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 std::shared_ptr<BonusList> TBonusListPtr;
  20. typedef std::shared_ptr<ILimiter> TLimiterPtr;
  21. typedef std::shared_ptr<IPropagator> TPropagatorPtr;
  22. typedef std::set<CBonusSystemNode*> TNodes;
  23. typedef std::set<const CBonusSystemNode*> TCNodes;
  24. typedef std::vector<CBonusSystemNode *> TNodesVector;
  25. class CSelector : std::function<bool(const Bonus*)>
  26. {
  27. typedef std::function<bool(const Bonus*)> TBase;
  28. public:
  29. CSelector() {}
  30. template<typename T>
  31. CSelector(const T &t, //SFINAE trick -> include this c-tor in overload resolution only if parameter is class
  32. //(includes functors, lambdas) or function. Without that VC is going mad about ambiguities.
  33. typename std::enable_if < boost::mpl::or_ < std::is_class<T>, std::is_function<T >> ::value>::type *dummy = nullptr)
  34. : TBase(t)
  35. {}
  36. CSelector(std::nullptr_t)
  37. {}
  38. //CSelector(std::function<bool(const Bonus*)> f) : std::function<bool(const Bonus*)>(std::move(f)) {}
  39. CSelector And(CSelector rhs) const
  40. {
  41. //lambda may likely outlive "this" (it can be even a temporary) => we copy the OBJECT (not pointer)
  42. auto thisCopy = *this;
  43. return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) && rhs(b); };
  44. }
  45. CSelector Or(CSelector rhs) const
  46. {
  47. auto thisCopy = *this;
  48. return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) || rhs(b); };
  49. }
  50. bool operator()(const Bonus *b) const
  51. {
  52. return TBase::operator()(b);
  53. }
  54. operator bool() const
  55. {
  56. return !!static_cast<const TBase&>(*this);
  57. }
  58. };
  59. #define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving && h.smartPointerSerialization) deserializationFix();
  60. #define BONUS_LIST \
  61. BONUS_NAME(NONE) \
  62. BONUS_NAME(LEVEL_COUNTER) /* for commander artifacts*/ \
  63. BONUS_NAME(MOVEMENT) /*both water/land*/ \
  64. BONUS_NAME(LAND_MOVEMENT) \
  65. BONUS_NAME(SEA_MOVEMENT) \
  66. BONUS_NAME(MORALE) \
  67. BONUS_NAME(LUCK) \
  68. BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \
  69. BONUS_NAME(SIGHT_RADIOUS) /*the correct word is RADIUS, but this one's already used in mods */\
  70. BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \
  71. BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \
  72. BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \
  73. BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
  74. BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
  75. BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - subtracted to this part*/ \
  76. BONUS_NAME(FLYING_MOVEMENT) /*value - penalty percentage*/ \
  77. BONUS_NAME(SPELL_DURATION) \
  78. BONUS_NAME(AIR_SPELL_DMG_PREMY) \
  79. BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
  80. BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
  81. BONUS_NAME(WATER_SPELL_DMG_PREMY) \
  82. BONUS_NAME(WATER_WALKING) /*value - penalty percentage*/ \
  83. BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
  84. BONUS_NAME(STACK_HEALTH) \
  85. BONUS_NAME(BLOCK_MORALE) \
  86. BONUS_NAME(BLOCK_LUCK) \
  87. BONUS_NAME(FIRE_SPELLS) \
  88. BONUS_NAME(AIR_SPELLS) \
  89. BONUS_NAME(WATER_SPELLS) \
  90. BONUS_NAME(EARTH_SPELLS) \
  91. BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
  92. BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
  93. BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
  94. BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
  95. BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
  96. BONUS_NAME(BATTLE_NO_FLEEING) /*for shackles of war*/ \
  97. 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*/ \
  98. BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
  99. BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
  100. BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
  101. BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
  102. BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
  103. BONUS_NAME(NO_TYPE) \
  104. BONUS_NAME(FLYING) \
  105. BONUS_NAME(SHOOTER) \
  106. BONUS_NAME(CHARGE_IMMUNITY) \
  107. BONUS_NAME(ADDITIONAL_ATTACK) \
  108. BONUS_NAME(UNLIMITED_RETALIATIONS) \
  109. BONUS_NAME(NO_MELEE_PENALTY) \
  110. BONUS_NAME(JOUSTING) /*for champions*/ \
  111. BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
  112. BONUS_NAME(KING1) \
  113. BONUS_NAME(KING2) \
  114. BONUS_NAME(KING3) \
  115. BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
  116. BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
  117. BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
  118. 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*/ \
  119. 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*/ \
  120. BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
  121. BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus*/ \
  122. BONUS_NAME(BLOCK_MAGIC_ABOVE) /*blocks casting spells of the level > value */ \
  123. BONUS_NAME(BLOCK_ALL_MAGIC) /*blocks casting spells*/ \
  124. BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
  125. BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
  126. BONUS_NAME(NO_WALL_PENALTY) \
  127. BONUS_NAME(NON_LIVING) /*eg. gargoyle*/ \
  128. BONUS_NAME(RANDOM_SPELLCASTER) /*eg. master genie, val - level*/ \
  129. BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
  130. BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
  131. BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
  132. BONUS_NAME(SPELL_LIKE_ATTACK) /*subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog*/ \
  133. BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
  134. BONUS_NAME(DAEMON_SUMMONING) /*pit lord, subtype - type of creatures, val - hp per unit*/ \
  135. BONUS_NAME(FIRE_IMMUNITY) /*subtype 0 - all, 1 - all except positive, 2 - only damage spells*/ \
  136. BONUS_NAME(WATER_IMMUNITY) \
  137. BONUS_NAME(EARTH_IMMUNITY) \
  138. BONUS_NAME(AIR_IMMUNITY) \
  139. BONUS_NAME(MIND_IMMUNITY) \
  140. BONUS_NAME(FIRE_SHIELD) \
  141. BONUS_NAME(UNDEAD) \
  142. BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
  143. BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
  144. BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
  145. BONUS_NAME(LIFE_DRAIN) \
  146. BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
  147. BONUS_NAME(RETURN_AFTER_STRIKE) \
  148. BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
  149. 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*/ \
  150. BONUS_NAME(CATAPULT) \
  151. BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
  152. BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
  153. BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %,// subtype not used, use ONLY_MELEE_FIGHT / DISTANCE_FIGHT*/ \
  154. BONUS_NAME(DEFENSIVE_STANCE) /* val - bonus to defense while defending */ \
  155. BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
  156. BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
  157. BONUS_NAME(FEAR) \
  158. BONUS_NAME(FEARLESS) \
  159. BONUS_NAME(NO_DISTANCE_PENALTY) \
  160. BONUS_NAME(SELF_LUCK) /*halfling*/ \
  161. BONUS_NAME(ENCHANTER)/* for Enchanter spells, val - skill level, subtype - spell id, additionalInfo - cooldown */ \
  162. BONUS_NAME(HEALER) \
  163. BONUS_NAME(SIEGE_WEAPON) \
  164. BONUS_NAME(HYPNOTIZED) \
  165. BONUS_NAME(NO_RETALIATION) /*temporary bonus for basilisk, unicorn and scorpicore paralyze*/\
  166. BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
  167. BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
  168. 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]*/ \
  169. 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 %*/ \
  170. BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
  171. BONUS_NAME(IN_FRENZY) /*value - level*/ \
  172. BONUS_NAME(SLAYER) /*value - level*/ \
  173. BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
  174. BONUS_NAME(NOT_ACTIVE) /* subtype - spell ID (paralyze, blind, stone gaze) for graphical effect*/ \
  175. BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
  176. BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
  177. BONUS_NAME(DARKNESS) /*val = radius */ \
  178. BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*val = id, additionalInfo = value per level in percent*/ \
  179. BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
  180. BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
  181. BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
  182. BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
  183. BONUS_NAME(MAXED_SPELL) /*val = id*/\
  184. BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
  185. BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\
  186. BONUS_NAME(DRAGON_NATURE) \
  187. BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
  188. BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/\
  189. BONUS_NAME(SHOTS)\
  190. BONUS_NAME(DEATH_STARE) /*subtype 0 - gorgon, 1 - commander*/\
  191. BONUS_NAME(POISON) /*val - max health penalty from poison possible*/\
  192. BONUS_NAME(BIND_EFFECT) /*doesn't do anything particular, works as a marker)*/\
  193. BONUS_NAME(ACID_BREATH) /*additional val damage per creature after attack, additional info - chance in percent*/\
  194. BONUS_NAME(RECEPTIVE) /*accepts friendly spells even with immunity*/\
  195. BONUS_NAME(DIRECT_DAMAGE_IMMUNITY) /*direct damage spells, that is*/\
  196. BONUS_NAME(CASTS) /*how many times creature can cast activated spell*/ \
  197. BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection cast by units, subtype - spell id */\
  198. BONUS_NAME(CREATURE_SPELL_POWER) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \
  199. BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells cast by creature */ \
  200. BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \
  201. BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\
  202. BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\
  203. BONUS_NAME(SPOILS_OF_WAR) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/\
  204. BONUS_NAME(BLOCK)\
  205. BONUS_NAME(DISGUISED) /* subtype - spell level */\
  206. BONUS_NAME(VISIONS) /* subtype - spell level */\
  207. BONUS_NAME(NO_TERRAIN_PENALTY) /* subtype - terrain type */\
  208. /* end of list */
  209. #define BONUS_SOURCE_LIST \
  210. BONUS_SOURCE(ARTIFACT)\
  211. BONUS_SOURCE(ARTIFACT_INSTANCE)\
  212. BONUS_SOURCE(OBJECT)\
  213. BONUS_SOURCE(CREATURE_ABILITY)\
  214. BONUS_SOURCE(TERRAIN_NATIVE)\
  215. BONUS_SOURCE(TERRAIN_OVERLAY)\
  216. BONUS_SOURCE(SPELL_EFFECT)\
  217. BONUS_SOURCE(TOWN_STRUCTURE)\
  218. BONUS_SOURCE(HERO_BASE_SKILL)\
  219. BONUS_SOURCE(SECONDARY_SKILL)\
  220. BONUS_SOURCE(HERO_SPECIAL)\
  221. BONUS_SOURCE(ARMY)\
  222. BONUS_SOURCE(CAMPAIGN_BONUS)\
  223. BONUS_SOURCE(SPECIAL_WEEK)\
  224. BONUS_SOURCE(STACK_EXPERIENCE)\
  225. BONUS_SOURCE(COMMANDER) /*TODO: consider using simply STACK_INSTANCE */\
  226. BONUS_SOURCE(OTHER) /*used for defensive stance and default value of spell level limit*/
  227. #define BONUS_VALUE_LIST \
  228. BONUS_VALUE(ADDITIVE_VALUE)\
  229. BONUS_VALUE(BASE_NUMBER)\
  230. BONUS_VALUE(PERCENT_TO_ALL)\
  231. BONUS_VALUE(PERCENT_TO_BASE)\
  232. BONUS_VALUE(INDEPENDENT_MAX) /*used for SPELL bonus*/ \
  233. BONUS_VALUE(INDEPENDENT_MIN) //used for SECONDARY_SKILL_PREMY bonus
  234. /// Struct for handling bonuses of several types. Can be transferred to any hero
  235. struct DLL_LINKAGE Bonus
  236. {
  237. enum { EVERY_TYPE = -1 };
  238. enum BonusType
  239. {
  240. #define BONUS_NAME(x) x,
  241. BONUS_LIST
  242. #undef BONUS_NAME
  243. };
  244. enum BonusDuration //when bonus is automatically removed
  245. {
  246. PERMANENT = 1,
  247. ONE_BATTLE = 2, //at the end of battle
  248. ONE_DAY = 4, //at the end of day
  249. ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
  250. N_TURNS = 16, //used during battles, after battle bonus is always removed
  251. N_DAYS = 32,
  252. UNITL_BEING_ATTACKED = 64,/*removed after attack and counterattacks are performed*/
  253. UNTIL_ATTACK = 128, /*removed after attack and counterattacks are performed*/
  254. STACK_GETS_TURN = 256, /*removed when stack gets its turn - used for defensive stance*/
  255. COMMANDER_KILLED = 512
  256. };
  257. enum BonusSource
  258. {
  259. #define BONUS_SOURCE(x) x,
  260. BONUS_SOURCE_LIST
  261. #undef BONUS_SOURCE
  262. };
  263. enum LimitEffect
  264. {
  265. NO_LIMIT = 0,
  266. ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
  267. ONLY_ENEMY_ARMY
  268. };
  269. enum ValueType
  270. {
  271. #define BONUS_VALUE(x) x,
  272. BONUS_VALUE_LIST
  273. #undef BONUS_VALUE
  274. };
  275. ui16 duration; //uses BonusDuration values
  276. si16 turnsRemain; //used if duration is N_TURNS, N_DAYS or ONE_WEEK
  277. BonusType type; //uses BonusType values - says to what is this bonus - 1 byte
  278. TBonusSubtype subtype; //-1 if not applicable - 4 bytes
  279. BonusSource source;//source type" uses BonusSource values - what gave that bonus
  280. si32 val;
  281. ui32 sid; //source id: id of object/artifact/spell
  282. ValueType valType;
  283. si32 additionalInfo;
  284. LimitEffect effectRange; //if not NO_LIMIT, bonus will be omitted by default
  285. TLimiterPtr limiter;
  286. TPropagatorPtr propagator;
  287. std::string description;
  288. Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
  289. Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype=-1, ValueType ValType = ADDITIVE_VALUE);
  290. Bonus();
  291. ~Bonus();
  292. // //comparison
  293. // bool operator==(const HeroBonus &other)
  294. // {
  295. // return &other == this;
  296. // //TODO: what is best logic for that?
  297. // }
  298. // bool operator<(const HeroBonus &other)
  299. // {
  300. // return &other < this;
  301. // //TODO: what is best logic for that?
  302. // }
  303. template <typename Handler> void serialize(Handler &h, const int version)
  304. {
  305. h & duration & type & subtype & source & val & sid & description & additionalInfo & turnsRemain & valType & effectRange & limiter & propagator;
  306. }
  307. static bool compareByAdditionalInfo(const Bonus *a, const Bonus *b)
  308. {
  309. return a->additionalInfo < b->additionalInfo;
  310. }
  311. static bool NDays(const Bonus *hb)
  312. {
  313. return hb->duration & Bonus::N_DAYS;
  314. }
  315. static bool NTurns(const Bonus *hb)
  316. {
  317. return hb->duration & Bonus::N_TURNS;
  318. }
  319. static bool OneDay(const Bonus *hb)
  320. {
  321. return hb->duration & Bonus::ONE_DAY;
  322. }
  323. static bool OneWeek(const Bonus *hb)
  324. {
  325. return hb->duration & Bonus::ONE_WEEK;
  326. }
  327. static bool OneBattle(const Bonus *hb)
  328. {
  329. return hb->duration & Bonus::ONE_BATTLE;
  330. }
  331. static bool Permanent(const Bonus *hb)
  332. {
  333. return hb->duration & Bonus::PERMANENT;
  334. }
  335. static bool UntilGetsTurn(const Bonus *hb)
  336. {
  337. return hb->duration & Bonus::STACK_GETS_TURN;
  338. }
  339. static bool UntilAttack(const Bonus *hb)
  340. {
  341. return hb->duration & Bonus::UNTIL_ATTACK;
  342. }
  343. static bool UntilBeingAttacked(const Bonus *hb)
  344. {
  345. return hb->duration & Bonus::UNITL_BEING_ATTACKED;
  346. }
  347. static bool UntilCommanderKilled(const Bonus *hb)
  348. {
  349. return hb->duration & Bonus::COMMANDER_KILLED;
  350. }
  351. static bool IsFrom(const Bonus &hb, ui8 source, ui32 id) //if id==0xffffff then id doesn't matter
  352. {
  353. return hb.source==source && (id==0xffffff || hb.sid==id);
  354. }
  355. inline bool operator == (const BonusType & cf) const
  356. {
  357. return type == cf;
  358. }
  359. inline void ChangeBonusVal (const ui32 newVal)
  360. {
  361. val = newVal;
  362. }
  363. inline void operator += (const ui32 Val) //no return
  364. {
  365. val += Val;
  366. }
  367. const CSpell * sourceSpell() const;
  368. std::string Description() const;
  369. Bonus *addLimiter(TLimiterPtr Limiter); //returns this for convenient chain-calls
  370. Bonus *addPropagator(TPropagatorPtr Propagator); //returns this for convenient chain-calls
  371. };
  372. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
  373. class DLL_LINKAGE BonusList
  374. {
  375. private:
  376. typedef std::vector<Bonus*> TInternalContainer;
  377. TInternalContainer bonuses;
  378. bool belongsToTree;
  379. void changed();
  380. public:
  381. typedef TInternalContainer::const_reference const_reference;
  382. typedef TInternalContainer::value_type value_type;
  383. typedef TInternalContainer::const_iterator const_iterator;
  384. typedef TInternalContainer::iterator iterator;
  385. BonusList(bool BelongsToTree = false);
  386. BonusList(const BonusList &bonusList);
  387. BonusList(BonusList && other);
  388. BonusList& operator=(const BonusList &bonusList);
  389. // wrapper functions of the STL vector container
  390. std::vector<Bonus*>::size_type size() const { return bonuses.size(); }
  391. void push_back(Bonus* const &x);
  392. std::vector<Bonus*>::iterator erase (const int position);
  393. void clear();
  394. bool empty() const { return bonuses.empty(); }
  395. void resize(std::vector<Bonus*>::size_type sz, Bonus* c = nullptr );
  396. void insert(std::vector<Bonus*>::iterator position, std::vector<Bonus*>::size_type n, Bonus* const &x);
  397. Bonus *const &operator[] (std::vector<Bonus*>::size_type n) { return bonuses[n]; }
  398. Bonus *const &operator[] (std::vector<Bonus*>::size_type n) const { return bonuses[n]; }
  399. Bonus *const &back() { return bonuses.back(); }
  400. Bonus *const &front() { return bonuses.front(); }
  401. Bonus *const &back() const { return bonuses.back(); }
  402. Bonus *const &front() const { return bonuses.front(); }
  403. // There should be no non-const access to provide solid,robust bonus caching
  404. std::vector<Bonus*>::const_iterator begin() const { return bonuses.begin(); }
  405. std::vector<Bonus*>::const_iterator end() const { return bonuses.end(); }
  406. std::vector<Bonus*>::size_type operator-=(Bonus* const &i);
  407. // BonusList functions
  408. int totalValue() const; //subtype -> subtype of bonus, if -1 then any
  409. void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  410. void getAllBonuses(BonusList &out) const;
  411. void getBonuses(BonusList & out, const CSelector &selector) const;
  412. //special find functions
  413. Bonus *getFirst(const CSelector &select);
  414. const Bonus *getFirst(const CSelector &select) const;
  415. int valOfBonuses(const CSelector &select) const;
  416. //void limit(const CBonusSystemNode &node); //erases bonuses using limitor
  417. void eliminateDuplicates();
  418. // remove_if implementation for STL vector types
  419. template <class Predicate>
  420. void remove_if(Predicate pred)
  421. {
  422. BonusList newList;
  423. for (ui32 i = 0; i < bonuses.size(); i++)
  424. {
  425. Bonus *b = bonuses[i];
  426. if (!pred(b))
  427. newList.push_back(b);
  428. }
  429. bonuses.clear();
  430. bonuses.resize(newList.size());
  431. std::copy(newList.begin(), newList.end(), bonuses.begin());
  432. }
  433. template <class InputIterator>
  434. void insert(const int position, InputIterator first, InputIterator last);
  435. template <typename Handler> void serialize(Handler &h, const int version)
  436. {
  437. h & static_cast<std::vector<Bonus*>&>(bonuses);
  438. }
  439. // C++ for range support
  440. auto begin () -> decltype (bonuses.begin())
  441. {
  442. return bonuses.begin();
  443. }
  444. auto end () -> decltype (bonuses.end())
  445. {
  446. return bonuses.end();
  447. }
  448. };
  449. // Extensions for BOOST_FOREACH to enable iterating of BonusList objects
  450. // Don't touch/call this functions
  451. inline BonusList::iterator range_begin(BonusList & x)
  452. {
  453. return x.begin();
  454. }
  455. inline BonusList::iterator range_end(BonusList & x)
  456. {
  457. return x.end();
  458. }
  459. inline BonusList::const_iterator range_begin(BonusList const &x)
  460. {
  461. return x.begin();
  462. }
  463. inline BonusList::const_iterator range_end(BonusList const &x)
  464. {
  465. return x.end();
  466. }
  467. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
  468. class DLL_LINKAGE IPropagator
  469. {
  470. public:
  471. virtual ~IPropagator();
  472. virtual bool shouldBeAttached(CBonusSystemNode *dest);
  473. //virtual CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild); //called when red relation between parent-childrem is established / removed
  474. template <typename Handler> void serialize(Handler &h, const int version)
  475. {}
  476. };
  477. class DLL_LINKAGE CPropagatorNodeType : public IPropagator
  478. {
  479. int nodeType; //CBonusSystemNode::ENodeTypes
  480. public:
  481. CPropagatorNodeType();
  482. CPropagatorNodeType(int NodeType);
  483. bool shouldBeAttached(CBonusSystemNode *dest) override;
  484. //CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild) override;
  485. template <typename Handler> void serialize(Handler &h, const int version)
  486. {
  487. h & nodeType;
  488. }
  489. };
  490. struct BonusLimitationContext
  491. {
  492. const Bonus *b;
  493. const CBonusSystemNode &node;
  494. const BonusList &alreadyAccepted;
  495. };
  496. class DLL_LINKAGE ILimiter
  497. {
  498. public:
  499. enum EDecision {ACCEPT, DISCARD, NOT_SURE};
  500. virtual ~ILimiter();
  501. virtual int limit(const BonusLimitationContext &context) const; //0 - accept bonus; 1 - drop bonus; 2 - delay (drops eventually)
  502. template <typename Handler> void serialize(Handler &h, const int version)
  503. {
  504. }
  505. };
  506. class DLL_LINKAGE IBonusBearer
  507. {
  508. public:
  509. //new bonusing node interface
  510. // * selector is predicate that tests if HeroBonus matches our criteria
  511. // * root is node on which call was made (nullptr will be replaced with this)
  512. //interface
  513. virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const = 0;
  514. int getBonusesCount(const CSelector &selector, const std::string &cachingStr = "") const;
  515. int valOfBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  516. bool hasBonus(const CSelector &selector, const std::string &cachingStr = "") const;
  517. const TBonusListPtr getBonuses(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
  518. const TBonusListPtr getBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  519. const TBonusListPtr getAllBonuses() const;
  520. const Bonus *getBonus(const CSelector &selector) const; //returns any bonus visible on node that matches (or nullptr if none matches)
  521. //legacy interface
  522. int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
  523. int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
  524. bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
  525. bool hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const;
  526. int getBonusesCount(Bonus::BonusSource from, int id) const;
  527. //various hlp functions for non-trivial values
  528. ui32 getMinDamage() const; //used for stacks and creatures only
  529. ui32 getMaxDamage() const;
  530. int MoraleVal() const; //range [-3, +3]
  531. int LuckVal() const; //range [-3, +3]
  532. si32 Attack() const; //get attack of stack with all modificators
  533. si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
  534. ui32 MaxHealth() const; //get max HP of stack with all modifiers
  535. bool isLiving() const; //non-undead, non-non living or alive
  536. virtual si32 magicResistance() const;
  537. ui32 Speed(int turn = 0, bool useBind = false) const; //get speed of creature with all modificators
  538. const Bonus * getEffect(ui16 id, int turn = 0) const; //effect id (SP)
  539. ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
  540. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  541. int getPrimSkillLevel(PrimarySkill::PrimarySkill id) const;
  542. const TBonusListPtr getSpellBonuses() const;
  543. };
  544. class DLL_LINKAGE CBonusSystemNode : public IBonusBearer, public boost::noncopyable
  545. {
  546. public:
  547. enum ENodeTypes
  548. {
  549. UNKNOWN, STACK_INSTANCE, STACK_BATTLE, SPECIALTY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM,
  550. TOWN_AND_VISITOR, BATTLE, COMMANDER, GLOBAL_EFFECTS
  551. };
  552. private:
  553. BonusList bonuses; //wielded bonuses (local or up-propagated here)
  554. BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
  555. TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them
  556. TNodesVector children;
  557. ENodeTypes nodeType;
  558. std::string description;
  559. static const bool cachingEnabled;
  560. mutable BonusList cachedBonuses;
  561. mutable int cachedLast;
  562. static int treeChanged;
  563. // Setting a value to cachingStr before getting any bonuses caches the result for later requests.
  564. // This string needs to be unique, that's why it has to be setted in the following manner:
  565. // [property key]_[value] => only for selector
  566. mutable std::map<std::string, TBonusListPtr > cachedRequests;
  567. void getBonusesRec(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  568. void getAllBonusesRec(BonusList &out) const;
  569. const TBonusListPtr getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr) const;
  570. public:
  571. explicit CBonusSystemNode();
  572. CBonusSystemNode(CBonusSystemNode && other);
  573. virtual ~CBonusSystemNode();
  574. void limitBonuses(const BonusList &allBonuses, BonusList &out) const; //out will bo populed with bonuses that are not limited here
  575. TBonusListPtr limitBonuses(const BonusList &allBonuses) const; //same as above, returns out by val for convienence
  576. const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const override;
  577. void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
  578. const Bonus *getBonusLocalFirst(const CSelector &selector) const;
  579. //non-const interface
  580. void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from)
  581. void getRedParents(TNodes &out); //retrieves list of red parent nodes (nodes bonuses propagate from)
  582. void getRedAncestors(TNodes &out);
  583. void getRedChildren(TNodes &out);
  584. void getRedDescendants(TNodes &out);
  585. Bonus *getBonusLocalFirst(const CSelector &selector);
  586. void attachTo(CBonusSystemNode *parent);
  587. void detachFrom(CBonusSystemNode *parent);
  588. void detachFromAll();
  589. virtual void addNewBonus(Bonus *b); //b will be deleted with destruction of node
  590. void accumulateBonus(Bonus &b); //add value of bonus with same type/subtype or create new
  591. void newChildAttached(CBonusSystemNode *child);
  592. void childDetached(CBonusSystemNode *child);
  593. void propagateBonus(Bonus * b);
  594. void unpropagateBonus(Bonus * b);
  595. //void addNewBonus(const Bonus &b); //b will copied
  596. void removeBonus(Bonus *b);
  597. void newRedDescendant(CBonusSystemNode *descendant); //propagation needed
  598. void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed
  599. void battleTurnPassed(); //updates count of remaining turns and removed outdated bonuses
  600. bool isIndependentNode() const; //node is independent when it has no parents nor children
  601. bool actsAsBonusSourceOnly() const;
  602. //bool isLimitedOnUs(Bonus *b) const; //if bonus should be removed from list acquired from this node
  603. void popBonuses(const CSelector &s);
  604. void updateBonuses(const CSelector &s);
  605. virtual std::string bonusToString(const Bonus *bonus, bool description) const {return "";}; //description or bonus name
  606. virtual std::string nodeName() const;
  607. void deserializationFix();
  608. void exportBonus(Bonus * b);
  609. void exportBonuses();
  610. const BonusList &getBonusList() const;
  611. BonusList &getExportedBonusList();
  612. CBonusSystemNode::ENodeTypes getNodeType() const;
  613. void setNodeType(CBonusSystemNode::ENodeTypes type);
  614. const TNodesVector &getParentNodes() const;
  615. const TNodesVector &getChildrenNodes() const;
  616. const std::string &getDescription() const;
  617. void setDescription(const std::string &description);
  618. static void treeHasChanged();
  619. template <typename Handler> void serialize(Handler &h, const int version)
  620. {
  621. h & /*bonuses & */nodeType;
  622. h & exportedBonuses;
  623. h & description;
  624. BONUS_TREE_DESERIALIZATION_FIX
  625. //h & parents & children;
  626. }
  627. };
  628. namespace NBonus
  629. {
  630. //set of methods that may be safely called with nullptr objs
  631. DLL_LINKAGE int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
  632. 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)
  633. DLL_LINKAGE int getCount(const CBonusSystemNode *obj, Bonus::BonusSource from, int id);
  634. }
  635. /// generates HeroBonus from given data
  636. inline Bonus makeFeatureVal(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  637. {
  638. Bonus sf;
  639. sf.type = type;
  640. sf.duration = duration;
  641. sf.source = source;
  642. sf.turnsRemain = turnsRemain;
  643. sf.subtype = subtype;
  644. sf.val = value;
  645. sf.additionalInfo = additionalInfo;
  646. return sf;
  647. }
  648. ///generates HeroBonus from given data
  649. inline Bonus * makeFeature(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  650. {
  651. return new Bonus(makeFeatureVal(type, duration, subtype, value, source, turnsRemain, additionalInfo));
  652. }
  653. template<typename T>
  654. class CSelectFieldEqual
  655. {
  656. T Bonus::*ptr;
  657. public:
  658. CSelectFieldEqual(T Bonus::*Ptr)
  659. : ptr(Ptr)
  660. {
  661. }
  662. CSelector operator()(const T &valueToCompareAgainst) const
  663. {
  664. auto ptr2 = ptr; //We need a COPY because we don't want to reference this (might be outlived by lambda)
  665. return [ptr2, valueToCompareAgainst](const Bonus *bonus) { return bonus->*ptr2 == valueToCompareAgainst; };
  666. }
  667. };
  668. template<typename T>
  669. class CSelectFieldAny //allows to ignore value of certain field, that is to accept any value
  670. {
  671. T Bonus::*ptr;
  672. public:
  673. CSelectFieldAny(T Bonus::*Ptr)
  674. : ptr(Ptr)
  675. {
  676. }
  677. bool operator()(const Bonus *bonus) const
  678. {
  679. return true;
  680. }
  681. CSelectFieldAny& operator()()
  682. {
  683. return *this;
  684. }
  685. };
  686. template<typename T> //can be same, needed for subtype field
  687. class CSelectFieldEqualOrEvery
  688. {
  689. T Bonus::*ptr;
  690. T val;
  691. public:
  692. CSelectFieldEqualOrEvery(T Bonus::*Ptr, const T &Val)
  693. : ptr(Ptr), val(Val)
  694. {
  695. }
  696. bool operator()(const Bonus *bonus) const
  697. {
  698. return (bonus->*ptr == val) || (bonus->*ptr == static_cast<T>(Bonus::EVERY_TYPE));
  699. }
  700. CSelectFieldEqualOrEvery& operator()(const T &setVal)
  701. {
  702. val = setVal;
  703. return *this;
  704. }
  705. };
  706. class DLL_LINKAGE CWillLastTurns
  707. {
  708. public:
  709. int turnsRequested;
  710. bool operator()(const Bonus *bonus) const
  711. {
  712. return turnsRequested <= 0 //every present effect will last zero (or "less") turns
  713. || !Bonus::NTurns(bonus) //so do every not expriing after N-turns effect
  714. || bonus->turnsRemain > turnsRequested;
  715. }
  716. CWillLastTurns& operator()(const int &setVal)
  717. {
  718. turnsRequested = setVal;
  719. return *this;
  720. }
  721. };
  722. class DLL_LINKAGE CWillLastDays
  723. {
  724. public:
  725. int daysRequested;
  726. bool operator()(const Bonus *bonus) const
  727. {
  728. if(daysRequested <= 0 || Bonus::Permanent(bonus) || Bonus::OneBattle(bonus))
  729. return true;
  730. else if(Bonus::OneDay(bonus))
  731. return false;
  732. else if(Bonus::NDays(bonus) || Bonus::OneWeek(bonus))
  733. {
  734. return bonus->turnsRemain > daysRequested;
  735. }
  736. return false; // TODO: ONE_WEEK need support for turnsRemain, but for now we'll exclude all unhandled durations
  737. }
  738. CWillLastDays& operator()(const int &setVal)
  739. {
  740. daysRequested = setVal;
  741. return *this;
  742. }
  743. };
  744. //Stores multiple limiters. If any of them fails -> bonus is dropped.
  745. class DLL_LINKAGE LimiterList : public ILimiter
  746. {
  747. std::vector<TLimiterPtr> limiters;
  748. public:
  749. int limit(const BonusLimitationContext &context) const override;
  750. void add(TLimiterPtr limiter);
  751. };
  752. class DLL_LINKAGE CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
  753. {
  754. public:
  755. const CCreature *creature;
  756. bool includeUpgrades;
  757. CCreatureTypeLimiter();
  758. CCreatureTypeLimiter(const CCreature &Creature, bool IncludeUpgrades = true);
  759. void setCreature (CreatureID id);
  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 & creature & includeUpgrades;
  765. }
  766. };
  767. class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
  768. {
  769. public:
  770. Bonus::BonusType type;
  771. TBonusSubtype subtype;
  772. bool isSubtypeRelevant; //check for subtype only if this is true
  773. HasAnotherBonusLimiter(Bonus::BonusType bonus = Bonus::NONE);
  774. HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype);
  775. int limit(const BonusLimitationContext &context) const override;
  776. template <typename Handler> void serialize(Handler &h, const int version)
  777. {
  778. h & static_cast<ILimiter&>(*this);
  779. h & type & subtype & isSubtypeRelevant;
  780. }
  781. };
  782. class DLL_LINKAGE CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain
  783. {
  784. public:
  785. int terrainType;
  786. CreatureNativeTerrainLimiter();
  787. CreatureNativeTerrainLimiter(int TerrainType);
  788. int limit(const BonusLimitationContext &context) const override;
  789. template <typename Handler> void serialize(Handler &h, const int version)
  790. {
  791. h & static_cast<ILimiter&>(*this);
  792. h & terrainType;
  793. }
  794. };
  795. class DLL_LINKAGE CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
  796. {
  797. public:
  798. si8 faction;
  799. CreatureFactionLimiter();
  800. CreatureFactionLimiter(int TerrainType);
  801. int limit(const BonusLimitationContext &context) const override;
  802. template <typename Handler> void serialize(Handler &h, const int version)
  803. {
  804. h & static_cast<ILimiter&>(*this);
  805. h & faction;
  806. }
  807. };
  808. class DLL_LINKAGE CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
  809. {
  810. public:
  811. si8 alignment;
  812. CreatureAlignmentLimiter();
  813. CreatureAlignmentLimiter(si8 Alignment);
  814. int limit(const BonusLimitationContext &context) const override;
  815. template <typename Handler> void serialize(Handler &h, const int version)
  816. {
  817. h & static_cast<ILimiter&>(*this);
  818. h & alignment;
  819. }
  820. };
  821. class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
  822. {
  823. public:
  824. PlayerColor owner;
  825. StackOwnerLimiter();
  826. StackOwnerLimiter(PlayerColor Owner);
  827. int limit(const BonusLimitationContext &context) const override;
  828. template <typename Handler> void serialize(Handler &h, const int version)
  829. {
  830. h & static_cast<ILimiter&>(*this);
  831. h & owner;
  832. }
  833. };
  834. class DLL_LINKAGE RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
  835. {
  836. public:
  837. ui8 minRank, maxRank;
  838. RankRangeLimiter();
  839. RankRangeLimiter(ui8 Min, ui8 Max = 255);
  840. int limit(const BonusLimitationContext &context) const override;
  841. template <typename Handler> void serialize(Handler &h, const int version)
  842. {
  843. h & static_cast<ILimiter&>(*this);
  844. h & minRank & maxRank;
  845. }
  846. };
  847. const CCreature *retrieveCreature(const CBonusSystemNode *node);
  848. namespace Selector
  849. {
  850. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> type;
  851. extern DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> subtype;
  852. extern DLL_LINKAGE CSelectFieldEqual<si32> info;
  853. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> sourceType;
  854. extern DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> effectRange;
  855. extern DLL_LINKAGE CWillLastTurns turns;
  856. extern DLL_LINKAGE CWillLastDays days;
  857. extern DLL_LINKAGE CSelectFieldAny<Bonus::LimitEffect> anyRange;
  858. CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype);
  859. CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, si32 info);
  860. CSelector DLL_LINKAGE source(Bonus::BonusSource source, ui32 sourceID);
  861. CSelector DLL_LINKAGE sourceTypeSel(Bonus::BonusSource source);
  862. bool DLL_LINKAGE matchesType(const CSelector &sel, Bonus::BonusType type);
  863. bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, Bonus::BonusType type, TBonusSubtype subtype);
  864. bool DLL_LINKAGE positiveSpellEffects(const Bonus *b);
  865. }
  866. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusType> bonusNameMap;
  867. extern DLL_LINKAGE const std::map<std::string, Bonus::ValueType> bonusValueMap;
  868. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusSource> bonusSourceMap;
  869. extern DLL_LINKAGE const std::map<std::string, ui16> bonusDurationMap;
  870. extern DLL_LINKAGE const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect;
  871. extern DLL_LINKAGE const std::map<std::string, TLimiterPtr> bonusLimiterMap;
  872. extern DLL_LINKAGE const std::map<std::string, TPropagatorPtr> bonusPropagatorMap;
  873. // BonusList template that requires full interface of CBonusSystemNode
  874. template <class InputIterator>
  875. void BonusList::insert(const int position, InputIterator first, InputIterator last)
  876. {
  877. bonuses.insert(bonuses.begin() + position, first, last);
  878. changed();
  879. }