HeroBonus.h 20 KB

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  1. #pragma once
  2. #include "../global.h"
  3. #include <string>
  4. #include <list>
  5. #include <set>
  6. #include <boost/function.hpp>
  7. /*
  8. * HeroBonus.h, part of VCMI engine
  9. *
  10. * Authors: listed in file AUTHORS in main folder
  11. *
  12. * License: GNU General Public License v2.0 or later
  13. * Full text of license available in license.txt file, in main folder
  14. *
  15. */
  16. typedef ui8 TBonusType;
  17. typedef si32 TBonusSubtype;
  18. class CCreature;
  19. class CSpell;
  20. struct Bonus;
  21. class CBonusSystemNode;
  22. class ILimiter;
  23. typedef std::vector<std::pair<int,std::string> > TModDescr; //modifiers values and their descriptions
  24. typedef std::set<CBonusSystemNode*> TNodes;
  25. typedef std::set<const CBonusSystemNode*> TCNodes;
  26. typedef boost::function<bool(const Bonus&)> CSelector;
  27. namespace PrimarySkill
  28. {
  29. enum { ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE};
  30. }
  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 - substracted 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(BLOCK_SPELLS_ABOVE_LEVEL) \
  53. BONUS_NAME(WATER_WALKING) /*subtype 1 - without penalty, 2 - with penalty*/ \
  54. BONUS_NAME(NO_SHOTING_PENALTY) \
  55. BONUS_NAME(DISPEL_IMMUNITY) \
  56. BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
  57. BONUS_NAME(STACK_HEALTH) \
  58. BONUS_NAME(BLOCK_MORALE) \
  59. BONUS_NAME(BLOCK_LUCK) \
  60. BONUS_NAME(FIRE_SPELLS) \
  61. BONUS_NAME(AIR_SPELLS) \
  62. BONUS_NAME(WATER_SPELLS) \
  63. BONUS_NAME(EARTH_SPELLS) \
  64. BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
  65. BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level*/ \
  66. BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
  67. BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
  68. BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
  69. BONUS_NAME(ENEMY_CANT_ESCAPE) /*for shackles of war*/ \
  70. 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*/ \
  71. BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
  72. BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
  73. BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
  74. BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
  75. BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
  76. BONUS_NAME(NO_TYPE) \
  77. BONUS_NAME(FLYING) \
  78. BONUS_NAME(SHOOTER) \
  79. BONUS_NAME(CHARGE_IMMUNITY) \
  80. BONUS_NAME(ADDITIONAL_ATTACK) \
  81. BONUS_NAME(UNLIMITED_RETALIATIONS) \
  82. BONUS_NAME(NO_MELEE_PENALTY) \
  83. BONUS_NAME(JOUSTING) /*for champions*/ \
  84. BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature*/ \
  85. BONUS_NAME(KING1) \
  86. BONUS_NAME(KING2) \
  87. BONUS_NAME(KING3) \
  88. BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
  89. BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
  90. BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
  91. BONUS_NAME(SPELL_AFTER_ATTACK) /* subtype - spell id, value - spell level, (additional info)%1000 - chance in %; eg. dendroids, (additional info)/1000 -> [0 - all attacks, 1 - shot only, 2 - melee only*/ \
  92. BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
  93. BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus*/ \
  94. BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
  95. BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
  96. BONUS_NAME(NO_WALL_PENALTY) \
  97. BONUS_NAME(NON_LIVING) /*eg. gargoyle*/ \
  98. BONUS_NAME(RANDOM_GENIE_SPELLCASTER) /*eg. master genie*/ \
  99. BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
  100. BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
  101. BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
  102. BONUS_NAME(SPELL_LIKE_ATTACK) /*value - spell id; range is taken from spell, but damage from creature; eg. magog*/ \
  103. BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
  104. BONUS_NAME(DAEMON_SUMMONING) /*pit lord*/ \
  105. BONUS_NAME(FIRE_IMMUNITY) \
  106. BONUS_NAME(FIRE_SHIELD) \
  107. BONUS_NAME(UNDEAD) \
  108. BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
  109. BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
  110. BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
  111. BONUS_NAME(LIFE_DRAIN) \
  112. BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
  113. BONUS_NAME(RETURN_AFTER_STRIKE) \
  114. BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
  115. BONUS_NAME(SPELLCASTER) /*subtype - spell id, value - level of school, additional info - spell power*/ \
  116. BONUS_NAME(CATAPULT) \
  117. BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
  118. BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
  119. BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %, subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage*/ \
  120. BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
  121. BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
  122. BONUS_NAME(CASTS_SPELL_WHEN_KILLED) /*similar to spell after attack*/ \
  123. BONUS_NAME(FEAR) \
  124. BONUS_NAME(FEARLESS) \
  125. BONUS_NAME(NO_DISTANCE_PENALTY) \
  126. BONUS_NAME(NO_OBSTACLES_PENALTY) \
  127. BONUS_NAME(SELF_LUCK) /*halfling*/ \
  128. BONUS_NAME(ENCHANTER) \
  129. BONUS_NAME(HEALER) \
  130. BONUS_NAME(SIEGE_WEAPON) \
  131. BONUS_NAME(HYPNOTIZED) \
  132. BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
  133. BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
  134. BONUS_NAME(ALWAYS_MINIMUM_DAMAGE) /*unit does its minimum damage from range; subtype: -1 - any attack, 0 - melee, 1 - ranged, value: additional damage, additional info - multiplicative anti-bonus for dmg in % [eg 20 means that creature will inflict 80% of normal dmg]*/ \
  135. 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 %*/ \
  136. BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
  137. BONUS_NAME(IN_FRENZY) /*value - level*/ \
  138. BONUS_NAME(SLAYER) /*value - level*/ \
  139. BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
  140. BONUS_NAME(NOT_ACTIVE) \
  141. BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
  142. BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
  143. BONUS_NAME(DARKNESS) /*val = radius */ \
  144. BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*val = id, additionalInfo = value per level in percent*/ \
  145. BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
  146. BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
  147. BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
  148. BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
  149. BONUS_NAME(MAXED_SPELL) /*val = id*/\
  150. BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
  151. BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\
  152. BONUS_NAME(DRAGON_NATURE) /*TODO: implement it!*/\
  153. BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/
  154. struct DLL_EXPORT Bonus
  155. {
  156. enum BonusType
  157. {
  158. #define BONUS_NAME(x) x,
  159. BONUS_LIST
  160. #undef BONUS_NAME
  161. };
  162. enum BonusDuration //when bonus is automatically removed
  163. {
  164. PERMANENT = 1,
  165. ONE_BATTLE = 2, //at the end of battle
  166. ONE_DAY = 4, //at the end of day
  167. ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
  168. N_TURNS = 16, //used during battles, after battle bonus is always removed
  169. N_DAYS = 32,
  170. UNITL_BEING_ATTACKED = 64,/*removed after attack and counterattacks are performed*/
  171. UNTIL_ATTACK = 128 /*removed after attack and counterattacks are performed*/
  172. };
  173. enum BonusSource
  174. {
  175. ARTIFACT,
  176. OBJECT,
  177. CASTED_SPELL,
  178. CREATURE_ABILITY,
  179. TERRAIN_NATIVE,
  180. TERRAIN_OVERLAY,
  181. SPELL_EFFECT,
  182. TOWN_STRUCTURE,
  183. HERO_BASE_SKILL,
  184. SECONDARY_SKILL,
  185. HERO_SPECIAL,
  186. ARMY
  187. };
  188. enum LimitEffect
  189. {
  190. NO_LIMIT = 0,
  191. ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
  192. ONLY_ALLIED_ARMY, ONLY_ENEMY_ARMY,
  193. PLAYR_HEROES
  194. };
  195. enum ValueType
  196. {
  197. ADDITIVE_VALUE,
  198. BASE_NUMBER,
  199. PERCENT_TO_ALL,
  200. PERCENT_TO_BASE
  201. };
  202. ui8 duration; //uses BonusDuration values
  203. si16 turnsRemain; //used if duration is N_TURNS or N_DAYS
  204. TBonusType type; //uses BonusType values - says to what is this bonus - 1 byte
  205. TBonusSubtype subtype; //-1 if not applicable - 4 bytes
  206. ui8 source;//source type" uses BonusSource values - what gave that bonus
  207. si32 val;
  208. ui32 id; //source id: id of object/artifact/spell
  209. ui8 valType;
  210. si32 additionalInfo;
  211. ui8 effectRange; //if not NO_LIMIT, bonus will be ommitted by default
  212. ILimiter *limiter;
  213. std::string description;
  214. Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
  215. Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, si32 Subtype=-1, ui8 ValType = ADDITIVE_VALUE);
  216. Bonus();
  217. // //comparison
  218. // bool operator==(const HeroBonus &other)
  219. // {
  220. // return &other == this;
  221. // //TODO: what is best logic for that?
  222. // }
  223. // bool operator<(const HeroBonus &other)
  224. // {
  225. // return &other < this;
  226. // //TODO: what is best logic for that?
  227. // }
  228. template <typename Handler> void serialize(Handler &h, const int version)
  229. {
  230. h & duration & type & subtype & source & val & id & description & additionalInfo & turnsRemain & valType & effectRange & limiter;
  231. }
  232. static bool OneDay(const Bonus &hb)
  233. {
  234. return hb.duration & Bonus::ONE_DAY;
  235. }
  236. static bool OneWeek(const Bonus &hb)
  237. {
  238. return hb.duration & Bonus::ONE_WEEK;
  239. }
  240. static bool OneBattle(const Bonus &hb)
  241. {
  242. return hb.duration & Bonus::ONE_BATTLE;
  243. }
  244. static bool UntilAttack(const Bonus &hb)
  245. {
  246. return hb.duration & Bonus::UNTIL_ATTACK;
  247. }
  248. static bool UntilBeingAttacked(const Bonus &hb)
  249. {
  250. return hb.duration & Bonus::UNITL_BEING_ATTACKED;
  251. }
  252. static bool IsFrom(const Bonus &hb, ui8 source, ui32 id) //if id==0xffffff then id doesn't matter
  253. {
  254. return hb.source==source && (id==0xffffff || hb.id==id);
  255. }
  256. inline bool operator == (const BonusType & cf) const
  257. {
  258. return type == cf;
  259. }
  260. inline void ChangeBonusVal (const ui32 newVal)
  261. {
  262. val = newVal;
  263. }
  264. inline void operator += (const ui32 Val) //no return
  265. {
  266. val += Val;
  267. }
  268. const CSpell * sourceSpell() const;
  269. std::string Description() const;
  270. };
  271. DLL_EXPORT std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
  272. class BonusList : public std::list<Bonus>
  273. {
  274. public:
  275. int DLL_EXPORT totalValue() const; //subtype -> subtype of bonus, if -1 then any
  276. void DLL_EXPORT getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *source = NULL) const;
  277. void DLL_EXPORT getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *source = NULL) const;
  278. void DLL_EXPORT getModifiersWDescr(TModDescr &out) const;
  279. //special find functions
  280. DLL_EXPORT Bonus * getFirst(const CSelector &select);
  281. DLL_EXPORT const Bonus * getFirst(const CSelector &select) const;
  282. void limit(const CBonusSystemNode &node); //erases bonuses using limitor
  283. template <typename Handler> void serialize(Handler &h, const int version)
  284. {
  285. h & static_cast<std::list<Bonus>&>(*this);
  286. }
  287. };
  288. DLL_EXPORT std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
  289. class DLL_EXPORT ILimiter
  290. {
  291. public:
  292. virtual ~ILimiter();
  293. virtual bool limit(const Bonus &b, const CBonusSystemNode &node) const; //return true to drop the bonus
  294. template <typename Handler> void serialize(Handler &h, const int version)
  295. {}
  296. };
  297. class DLL_EXPORT CBonusSystemNode
  298. {
  299. public:
  300. BonusList bonuses;
  301. ui8 nodeType;
  302. CBonusSystemNode();
  303. virtual ~CBonusSystemNode();
  304. //new bonusing node interface
  305. // * selector is predicate that tests if HeroBonus matches our criteria
  306. // * root is node on which call was made (NULL will be replaced with this)
  307. virtual void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const; //retrieves list of parent nodes (nodes to inherit bonuses from), source is the prinary asker
  308. virtual void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  309. void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL) const;
  310. BonusList getBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL) const;
  311. BonusList getBonuses(const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  312. int getBonusesCount(const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  313. int valOfBonuses(const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  314. bool hasBonus(const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  315. void getModifiersWDescr(TModDescr &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const; //out: pairs<modifier value, modifier description>
  316. //////////////////////////////////////////////////////////////////////////
  317. //legacy interface
  318. int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
  319. int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then any
  320. bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
  321. bool hasBonusFrom(ui8 source, ui32 sourceID) const;
  322. void getModifiersWDescr( TModDescr &out, Bonus::BonusType type, int subtype = -1 ) const; //out: pairs<modifier value, modifier description>
  323. int getBonusesCount(int from, int id) const;
  324. virtual ui32 getMinDamage() const {return 0;}; //used for stacks and creatures only
  325. virtual ui32 getMaxDamage() const {return 0;};
  326. int MoraleVal() const; //range [-3, +3]
  327. int LuckVal() const; //range [-3, +3]
  328. si32 Attack() const; //get attack of stack with all modificators
  329. si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
  330. ui16 MaxHealth() const; //get max HP of stack with all modifiers
  331. //non-const interface
  332. void getParents(TNodes &out, const CBonusSystemNode *root = NULL); //retrieves list of parent nodes (nodes to inherit bonuses from), source is the prinary asker
  333. Bonus *getBonus(const CSelector &selector);
  334. template <typename Handler> void serialize(Handler &h, const int version)
  335. {
  336. h & bonuses & nodeType;
  337. }
  338. enum ENodeTypes
  339. {
  340. UNKNOWN, STACK, SPECIALITY, ARTIFACT
  341. };
  342. };
  343. namespace NBonus
  344. {
  345. //set of methods that may be safely called with NULL objs
  346. DLL_EXPORT int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
  347. DLL_EXPORT bool hasOfType(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1);//determines if hero has a bonus of given type (and optionally subtype)
  348. //DLL_EXPORT const HeroBonus * get(const CBonusSystemNode *obj, int from, int id );
  349. DLL_EXPORT void getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype = -1 ); //out: pairs<modifier value, modifier description>
  350. DLL_EXPORT int getCount(const CBonusSystemNode *obj, int from, int id);
  351. };
  352. //generates HeroBonus from given data
  353. inline Bonus makeFeature(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  354. {
  355. Bonus sf;
  356. sf.type = type;
  357. sf.duration = duration;
  358. sf.source = source;
  359. sf.turnsRemain = turnsRemain;
  360. sf.subtype = subtype;
  361. sf.val = value;
  362. sf.additionalInfo = additionalInfo;
  363. return sf;
  364. }
  365. class DLL_EXPORT CSelectorsConjunction
  366. {
  367. const CSelector first, second;
  368. public:
  369. CSelectorsConjunction(const CSelector &First, const CSelector &Second)
  370. :first(First), second(Second)
  371. {
  372. }
  373. bool operator()(const Bonus &bonus) const
  374. {
  375. return first(bonus) && second(bonus);
  376. }
  377. };
  378. CSelector DLL_EXPORT operator&&(const CSelector &first, const CSelector &second);
  379. template<typename T>
  380. class CSelectFieldEqual
  381. {
  382. T Bonus::*ptr;
  383. T val;
  384. public:
  385. CSelectFieldEqual(T Bonus::*Ptr, const T &Val)
  386. : ptr(Ptr), val(Val)
  387. {
  388. }
  389. bool operator()(const Bonus &bonus) const
  390. {
  391. return bonus.*ptr == val;
  392. }
  393. CSelectFieldEqual& operator()(const T &setVal)
  394. {
  395. val = setVal;
  396. return *this;
  397. }
  398. };
  399. class CWillLastTurns
  400. {
  401. public:
  402. int turnsRequested;
  403. bool operator()(const Bonus &bonus) const
  404. {
  405. return turnsRequested <= 0 //every present effect will last zero (or "less") turns
  406. || !(bonus.duration & Bonus::N_TURNS) //so do every not expriing after N-turns effect
  407. || bonus.turnsRemain > turnsRequested;
  408. }
  409. CWillLastTurns& operator()(const int &setVal)
  410. {
  411. turnsRequested = setVal;
  412. return *this;
  413. }
  414. };
  415. class CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
  416. {
  417. public:
  418. const CCreature *creature;
  419. ui8 includeUpgrades;
  420. CCreatureTypeLimiter();
  421. CCreatureTypeLimiter(const CCreature &Creature, ui8 IncludeUpgrades = true);
  422. bool limit(const Bonus &b, const CBonusSystemNode &node) const;
  423. template <typename Handler> void serialize(Handler &h, const int version)
  424. {
  425. h & creature & includeUpgrades;
  426. }
  427. };
  428. namespace Selector
  429. {
  430. extern DLL_EXPORT CSelectFieldEqual<TBonusType> type;
  431. extern DLL_EXPORT CSelectFieldEqual<TBonusSubtype> subtype;
  432. extern DLL_EXPORT CSelectFieldEqual<si32> info;
  433. extern DLL_EXPORT CSelectFieldEqual<ui8> sourceType;
  434. extern DLL_EXPORT CSelectFieldEqual<ui8> effectRange;
  435. extern DLL_EXPORT CWillLastTurns turns;
  436. CSelector DLL_EXPORT typeSybtype(TBonusType Type, TBonusSubtype Subtype);
  437. CSelector DLL_EXPORT typeSybtypeInfo(TBonusType type, TBonusSubtype subtype, si32 info);
  438. CSelector DLL_EXPORT source(ui8 source, ui32 sourceID);
  439. bool DLL_EXPORT matchesType(const CSelector &sel, TBonusType type);
  440. bool DLL_EXPORT matchesTypeSubtype(const CSelector &sel, TBonusType type, TBonusSubtype subtype);
  441. }
  442. extern DLL_EXPORT const std::map<std::string, int> bonusNameMap;