HeroBonus.h 25 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(BLOCK_SPELLS_ABOVE_LEVEL) \
  54. BONUS_NAME(WATER_WALKING) /*subtype 1 - without penalty, 2 - with penalty*/ \
  55. BONUS_NAME(NO_SHOTING_PENALTY) \
  56. BONUS_NAME(DISPEL_IMMUNITY) \
  57. BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
  58. BONUS_NAME(STACK_HEALTH) \
  59. BONUS_NAME(BLOCK_MORALE) \
  60. BONUS_NAME(BLOCK_LUCK) \
  61. BONUS_NAME(FIRE_SPELLS) \
  62. BONUS_NAME(AIR_SPELLS) \
  63. BONUS_NAME(WATER_SPELLS) \
  64. BONUS_NAME(EARTH_SPELLS) \
  65. BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
  66. BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
  67. BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
  68. BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
  69. BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
  70. BONUS_NAME(ENEMY_CANT_ESCAPE) /*for shackles of war*/ \
  71. 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*/ \
  72. BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
  73. BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
  74. BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
  75. BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
  76. BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
  77. BONUS_NAME(NO_TYPE) \
  78. BONUS_NAME(FLYING) \
  79. BONUS_NAME(SHOOTER) \
  80. BONUS_NAME(CHARGE_IMMUNITY) \
  81. BONUS_NAME(ADDITIONAL_ATTACK) \
  82. BONUS_NAME(UNLIMITED_RETALIATIONS) \
  83. BONUS_NAME(NO_MELEE_PENALTY) \
  84. BONUS_NAME(JOUSTING) /*for champions*/ \
  85. BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
  86. BONUS_NAME(KING1) \
  87. BONUS_NAME(KING2) \
  88. BONUS_NAME(KING3) \
  89. BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
  90. BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
  91. BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
  92. 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*/ \
  93. BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
  94. BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus*/ \
  95. BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
  96. BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
  97. BONUS_NAME(NO_WALL_PENALTY) \
  98. BONUS_NAME(NON_LIVING) /*eg. gargoyle*/ \
  99. BONUS_NAME(RANDOM_GENIE_SPELLCASTER) /*eg. master genie*/ \
  100. BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
  101. BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
  102. BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
  103. BONUS_NAME(SPELL_LIKE_ATTACK) /*value - spell id; range is taken from spell, but damage from creature; eg. magog*/ \
  104. BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
  105. BONUS_NAME(DAEMON_SUMMONING) /*pit lord*/ \
  106. BONUS_NAME(FIRE_IMMUNITY) \
  107. BONUS_NAME(FIRE_SHIELD) \
  108. BONUS_NAME(UNDEAD) \
  109. BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
  110. BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
  111. BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
  112. BONUS_NAME(LIFE_DRAIN) \
  113. BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
  114. BONUS_NAME(RETURN_AFTER_STRIKE) \
  115. BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
  116. BONUS_NAME(SPELLCASTER) /*subtype - spell id, value - level of school, additional info - spell power*/ \
  117. BONUS_NAME(CATAPULT) \
  118. BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
  119. BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
  120. BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %, subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage*/ \
  121. BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
  122. BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
  123. BONUS_NAME(CASTS_SPELL_WHEN_KILLED) /*similar to spell after attack*/ \
  124. BONUS_NAME(FEAR) \
  125. BONUS_NAME(FEARLESS) \
  126. BONUS_NAME(NO_DISTANCE_PENALTY) \
  127. BONUS_NAME(NO_OBSTACLES_PENALTY) \
  128. BONUS_NAME(SELF_LUCK) /*halfling*/ \
  129. BONUS_NAME(ENCHANTER) \
  130. BONUS_NAME(HEALER) \
  131. BONUS_NAME(SIEGE_WEAPON) \
  132. BONUS_NAME(HYPNOTIZED) \
  133. BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
  134. BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
  135. 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]*/ \
  136. 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 %*/ \
  137. BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
  138. BONUS_NAME(IN_FRENZY) /*value - level*/ \
  139. BONUS_NAME(SLAYER) /*value - level*/ \
  140. BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
  141. BONUS_NAME(NOT_ACTIVE) \
  142. BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
  143. BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
  144. BONUS_NAME(DARKNESS) /*val = radius */ \
  145. BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*val = id, additionalInfo = value per level in percent*/ \
  146. BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
  147. BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
  148. BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
  149. BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
  150. BONUS_NAME(MAXED_SPELL) /*val = id*/\
  151. BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
  152. BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\
  153. BONUS_NAME(DRAGON_NATURE) \
  154. BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/
  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*/
  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_ALLIED_ARMY, ONLY_ENEMY_ARMY,
  199. PLAYR_HEROES,
  200. GLOBAL //Statue of Legion etc.
  201. };
  202. enum ValueType
  203. {
  204. ADDITIVE_VALUE,
  205. BASE_NUMBER,
  206. PERCENT_TO_ALL,
  207. PERCENT_TO_BASE,
  208. INDEPENDENT_MAX, //used for SPELL bonus
  209. INDEPENDENT_MIN //used for SECONDARY_SKILL_PREMY bonus
  210. };
  211. ui16 duration; //uses BonusDuration values
  212. si16 turnsRemain; //used if duration is N_TURNS or N_DAYS
  213. TBonusType type; //uses BonusType values - says to what is this bonus - 1 byte
  214. TBonusSubtype subtype; //-1 if not applicable - 4 bytes
  215. ui8 source;//source type" uses BonusSource values - what gave that bonus
  216. si32 val;
  217. ui32 id; //source id: id of object/artifact/spell
  218. ui8 valType; //by ValueType enum
  219. si32 additionalInfo;
  220. ui8 effectRange; //if not NO_LIMIT, bonus will be ommitted by default
  221. boost::shared_ptr<ILimiter> limiter;
  222. boost::shared_ptr<IPropagator> propagator;
  223. std::string description;
  224. Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
  225. Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, si32 Subtype=-1, ui8 ValType = ADDITIVE_VALUE);
  226. Bonus();
  227. ~Bonus();
  228. // //comparison
  229. // bool operator==(const HeroBonus &other)
  230. // {
  231. // return &other == this;
  232. // //TODO: what is best logic for that?
  233. // }
  234. // bool operator<(const HeroBonus &other)
  235. // {
  236. // return &other < this;
  237. // //TODO: what is best logic for that?
  238. // }
  239. template <typename Handler> void serialize(Handler &h, const int version)
  240. {
  241. h & duration & type & subtype & source & val & id & description & additionalInfo & turnsRemain & valType & effectRange & limiter;
  242. }
  243. static bool OneDay(const Bonus *hb)
  244. {
  245. return hb->duration & Bonus::ONE_DAY;
  246. }
  247. static bool OneWeek(const Bonus *hb)
  248. {
  249. return hb->duration & Bonus::ONE_WEEK;
  250. }
  251. static bool OneBattle(const Bonus *hb)
  252. {
  253. return hb->duration & Bonus::ONE_BATTLE;
  254. }
  255. static bool UntilGetsTurn(const Bonus *hb)
  256. {
  257. return hb->duration & Bonus::STACK_GETS_TURN;
  258. }
  259. static bool UntilAttack(const Bonus *hb)
  260. {
  261. return hb->duration & Bonus::UNTIL_ATTACK;
  262. }
  263. static bool UntilBeingAttacked(const Bonus *hb)
  264. {
  265. return hb->duration & Bonus::UNITL_BEING_ATTACKED;
  266. }
  267. static bool IsFrom(const Bonus &hb, ui8 source, ui32 id) //if id==0xffffff then id doesn't matter
  268. {
  269. return hb.source==source && (id==0xffffff || hb.id==id);
  270. }
  271. inline bool operator == (const BonusType & cf) const
  272. {
  273. return type == cf;
  274. }
  275. inline void ChangeBonusVal (const ui32 newVal)
  276. {
  277. val = newVal;
  278. }
  279. inline void operator += (const ui32 Val) //no return
  280. {
  281. val += Val;
  282. }
  283. const CSpell * sourceSpell() const;
  284. std::string Description() const;
  285. Bonus *addLimiter(ILimiter *Limiter); //returns this for convenient chain-calls
  286. };
  287. DLL_EXPORT std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
  288. class BonusList : public std::list<Bonus*>
  289. {
  290. public:
  291. int DLL_EXPORT totalValue() const; //subtype -> subtype of bonus, if -1 then any
  292. void DLL_EXPORT getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *source = NULL) const;
  293. void DLL_EXPORT getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *source = NULL) const;
  294. void DLL_EXPORT getModifiersWDescr(TModDescr &out) const;
  295. void DLL_EXPORT removeSpells(Bonus::BonusSource sourceType);
  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. template <typename Handler> void serialize(Handler &h, const int version)
  301. {
  302. h & static_cast<std::list<Bonus*>&>(*this);
  303. }
  304. };
  305. DLL_EXPORT std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
  306. class DLL_EXPORT IPropagator
  307. {
  308. public:
  309. virtual ~IPropagator();
  310. virtual CBonusSystemNode *getDestNode(CBonusSystemNode *source);
  311. };
  312. class DLL_EXPORT ILimiter
  313. {
  314. public:
  315. virtual ~ILimiter();
  316. virtual bool limit(const Bonus *b, const CBonusSystemNode &node) const; //return true to drop the bonus
  317. template <typename Handler> void serialize(Handler &h, const int version)
  318. {}
  319. };
  320. class DLL_EXPORT CBonusSystemNode
  321. {
  322. public:
  323. BonusList bonuses; //wielded bonuses (local or up-propagated here)
  324. BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
  325. TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them
  326. TNodesVector children;
  327. ui8 nodeType;
  328. std::string description;
  329. CBonusSystemNode();
  330. virtual ~CBonusSystemNode();
  331. //new bonusing node interface
  332. // * selector is predicate that tests if HeroBonus matches our criteria
  333. // * root is node on which call was made (NULL will be replaced with this)
  334. void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from), source is the prinary asker
  335. void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  336. virtual std::string bonusToString(Bonus *bonus, bool description) const {return "";}; //description or bonus name
  337. //////////////////////////////////////////////////////////////////////////
  338. //interface
  339. void getModifiersWDescr(TModDescr &out, const CSelector &selector) const; //out: pairs<modifier value, modifier description>
  340. int getBonusesCount(const CSelector &selector) const;
  341. int valOfBonuses(const CSelector &selector) const;
  342. bool hasBonus(const CSelector &selector) const;
  343. BonusList getBonuses(const CSelector &selector, const CSelector &limit) const;
  344. void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  345. BonusList getBonuses(const CSelector &selector) const;
  346. //legacy interface
  347. int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
  348. int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
  349. bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
  350. bool hasBonusFrom(ui8 source, ui32 sourceID) const;
  351. void getModifiersWDescr( TModDescr &out, Bonus::BonusType type, int subtype = -1 ) const; //out: pairs<modifier value, modifier description>
  352. int getBonusesCount(int from, int id) const;
  353. ui32 getMinDamage() const; //used for stacks and creatures only
  354. ui32 getMaxDamage() const;
  355. int MoraleVal() const; //range [-3, +3]
  356. int LuckVal() const; //range [-3, +3]
  357. si32 Attack() const; //get attack of stack with all modificators
  358. si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
  359. ui16 MaxHealth() const; //get max HP of stack with all modifiers
  360. const Bonus *getBonus(const CSelector &selector) const;
  361. //non-const interface
  362. void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from), source is the prinary asker
  363. Bonus *getBonus(const CSelector &selector);
  364. void attachTo(CBonusSystemNode *parent);
  365. void detachFrom(CBonusSystemNode *parent);
  366. void detachFromAll();
  367. void addNewBonus(Bonus *b); //b will be deleted with destruction of node
  368. void newChildAttached(CBonusSystemNode *child);
  369. void childDetached(CBonusSystemNode *child);
  370. void propagateBonus(Bonus * b);
  371. //void addNewBonus(const Bonus &b); //b will copied
  372. void removeBonus(Bonus *b);
  373. TNodesVector &nodesOnWhichWePropagate();
  374. bool isIndependentNode() const; //node is independent when it has no parents nor children
  375. bool weActAsBonusSourceOnly() const;
  376. bool isLimitedOnUs(Bonus *b) const; //if bonus should be removed from list acquired from this node
  377. CBonusSystemNode *whereToPropagate(Bonus *b);
  378. void popBonuses(const CSelector &s);
  379. virtual std::string nodeName() const;
  380. void deserializationFix();
  381. template <typename Handler> void serialize(Handler &h, const int version)
  382. {
  383. h & bonuses & nodeType;
  384. h & exportedBonuses;
  385. h & description;
  386. //h & parents & children;
  387. }
  388. enum ENodeTypes
  389. {
  390. UNKNOWN, STACK_INSTANCE, STACK_BATTLE, SPECIALITY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO
  391. };
  392. };
  393. namespace NBonus
  394. {
  395. //set of methods that may be safely called with NULL objs
  396. DLL_EXPORT int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
  397. 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)
  398. //DLL_EXPORT const HeroBonus * get(const CBonusSystemNode *obj, int from, int id );
  399. DLL_EXPORT void getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype = -1 ); //out: pairs<modifier value, modifier description>
  400. DLL_EXPORT int getCount(const CBonusSystemNode *obj, int from, int id);
  401. };
  402. //generates HeroBonus from given data
  403. inline Bonus makeFeatureVal(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  404. {
  405. Bonus sf;
  406. sf.type = type;
  407. sf.duration = duration;
  408. sf.source = source;
  409. sf.turnsRemain = turnsRemain;
  410. sf.subtype = subtype;
  411. sf.val = value;
  412. sf.additionalInfo = additionalInfo;
  413. return sf;
  414. }
  415. //generates HeroBonus from given data
  416. inline Bonus * makeFeature(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  417. {
  418. return new Bonus(makeFeatureVal(type, duration, subtype, value, source, turnsRemain, additionalInfo));
  419. }
  420. class DLL_EXPORT CSelectorsConjunction
  421. {
  422. const CSelector first, second;
  423. public:
  424. CSelectorsConjunction(const CSelector &First, const CSelector &Second)
  425. :first(First), second(Second)
  426. {
  427. }
  428. bool operator()(const Bonus *bonus) const
  429. {
  430. return first(bonus) && second(bonus);
  431. }
  432. };
  433. CSelector DLL_EXPORT operator&&(const CSelector &first, const CSelector &second);
  434. class DLL_EXPORT CSelectorsAlternative
  435. {
  436. const CSelector first, second;
  437. public:
  438. CSelectorsAlternative(const CSelector &First, const CSelector &Second)
  439. :first(First), second(Second)
  440. {
  441. }
  442. bool operator()(const Bonus *bonus) const
  443. {
  444. return first(bonus) || second(bonus);
  445. }
  446. };
  447. CSelector DLL_EXPORT operator||(const CSelector &first, const CSelector &second);
  448. template<typename T>
  449. class CSelectFieldEqual
  450. {
  451. T Bonus::*ptr;
  452. T val;
  453. public:
  454. CSelectFieldEqual(T Bonus::*Ptr, const T &Val)
  455. : ptr(Ptr), val(Val)
  456. {
  457. }
  458. bool operator()(const Bonus *bonus) const
  459. {
  460. return bonus->*ptr == val;
  461. }
  462. CSelectFieldEqual& operator()(const T &setVal)
  463. {
  464. val = setVal;
  465. return *this;
  466. }
  467. };
  468. class DLL_EXPORT CWillLastTurns
  469. {
  470. public:
  471. int turnsRequested;
  472. bool operator()(const Bonus *bonus) const
  473. {
  474. return turnsRequested <= 0 //every present effect will last zero (or "less") turns
  475. || !(bonus->duration & Bonus::N_TURNS) //so do every not expriing after N-turns effect
  476. || bonus->turnsRemain > turnsRequested;
  477. }
  478. CWillLastTurns& operator()(const int &setVal)
  479. {
  480. turnsRequested = setVal;
  481. return *this;
  482. }
  483. };
  484. class DLL_EXPORT CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
  485. {
  486. public:
  487. const CCreature *creature;
  488. ui8 includeUpgrades;
  489. CCreatureTypeLimiter();
  490. CCreatureTypeLimiter(const CCreature &Creature, ui8 IncludeUpgrades = true);
  491. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  492. template <typename Handler> void serialize(Handler &h, const int version)
  493. {
  494. h & creature & includeUpgrades;
  495. }
  496. };
  497. class DLL_EXPORT HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
  498. {
  499. public:
  500. TBonusType type;
  501. TBonusSubtype subtype;
  502. ui8 isSubtypeRelevant; //check for subtype only if this is true
  503. HasAnotherBonusLimiter(TBonusType bonus = Bonus::NONE);
  504. HasAnotherBonusLimiter(TBonusType bonus, TBonusSubtype _subtype);
  505. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  506. template <typename Handler> void serialize(Handler &h, const int version)
  507. {
  508. h & type & subtype & isSubtypeRelevant;
  509. }
  510. };
  511. class DLL_EXPORT CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain
  512. {
  513. public:
  514. si8 terrainType;
  515. CreatureNativeTerrainLimiter();
  516. CreatureNativeTerrainLimiter(int TerrainType);
  517. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  518. template <typename Handler> void serialize(Handler &h, const int version)
  519. {
  520. h & terrainType;
  521. }
  522. };
  523. class DLL_EXPORT CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
  524. {
  525. public:
  526. si8 faction;
  527. CreatureFactionLimiter();
  528. CreatureFactionLimiter(int TerrainType);
  529. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  530. template <typename Handler> void serialize(Handler &h, const int version)
  531. {
  532. h & faction;
  533. }
  534. };
  535. class DLL_EXPORT CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
  536. {
  537. public:
  538. si8 alignment;
  539. CreatureAlignmentLimiter();
  540. CreatureAlignmentLimiter(si8 Alignment);
  541. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  542. template <typename Handler> void serialize(Handler &h, const int version)
  543. {
  544. h & alignment;
  545. }
  546. };
  547. class DLL_EXPORT RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
  548. {
  549. public:
  550. ui8 minRank, maxRank;
  551. RankRangeLimiter(ui8 Min, ui8 Max = 255);
  552. bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
  553. template <typename Handler> void serialize(Handler &h, const int version)
  554. {
  555. h & minRank & maxRank;
  556. }
  557. };
  558. const CCreature *retrieveCreature(const CBonusSystemNode *node);
  559. namespace Selector
  560. {
  561. extern DLL_EXPORT CSelectFieldEqual<TBonusType> type;
  562. extern DLL_EXPORT CSelectFieldEqual<TBonusSubtype> subtype;
  563. extern DLL_EXPORT CSelectFieldEqual<si32> info;
  564. extern DLL_EXPORT CSelectFieldEqual<ui8> sourceType;
  565. extern DLL_EXPORT CSelectFieldEqual<ui8> effectRange;
  566. extern DLL_EXPORT CWillLastTurns turns;
  567. CSelector DLL_EXPORT typeSybtype(TBonusType Type, TBonusSubtype Subtype);
  568. CSelector DLL_EXPORT typeSybtypeInfo(TBonusType type, TBonusSubtype subtype, si32 info);
  569. CSelector DLL_EXPORT source(ui8 source, ui32 sourceID);
  570. CSelector DLL_EXPORT sourceTypeSel(ui8 source);
  571. bool DLL_EXPORT matchesType(const CSelector &sel, TBonusType type);
  572. bool DLL_EXPORT matchesTypeSubtype(const CSelector &sel, TBonusType type, TBonusSubtype subtype);
  573. }
  574. extern DLL_EXPORT const std::map<std::string, int> bonusNameMap;