HeroBonus.h 39 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 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. ui32 Speed(int turn = 0, bool useBind = false) const; //get speed of creature with all modificators
  526. const Bonus * getEffect(ui16 id, int turn = 0) const; //effect id (SP)
  527. ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
  528. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  529. int getPrimSkillLevel(PrimarySkill::PrimarySkill id) const;
  530. const TBonusListPtr getSpellBonuses() const;
  531. };
  532. class DLL_LINKAGE CBonusSystemNode : public IBonusBearer
  533. {
  534. public:
  535. enum ENodeTypes
  536. {
  537. UNKNOWN, STACK_INSTANCE, STACK_BATTLE, SPECIALTY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM,
  538. TOWN_AND_VISITOR, BATTLE, COMMANDER, GLOBAL_EFFECTS
  539. };
  540. private:
  541. BonusList bonuses; //wielded bonuses (local or up-propagated here)
  542. BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
  543. TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them
  544. TNodesVector children;
  545. ENodeTypes nodeType;
  546. std::string description;
  547. static const bool cachingEnabled;
  548. mutable BonusList cachedBonuses;
  549. mutable int cachedLast;
  550. static int treeChanged;
  551. // Setting a value to cachingStr before getting any bonuses caches the result for later requests.
  552. // This string needs to be unique, that's why it has to be setted in the following manner:
  553. // [property key]_[value] => only for selector
  554. mutable std::map<std::string, TBonusListPtr > cachedRequests;
  555. void getBonusesRec(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  556. void getAllBonusesRec(BonusList &out) const;
  557. const TBonusListPtr getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr) const;
  558. public:
  559. explicit CBonusSystemNode();
  560. virtual ~CBonusSystemNode();
  561. void limitBonuses(const BonusList &allBonuses, BonusList &out) const; //out will bo populed with bonuses that are not limited here
  562. TBonusListPtr limitBonuses(const BonusList &allBonuses) const; //same as above, returns out by val for convienence
  563. const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const;
  564. void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
  565. const Bonus *getBonusLocalFirst(const CSelector &selector) const;
  566. //non-const interface
  567. void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from)
  568. void getRedParents(TNodes &out); //retrieves list of red parent nodes (nodes bonuses propagate from)
  569. void getRedAncestors(TNodes &out);
  570. void getRedChildren(TNodes &out);
  571. void getRedDescendants(TNodes &out);
  572. Bonus *getBonusLocalFirst(const CSelector &selector);
  573. void attachTo(CBonusSystemNode *parent);
  574. void detachFrom(CBonusSystemNode *parent);
  575. void detachFromAll();
  576. virtual void addNewBonus(Bonus *b); //b will be deleted with destruction of node
  577. void accumulateBonus(Bonus &b); //add value of bonus with same type/subtype or create new
  578. void newChildAttached(CBonusSystemNode *child);
  579. void childDetached(CBonusSystemNode *child);
  580. void propagateBonus(Bonus * b);
  581. void unpropagateBonus(Bonus * b);
  582. //void addNewBonus(const Bonus &b); //b will copied
  583. void removeBonus(Bonus *b);
  584. void newRedDescendant(CBonusSystemNode *descendant); //propagation needed
  585. void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed
  586. void battleTurnPassed(); //updates count of remaining turns and removed outdated bonuses
  587. bool isIndependentNode() const; //node is independent when it has no parents nor children
  588. bool actsAsBonusSourceOnly() const;
  589. //bool isLimitedOnUs(Bonus *b) const; //if bonus should be removed from list acquired from this node
  590. void popBonuses(const CSelector &s);
  591. virtual std::string bonusToString(const Bonus *bonus, bool description) const {return "";}; //description or bonus name
  592. virtual std::string nodeName() const;
  593. void deserializationFix();
  594. void exportBonus(Bonus * b);
  595. void exportBonuses();
  596. static void incrementTreeChangedNum();
  597. BonusList &getBonusList();
  598. const BonusList &getBonusList() const;
  599. BonusList &getExportedBonusList();
  600. CBonusSystemNode::ENodeTypes getNodeType() const;
  601. void setNodeType(CBonusSystemNode::ENodeTypes type);
  602. const TNodesVector &getParentNodes() const;
  603. const TNodesVector &getChildrenNodes() const;
  604. const std::string &getDescription() const;
  605. void setDescription(const std::string &description);
  606. static void treeHasChanged();
  607. template <typename Handler> void serialize(Handler &h, const int version)
  608. {
  609. h & /*bonuses & */nodeType;
  610. h & exportedBonuses;
  611. h & description;
  612. BONUS_TREE_DESERIALIZATION_FIX
  613. //h & parents & children;
  614. }
  615. };
  616. namespace NBonus
  617. {
  618. //set of methods that may be safely called with nullptr objs
  619. DLL_LINKAGE int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
  620. 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)
  621. //DLL_LINKAGE const HeroBonus * get(const CBonusSystemNode *obj, int from, int id );
  622. DLL_LINKAGE void getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype = -1 ); //out: pairs<modifier value, modifier description>
  623. DLL_LINKAGE int getCount(const CBonusSystemNode *obj, Bonus::BonusSource from, int id);
  624. }
  625. /// generates HeroBonus from given data
  626. inline Bonus makeFeatureVal(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  627. {
  628. Bonus sf;
  629. sf.type = type;
  630. sf.duration = duration;
  631. sf.source = source;
  632. sf.turnsRemain = turnsRemain;
  633. sf.subtype = subtype;
  634. sf.val = value;
  635. sf.additionalInfo = additionalInfo;
  636. return sf;
  637. }
  638. ///generates HeroBonus from given data
  639. inline Bonus * makeFeature(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  640. {
  641. return new Bonus(makeFeatureVal(type, duration, subtype, value, source, turnsRemain, additionalInfo));
  642. }
  643. template<typename T>
  644. class CSelectFieldEqual
  645. {
  646. T Bonus::*ptr;
  647. public:
  648. CSelectFieldEqual(T Bonus::*Ptr)
  649. : ptr(Ptr)
  650. {
  651. }
  652. CSelector operator()(const T &valueToCompareAgainst) const
  653. {
  654. auto ptr2 = ptr; //We need a COPY because we don't want to reference this (might be outlived by lambda)
  655. return [ptr2, valueToCompareAgainst](const Bonus *bonus) { return bonus->*ptr2 == valueToCompareAgainst; };
  656. }
  657. };
  658. template<typename T>
  659. class CSelectFieldAny //allows to ignore value of certain field, that is to accept any value
  660. {
  661. T Bonus::*ptr;
  662. public:
  663. CSelectFieldAny(T Bonus::*Ptr)
  664. : ptr(Ptr)
  665. {
  666. }
  667. bool operator()(const Bonus *bonus) const
  668. {
  669. return true;
  670. }
  671. CSelectFieldAny& operator()()
  672. {
  673. return *this;
  674. }
  675. };
  676. template<typename T> //can be same, needed for subtype field
  677. class CSelectFieldEqualOrEvery
  678. {
  679. T Bonus::*ptr;
  680. T val;
  681. public:
  682. CSelectFieldEqualOrEvery(T Bonus::*Ptr, const T &Val)
  683. : ptr(Ptr), val(Val)
  684. {
  685. }
  686. bool operator()(const Bonus *bonus) const
  687. {
  688. return (bonus->*ptr == val) || (bonus->*ptr == static_cast<T>(Bonus::EVERY_TYPE));
  689. }
  690. CSelectFieldEqualOrEvery& operator()(const T &setVal)
  691. {
  692. val = setVal;
  693. return *this;
  694. }
  695. };
  696. class DLL_LINKAGE CWillLastTurns
  697. {
  698. public:
  699. int turnsRequested;
  700. bool operator()(const Bonus *bonus) const
  701. {
  702. return turnsRequested <= 0 //every present effect will last zero (or "less") turns
  703. || !(bonus->duration & Bonus::N_TURNS) //so do every not expriing after N-turns effect
  704. || bonus->turnsRemain > turnsRequested;
  705. }
  706. CWillLastTurns& operator()(const int &setVal)
  707. {
  708. turnsRequested = setVal;
  709. return *this;
  710. }
  711. };
  712. //Stores multiple limiters. If any of them fails -> bonus is dropped.
  713. class DLL_LINKAGE LimiterList : public ILimiter
  714. {
  715. std::vector<TLimiterPtr> limiters;
  716. public:
  717. int limit(const BonusLimitationContext &context) const override;
  718. void add(TLimiterPtr limiter);
  719. };
  720. class DLL_LINKAGE CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
  721. {
  722. public:
  723. const CCreature *creature;
  724. bool includeUpgrades;
  725. CCreatureTypeLimiter();
  726. CCreatureTypeLimiter(const CCreature &Creature, bool IncludeUpgrades = true);
  727. void setCreature (CreatureID id);
  728. int limit(const BonusLimitationContext &context) const override;
  729. template <typename Handler> void serialize(Handler &h, const int version)
  730. {
  731. h & static_cast<ILimiter&>(*this);
  732. h & creature & includeUpgrades;
  733. }
  734. };
  735. class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
  736. {
  737. public:
  738. Bonus::BonusType type;
  739. TBonusSubtype subtype;
  740. bool isSubtypeRelevant; //check for subtype only if this is true
  741. HasAnotherBonusLimiter(Bonus::BonusType bonus = Bonus::NONE);
  742. HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype);
  743. int limit(const BonusLimitationContext &context) const override;
  744. template <typename Handler> void serialize(Handler &h, const int version)
  745. {
  746. h & static_cast<ILimiter&>(*this);
  747. h & type & subtype & isSubtypeRelevant;
  748. }
  749. };
  750. class DLL_LINKAGE CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain
  751. {
  752. public:
  753. int terrainType;
  754. CreatureNativeTerrainLimiter();
  755. CreatureNativeTerrainLimiter(int TerrainType);
  756. int limit(const BonusLimitationContext &context) const override;
  757. template <typename Handler> void serialize(Handler &h, const int version)
  758. {
  759. h & static_cast<ILimiter&>(*this);
  760. h & terrainType;
  761. }
  762. };
  763. class DLL_LINKAGE CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
  764. {
  765. public:
  766. si8 faction;
  767. CreatureFactionLimiter();
  768. CreatureFactionLimiter(int TerrainType);
  769. int limit(const BonusLimitationContext &context) const override;
  770. template <typename Handler> void serialize(Handler &h, const int version)
  771. {
  772. h & static_cast<ILimiter&>(*this);
  773. h & faction;
  774. }
  775. };
  776. class DLL_LINKAGE CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
  777. {
  778. public:
  779. si8 alignment;
  780. CreatureAlignmentLimiter();
  781. CreatureAlignmentLimiter(si8 Alignment);
  782. int limit(const BonusLimitationContext &context) const override;
  783. template <typename Handler> void serialize(Handler &h, const int version)
  784. {
  785. h & static_cast<ILimiter&>(*this);
  786. h & alignment;
  787. }
  788. };
  789. class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
  790. {
  791. public:
  792. PlayerColor owner;
  793. StackOwnerLimiter();
  794. StackOwnerLimiter(PlayerColor Owner);
  795. int limit(const BonusLimitationContext &context) const override;
  796. template <typename Handler> void serialize(Handler &h, const int version)
  797. {
  798. h & static_cast<ILimiter&>(*this);
  799. h & owner;
  800. }
  801. };
  802. class DLL_LINKAGE RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
  803. {
  804. public:
  805. ui8 minRank, maxRank;
  806. RankRangeLimiter();
  807. RankRangeLimiter(ui8 Min, ui8 Max = 255);
  808. int limit(const BonusLimitationContext &context) const override;
  809. template <typename Handler> void serialize(Handler &h, const int version)
  810. {
  811. h & static_cast<ILimiter&>(*this);
  812. h & minRank & maxRank;
  813. }
  814. };
  815. const CCreature *retrieveCreature(const CBonusSystemNode *node);
  816. namespace Selector
  817. {
  818. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> type;
  819. extern DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> subtype;
  820. extern DLL_LINKAGE CSelectFieldEqual<si32> info;
  821. extern DLL_LINKAGE CSelectFieldEqual<ui16> duration;
  822. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> sourceType;
  823. extern DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> effectRange;
  824. extern DLL_LINKAGE CWillLastTurns turns;
  825. extern DLL_LINKAGE CSelectFieldAny<Bonus::LimitEffect> anyRange;
  826. CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype);
  827. CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, si32 info);
  828. CSelector DLL_LINKAGE source(Bonus::BonusSource source, ui32 sourceID);
  829. CSelector DLL_LINKAGE durationType(ui16 duration);
  830. CSelector DLL_LINKAGE sourceTypeSel(Bonus::BonusSource source);
  831. bool DLL_LINKAGE matchesType(const CSelector &sel, Bonus::BonusType type);
  832. bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, Bonus::BonusType type, TBonusSubtype subtype);
  833. bool DLL_LINKAGE positiveSpellEffects(const Bonus *b);
  834. }
  835. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusType> bonusNameMap;
  836. extern DLL_LINKAGE const std::map<std::string, Bonus::ValueType> bonusValueMap;
  837. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusSource> bonusSourceMap;
  838. extern DLL_LINKAGE const std::map<std::string, ui16> bonusDurationMap;
  839. extern DLL_LINKAGE const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect;
  840. extern DLL_LINKAGE const std::map<std::string, TLimiterPtr> bonusLimiterMap;
  841. extern DLL_LINKAGE const std::map<std::string, TPropagatorPtr> bonusPropagatorMap;
  842. // BonusList template that requires full interface of CBonusSystemNode
  843. template <class InputIterator>
  844. void BonusList::insert(const int position, InputIterator first, InputIterator last)
  845. {
  846. bonuses.insert(bonuses.begin() + position, first, last);
  847. if (belongsToTree)
  848. CBonusSystemNode::incrementTreeChangedNum();
  849. }
  850. // Extensions for BOOST_FOREACH to enable iterating of BonusList objects
  851. /*namespace boost
  852. {
  853. template<>
  854. struct range_mutable_iterator<BonusList>
  855. {
  856. typedef std::vector<Bonus*>::iterator type;
  857. };
  858. template<>
  859. struct range_const_iterator<BonusList>
  860. {
  861. typedef std::vector<Bonus*>::const_iterator type;
  862. };
  863. }*/