HeroBonus.h 24 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. #include <boost/smart_ptr/shared_ptr.hpp>
  8. /*
  9. * HeroBonus.h, part of VCMI engine
  10. *
  11. * Authors: listed in file AUTHORS in main folder
  12. *
  13. * License: GNU General Public License v2.0 or later
  14. * Full text of license available in license.txt file, in main folder
  15. *
  16. */
  17. typedef ui8 TBonusType;
  18. typedef si32 TBonusSubtype;
  19. class CCreature;
  20. class CSpell;
  21. struct Bonus;
  22. class CBonusSystemNode;
  23. class ILimiter;
  24. class IPropagator;
  25. typedef std::vector<std::pair<int,std::string> > TModDescr; //modifiers values and their descriptions
  26. typedef std::set<CBonusSystemNode*> TNodes;
  27. typedef std::set<const CBonusSystemNode*> TCNodes;
  28. typedef std::vector<CBonusSystemNode *> TNodesVector;
  29. typedef boost::function<bool(const Bonus*)> CSelector;
  30. namespace PrimarySkill
  31. {
  32. enum { ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE};
  33. }
  34. #define BONUS_LIST \
  35. BONUS_NAME(NONE) \
  36. BONUS_NAME(MOVEMENT) /*both water/land*/ \
  37. BONUS_NAME(LAND_MOVEMENT) \
  38. BONUS_NAME(SEA_MOVEMENT) \
  39. BONUS_NAME(MORALE) \
  40. BONUS_NAME(LUCK) \
  41. BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \
  42. BONUS_NAME(SIGHT_RADIOUS) \
  43. BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \
  44. BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \
  45. BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \
  46. BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
  47. BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
  48. BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - substracted to this part*/ \
  49. BONUS_NAME(FLYING_MOVEMENT) /*subtype 1 - without penalty, 2 - with penalty*/ \
  50. BONUS_NAME(SPELL_DURATION) \
  51. BONUS_NAME(AIR_SPELL_DMG_PREMY) \
  52. BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
  53. BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
  54. BONUS_NAME(WATER_SPELL_DMG_PREMY) \
  55. BONUS_NAME(BLOCK_SPELLS_ABOVE_LEVEL) \
  56. BONUS_NAME(WATER_WALKING) /*subtype 1 - without penalty, 2 - with penalty*/ \
  57. BONUS_NAME(NO_SHOTING_PENALTY) \
  58. BONUS_NAME(DISPEL_IMMUNITY) \
  59. BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
  60. BONUS_NAME(STACK_HEALTH) \
  61. BONUS_NAME(BLOCK_MORALE) \
  62. BONUS_NAME(BLOCK_LUCK) \
  63. BONUS_NAME(FIRE_SPELLS) \
  64. BONUS_NAME(AIR_SPELLS) \
  65. BONUS_NAME(WATER_SPELLS) \
  66. BONUS_NAME(EARTH_SPELLS) \
  67. BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
  68. BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
  69. BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
  70. BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
  71. BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
  72. BONUS_NAME(ENEMY_CANT_ESCAPE) /*for shackles of war*/ \
  73. 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*/ \
  74. BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
  75. BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
  76. BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
  77. BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
  78. BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
  79. BONUS_NAME(NO_TYPE) \
  80. BONUS_NAME(FLYING) \
  81. BONUS_NAME(SHOOTER) \
  82. BONUS_NAME(CHARGE_IMMUNITY) \
  83. BONUS_NAME(ADDITIONAL_ATTACK) \
  84. BONUS_NAME(UNLIMITED_RETALIATIONS) \
  85. BONUS_NAME(NO_MELEE_PENALTY) \
  86. BONUS_NAME(JOUSTING) /*for champions*/ \
  87. BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature*/ \
  88. BONUS_NAME(KING1) \
  89. BONUS_NAME(KING2) \
  90. BONUS_NAME(KING3) \
  91. BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
  92. BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
  93. BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
  94. 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*/ \
  95. BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
  96. BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus*/ \
  97. BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
  98. BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
  99. BONUS_NAME(NO_WALL_PENALTY) \
  100. BONUS_NAME(NON_LIVING) /*eg. gargoyle*/ \
  101. BONUS_NAME(RANDOM_GENIE_SPELLCASTER) /*eg. master genie*/ \
  102. BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
  103. BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
  104. BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
  105. BONUS_NAME(SPELL_LIKE_ATTACK) /*value - spell id; range is taken from spell, but damage from creature; eg. magog*/ \
  106. BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
  107. BONUS_NAME(DAEMON_SUMMONING) /*pit lord*/ \
  108. BONUS_NAME(FIRE_IMMUNITY) \
  109. BONUS_NAME(FIRE_SHIELD) \
  110. BONUS_NAME(UNDEAD) \
  111. BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
  112. BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
  113. BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
  114. BONUS_NAME(LIFE_DRAIN) \
  115. BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
  116. BONUS_NAME(RETURN_AFTER_STRIKE) \
  117. BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
  118. BONUS_NAME(SPELLCASTER) /*subtype - spell id, value - level of school, additional info - spell power*/ \
  119. BONUS_NAME(CATAPULT) \
  120. BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
  121. BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
  122. BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %, subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage*/ \
  123. BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
  124. BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
  125. BONUS_NAME(CASTS_SPELL_WHEN_KILLED) /*similar to spell after attack*/ \
  126. BONUS_NAME(FEAR) \
  127. BONUS_NAME(FEARLESS) \
  128. BONUS_NAME(NO_DISTANCE_PENALTY) \
  129. BONUS_NAME(NO_OBSTACLES_PENALTY) \
  130. BONUS_NAME(SELF_LUCK) /*halfling*/ \
  131. BONUS_NAME(ENCHANTER) \
  132. BONUS_NAME(HEALER) \
  133. BONUS_NAME(SIEGE_WEAPON) \
  134. BONUS_NAME(HYPNOTIZED) \
  135. BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
  136. BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
  137. 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]*/ \
  138. 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 %*/ \
  139. BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
  140. BONUS_NAME(IN_FRENZY) /*value - level*/ \
  141. BONUS_NAME(SLAYER) /*value - level*/ \
  142. BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
  143. BONUS_NAME(NOT_ACTIVE) \
  144. BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
  145. BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
  146. BONUS_NAME(DARKNESS) /*val = radius */ \
  147. BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*val = id, additionalInfo = value per level in percent*/ \
  148. BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
  149. BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
  150. BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
  151. BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
  152. BONUS_NAME(MAXED_SPELL) /*val = id*/\
  153. BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
  154. BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\
  155. BONUS_NAME(DRAGON_NATURE) /*TODO: implement it!*/\
  156. BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/
  157. struct DLL_EXPORT Bonus
  158. {
  159. enum BonusType
  160. {
  161. #define BONUS_NAME(x) x,
  162. BONUS_LIST
  163. #undef BONUS_NAME
  164. };
  165. enum BonusDuration //when bonus is automatically removed
  166. {
  167. PERMANENT = 1,
  168. ONE_BATTLE = 2, //at the end of battle
  169. ONE_DAY = 4, //at the end of day
  170. ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
  171. N_TURNS = 16, //used during battles, after battle bonus is always removed
  172. N_DAYS = 32,
  173. UNITL_BEING_ATTACKED = 64,/*removed after attack and counterattacks are performed*/
  174. UNTIL_ATTACK = 128 /*removed after attack and counterattacks are performed*/
  175. };
  176. enum BonusSource
  177. {
  178. ARTIFACT,
  179. OBJECT,
  180. CASTED_SPELL,
  181. CREATURE_ABILITY,
  182. TERRAIN_NATIVE,
  183. TERRAIN_OVERLAY,
  184. SPELL_EFFECT,
  185. TOWN_STRUCTURE,
  186. HERO_BASE_SKILL,
  187. SECONDARY_SKILL,
  188. HERO_SPECIAL,
  189. ARMY,
  190. CAMPAIGN_BONUS,
  191. SPECIAL_WEEK
  192. };
  193. enum LimitEffect
  194. {
  195. NO_LIMIT = 0,
  196. ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
  197. ONLY_ALLIED_ARMY, ONLY_ENEMY_ARMY,
  198. PLAYR_HEROES,
  199. GLOBAL //Statue of Legion etc.
  200. };
  201. enum ValueType
  202. {
  203. ADDITIVE_VALUE,
  204. BASE_NUMBER,
  205. PERCENT_TO_ALL,
  206. PERCENT_TO_BASE,
  207. INDEPENDENT_MAX //used for SPELL bonus
  208. };
  209. ui8 duration; //uses BonusDuration values
  210. si16 turnsRemain; //used if duration is N_TURNS or N_DAYS
  211. TBonusType type; //uses BonusType values - says to what is this bonus - 1 byte
  212. TBonusSubtype subtype; //-1 if not applicable - 4 bytes
  213. ui8 source;//source type" uses BonusSource values - what gave that bonus
  214. si32 val;
  215. ui32 id; //source id: id of object/artifact/spell
  216. ui8 valType; //by ValueType enum
  217. si32 additionalInfo;
  218. ui8 effectRange; //if not NO_LIMIT, bonus will be ommitted by default
  219. boost::shared_ptr<ILimiter> limiter;
  220. boost::shared_ptr<IPropagator> propagator;
  221. std::string description;
  222. Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
  223. Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, si32 Subtype=-1, ui8 ValType = ADDITIVE_VALUE);
  224. Bonus();
  225. ~Bonus();
  226. // //comparison
  227. // bool operator==(const HeroBonus &other)
  228. // {
  229. // return &other == this;
  230. // //TODO: what is best logic for that?
  231. // }
  232. // bool operator<(const HeroBonus &other)
  233. // {
  234. // return &other < this;
  235. // //TODO: what is best logic for that?
  236. // }
  237. template <typename Handler> void serialize(Handler &h, const int version)
  238. {
  239. h & duration & type & subtype & source & val & id & description & additionalInfo & turnsRemain & valType & effectRange & limiter;
  240. }
  241. static bool OneDay(const Bonus *hb)
  242. {
  243. return hb->duration & Bonus::ONE_DAY;
  244. }
  245. static bool OneWeek(const Bonus *hb)
  246. {
  247. return hb->duration & Bonus::ONE_WEEK;
  248. }
  249. static bool OneBattle(const Bonus *hb)
  250. {
  251. return hb->duration & Bonus::ONE_BATTLE;
  252. }
  253. static bool UntilAttack(const Bonus *hb)
  254. {
  255. return hb->duration & Bonus::UNTIL_ATTACK;
  256. }
  257. static bool UntilBeingAttacked(const Bonus *hb)
  258. {
  259. return hb->duration & Bonus::UNITL_BEING_ATTACKED;
  260. }
  261. static bool IsFrom(const Bonus &hb, ui8 source, ui32 id) //if id==0xffffff then id doesn't matter
  262. {
  263. return hb.source==source && (id==0xffffff || hb.id==id);
  264. }
  265. inline bool operator == (const BonusType & cf) const
  266. {
  267. return type == cf;
  268. }
  269. inline void ChangeBonusVal (const ui32 newVal)
  270. {
  271. val = newVal;
  272. }
  273. inline void operator += (const ui32 Val) //no return
  274. {
  275. val += Val;
  276. }
  277. const CSpell * sourceSpell() const;
  278. std::string Description() const;
  279. Bonus *addLimiter(ILimiter *Limiter); //returns this for convenient chain-calls
  280. };
  281. struct DLL_EXPORT stackExperience : public Bonus
  282. {
  283. std::vector<ui32> expBonuses; // variations for levels 1-10, copied to val field;
  284. bool enable; //if true - turns ability on / off for zero value
  285. template <typename Handler> void serialize(Handler &h, const int version)
  286. {
  287. h & static_cast<Bonus&>(this);
  288. h & expBonuses & enable;
  289. }
  290. };
  291. DLL_EXPORT std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
  292. class BonusList : public std::list<Bonus*>
  293. {
  294. public:
  295. int DLL_EXPORT totalValue() const; //subtype -> subtype of bonus, if -1 then any
  296. void DLL_EXPORT getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *source = NULL) const;
  297. void DLL_EXPORT getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *source = NULL) const;
  298. void DLL_EXPORT getModifiersWDescr(TModDescr &out) const;
  299. void DLL_EXPORT removeSpells(Bonus::BonusSource sourceType);
  300. //special find functions
  301. DLL_EXPORT Bonus * getFirst(const CSelector &select);
  302. DLL_EXPORT const Bonus * getFirst(const CSelector &select) const;
  303. void limit(const CBonusSystemNode &node); //erases bonuses using limitor
  304. template <typename Handler> void serialize(Handler &h, const int version)
  305. {
  306. h & static_cast<std::list<Bonus*>&>(*this);
  307. }
  308. };
  309. DLL_EXPORT std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
  310. class DLL_EXPORT IPropagator
  311. {
  312. public:
  313. virtual ~IPropagator();
  314. virtual CBonusSystemNode *getDestNode(CBonusSystemNode *source);
  315. };
  316. class DLL_EXPORT ILimiter
  317. {
  318. public:
  319. virtual ~ILimiter();
  320. virtual bool limit(const Bonus *b, const CBonusSystemNode &node) const; //return true to drop the bonus
  321. template <typename Handler> void serialize(Handler &h, const int version)
  322. {}
  323. };
  324. class DLL_EXPORT CBonusSystemNode
  325. {
  326. public:
  327. BonusList bonuses; //wielded bonuses (local and up-propagated here)
  328. BonusList exportedBonuses;
  329. TNodesVector parents, //parents -> we inherit bonuses from them, we may attach our bonuses to them
  330. children;
  331. ui8 nodeType;
  332. CBonusSystemNode();
  333. virtual ~CBonusSystemNode();
  334. //new bonusing node interface
  335. // * selector is predicate that tests if HeroBonus matches our criteria
  336. // * root is node on which call was made (NULL will be replaced with this)
  337. void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from), source is the prinary asker
  338. void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  339. //////////////////////////////////////////////////////////////////////////
  340. //interface
  341. void getModifiersWDescr(TModDescr &out, const CSelector &selector) const; //out: pairs<modifier value, modifier description>
  342. int getBonusesCount(const CSelector &selector) const;
  343. int valOfBonuses(const CSelector &selector) const;
  344. bool hasBonus(const CSelector &selector) const;
  345. BonusList getBonuses(const CSelector &selector, const CSelector &limit) const;
  346. void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  347. BonusList getBonuses(const CSelector &selector) const;
  348. //legacy interface
  349. int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
  350. int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
  351. bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
  352. bool hasBonusFrom(ui8 source, ui32 sourceID) const;
  353. void getModifiersWDescr( TModDescr &out, Bonus::BonusType type, int subtype = -1 ) const; //out: pairs<modifier value, modifier description>
  354. int getBonusesCount(int from, int id) const;
  355. virtual ui32 getMinDamage() const; //used for stacks and creatures only
  356. virtual ui32 getMaxDamage() const;
  357. int MoraleVal() const; //range [-3, +3]
  358. int LuckVal() const; //range [-3, +3]
  359. si32 Attack() const; //get attack of stack with all modificators
  360. si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
  361. ui16 MaxHealth() const; //get max HP of stack with all modifiers
  362. //non-const interface
  363. void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from), source is the prinary asker
  364. Bonus *getBonus(const CSelector &selector);
  365. void attachTo(CBonusSystemNode *parent);
  366. void detachFrom(CBonusSystemNode *parent);
  367. void detachFromAll();
  368. void addNewBonus(Bonus *b); //b will be deleted with destruction of node
  369. void newChildAttached(CBonusSystemNode *child);
  370. void childDetached(CBonusSystemNode *child);
  371. void propagateBonus(Bonus * b);
  372. //void addNewBonus(const Bonus &b); //b will copied
  373. void removeBonus(Bonus *b);
  374. TNodesVector &nodesOnWhichWePropagate();
  375. bool isIndependentNode() const; //node is independent when it has no parents nor children
  376. bool weActAsBonusSourceOnly() const;
  377. bool isLimitedOnUs(Bonus *b) const; //if bonus should be removed from list acquired from this node
  378. CBonusSystemNode *whereToPropagate(Bonus *b);
  379. void popBonuses(const CSelector &s);
  380. template <typename Handler> void serialize(Handler &h, const int version)
  381. {
  382. h & bonuses & nodeType;
  383. }
  384. enum ENodeTypes
  385. {
  386. UNKNOWN, STACK, SPECIALITY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO
  387. };
  388. };
  389. namespace NBonus
  390. {
  391. //set of methods that may be safely called with NULL objs
  392. DLL_EXPORT int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
  393. 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)
  394. //DLL_EXPORT const HeroBonus * get(const CBonusSystemNode *obj, int from, int id );
  395. DLL_EXPORT void getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype = -1 ); //out: pairs<modifier value, modifier description>
  396. DLL_EXPORT int getCount(const CBonusSystemNode *obj, int from, int id);
  397. };
  398. //generates HeroBonus from given data
  399. inline Bonus* makeFeature(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  400. {
  401. Bonus* sf = new Bonus();
  402. sf->type = type;
  403. sf->duration = duration;
  404. sf->source = source;
  405. sf->turnsRemain = turnsRemain;
  406. sf->subtype = subtype;
  407. sf->val = value;
  408. sf->additionalInfo = additionalInfo;
  409. return sf;
  410. }
  411. class DLL_EXPORT CSelectorsConjunction
  412. {
  413. const CSelector first, second;
  414. public:
  415. CSelectorsConjunction(const CSelector &First, const CSelector &Second)
  416. :first(First), second(Second)
  417. {
  418. }
  419. bool operator()(const Bonus *bonus) const
  420. {
  421. return first(bonus) && second(bonus);
  422. }
  423. };
  424. CSelector DLL_EXPORT operator&&(const CSelector &first, const CSelector &second);
  425. class DLL_EXPORT CSelectorsAlternative
  426. {
  427. const CSelector first, second;
  428. public:
  429. CSelectorsAlternative(const CSelector &First, const CSelector &Second)
  430. :first(First), second(Second)
  431. {
  432. }
  433. bool operator()(const Bonus *bonus) const
  434. {
  435. return first(bonus) || second(bonus);
  436. }
  437. };
  438. CSelector DLL_EXPORT operator||(const CSelector &first, const CSelector &second);
  439. template<typename T>
  440. class CSelectFieldEqual
  441. {
  442. T Bonus::*ptr;
  443. T val;
  444. public:
  445. CSelectFieldEqual(T Bonus::*Ptr, const T &Val)
  446. : ptr(Ptr), val(Val)
  447. {
  448. }
  449. bool operator()(const Bonus *bonus) const
  450. {
  451. return bonus->*ptr == val;
  452. }
  453. CSelectFieldEqual& operator()(const T &setVal)
  454. {
  455. val = setVal;
  456. return *this;
  457. }
  458. };
  459. class DLL_EXPORT CWillLastTurns
  460. {
  461. public:
  462. int turnsRequested;
  463. bool operator()(const Bonus *bonus) const
  464. {
  465. return turnsRequested <= 0 //every present effect will last zero (or "less") turns
  466. || !(bonus->duration & Bonus::N_TURNS) //so do every not expriing after N-turns effect
  467. || bonus->turnsRemain > turnsRequested;
  468. }
  469. CWillLastTurns& operator()(const int &setVal)
  470. {
  471. turnsRequested = setVal;
  472. return *this;
  473. }
  474. };
  475. class DLL_EXPORT CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
  476. {
  477. public:
  478. const CCreature *creature;
  479. ui8 includeUpgrades;
  480. CCreatureTypeLimiter();
  481. CCreatureTypeLimiter(const CCreature &Creature, ui8 IncludeUpgrades = true);
  482. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  483. template <typename Handler> void serialize(Handler &h, const int version)
  484. {
  485. h & creature & includeUpgrades;
  486. }
  487. };
  488. class DLL_EXPORT HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
  489. {
  490. public:
  491. TBonusType type;
  492. TBonusSubtype subtype;
  493. ui8 isSubtypeRelevant; //check for subtype only if this is true
  494. HasAnotherBonusLimiter(TBonusType bonus = Bonus::NONE);
  495. HasAnotherBonusLimiter(TBonusType bonus, TBonusSubtype _subtype);
  496. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  497. template <typename Handler> void serialize(Handler &h, const int version)
  498. {
  499. h & type & subtype & isSubtypeRelevant;
  500. }
  501. };
  502. class DLL_EXPORT CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain
  503. {
  504. public:
  505. si8 terrainType;
  506. CreatureNativeTerrainLimiter();
  507. CreatureNativeTerrainLimiter(int TerrainType);
  508. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  509. template <typename Handler> void serialize(Handler &h, const int version)
  510. {
  511. h & terrainType;
  512. }
  513. };
  514. class DLL_EXPORT CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
  515. {
  516. public:
  517. si8 faction;
  518. CreatureFactionLimiter();
  519. CreatureFactionLimiter(int TerrainType);
  520. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  521. template <typename Handler> void serialize(Handler &h, const int version)
  522. {
  523. h & faction;
  524. }
  525. };
  526. class DLL_EXPORT CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
  527. {
  528. public:
  529. si8 alignment;
  530. CreatureAlignmentLimiter();
  531. CreatureAlignmentLimiter(si8 Alignment);
  532. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  533. template <typename Handler> void serialize(Handler &h, const int version)
  534. {
  535. h & alignment;
  536. }
  537. };
  538. const CCreature *retrieveCreature(const CBonusSystemNode *node);
  539. namespace Selector
  540. {
  541. extern DLL_EXPORT CSelectFieldEqual<TBonusType> type;
  542. extern DLL_EXPORT CSelectFieldEqual<TBonusSubtype> subtype;
  543. extern DLL_EXPORT CSelectFieldEqual<si32> info;
  544. extern DLL_EXPORT CSelectFieldEqual<ui8> sourceType;
  545. extern DLL_EXPORT CSelectFieldEqual<ui8> effectRange;
  546. extern DLL_EXPORT CWillLastTurns turns;
  547. CSelector DLL_EXPORT typeSybtype(TBonusType Type, TBonusSubtype Subtype);
  548. CSelector DLL_EXPORT typeSybtypeInfo(TBonusType type, TBonusSubtype subtype, si32 info);
  549. CSelector DLL_EXPORT source(ui8 source, ui32 sourceID);
  550. CSelector DLL_EXPORT sourceTypeSel(ui8 source);
  551. bool DLL_EXPORT matchesType(const CSelector &sel, TBonusType type);
  552. bool DLL_EXPORT matchesTypeSubtype(const CSelector &sel, TBonusType type, TBonusSubtype subtype);
  553. }
  554. extern DLL_EXPORT const std::map<std::string, int> bonusNameMap;