HeroBonus.h 29 KB

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  1. #pragma once
  2. #include "../global.h"
  3. #include <string>
  4. #include <set>
  5. #include <boost/function.hpp>
  6. #include <boost/shared_ptr.hpp>
  7. /*
  8. * HeroBonus.h, part of VCMI engine
  9. *
  10. * Authors: listed in file AUTHORS in main folder
  11. *
  12. * License: GNU General Public License v2.0 or later
  13. * Full text of license available in license.txt file, in main folder
  14. *
  15. */
  16. class CCreature;
  17. class CSpell;
  18. struct Bonus;
  19. class CBonusSystemNode;
  20. class ILimiter;
  21. class IPropagator;
  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. typedef boost::function<bool(const Bonus*)> CSelector;
  27. namespace PrimarySkill
  28. {
  29. enum { ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE};
  30. }
  31. #define BONUS_LIST \
  32. BONUS_NAME(NONE) \
  33. BONUS_NAME(MOVEMENT) /*both water/land*/ \
  34. BONUS_NAME(LAND_MOVEMENT) \
  35. BONUS_NAME(SEA_MOVEMENT) \
  36. BONUS_NAME(MORALE) \
  37. BONUS_NAME(LUCK) \
  38. BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \
  39. BONUS_NAME(SIGHT_RADIOUS) \
  40. BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \
  41. BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \
  42. BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \
  43. BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
  44. BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
  45. BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - substracted to this part*/ \
  46. BONUS_NAME(FLYING_MOVEMENT) /*subtype 1 - without penalty, 2 - with penalty*/ \
  47. BONUS_NAME(SPELL_DURATION) \
  48. BONUS_NAME(AIR_SPELL_DMG_PREMY) \
  49. BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
  50. BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
  51. BONUS_NAME(WATER_SPELL_DMG_PREMY) \
  52. BONUS_NAME(WATER_WALKING) /*subtype 1 - without penalty, 2 - with penalty*/ \
  53. BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
  54. BONUS_NAME(STACK_HEALTH) \
  55. BONUS_NAME(BLOCK_MORALE) \
  56. BONUS_NAME(BLOCK_LUCK) \
  57. BONUS_NAME(FIRE_SPELLS) \
  58. BONUS_NAME(AIR_SPELLS) \
  59. BONUS_NAME(WATER_SPELLS) \
  60. BONUS_NAME(EARTH_SPELLS) \
  61. BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
  62. BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
  63. BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
  64. BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
  65. BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
  66. BONUS_NAME(ENEMY_CANT_ESCAPE) /*for shackles of war*/ \
  67. 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*/ \
  68. BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
  69. BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
  70. BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
  71. BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
  72. BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
  73. BONUS_NAME(NO_TYPE) \
  74. BONUS_NAME(FLYING) \
  75. BONUS_NAME(SHOOTER) \
  76. BONUS_NAME(CHARGE_IMMUNITY) \
  77. BONUS_NAME(ADDITIONAL_ATTACK) \
  78. BONUS_NAME(UNLIMITED_RETALIATIONS) \
  79. BONUS_NAME(NO_MELEE_PENALTY) \
  80. BONUS_NAME(JOUSTING) /*for champions*/ \
  81. BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
  82. BONUS_NAME(KING1) \
  83. BONUS_NAME(KING2) \
  84. BONUS_NAME(KING3) \
  85. BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
  86. BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
  87. BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
  88. 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*/ \
  89. BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
  90. BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus*/ \
  91. BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
  92. BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
  93. BONUS_NAME(NO_WALL_PENALTY) \
  94. BONUS_NAME(NON_LIVING) /*eg. gargoyle*/ \
  95. BONUS_NAME(RANDOM_SPELLCASTER) /*eg. master genie, For Genie spells, subtype - spell id */ \
  96. BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
  97. BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
  98. BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
  99. BONUS_NAME(SPELL_LIKE_ATTACK) /*subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog*/ \
  100. BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
  101. BONUS_NAME(DAEMON_SUMMONING) /*pit lord, subtype - type of creatures, val - hp per unit*/ \
  102. BONUS_NAME(FIRE_IMMUNITY) /*subtype 0 - all, 1 - all except positive, 2 - only damage spells*/ \
  103. BONUS_NAME(WATER_IMMUNITY) \
  104. BONUS_NAME(EARTH_IMMUNITY) \
  105. BONUS_NAME(AIR_IMMUNITY) \
  106. BONUS_NAME(FIRE_SHIELD) \
  107. BONUS_NAME(UNDEAD) \
  108. BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
  109. BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
  110. BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
  111. BONUS_NAME(LIFE_DRAIN) \
  112. BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
  113. BONUS_NAME(RETURN_AFTER_STRIKE) \
  114. BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
  115. BONUS_NAME(SPELLCASTER) /*subtype - spell id, value - level of school. use SPECIFIC_SPELL_POWER, CREATURE_SPELL_POWER or CREATURE_ENCHANT_POWER for calculating the power*/ \
  116. BONUS_NAME(CATAPULT) \
  117. BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
  118. BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
  119. BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %, subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage*/ \
  120. BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
  121. BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
  122. BONUS_NAME(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)/* for Enchanter spells, subtype - spell id */ \
  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. BONUS_NAME(SHOTS)\
  155. BONUS_NAME(DEATH_STARE) /*subtype 0 - gorgon, 1 - commander*/\
  156. BONUS_NAME(POISON) /*val - max health penalty from poison possible*/\
  157. BONUS_NAME(BIND_EFFECT) /*doesn't do anything particular, works as a marker)*/\
  158. BONUS_NAME(ACID_BREATH) /*additional val damage per creature after attack, additional info - chance in percent*/\
  159. BONUS_NAME(RECEPTIVE) /*accepts friendly spells even with immunity*/\
  160. BONUS_NAME(DIRECT_DAMAGE_IMMUNITY) /*direct damage spells, that is*/\
  161. BONUS_NAME(CASTS) /*how many times creature can cast activated spell*/ \
  162. BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection casted by units, subtype - spell id */\
  163. BONUS_NAME(CREATURE_SPELL_POWER) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \
  164. BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells casted by creature */ \
  165. BONUS_NAME(REBIRTH) /* val - percent of life restored */
  166. /// Struct for handling bonuses of several types. Can be transfered to any hero
  167. struct DLL_EXPORT Bonus
  168. {
  169. enum BonusType
  170. {
  171. #define BONUS_NAME(x) x,
  172. BONUS_LIST
  173. #undef BONUS_NAME
  174. };
  175. enum BonusDuration //when bonus is automatically removed
  176. {
  177. PERMANENT = 1,
  178. ONE_BATTLE = 2, //at the end of battle
  179. ONE_DAY = 4, //at the end of day
  180. ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
  181. N_TURNS = 16, //used during battles, after battle bonus is always removed
  182. N_DAYS = 32,
  183. UNITL_BEING_ATTACKED = 64,/*removed after attack and counterattacks are performed*/
  184. UNTIL_ATTACK = 128, /*removed after attack and counterattacks are performed*/
  185. STACK_GETS_TURN = 256 /*removed when stack gets its turn - used for defensive stance*/
  186. };
  187. enum BonusSource
  188. {
  189. ARTIFACT,
  190. ARTIFACT_INSTANCE,
  191. OBJECT,
  192. CREATURE_ABILITY,
  193. TERRAIN_NATIVE,
  194. TERRAIN_OVERLAY,
  195. SPELL_EFFECT,
  196. TOWN_STRUCTURE,
  197. HERO_BASE_SKILL,
  198. SECONDARY_SKILL,
  199. HERO_SPECIAL,
  200. ARMY,
  201. CAMPAIGN_BONUS,
  202. SPECIAL_WEEK,
  203. STACK_EXPERIENCE,
  204. OTHER /*used for defensive stance and default value of spell level limit*/
  205. };
  206. enum LimitEffect
  207. {
  208. NO_LIMIT = 0,
  209. ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
  210. ONLY_ENEMY_ARMY
  211. };
  212. enum ValueType
  213. {
  214. ADDITIVE_VALUE,
  215. BASE_NUMBER,
  216. PERCENT_TO_ALL,
  217. PERCENT_TO_BASE,
  218. INDEPENDENT_MAX, //used for SPELL bonus
  219. INDEPENDENT_MIN //used for SECONDARY_SKILL_PREMY bonus
  220. };
  221. ui16 duration; //uses BonusDuration values
  222. si16 turnsRemain; //used if duration is N_TURNS or N_DAYS
  223. TBonusType type; //uses BonusType values - says to what is this bonus - 1 byte
  224. TBonusSubtype subtype; //-1 if not applicable - 4 bytes
  225. ui8 source;//source type" uses BonusSource values - what gave that bonus
  226. si32 val;
  227. ui32 sid; //source id: id of object/artifact/spell
  228. ui8 valType; //by ValueType enum
  229. si32 additionalInfo;
  230. ui8 effectRange; //if not NO_LIMIT, bonus will be ommitted by default
  231. boost::shared_ptr<ILimiter> limiter;
  232. boost::shared_ptr<IPropagator> propagator;
  233. std::string description;
  234. Bonus(ui16 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
  235. Bonus(ui16 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, si32 Subtype=-1, ui8 ValType = ADDITIVE_VALUE);
  236. Bonus();
  237. ~Bonus();
  238. // //comparison
  239. // bool operator==(const HeroBonus &other)
  240. // {
  241. // return &other == this;
  242. // //TODO: what is best logic for that?
  243. // }
  244. // bool operator<(const HeroBonus &other)
  245. // {
  246. // return &other < this;
  247. // //TODO: what is best logic for that?
  248. // }
  249. template <typename Handler> void serialize(Handler &h, const int version)
  250. {
  251. h & duration & type & subtype & source & val & sid & description & additionalInfo & turnsRemain & valType & effectRange & limiter & propagator;
  252. }
  253. static bool OneDay(const Bonus *hb)
  254. {
  255. return hb->duration & Bonus::ONE_DAY;
  256. }
  257. static bool OneWeek(const Bonus *hb)
  258. {
  259. return hb->duration & Bonus::ONE_WEEK;
  260. }
  261. static bool OneBattle(const Bonus *hb)
  262. {
  263. return hb->duration & Bonus::ONE_BATTLE;
  264. }
  265. static bool UntilGetsTurn(const Bonus *hb)
  266. {
  267. return hb->duration & Bonus::STACK_GETS_TURN;
  268. }
  269. static bool UntilAttack(const Bonus *hb)
  270. {
  271. return hb->duration & Bonus::UNTIL_ATTACK;
  272. }
  273. static bool UntilBeingAttacked(const Bonus *hb)
  274. {
  275. return hb->duration & Bonus::UNITL_BEING_ATTACKED;
  276. }
  277. static bool IsFrom(const Bonus &hb, ui8 source, ui32 id) //if id==0xffffff then id doesn't matter
  278. {
  279. return hb.source==source && (id==0xffffff || hb.sid==id);
  280. }
  281. inline bool operator == (const BonusType & cf) const
  282. {
  283. return type == cf;
  284. }
  285. inline void ChangeBonusVal (const ui32 newVal)
  286. {
  287. val = newVal;
  288. }
  289. inline void operator += (const ui32 Val) //no return
  290. {
  291. val += Val;
  292. }
  293. const CSpell * sourceSpell() const;
  294. std::string Description() const;
  295. Bonus *addLimiter(ILimiter *Limiter); //returns this for convenient chain-calls
  296. Bonus *addPropagator(IPropagator *Propagator); //returns this for convenient chain-calls
  297. Bonus *addLimiter(boost::shared_ptr<ILimiter> Limiter); //returns this for convenient chain-calls
  298. Bonus *addPropagator(boost::shared_ptr<IPropagator> Propagator); //returns this for convenient chain-calls
  299. };
  300. DLL_EXPORT std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
  301. class BonusList : public std::vector<Bonus*>
  302. {
  303. public:
  304. int DLL_EXPORT totalValue() const; //subtype -> subtype of bonus, if -1 then any
  305. void DLL_EXPORT getBonuses(boost::shared_ptr<BonusList> out, const CSelector &selector, const CSelector &limit, const bool caching = false) const;
  306. void DLL_EXPORT getModifiersWDescr(TModDescr &out) const;
  307. void DLL_EXPORT getBonuses(boost::shared_ptr<BonusList> out, const CSelector &selector) const;
  308. //special find functions
  309. DLL_EXPORT Bonus * getFirst(const CSelector &select);
  310. DLL_EXPORT const Bonus * getFirst(const CSelector &select) const;
  311. void limit(const CBonusSystemNode &node); //erases bonuses using limitor
  312. void DLL_EXPORT eliminateDuplicates();
  313. // remove_if implementation for STL vector types
  314. template <class Predicate>
  315. void remove_if(Predicate pred)
  316. {
  317. BonusList newList;
  318. for (int i = 0; i < this->size(); i++)
  319. {
  320. Bonus *b = (*this)[i];
  321. if (!pred(b))
  322. newList.push_back(b);
  323. }
  324. this->clear();
  325. this->resize(newList.size());
  326. std::copy(newList.begin(), newList.end(), this->begin());
  327. }
  328. template <typename Handler> void serialize(Handler &h, const int version)
  329. {
  330. h & static_cast<std::vector<Bonus*>&>(*this);
  331. }
  332. };
  333. DLL_EXPORT std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
  334. class DLL_EXPORT IPropagator
  335. {
  336. public:
  337. virtual ~IPropagator();
  338. virtual bool shouldBeAttached(CBonusSystemNode *dest);
  339. //virtual CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild); //called when red relation between parent-childrem is established / removed
  340. template <typename Handler> void serialize(Handler &h, const int version)
  341. {}
  342. };
  343. class DLL_EXPORT CPropagatorNodeType : public IPropagator
  344. {
  345. ui8 nodeType;
  346. public:
  347. CPropagatorNodeType();
  348. CPropagatorNodeType(ui8 NodeType);
  349. bool shouldBeAttached(CBonusSystemNode *dest);
  350. //CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild) OVERRIDE;
  351. template <typename Handler> void serialize(Handler &h, const int version)
  352. {
  353. h & nodeType;
  354. }
  355. };
  356. class DLL_EXPORT ILimiter
  357. {
  358. public:
  359. virtual ~ILimiter();
  360. virtual bool limit(const Bonus *b, const CBonusSystemNode &node) const; //return true to drop the bonus
  361. template <typename Handler> void serialize(Handler &h, const int version)
  362. {}
  363. };
  364. class DLL_EXPORT IBonusBearer
  365. {
  366. public:
  367. //new bonusing node interface
  368. // * selector is predicate that tests if HeroBonus matches our criteria
  369. // * root is node on which call was made (NULL will be replaced with this)
  370. //interface
  371. virtual const boost::shared_ptr<BonusList> getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL) const = 0;
  372. virtual void setCachingStr(const std::string &request) const;
  373. void getModifiersWDescr(TModDescr &out, const CSelector &selector) const; //out: pairs<modifier value, modifier description>
  374. int getBonusesCount(const CSelector &selector) const;
  375. int valOfBonuses(const CSelector &selector) const;
  376. bool hasBonus(const CSelector &selector) const;
  377. const boost::shared_ptr<BonusList> getBonuses(const CSelector &selector, const CSelector &limit) const;
  378. const boost::shared_ptr<BonusList> getBonuses(const CSelector &selector) const;
  379. //legacy interface
  380. int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
  381. int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
  382. bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
  383. bool hasBonusFrom(ui8 source, ui32 sourceID) const;
  384. void getModifiersWDescr( TModDescr &out, Bonus::BonusType type, int subtype = -1 ) const; //out: pairs<modifier value, modifier description>
  385. int getBonusesCount(int from, int id) const;
  386. //various hlp functions for non-trivial values
  387. ui32 getMinDamage() const; //used for stacks and creatures only
  388. ui32 getMaxDamage() const;
  389. int MoraleVal() const; //range [-3, +3]
  390. int LuckVal() const; //range [-3, +3]
  391. si32 Attack() const; //get attack of stack with all modificators
  392. si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
  393. ui16 MaxHealth() const; //get max HP of stack with all modifiers
  394. bool isLiving() const; //non-undead, non-non living or alive
  395. virtual si32 magicResistance() const;
  396. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  397. int getPrimSkillLevel(int id) const; //0-attack, 1-defence, 2-spell power, 3-knowledge
  398. const boost::shared_ptr<BonusList> getSpellBonuses() const;
  399. };
  400. class DLL_EXPORT CBonusSystemNode : public IBonusBearer
  401. {
  402. static const bool cachingEnabled;
  403. mutable BonusList cachedBonuses;
  404. mutable int cachedLast;
  405. static int treeChanged;
  406. // Setting a value to cachingStr before getting any bonuses caches the result for later requests.
  407. // This string needs to be unique, that's why it has to be setted in the following manner:
  408. // [property key]_[value] => only for selector
  409. mutable std::string cachingStr;
  410. mutable std::map<std::string, boost::shared_ptr<BonusList> > cachedRequests;
  411. void getAllBonusesRec(boost::shared_ptr<BonusList> out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL, const bool caching = false) const;
  412. public:
  413. BonusList bonuses; //wielded bonuses (local or up-propagated here)
  414. BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
  415. TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them
  416. TNodesVector children;
  417. ui8 nodeType;
  418. std::string description;
  419. explicit CBonusSystemNode();
  420. virtual ~CBonusSystemNode();
  421. const boost::shared_ptr<BonusList> getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL) const;
  422. void setCachingStr(const std::string &request) const;
  423. void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
  424. const Bonus *getBonus(const CSelector &selector) const;
  425. //non-const interface
  426. void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from)
  427. void getRedParents(TNodes &out); //retrieves list of red parent nodes (nodes bonuses propagate from)
  428. void getRedAncestors(TNodes &out);
  429. void getRedChildren(TNodes &out);
  430. void getRedDescendants(TNodes &out);
  431. Bonus *getBonus(const CSelector &selector);
  432. void attachTo(CBonusSystemNode *parent);
  433. void detachFrom(CBonusSystemNode *parent);
  434. void detachFromAll();
  435. void addNewBonus(Bonus *b); //b will be deleted with destruction of node
  436. void newChildAttached(CBonusSystemNode *child);
  437. void childDetached(CBonusSystemNode *child);
  438. void propagateBonus(Bonus * b);
  439. void unpropagateBonus(Bonus * b);
  440. //void addNewBonus(const Bonus &b); //b will copied
  441. void removeBonus(Bonus *b);
  442. void newRedDescendant(CBonusSystemNode *descendant); //propagation needed
  443. void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed
  444. void battleTurnPassed(); //updates count of remaining turns and removed outdated bonuses
  445. bool isIndependentNode() const; //node is independent when it has no parents nor children
  446. bool actsAsBonusSourceOnly() const;
  447. bool isLimitedOnUs(Bonus *b) const; //if bonus should be removed from list acquired from this node
  448. void popBonuses(const CSelector &s);
  449. virtual std::string bonusToString(Bonus *bonus, bool description) const {return "";}; //description or bonus name
  450. virtual std::string nodeName() const;
  451. void deserializationFix();
  452. void exportBonus(Bonus * b);
  453. void exportBonuses();
  454. template <typename Handler> void serialize(Handler &h, const int version)
  455. {
  456. h & /*bonuses & */nodeType;
  457. h & exportedBonuses;
  458. h & description;
  459. BONUS_TREE_DESERIALIZATION_FIX
  460. //h & parents & children;
  461. }
  462. enum ENodeTypes
  463. {
  464. UNKNOWN, STACK_INSTANCE, STACK_BATTLE, SPECIALITY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM
  465. };
  466. };
  467. namespace NBonus
  468. {
  469. //set of methods that may be safely called with NULL objs
  470. DLL_EXPORT int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
  471. 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)
  472. //DLL_EXPORT const HeroBonus * get(const CBonusSystemNode *obj, int from, int id );
  473. DLL_EXPORT void getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype = -1 ); //out: pairs<modifier value, modifier description>
  474. DLL_EXPORT int getCount(const CBonusSystemNode *obj, int from, int id);
  475. };
  476. /// generates HeroBonus from given data
  477. inline Bonus makeFeatureVal(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  478. {
  479. Bonus sf;
  480. sf.type = type;
  481. sf.duration = duration;
  482. sf.source = source;
  483. sf.turnsRemain = turnsRemain;
  484. sf.subtype = subtype;
  485. sf.val = value;
  486. sf.additionalInfo = additionalInfo;
  487. return sf;
  488. }
  489. //generates HeroBonus from given data
  490. inline Bonus * makeFeature(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  491. {
  492. return new Bonus(makeFeatureVal(type, duration, subtype, value, source, turnsRemain, additionalInfo));
  493. }
  494. class DLL_EXPORT CSelectorsConjunction
  495. {
  496. const CSelector first, second;
  497. public:
  498. CSelectorsConjunction(const CSelector &First, const CSelector &Second)
  499. :first(First), second(Second)
  500. {
  501. }
  502. bool operator()(const Bonus *bonus) const
  503. {
  504. return first(bonus) && second(bonus);
  505. }
  506. };
  507. CSelector DLL_EXPORT operator&&(const CSelector &first, const CSelector &second);
  508. class DLL_EXPORT CSelectorsAlternative
  509. {
  510. const CSelector first, second;
  511. public:
  512. CSelectorsAlternative(const CSelector &First, const CSelector &Second)
  513. :first(First), second(Second)
  514. {
  515. }
  516. bool operator()(const Bonus *bonus) const
  517. {
  518. return first(bonus) || second(bonus);
  519. }
  520. };
  521. CSelector DLL_EXPORT operator||(const CSelector &first, const CSelector &second);
  522. template<typename T>
  523. class CSelectFieldEqual
  524. {
  525. T Bonus::*ptr;
  526. T val;
  527. public:
  528. CSelectFieldEqual(T Bonus::*Ptr, const T &Val)
  529. : ptr(Ptr), val(Val)
  530. {
  531. }
  532. bool operator()(const Bonus *bonus) const
  533. {
  534. return bonus->*ptr == val;
  535. }
  536. CSelectFieldEqual& operator()(const T &setVal)
  537. {
  538. val = setVal;
  539. return *this;
  540. }
  541. };
  542. class DLL_EXPORT CWillLastTurns
  543. {
  544. public:
  545. int turnsRequested;
  546. bool operator()(const Bonus *bonus) const
  547. {
  548. return turnsRequested <= 0 //every present effect will last zero (or "less") turns
  549. || !(bonus->duration & Bonus::N_TURNS) //so do every not expriing after N-turns effect
  550. || bonus->turnsRemain > turnsRequested;
  551. }
  552. CWillLastTurns& operator()(const int &setVal)
  553. {
  554. turnsRequested = setVal;
  555. return *this;
  556. }
  557. };
  558. class DLL_EXPORT CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
  559. {
  560. public:
  561. const CCreature *creature;
  562. ui8 includeUpgrades;
  563. CCreatureTypeLimiter();
  564. CCreatureTypeLimiter(const CCreature &Creature, ui8 IncludeUpgrades = true);
  565. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  566. template <typename Handler> void serialize(Handler &h, const int version)
  567. {
  568. h & creature & includeUpgrades;
  569. }
  570. };
  571. class DLL_EXPORT HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
  572. {
  573. public:
  574. TBonusType type;
  575. TBonusSubtype subtype;
  576. ui8 isSubtypeRelevant; //check for subtype only if this is true
  577. HasAnotherBonusLimiter(TBonusType bonus = Bonus::NONE);
  578. HasAnotherBonusLimiter(TBonusType bonus, TBonusSubtype _subtype);
  579. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  580. template <typename Handler> void serialize(Handler &h, const int version)
  581. {
  582. h & type & subtype & isSubtypeRelevant;
  583. }
  584. };
  585. class DLL_EXPORT CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain
  586. {
  587. public:
  588. si8 terrainType;
  589. CreatureNativeTerrainLimiter();
  590. CreatureNativeTerrainLimiter(int TerrainType);
  591. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  592. template <typename Handler> void serialize(Handler &h, const int version)
  593. {
  594. h & terrainType;
  595. }
  596. };
  597. class DLL_EXPORT CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
  598. {
  599. public:
  600. si8 faction;
  601. CreatureFactionLimiter();
  602. CreatureFactionLimiter(int TerrainType);
  603. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  604. template <typename Handler> void serialize(Handler &h, const int version)
  605. {
  606. h & faction;
  607. }
  608. };
  609. class DLL_EXPORT CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
  610. {
  611. public:
  612. si8 alignment;
  613. CreatureAlignmentLimiter();
  614. CreatureAlignmentLimiter(si8 Alignment);
  615. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  616. template <typename Handler> void serialize(Handler &h, const int version)
  617. {
  618. h & alignment;
  619. }
  620. };
  621. class DLL_EXPORT StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
  622. {
  623. public:
  624. ui8 owner;
  625. StackOwnerLimiter();
  626. StackOwnerLimiter(ui8 Owner);
  627. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  628. template <typename Handler> void serialize(Handler &h, const int version)
  629. {
  630. h & owner;
  631. }
  632. };
  633. class DLL_EXPORT RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
  634. {
  635. public:
  636. ui8 minRank, maxRank;
  637. RankRangeLimiter();
  638. RankRangeLimiter(ui8 Min, ui8 Max = 255);
  639. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  640. template <typename Handler> void serialize(Handler &h, const int version)
  641. {
  642. h & minRank & maxRank;
  643. }
  644. };
  645. const CCreature *retrieveCreature(const CBonusSystemNode *node);
  646. namespace Selector
  647. {
  648. extern DLL_EXPORT CSelectFieldEqual<TBonusType> type;
  649. extern DLL_EXPORT CSelectFieldEqual<TBonusSubtype> subtype;
  650. extern DLL_EXPORT CSelectFieldEqual<si32> info;
  651. extern DLL_EXPORT CSelectFieldEqual<ui16> duration;
  652. extern DLL_EXPORT CSelectFieldEqual<ui8> sourceType;
  653. extern DLL_EXPORT CSelectFieldEqual<ui8> effectRange;
  654. extern DLL_EXPORT CWillLastTurns turns;
  655. CSelector DLL_EXPORT typeSubtype(TBonusType Type, TBonusSubtype Subtype);
  656. CSelector DLL_EXPORT typeSubtypeInfo(TBonusType type, TBonusSubtype subtype, si32 info);
  657. CSelector DLL_EXPORT source(ui8 source, ui32 sourceID);
  658. CSelector DLL_EXPORT durationType(ui16 duration);
  659. CSelector DLL_EXPORT sourceTypeSel(ui8 source);
  660. bool DLL_EXPORT matchesType(const CSelector &sel, TBonusType type);
  661. bool DLL_EXPORT matchesTypeSubtype(const CSelector &sel, TBonusType type, TBonusSubtype subtype);
  662. bool DLL_EXPORT positiveSpellEffects(const Bonus *b);
  663. }
  664. extern DLL_EXPORT const std::map<std::string, int> bonusNameMap;