HeroBonus.cpp 18 KB

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  1. #define VCMI_DLL
  2. #include "HeroBonus.h"
  3. #include <boost/foreach.hpp>
  4. #include "VCMI_Lib.h"
  5. #include "../hch/CSpellHandler.h"
  6. #include <sstream>
  7. #include "../hch/CCreatureHandler.h"
  8. #include <boost/assign/list_of.hpp>
  9. #include "CCreatureSet.h"
  10. #include <boost/algorithm/string/trim.hpp>
  11. #include <boost/bind.hpp>
  12. #include "../hch/CHeroHandler.h"
  13. #define FOREACH_CONST_PARENT(pname) TCNodes parents; getParents(parents); BOOST_FOREACH(const CBonusSystemNode *pname, parents)
  14. #define FOREACH_PARENT(pname) TNodes parents; getParents(parents); BOOST_FOREACH(CBonusSystemNode *pname, parents)
  15. #define BONUS_NAME(x) ( #x, Bonus::x )
  16. DLL_EXPORT const std::map<std::string, int> bonusNameMap = boost::assign::map_list_of BONUS_LIST;
  17. #undef BONUS_NAME
  18. int DLL_EXPORT BonusList::totalValue() const
  19. {
  20. int base = 0;
  21. int percentToBase = 0;
  22. int percentToAll = 0;
  23. int additive = 0;
  24. int indepMax = 0;
  25. bool hasIndepMax = false;
  26. BOOST_FOREACH(Bonus *i, *this)
  27. {
  28. switch(i->valType)
  29. {
  30. case Bonus::BASE_NUMBER:
  31. base += i->val;
  32. break;
  33. case Bonus::PERCENT_TO_ALL:
  34. percentToAll += i->val;
  35. break;
  36. case Bonus::PERCENT_TO_BASE:
  37. percentToBase += i->val;
  38. break;
  39. case Bonus::ADDITIVE_VALUE:
  40. additive += i->val;
  41. break;
  42. case Bonus::INDEPENDENT_MAX:
  43. if (!indepMax)
  44. {
  45. indepMax = i->val;
  46. hasIndepMax = true;
  47. }
  48. else
  49. {
  50. amax(indepMax, i->val);
  51. }
  52. break;
  53. }
  54. }
  55. int modifiedBase = base + (base * percentToBase) / 100;
  56. modifiedBase += additive;
  57. int valFirst = (modifiedBase * (100 + percentToAll)) / 100;
  58. if (hasIndepMax)
  59. return std::max(valFirst, indepMax);
  60. else
  61. return valFirst;
  62. }
  63. const DLL_EXPORT Bonus * BonusList::getFirst(const CSelector &selector) const
  64. {
  65. BOOST_FOREACH(Bonus *i, *this)
  66. if(selector(i))
  67. return &*i;
  68. return NULL;
  69. }
  70. DLL_EXPORT Bonus * BonusList::getFirst(const CSelector &select)
  71. {
  72. BOOST_FOREACH(Bonus *i, *this)
  73. if(select(i))
  74. return &*i;
  75. return NULL;
  76. }
  77. void DLL_EXPORT BonusList::getModifiersWDescr(TModDescr &out) const
  78. {
  79. BOOST_FOREACH(Bonus *i, *this)
  80. out.push_back(std::make_pair(i->val, i->Description()));
  81. }
  82. void DLL_EXPORT BonusList::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *source /*= NULL*/) const
  83. {
  84. BOOST_FOREACH(Bonus *i, *this)
  85. if(selector(i) && i->effectRange == Bonus::NO_LIMIT)
  86. out.push_back(i);
  87. }
  88. void DLL_EXPORT BonusList::getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *source /*= NULL*/) const
  89. {
  90. BOOST_FOREACH(Bonus *i, *this)
  91. if(selector(i) && (!limit || limit(i)))
  92. out.push_back(i);
  93. }
  94. void DLL_EXPORT BonusList::removeSpells(Bonus::BonusSource sourceType)
  95. {
  96. remove_if(Selector::sourceType(sourceType));
  97. }
  98. void BonusList::limit(const CBonusSystemNode &node)
  99. {
  100. remove_if(boost::bind(&CBonusSystemNode::isLimitedOnUs, boost::ref(node), _1));
  101. }
  102. int CBonusSystemNode::valOfBonuses(Bonus::BonusType type, const CSelector &selector) const
  103. {
  104. return valOfBonuses(Selector::type(type) && selector);
  105. }
  106. int CBonusSystemNode::valOfBonuses(Bonus::BonusType type, int subtype /*= -1*/) const
  107. {
  108. CSelector s = Selector::type(type);
  109. if(subtype != -1)
  110. s = s && Selector::subtype(subtype);
  111. return valOfBonuses(s);
  112. }
  113. int CBonusSystemNode::valOfBonuses(const CSelector &selector) const
  114. {
  115. BonusList hlp;
  116. getBonuses(hlp, selector);
  117. return hlp.totalValue();
  118. }
  119. bool CBonusSystemNode::hasBonus(const CSelector &selector) const
  120. {
  121. return getBonuses(selector).size() > 0;
  122. }
  123. bool CBonusSystemNode::hasBonusOfType(Bonus::BonusType type, int subtype /*= -1*/) const
  124. {
  125. CSelector s = Selector::type(type);
  126. if(subtype != -1)
  127. s = s && Selector::subtype(subtype);
  128. return hasBonus(s);
  129. }
  130. Bonus * CBonusSystemNode::getBonus(const CSelector &selector)
  131. {
  132. Bonus *ret = bonuses.getFirst(selector);
  133. if(ret)
  134. return ret;
  135. FOREACH_PARENT(pname)
  136. {
  137. ret = pname->getBonus(selector);
  138. if (ret)
  139. return ret;
  140. }
  141. return NULL;
  142. }
  143. void CBonusSystemNode::getModifiersWDescr(TModDescr &out, Bonus::BonusType type, int subtype /*= -1 */) const
  144. {
  145. getModifiersWDescr(out, Selector::typeSybtype(type, subtype));
  146. }
  147. void CBonusSystemNode::getModifiersWDescr(TModDescr &out, const CSelector &selector) const
  148. {
  149. getBonuses(selector).getModifiersWDescr(out);
  150. }
  151. int CBonusSystemNode::getBonusesCount(int from, int id) const
  152. {
  153. return getBonusesCount(Selector::source(from, id));
  154. }
  155. int CBonusSystemNode::getBonusesCount(const CSelector &selector) const
  156. {
  157. return getBonuses(selector).size();
  158. }
  159. void CBonusSystemNode::getParents(TCNodes &out) const /*retreives list of parent nodes (nodes to inherit bonuses from) */
  160. {
  161. BOOST_FOREACH(const CBonusSystemNode *parent, parents)
  162. out.insert(parent);
  163. }
  164. void CBonusSystemNode::getParents(TNodes &out)
  165. {
  166. BOOST_FOREACH(const CBonusSystemNode *parent, parents)
  167. out.insert(const_cast<CBonusSystemNode*>(parent));
  168. }
  169. void CBonusSystemNode::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
  170. {
  171. FOREACH_CONST_PARENT(p) //unwinded macro
  172. p->getBonuses(out, selector, root ? root : this);
  173. bonuses.getBonuses(out, selector);
  174. if(!root)
  175. out.limit(*this);
  176. }
  177. BonusList CBonusSystemNode::getBonuses(const CSelector &selector) const
  178. {
  179. BonusList ret;
  180. getBonuses(ret, selector);
  181. return ret;
  182. }
  183. void CBonusSystemNode::getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const
  184. {
  185. getBonuses(out, selector); //first get all the bonuses
  186. out.remove_if(std::not1(limit)); //now remove the ones we don't like
  187. out.limit(*this); //apply bonuses' limiters
  188. }
  189. BonusList CBonusSystemNode::getBonuses(const CSelector &selector, const CSelector &limit) const
  190. {
  191. BonusList ret;
  192. getBonuses(ret, selector, limit);
  193. return ret;
  194. }
  195. bool CBonusSystemNode::hasBonusFrom(ui8 source, ui32 sourceID) const
  196. {
  197. return hasBonus(Selector::source(source,sourceID));
  198. }
  199. int CBonusSystemNode::MoraleVal() const
  200. {
  201. if(hasBonusOfType(Bonus::NON_LIVING) || hasBonusOfType(Bonus::UNDEAD) ||
  202. hasBonusOfType(Bonus::NO_MORALE) || hasBonusOfType(Bonus::SIEGE_WEAPON))
  203. return 0;
  204. int ret = valOfBonuses(Selector::type(Bonus::MORALE));
  205. if(hasBonusOfType(Bonus::SELF_MORALE)) //eg. minotaur
  206. amax(ret, +1);
  207. return abetw(ret, -3, +3);
  208. }
  209. int CBonusSystemNode::LuckVal() const
  210. {
  211. if(hasBonusOfType(Bonus::NO_LUCK))
  212. return 0;
  213. int ret = valOfBonuses(Selector::type(Bonus::LUCK));
  214. if(hasBonusOfType(Bonus::SELF_LUCK)) //eg. halfling
  215. amax(ret, +1);
  216. return abetw(ret, -3, +3);
  217. }
  218. si32 CBonusSystemNode::Attack() const
  219. {
  220. si32 ret = valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  221. if(int frenzyPower = valOfBonuses(Bonus::IN_FRENZY)) //frenzy for attacker
  222. {
  223. ret += frenzyPower * Defense(false);
  224. }
  225. return ret;
  226. }
  227. si32 CBonusSystemNode::Defense(bool withFrenzy /*= true*/) const
  228. {
  229. si32 ret = valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  230. if(withFrenzy && hasBonusOfType(Bonus::IN_FRENZY)) //frenzy for defender
  231. {
  232. return 0;
  233. }
  234. return ret;
  235. }
  236. ui16 CBonusSystemNode::MaxHealth() const
  237. {
  238. return valOfBonuses(Bonus::STACK_HEALTH);
  239. }
  240. ui32 CBonusSystemNode::getMinDamage() const
  241. {
  242. return valOfBonuses(Selector::typeSybtype(Bonus::CREATURE_DAMAGE, 0) || Selector::typeSybtype(Bonus::CREATURE_DAMAGE, 1));
  243. }
  244. ui32 CBonusSystemNode::getMaxDamage() const
  245. {
  246. return valOfBonuses(Selector::typeSybtype(Bonus::CREATURE_DAMAGE, 0) || Selector::typeSybtype(Bonus::CREATURE_DAMAGE, 2));
  247. }
  248. CBonusSystemNode::CBonusSystemNode()
  249. {
  250. nodeType = UNKNOWN;
  251. }
  252. CBonusSystemNode::~CBonusSystemNode()
  253. {
  254. while(parents.size())
  255. detachFrom(parents.front());
  256. if(children.size())
  257. {
  258. tlog2 << "Warning: an orphaned child!\n";
  259. }
  260. }
  261. void CBonusSystemNode::attachTo(CBonusSystemNode *parent)
  262. {
  263. assert(!vstd::contains(parents, parent));
  264. parents.push_back(parent);
  265. BOOST_FOREACH(Bonus *b, exportedBonuses)
  266. propagateBonus(b);
  267. if(parent->weActAsBonusSourceOnly())
  268. {
  269. }
  270. parent->newChildAttached(this);
  271. }
  272. void CBonusSystemNode::detachFrom(CBonusSystemNode *parent)
  273. {
  274. assert(vstd::contains(parents, parent));
  275. parents -= parent;
  276. //unpropagate bonus
  277. parent->childDetached(this);
  278. }
  279. void CBonusSystemNode::popBonuses(const CSelector &s)
  280. {
  281. //TODO
  282. //prop
  283. BonusList bl;
  284. exportedBonuses.getBonuses(bl, s);
  285. BOOST_FOREACH(Bonus *b, bl)
  286. removeBonus(b);
  287. BOOST_FOREACH(CBonusSystemNode *child, children)
  288. child->popBonuses(s);
  289. }
  290. // void CBonusSystemNode::addNewBonus(const Bonus &b)
  291. // {
  292. // addNewBonus(new Bonus(b));
  293. // }
  294. void CBonusSystemNode::addNewBonus(Bonus *b)
  295. {
  296. exportedBonuses.push_back(b);
  297. propagateBonus(b);
  298. }
  299. void CBonusSystemNode::removeBonus(Bonus *b)
  300. {
  301. exportedBonuses -= b;
  302. CBonusSystemNode *whereIsOurBonus = whereToPropagate(b);
  303. whereIsOurBonus->bonuses -= b;
  304. delNull(b);
  305. }
  306. CBonusSystemNode * CBonusSystemNode::whereToPropagate(Bonus *b)
  307. {
  308. if(b->propagator)
  309. return b->propagator->getDestNode(this);
  310. else
  311. return this;
  312. }
  313. bool CBonusSystemNode::isLimitedOnUs(Bonus *b) const
  314. {
  315. return b->limiter && b->limiter->limit(b, *this);
  316. }
  317. bool CBonusSystemNode::weActAsBonusSourceOnly() const
  318. {
  319. switch(nodeType)
  320. {
  321. case CREATURE:
  322. case ARTIFACT:
  323. case ARTIFACT_INSTANCE:
  324. return true;
  325. default:
  326. return false;
  327. }
  328. }
  329. TNodesVector & CBonusSystemNode::nodesOnWhichWePropagate()
  330. {
  331. return weActAsBonusSourceOnly() ? children : parents;
  332. }
  333. void CBonusSystemNode::propagateBonus(Bonus * b)
  334. {
  335. whereToPropagate(b)->bonuses.push_back(b);
  336. }
  337. void CBonusSystemNode::newChildAttached(CBonusSystemNode *child)
  338. {
  339. assert(!vstd::contains(children, child));
  340. children.push_back(child);
  341. }
  342. void CBonusSystemNode::childDetached(CBonusSystemNode *child)
  343. {
  344. assert(vstd::contains(children, child));
  345. children -= child;
  346. }
  347. int NBonus::valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype /*= -1*/)
  348. {
  349. if(obj)
  350. return obj->valOfBonuses(type, subtype);
  351. return 0;
  352. }
  353. bool NBonus::hasOfType(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype /*= -1*/)
  354. {
  355. if(obj)
  356. return obj->hasBonusOfType(type, subtype);
  357. return false;
  358. }
  359. void NBonus::getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype /*= -1 */)
  360. {
  361. if(obj)
  362. return obj->getModifiersWDescr(out, type, subtype);
  363. }
  364. int NBonus::getCount(const CBonusSystemNode *obj, int from, int id)
  365. {
  366. if(obj)
  367. return obj->getBonusesCount(from, id);
  368. return 0;
  369. }
  370. const CSpell * Bonus::sourceSpell() const
  371. {
  372. if(source == SPELL_EFFECT)
  373. return &VLC->spellh->spells[id];
  374. return NULL;
  375. }
  376. std::string Bonus::Description() const
  377. {
  378. if(description.size())
  379. return description;
  380. std::ostringstream str;
  381. if(val < 0)
  382. str << '-';
  383. else if(val > 0)
  384. str << '+';
  385. str << val << " ";
  386. switch(source)
  387. {
  388. case CREATURE_ABILITY:
  389. str << VLC->creh->creatures[id]->namePl;
  390. break;
  391. }
  392. return str.str();
  393. }
  394. Bonus::Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype/*=-1*/)
  395. : duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), id(ID), description(Desc)
  396. {
  397. additionalInfo = -1;
  398. turnsRemain = 0;
  399. valType = ADDITIVE_VALUE;
  400. effectRange = NO_LIMIT;
  401. boost::algorithm::trim(description);
  402. }
  403. Bonus::Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, si32 Subtype/*=-1*/, ui8 ValType /*= ADDITIVE_VALUE*/)
  404. : duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), id(ID), valType(ValType)
  405. {
  406. additionalInfo = -1;
  407. turnsRemain = 0;
  408. effectRange = NO_LIMIT;
  409. }
  410. Bonus::Bonus()
  411. {
  412. subtype = -1;
  413. additionalInfo = -1;
  414. turnsRemain = 0;
  415. valType = ADDITIVE_VALUE;
  416. effectRange = NO_LIMIT;
  417. }
  418. Bonus::~Bonus()
  419. {
  420. }
  421. Bonus * Bonus::addLimiter(ILimiter *Limiter)
  422. {
  423. limiter.reset(Limiter);
  424. return this;
  425. }
  426. CSelector DLL_EXPORT operator&&(const CSelector &first, const CSelector &second)
  427. {
  428. return CSelectorsConjunction(first, second);
  429. }
  430. CSelector DLL_EXPORT operator||(const CSelector &first, const CSelector &second)
  431. {
  432. return CSelectorsAlternative(first, second);
  433. }
  434. namespace Selector
  435. {
  436. DLL_EXPORT CSelectFieldEqual<TBonusType> type(&Bonus::type, 0);
  437. DLL_EXPORT CSelectFieldEqual<TBonusSubtype> subtype(&Bonus::subtype, 0);
  438. DLL_EXPORT CSelectFieldEqual<si32> info(&Bonus::additionalInfo, 0);
  439. DLL_EXPORT CSelectFieldEqual<ui8> sourceType(&Bonus::source, 0);
  440. DLL_EXPORT CSelectFieldEqual<ui8> effectRange(&Bonus::effectRange, Bonus::NO_LIMIT);
  441. DLL_EXPORT CWillLastTurns turns;;
  442. CSelector DLL_EXPORT typeSybtype(TBonusType Type, TBonusSubtype Subtype)
  443. {
  444. return type(Type) && subtype(Subtype);
  445. }
  446. CSelector DLL_EXPORT typeSybtypeInfo(TBonusType type, TBonusSubtype subtype, si32 info)
  447. {
  448. return CSelectFieldEqual<TBonusType>(&Bonus::type, type) && CSelectFieldEqual<TBonusSubtype>(&Bonus::subtype, subtype) && CSelectFieldEqual<si32>(&Bonus::additionalInfo, info);
  449. }
  450. CSelector DLL_EXPORT source(ui8 source, ui32 sourceID)
  451. {
  452. return CSelectFieldEqual<ui8>(&Bonus::source, source) && CSelectFieldEqual<ui32>(&Bonus::id, sourceID);
  453. }
  454. CSelector DLL_EXPORT sourceTypeSel(ui8 source)
  455. {
  456. return CSelectFieldEqual<ui8>(&Bonus::source, source);
  457. }
  458. bool DLL_EXPORT matchesType(const CSelector &sel, TBonusType type)
  459. {
  460. Bonus dummy;
  461. dummy.type = type;
  462. return sel(&dummy);
  463. }
  464. bool DLL_EXPORT matchesTypeSubtype(const CSelector &sel, TBonusType type, TBonusSubtype subtype)
  465. {
  466. Bonus dummy;
  467. dummy.type = type;
  468. dummy.subtype = subtype;
  469. return sel(&dummy);
  470. }
  471. }
  472. const CCreature * retrieveCreature(const CBonusSystemNode *node)
  473. {
  474. switch(node->nodeType)
  475. {
  476. case CBonusSystemNode::CREATURE:
  477. return (static_cast<const CCreature *>(node));
  478. case CBonusSystemNode::STACK:
  479. return (static_cast<const CStackInstance *>(node))->type;
  480. default:
  481. return NULL;
  482. }
  483. }
  484. DLL_EXPORT std::ostream & operator<<(std::ostream &out, const BonusList &bonusList)
  485. {
  486. int i = 0;
  487. BOOST_FOREACH(const Bonus *b, bonusList)
  488. {
  489. out << "Bonus " << i++ << "\n" << *b << std::endl;
  490. }
  491. return out;
  492. }
  493. DLL_EXPORT std::ostream & operator<<(std::ostream &out, const Bonus &bonus)
  494. {
  495. for(std::map<std::string, int>::const_iterator i = bonusNameMap.begin(); i != bonusNameMap.end(); i++)
  496. if(i->second == bonus.type)
  497. out << "\tType: " << i->first << " \t";
  498. #define printField(field) out << "\t" #field ": " << (int)bonus.field << "\n"
  499. printField(val);
  500. printField(subtype);
  501. printField(duration);
  502. printField(source);
  503. printField(id);
  504. printField(additionalInfo);
  505. printField(turnsRemain);
  506. printField(valType);
  507. printField(effectRange);
  508. #undef printField
  509. return out;
  510. }
  511. ILimiter::~ILimiter()
  512. {
  513. }
  514. bool ILimiter::limit(const Bonus *b, const CBonusSystemNode &node) const /*return true to drop the bonus */
  515. {
  516. return false;
  517. }
  518. bool CCreatureTypeLimiter::limit(const Bonus *b, const CBonusSystemNode &node) const
  519. {
  520. switch (node.nodeType)
  521. {
  522. case CBonusSystemNode::STACK:
  523. {
  524. const CCreature *c = (static_cast<const CStackInstance *>(&node))->type;
  525. return c != creature && (!includeUpgrades || !creature->isMyUpgrade(c));
  526. } //drop bonus if it's not our creature and (we dont check upgrades or its not our upgrade)
  527. break;
  528. case CBonusSystemNode::CREATURE:
  529. {
  530. const CCreature *c = (static_cast<const CCreature *>(&node));
  531. return c != creature && (!includeUpgrades || !creature->isMyUpgrade(c));
  532. }
  533. break;
  534. default:
  535. return true;
  536. }
  537. }
  538. CCreatureTypeLimiter::CCreatureTypeLimiter(const CCreature &Creature, ui8 IncludeUpgrades /*= true*/)
  539. :creature(&Creature), includeUpgrades(IncludeUpgrades)
  540. {
  541. }
  542. CCreatureTypeLimiter::CCreatureTypeLimiter()
  543. {
  544. creature = NULL;
  545. includeUpgrades = false;
  546. }
  547. HasAnotherBonusLimiter::HasAnotherBonusLimiter( TBonusType bonus )
  548. : type(bonus), subtype(0), isSubtypeRelevant(false)
  549. {
  550. }
  551. HasAnotherBonusLimiter::HasAnotherBonusLimiter( TBonusType bonus, TBonusSubtype _subtype )
  552. : type(bonus), subtype(_subtype), isSubtypeRelevant(true)
  553. {
  554. }
  555. bool HasAnotherBonusLimiter::limit( const Bonus *b, const CBonusSystemNode &node ) const
  556. {
  557. if(isSubtypeRelevant)
  558. {
  559. return !node.hasBonusOfType(static_cast<Bonus::BonusType>(type), subtype);
  560. }
  561. else
  562. {
  563. return !node.hasBonusOfType(static_cast<Bonus::BonusType>(type));
  564. }
  565. }
  566. IPropagator::~IPropagator()
  567. {
  568. }
  569. CBonusSystemNode * IPropagator::getDestNode(CBonusSystemNode *source)
  570. {
  571. return source;
  572. }
  573. CreatureNativeTerrainLimiter::CreatureNativeTerrainLimiter(int TerrainType)
  574. : terrainType(TerrainType)
  575. {
  576. }
  577. CreatureNativeTerrainLimiter::CreatureNativeTerrainLimiter()
  578. {
  579. }
  580. bool CreatureNativeTerrainLimiter::limit(const Bonus *b, const CBonusSystemNode &node) const
  581. {
  582. const CCreature *c = retrieveCreature(&node);
  583. return !c || VLC->heroh->nativeTerrains[c->faction] != terrainType; //drop bonus for non-creatures or non-native residents
  584. }
  585. CreatureFactionLimiter::CreatureFactionLimiter(int Faction)
  586. : faction(Faction)
  587. {
  588. }
  589. CreatureFactionLimiter::CreatureFactionLimiter()
  590. {
  591. }
  592. bool CreatureFactionLimiter::limit(const Bonus *b, const CBonusSystemNode &node) const
  593. {
  594. const CCreature *c = retrieveCreature(&node);
  595. return !c || c->faction != faction; //drop bonus for non-creatures or non-native residents
  596. }
  597. CreatureAlignmentLimiter::CreatureAlignmentLimiter()
  598. {
  599. }
  600. CreatureAlignmentLimiter::CreatureAlignmentLimiter(si8 Alignment)
  601. : alignment(Alignment)
  602. {
  603. }
  604. bool CreatureAlignmentLimiter::limit(const Bonus *b, const CBonusSystemNode &node) const
  605. {
  606. const CCreature *c = retrieveCreature(&node);
  607. if(!c)
  608. return true;
  609. switch(alignment)
  610. {
  611. case GOOD:
  612. return !c->isGood(); //if not good -> return true (drop bonus)
  613. case NEUTRAL:
  614. return c->isEvil() || c->isGood();
  615. case EVIL:
  616. return !c->isEvil();
  617. default:
  618. tlog1 << "Warning: illegal alignment in limiter!\n";
  619. return true;
  620. }
  621. }