HeroBonus.h 27 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. class CCreature;
  18. class CSpell;
  19. struct Bonus;
  20. class CBonusSystemNode;
  21. class ILimiter;
  22. class IPropagator;
  23. typedef std::vector<std::pair<int,std::string> > TModDescr; //modifiers values and their descriptions
  24. typedef std::set<CBonusSystemNode*> TNodes;
  25. typedef std::set<const CBonusSystemNode*> TCNodes;
  26. typedef std::vector<CBonusSystemNode *> TNodesVector;
  27. typedef boost::function<bool(const Bonus*)> CSelector;
  28. namespace PrimarySkill
  29. {
  30. enum { ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE};
  31. }
  32. #define BONUS_LIST \
  33. BONUS_NAME(NONE) \
  34. BONUS_NAME(MOVEMENT) /*both water/land*/ \
  35. BONUS_NAME(LAND_MOVEMENT) \
  36. BONUS_NAME(SEA_MOVEMENT) \
  37. BONUS_NAME(MORALE) \
  38. BONUS_NAME(LUCK) \
  39. BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \
  40. BONUS_NAME(SIGHT_RADIOUS) \
  41. BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \
  42. BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \
  43. BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \
  44. BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
  45. BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
  46. BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - substracted to this part*/ \
  47. BONUS_NAME(FLYING_MOVEMENT) /*subtype 1 - without penalty, 2 - with penalty*/ \
  48. BONUS_NAME(SPELL_DURATION) \
  49. BONUS_NAME(AIR_SPELL_DMG_PREMY) \
  50. BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
  51. BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
  52. BONUS_NAME(WATER_SPELL_DMG_PREMY) \
  53. BONUS_NAME(WATER_WALKING) /*subtype 1 - without penalty, 2 - with penalty*/ \
  54. BONUS_NAME(NO_SHOTING_PENALTY) /* duplicates NO_DISTANCE_PENALTY or FREE_SHOOTHING?*/\
  55. BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
  56. BONUS_NAME(STACK_HEALTH) \
  57. BONUS_NAME(BLOCK_MORALE) \
  58. BONUS_NAME(BLOCK_LUCK) \
  59. BONUS_NAME(FIRE_SPELLS) \
  60. BONUS_NAME(AIR_SPELLS) \
  61. BONUS_NAME(WATER_SPELLS) \
  62. BONUS_NAME(EARTH_SPELLS) \
  63. BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
  64. BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
  65. BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
  66. BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
  67. BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
  68. BONUS_NAME(ENEMY_CANT_ESCAPE) /*for shackles of war*/ \
  69. 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*/ \
  70. BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
  71. BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
  72. BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
  73. BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
  74. BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
  75. BONUS_NAME(NO_TYPE) \
  76. BONUS_NAME(FLYING) \
  77. BONUS_NAME(SHOOTER) \
  78. BONUS_NAME(CHARGE_IMMUNITY) \
  79. BONUS_NAME(ADDITIONAL_ATTACK) \
  80. BONUS_NAME(UNLIMITED_RETALIATIONS) \
  81. BONUS_NAME(NO_MELEE_PENALTY) \
  82. BONUS_NAME(JOUSTING) /*for champions*/ \
  83. BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
  84. BONUS_NAME(KING1) \
  85. BONUS_NAME(KING2) \
  86. BONUS_NAME(KING3) \
  87. BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
  88. BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
  89. BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
  90. 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*/ \
  91. BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
  92. BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus*/ \
  93. BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
  94. BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
  95. BONUS_NAME(NO_WALL_PENALTY) \
  96. BONUS_NAME(NON_LIVING) /*eg. gargoyle*/ \
  97. BONUS_NAME(RANDOM_GENIE_SPELLCASTER) /*eg. master genie*/ \
  98. BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
  99. BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
  100. BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
  101. BONUS_NAME(SPELL_LIKE_ATTACK) /*value - spell id; range is taken from spell, but damage from creature; eg. magog*/ \
  102. BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
  103. BONUS_NAME(DAEMON_SUMMONING) /*pit lord*/ \
  104. BONUS_NAME(FIRE_IMMUNITY) \
  105. BONUS_NAME(FIRE_SHIELD) \
  106. BONUS_NAME(UNDEAD) \
  107. BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
  108. BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
  109. BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
  110. BONUS_NAME(LIFE_DRAIN) \
  111. BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
  112. BONUS_NAME(RETURN_AFTER_STRIKE) \
  113. BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
  114. BONUS_NAME(SPELLCASTER) /*subtype - spell id, value - level of school, additional info - spell power*/ \
  115. BONUS_NAME(CATAPULT) \
  116. BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
  117. BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
  118. BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %, subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage*/ \
  119. BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
  120. BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
  121. BONUS_NAME(CASTS_SPELL_WHEN_KILLED) /*similar to spell after attack*/ \
  122. BONUS_NAME(FEAR) \
  123. BONUS_NAME(FEARLESS) \
  124. BONUS_NAME(NO_DISTANCE_PENALTY) \
  125. BONUS_NAME(NO_OBSTACLES_PENALTY) \
  126. BONUS_NAME(SELF_LUCK) /*halfling*/ \
  127. BONUS_NAME(ENCHANTER) \
  128. BONUS_NAME(HEALER) \
  129. BONUS_NAME(SIEGE_WEAPON) \
  130. BONUS_NAME(HYPNOTIZED) \
  131. BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
  132. BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
  133. 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]*/ \
  134. 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 %*/ \
  135. BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
  136. BONUS_NAME(IN_FRENZY) /*value - level*/ \
  137. BONUS_NAME(SLAYER) /*value - level*/ \
  138. BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
  139. BONUS_NAME(NOT_ACTIVE) \
  140. BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
  141. BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
  142. BONUS_NAME(DARKNESS) /*val = radius */ \
  143. BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*val = id, additionalInfo = value per level in percent*/ \
  144. BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
  145. BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
  146. BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
  147. BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
  148. BONUS_NAME(MAXED_SPELL) /*val = id*/\
  149. BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
  150. BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\
  151. BONUS_NAME(DRAGON_NATURE) \
  152. BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
  153. BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/
  154. /// Struct for handling bonuses of several types. Can be transfered to any hero
  155. struct DLL_EXPORT Bonus
  156. {
  157. enum BonusType
  158. {
  159. #define BONUS_NAME(x) x,
  160. BONUS_LIST
  161. #undef BONUS_NAME
  162. };
  163. enum BonusDuration //when bonus is automatically removed
  164. {
  165. PERMANENT = 1,
  166. ONE_BATTLE = 2, //at the end of battle
  167. ONE_DAY = 4, //at the end of day
  168. ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
  169. N_TURNS = 16, //used during battles, after battle bonus is always removed
  170. N_DAYS = 32,
  171. UNITL_BEING_ATTACKED = 64,/*removed after attack and counterattacks are performed*/
  172. UNTIL_ATTACK = 128, /*removed after attack and counterattacks are performed*/
  173. STACK_GETS_TURN = 256 /*removed when stack gets its turn - used for defensive stance*/
  174. };
  175. enum BonusSource
  176. {
  177. ARTIFACT,
  178. ARTIFACT_INSTANCE,
  179. OBJECT,
  180. CREATURE_ABILITY,
  181. TERRAIN_NATIVE,
  182. TERRAIN_OVERLAY,
  183. SPELL_EFFECT,
  184. TOWN_STRUCTURE,
  185. HERO_BASE_SKILL,
  186. SECONDARY_SKILL,
  187. HERO_SPECIAL,
  188. ARMY,
  189. CAMPAIGN_BONUS,
  190. SPECIAL_WEEK,
  191. STACK_EXPERIENCE,
  192. OTHER /*used for defensive stance and default value of spell level limit*/
  193. };
  194. enum LimitEffect
  195. {
  196. NO_LIMIT = 0,
  197. ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
  198. ONLY_ENEMY_ARMY
  199. };
  200. enum ValueType
  201. {
  202. ADDITIVE_VALUE,
  203. BASE_NUMBER,
  204. PERCENT_TO_ALL,
  205. PERCENT_TO_BASE,
  206. INDEPENDENT_MAX, //used for SPELL bonus
  207. INDEPENDENT_MIN //used for SECONDARY_SKILL_PREMY bonus
  208. };
  209. ui16 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 sid; //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(ui16 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
  223. Bonus(ui16 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 & sid & description & additionalInfo & turnsRemain & valType & effectRange & limiter & propagator;
  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 UntilGetsTurn(const Bonus *hb)
  254. {
  255. return hb->duration & Bonus::STACK_GETS_TURN;
  256. }
  257. static bool UntilAttack(const Bonus *hb)
  258. {
  259. return hb->duration & Bonus::UNTIL_ATTACK;
  260. }
  261. static bool UntilBeingAttacked(const Bonus *hb)
  262. {
  263. return hb->duration & Bonus::UNITL_BEING_ATTACKED;
  264. }
  265. static bool IsFrom(const Bonus &hb, ui8 source, ui32 id) //if id==0xffffff then id doesn't matter
  266. {
  267. return hb.source==source && (id==0xffffff || hb.sid==id);
  268. }
  269. inline bool operator == (const BonusType & cf) const
  270. {
  271. return type == cf;
  272. }
  273. inline void ChangeBonusVal (const ui32 newVal)
  274. {
  275. val = newVal;
  276. }
  277. inline void operator += (const ui32 Val) //no return
  278. {
  279. val += Val;
  280. }
  281. const CSpell * sourceSpell() const;
  282. std::string Description() const;
  283. Bonus *addLimiter(ILimiter *Limiter); //returns this for convenient chain-calls
  284. Bonus *addPropagator(IPropagator *Propagator); //returns this for convenient chain-calls
  285. Bonus *addLimiter(boost::shared_ptr<ILimiter> Limiter); //returns this for convenient chain-calls
  286. Bonus *addPropagator(boost::shared_ptr<IPropagator> Propagator); //returns this for convenient chain-calls
  287. };
  288. DLL_EXPORT std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
  289. class BonusList : public std::list<Bonus*>
  290. {
  291. public:
  292. int DLL_EXPORT totalValue() const; //subtype -> subtype of bonus, if -1 then any
  293. void DLL_EXPORT getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  294. void DLL_EXPORT getModifiersWDescr(TModDescr &out) const;
  295. void DLL_EXPORT getBonuses(BonusList &out, const CSelector &selector) const;
  296. //special find functions
  297. DLL_EXPORT Bonus * getFirst(const CSelector &select);
  298. DLL_EXPORT const Bonus * getFirst(const CSelector &select) const;
  299. void limit(const CBonusSystemNode &node); //erases bonuses using limitor
  300. void DLL_EXPORT eliminateDuplicates();
  301. template <typename Handler> void serialize(Handler &h, const int version)
  302. {
  303. h & static_cast<std::list<Bonus*>&>(*this);
  304. }
  305. };
  306. DLL_EXPORT std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
  307. class DLL_EXPORT IPropagator
  308. {
  309. public:
  310. virtual ~IPropagator();
  311. virtual bool shouldBeAttached(CBonusSystemNode *dest);
  312. //virtual CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild); //called when red relation between parent-childrem is established / removed
  313. template <typename Handler> void serialize(Handler &h, const int version)
  314. {}
  315. };
  316. class DLL_EXPORT CPropagatorNodeType : public IPropagator
  317. {
  318. ui8 nodeType;
  319. public:
  320. CPropagatorNodeType();
  321. CPropagatorNodeType(ui8 NodeType);
  322. bool shouldBeAttached(CBonusSystemNode *dest);
  323. //CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild) OVERRIDE;
  324. template <typename Handler> void serialize(Handler &h, const int version)
  325. {
  326. h & nodeType;
  327. }
  328. };
  329. class DLL_EXPORT ILimiter
  330. {
  331. public:
  332. virtual ~ILimiter();
  333. virtual bool limit(const Bonus *b, const CBonusSystemNode &node) const; //return true to drop the bonus
  334. template <typename Handler> void serialize(Handler &h, const int version)
  335. {}
  336. };
  337. class DLL_EXPORT IBonusBearer
  338. {
  339. public:
  340. virtual void getAllBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL) const = 0;
  341. //new bonusing node interface
  342. // * selector is predicate that tests if HeroBonus matches our criteria
  343. // * root is node on which call was made (NULL will be replaced with this)
  344. //interface
  345. void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL) const; //as above but without duplicates
  346. void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  347. void getModifiersWDescr(TModDescr &out, const CSelector &selector) const; //out: pairs<modifier value, modifier description>
  348. int getBonusesCount(const CSelector &selector) const;
  349. int valOfBonuses(const CSelector &selector) const;
  350. bool hasBonus(const CSelector &selector) const;
  351. BonusList getBonuses(const CSelector &selector, const CSelector &limit) const;
  352. BonusList getBonuses(const CSelector &selector) const;
  353. //legacy interface
  354. int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
  355. int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
  356. bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
  357. bool hasBonusFrom(ui8 source, ui32 sourceID) const;
  358. void getModifiersWDescr( TModDescr &out, Bonus::BonusType type, int subtype = -1 ) const; //out: pairs<modifier value, modifier description>
  359. int getBonusesCount(int from, int id) const;
  360. //various hlp functions for non-trivial values
  361. ui32 getMinDamage() const; //used for stacks and creatures only
  362. ui32 getMaxDamage() const;
  363. int MoraleVal() const; //range [-3, +3]
  364. int LuckVal() const; //range [-3, +3]
  365. si32 Attack() const; //get attack of stack with all modificators
  366. si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
  367. ui16 MaxHealth() const; //get max HP of stack with all modifiers
  368. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  369. int getPrimSkillLevel(int id) const; //0-attack, 1-defence, 2-spell power, 3-knowledge
  370. };
  371. class DLL_EXPORT CBonusSystemNode : public IBonusBearer
  372. {
  373. public:
  374. BonusList bonuses; //wielded bonuses (local or up-propagated here)
  375. BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
  376. TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them
  377. TNodesVector children;
  378. ui8 nodeType;
  379. std::string description;
  380. CBonusSystemNode();
  381. virtual ~CBonusSystemNode();
  382. void getAllBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL) const;
  383. void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
  384. const Bonus *getBonus(const CSelector &selector) const;
  385. //non-const interface
  386. void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from)
  387. void getRedParents(TNodes &out); //retrieves list of red parent nodes (nodes bonuses propagate from)
  388. void getRedAncestors(TNodes &out);
  389. void getRedChildren(TNodes &out);
  390. void getRedDescendants(TNodes &out);
  391. Bonus *getBonus(const CSelector &selector);
  392. void attachTo(CBonusSystemNode *parent);
  393. void detachFrom(CBonusSystemNode *parent);
  394. void detachFromAll();
  395. void addNewBonus(Bonus *b); //b will be deleted with destruction of node
  396. void newChildAttached(CBonusSystemNode *child);
  397. void childDetached(CBonusSystemNode *child);
  398. void propagateBonus(Bonus * b);
  399. void unpropagateBonus(Bonus * b);
  400. //void addNewBonus(const Bonus &b); //b will copied
  401. void removeBonus(Bonus *b);
  402. void newRedDescendant(CBonusSystemNode *descendant); //propagation needed
  403. void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed
  404. void battleTurnPassed(); //updates count of remaining turns and removed outdated bonuses
  405. bool isIndependentNode() const; //node is independent when it has no parents nor children
  406. bool actsAsBonusSourceOnly() const;
  407. bool isLimitedOnUs(Bonus *b) const; //if bonus should be removed from list acquired from this node
  408. void popBonuses(const CSelector &s);
  409. virtual std::string bonusToString(Bonus *bonus, bool description) const {return "";}; //description or bonus name
  410. virtual std::string nodeName() const;
  411. void deserializationFix();
  412. void exportBonus(Bonus * b);
  413. void exportBonuses();
  414. template <typename Handler> void serialize(Handler &h, const int version)
  415. {
  416. h & /*bonuses & */nodeType;
  417. h & exportedBonuses;
  418. h & description;
  419. BONUS_TREE_DESERIALIZATION_FIX
  420. //h & parents & children;
  421. }
  422. enum ENodeTypes
  423. {
  424. UNKNOWN, STACK_INSTANCE, STACK_BATTLE, SPECIALITY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM
  425. };
  426. };
  427. namespace NBonus
  428. {
  429. //set of methods that may be safely called with NULL objs
  430. DLL_EXPORT int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
  431. 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)
  432. //DLL_EXPORT const HeroBonus * get(const CBonusSystemNode *obj, int from, int id );
  433. DLL_EXPORT void getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype = -1 ); //out: pairs<modifier value, modifier description>
  434. DLL_EXPORT int getCount(const CBonusSystemNode *obj, int from, int id);
  435. };
  436. /// generates HeroBonus from given data
  437. inline Bonus makeFeatureVal(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  438. {
  439. Bonus sf;
  440. sf.type = type;
  441. sf.duration = duration;
  442. sf.source = source;
  443. sf.turnsRemain = turnsRemain;
  444. sf.subtype = subtype;
  445. sf.val = value;
  446. sf.additionalInfo = additionalInfo;
  447. return sf;
  448. }
  449. //generates HeroBonus from given data
  450. inline Bonus * makeFeature(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  451. {
  452. return new Bonus(makeFeatureVal(type, duration, subtype, value, source, turnsRemain, additionalInfo));
  453. }
  454. class DLL_EXPORT CSelectorsConjunction
  455. {
  456. const CSelector first, second;
  457. public:
  458. CSelectorsConjunction(const CSelector &First, const CSelector &Second)
  459. :first(First), second(Second)
  460. {
  461. }
  462. bool operator()(const Bonus *bonus) const
  463. {
  464. return first(bonus) && second(bonus);
  465. }
  466. };
  467. CSelector DLL_EXPORT operator&&(const CSelector &first, const CSelector &second);
  468. class DLL_EXPORT CSelectorsAlternative
  469. {
  470. const CSelector first, second;
  471. public:
  472. CSelectorsAlternative(const CSelector &First, const CSelector &Second)
  473. :first(First), second(Second)
  474. {
  475. }
  476. bool operator()(const Bonus *bonus) const
  477. {
  478. return first(bonus) || second(bonus);
  479. }
  480. };
  481. CSelector DLL_EXPORT operator||(const CSelector &first, const CSelector &second);
  482. template<typename T>
  483. class CSelectFieldEqual
  484. {
  485. T Bonus::*ptr;
  486. T val;
  487. public:
  488. CSelectFieldEqual(T Bonus::*Ptr, const T &Val)
  489. : ptr(Ptr), val(Val)
  490. {
  491. }
  492. bool operator()(const Bonus *bonus) const
  493. {
  494. return bonus->*ptr == val;
  495. }
  496. CSelectFieldEqual& operator()(const T &setVal)
  497. {
  498. val = setVal;
  499. return *this;
  500. }
  501. };
  502. class DLL_EXPORT CWillLastTurns
  503. {
  504. public:
  505. int turnsRequested;
  506. bool operator()(const Bonus *bonus) const
  507. {
  508. return turnsRequested <= 0 //every present effect will last zero (or "less") turns
  509. || !(bonus->duration & Bonus::N_TURNS) //so do every not expriing after N-turns effect
  510. || bonus->turnsRemain > turnsRequested;
  511. }
  512. CWillLastTurns& operator()(const int &setVal)
  513. {
  514. turnsRequested = setVal;
  515. return *this;
  516. }
  517. };
  518. class DLL_EXPORT CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
  519. {
  520. public:
  521. const CCreature *creature;
  522. ui8 includeUpgrades;
  523. CCreatureTypeLimiter();
  524. CCreatureTypeLimiter(const CCreature &Creature, ui8 IncludeUpgrades = true);
  525. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  526. template <typename Handler> void serialize(Handler &h, const int version)
  527. {
  528. h & creature & includeUpgrades;
  529. }
  530. };
  531. class DLL_EXPORT HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
  532. {
  533. public:
  534. TBonusType type;
  535. TBonusSubtype subtype;
  536. ui8 isSubtypeRelevant; //check for subtype only if this is true
  537. HasAnotherBonusLimiter(TBonusType bonus = Bonus::NONE);
  538. HasAnotherBonusLimiter(TBonusType bonus, TBonusSubtype _subtype);
  539. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  540. template <typename Handler> void serialize(Handler &h, const int version)
  541. {
  542. h & type & subtype & isSubtypeRelevant;
  543. }
  544. };
  545. class DLL_EXPORT CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain
  546. {
  547. public:
  548. si8 terrainType;
  549. CreatureNativeTerrainLimiter();
  550. CreatureNativeTerrainLimiter(int TerrainType);
  551. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  552. template <typename Handler> void serialize(Handler &h, const int version)
  553. {
  554. h & terrainType;
  555. }
  556. };
  557. class DLL_EXPORT CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
  558. {
  559. public:
  560. si8 faction;
  561. CreatureFactionLimiter();
  562. CreatureFactionLimiter(int TerrainType);
  563. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  564. template <typename Handler> void serialize(Handler &h, const int version)
  565. {
  566. h & faction;
  567. }
  568. };
  569. class DLL_EXPORT CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
  570. {
  571. public:
  572. si8 alignment;
  573. CreatureAlignmentLimiter();
  574. CreatureAlignmentLimiter(si8 Alignment);
  575. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  576. template <typename Handler> void serialize(Handler &h, const int version)
  577. {
  578. h & alignment;
  579. }
  580. };
  581. class DLL_EXPORT StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
  582. {
  583. public:
  584. ui8 owner;
  585. StackOwnerLimiter();
  586. StackOwnerLimiter(ui8 Owner);
  587. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  588. template <typename Handler> void serialize(Handler &h, const int version)
  589. {
  590. h & owner;
  591. }
  592. };
  593. class DLL_EXPORT RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
  594. {
  595. public:
  596. ui8 minRank, maxRank;
  597. RankRangeLimiter();
  598. RankRangeLimiter(ui8 Min, ui8 Max = 255);
  599. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  600. template <typename Handler> void serialize(Handler &h, const int version)
  601. {
  602. h & minRank & maxRank;
  603. }
  604. };
  605. const CCreature *retrieveCreature(const CBonusSystemNode *node);
  606. namespace Selector
  607. {
  608. extern DLL_EXPORT CSelectFieldEqual<TBonusType> type;
  609. extern DLL_EXPORT CSelectFieldEqual<TBonusSubtype> subtype;
  610. extern DLL_EXPORT CSelectFieldEqual<si32> info;
  611. extern DLL_EXPORT CSelectFieldEqual<ui16> duration;
  612. extern DLL_EXPORT CSelectFieldEqual<ui8> sourceType;
  613. extern DLL_EXPORT CSelectFieldEqual<ui8> effectRange;
  614. extern DLL_EXPORT CWillLastTurns turns;
  615. CSelector DLL_EXPORT typeSybtype(TBonusType Type, TBonusSubtype Subtype);
  616. CSelector DLL_EXPORT typeSybtypeInfo(TBonusType type, TBonusSubtype subtype, si32 info);
  617. CSelector DLL_EXPORT source(ui8 source, ui32 sourceID);
  618. CSelector DLL_EXPORT durationType(ui16 duration);
  619. CSelector DLL_EXPORT sourceTypeSel(ui8 source);
  620. bool DLL_EXPORT matchesType(const CSelector &sel, TBonusType type);
  621. bool DLL_EXPORT matchesTypeSubtype(const CSelector &sel, TBonusType type, TBonusSubtype subtype);
  622. bool DLL_EXPORT positiveSpellEffects(const Bonus *b);
  623. }
  624. extern DLL_EXPORT const std::map<std::string, int> bonusNameMap;