HeroBonus.h 37 KB

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