_cast<ILimiter&>(*this);
  813. h & minRank & maxRank;
  814. }
  815. };
  816. const CCreature *retrieveCreature(const CBonusSystemNode *node);
  817. namespace Selector
  818. {
  819. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> type;
  820. extern DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> subtype;
  821. extern DLL_LINKAGE CSelectFieldEqual<si32> info;
  822. extern DLL_LINKAGE CSelectFieldEqual<ui16> duration;
  823. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> sourceType;
  824. extern DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> effectRange;
  825. extern DLL_LINKAGE CWillLastTurns turns;
  826. extern DLL_LINKAGE CSelectFieldAny<Bonus::LimitEffect> anyRange;
  827. CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype);
  828. CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, si32 info);
  829. CSelector DLL_LINKAGE source(Bonus::BonusSource source, ui32 sourceID);
  830. CSelector DLL_LINKAGE durationType(ui16 duration);
  831. CSelector DLL_LINKAGE sourceTypeSel(Bonus::BonusSource source);
  832. bool DLL_LINKAGE matchesType(const CSelector &sel, Bonus::BonusType type);
  833. bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, Bonus::BonusType type, TBonusSubtype subtype);
  834. bool DLL_LINKAGE positiveSpellEffects(const Bonus *b);
  835. }
  836. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusType> bonusNameMap;
  837. extern DLL_LINKAGE const std::map<std::string, Bonus::ValueType> bonusValueMap;
  838. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusSource> bonusSourceMap;
  839. extern DLL_LINKAGE const std::map<std::string, ui16> bonusDurationMap;
  840. extern DLL_LINKAGE const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect;
  841. extern DLL_LINKAGE const bmap<std::string, TLimiterPtr> bonusLimiterMap;
  842. extern DLL_LINKAGE const bmap<std::string, TPropagatorPtr> bonusPropagatorMap;
  843. // BonusList template that requires full interface of CBonusSystemNode
  844. template <class InputIterator>
  845. void BonusList::insert(const int position, InputIterator first, InputIterator last)
  846. {
  847. bonuses.insert(bonuses.begin() + position, first, last);
  848. if (belongsToTree)
  849. CBonusSystemNode::incrementTreeChangedNum();
  850. }
  851. // Extensions for BOOST_FOREACH to enable iterating of BonusList objects
  852. /*namespace boost
  853. {
  854. template<>
  855. struct range_mutable_iterator<BonusList>
  856. {
  857. typedef std::vector<Bonus*>::iterator type;
  858. };
  859. template<>
  860. struct range_const_iterator<BonusList>
  861. {
  862. typedef std::vector<Bonus*>::const_iterator type;
  863. };
  864. }*/