HeroBonus.h 37 KB

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  1. #pragma once
  2. #include "GameConstants.h"
  3. /*
  4. * HeroBonus.h, part of VCMI engine
  5. *
  6. * Authors: listed in file AUTHORS in main folder
  7. *
  8. * License: GNU General Public License v2.0 or later
  9. * Full text of license available in license.txt file, in main folder
  10. *
  11. */
  12. class CCreature;
  13. class CSpell;
  14. struct Bonus;
  15. class CBonusSystemNode;
  16. class ILimiter;
  17. class IPropagator;
  18. class ICalculator;
  19. class BonusList;
  20. struct BonusCalculationContext;
  21. typedef shared_ptr<BonusList> TBonusListPtr;
  22. typedef shared_ptr<ILimiter> TLimiterPtr;
  23. typedef shared_ptr<IPropagator> TPropagatorPtr;
  24. typedef shared_ptr<ICalculator> TCalculatorPtr;
  25. typedef std::vector<std::pair<int,std::string> > TModDescr; //modifiers values and their descriptions
  26. typedef std::set<CBonusSystemNode*> TNodes;
  27. typedef std::set<const CBonusSystemNode*> TCNodes;
  28. typedef std::vector<CBonusSystemNode *> TNodesVector;
  29. typedef boost::function<bool(const Bonus*)> CSelector;
  30. #define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving && h.smartPointerSerialization) deserializationFix();
  31. #define BONUS_LIST \
  32. BONUS_NAME(NONE) \
  33. BONUS_NAME(LEVEL_COUNTER) /* for commander artifacts*/ \
  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 - subtracted 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(NEGATE_ALL_NATURAL_IMMUNITIES) \
  55. BONUS_NAME(STACK_HEALTH) \
  56. BONUS_NAME(BLOCK_MORALE) \
  57. BONUS_NAME(BLOCK_LUCK) \
  58. BONUS_NAME(FIRE_SPELLS) \
  59. BONUS_NAME(AIR_SPELLS) \
  60. BONUS_NAME(WATER_SPELLS) \
  61. BONUS_NAME(EARTH_SPELLS) \
  62. BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
  63. BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
  64. BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
  65. BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
  66. BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
  67. BONUS_NAME(BATTLE_NO_FLEEING) /*for shackles of war*/ \
  68. 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*/ \
  69. BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
  70. BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
  71. BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
  72. BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
  73. BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
  74. BONUS_NAME(NO_TYPE) \
  75. BONUS_NAME(FLYING) \
  76. BONUS_NAME(SHOOTER) \
  77. BONUS_NAME(CHARGE_IMMUNITY) \
  78. BONUS_NAME(ADDITIONAL_ATTACK) \
  79. BONUS_NAME(UNLIMITED_RETALIATIONS) \
  80. BONUS_NAME(NO_MELEE_PENALTY) \
  81. BONUS_NAME(JOUSTING) /*for champions*/ \
  82. BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
  83. BONUS_NAME(KING1) \
  84. BONUS_NAME(KING2) \
  85. BONUS_NAME(KING3) \
  86. BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
  87. BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
  88. BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
  89. 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*/ \
  90. BONUS_NAME(SPELL_BEFORE_ATTACK) /* subtype - spell id, value - chance %, additional info % 1000 - level, (additional info)/1000 -> [0 - all attacks, 1 - shot only, 2 - melee only*/ \
  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(BLOCK_MAGIC_ABOVE) /*blocks casting spells of the level > value */ \
  94. BONUS_NAME(BLOCK_ALL_MAGIC) /*blocks casting spells of the level > value */ \
  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_SPELLCASTER) /*eg. master genie, val - level*/ \
  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) /*subtype - spell, value - spell level; 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, subtype - type of creatures, val - hp per unit*/ \
  106. BONUS_NAME(FIRE_IMMUNITY) /*subtype 0 - all, 1 - all except positive, 2 - only damage spells*/ \
  107. BONUS_NAME(WATER_IMMUNITY) \
  108. BONUS_NAME(EARTH_IMMUNITY) \
  109. BONUS_NAME(AIR_IMMUNITY) \
  110. BONUS_NAME(MIND_IMMUNITY) \
  111. BONUS_NAME(FIRE_SHIELD) \
  112. BONUS_NAME(UNDEAD) \
  113. BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
  114. BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
  115. BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
  116. BONUS_NAME(LIFE_DRAIN) \
  117. BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
  118. BONUS_NAME(RETURN_AFTER_STRIKE) \
  119. BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
  120. BONUS_NAME(SPELLCASTER) /*subtype - spell id, value - level of school, additional info - weighted chance. use SPECIFIC_SPELL_POWER, CREATURE_SPELL_POWER or CREATURE_ENCHANT_POWER for calculating the power*/ \
  121. BONUS_NAME(CATAPULT) \
  122. BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
  123. BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
  124. BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %, subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage*/ \
  125. BONUS_NAME(DEFENSIVE_STANCE) /* val - bonus to defense while defending */ \
  126. BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
  127. BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
  128. BONUS_NAME(FEAR) \
  129. BONUS_NAME(FEARLESS) \
  130. BONUS_NAME(NO_DISTANCE_PENALTY) \
  131. BONUS_NAME(SELF_LUCK) /*halfling*/ \
  132. BONUS_NAME(ENCHANTER)/* for Enchanter spells, val - skill level, subtype - spell id, additionalInfo - cooldown */ \
  133. BONUS_NAME(HEALER) \
  134. BONUS_NAME(SIEGE_WEAPON) \
  135. BONUS_NAME(HYPNOTIZED) \
  136. BONUS_NAME(NO_RETALIATION) /*temporary bonus for basilisk, unicorn and scorpicore paralyze*/\
  137. BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
  138. BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
  139. BONUS_NAME(ALWAYS_MINIMUM_DAMAGE) /*unit does its minimum damage from range; subtype: -1 - any attack, 0 - melee, 1 - ranged, value: additional damage penalty (it'll subtracted from dmg), additional info - multiplicative anti-bonus for dmg in % [eg 20 means that creature will inflict 80% of normal minimal dmg]*/ \
  140. 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 %*/ \
  141. BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
  142. BONUS_NAME(IN_FRENZY) /*value - level*/ \
  143. BONUS_NAME(SLAYER) /*value - level*/ \
  144. BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
  145. BONUS_NAME(NOT_ACTIVE) /* subtype - spell ID (paralyze, blind, stone gaze) for graphical effect*/ \
  146. BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
  147. BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
  148. BONUS_NAME(DARKNESS) /*val = radius */ \
  149. BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*val = id, additionalInfo = value per level in percent*/ \
  150. BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
  151. BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
  152. BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
  153. BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
  154. BONUS_NAME(MAXED_SPELL) /*val = id*/\
  155. BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
  156. BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\
  157. BONUS_NAME(DRAGON_NATURE) \
  158. BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
  159. BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/\
  160. BONUS_NAME(SHOTS)\
  161. BONUS_NAME(DEATH_STARE) /*subtype 0 - gorgon, 1 - commander*/\
  162. BONUS_NAME(POISON) /*val - max health penalty from poison possible*/\
  163. BONUS_NAME(BIND_EFFECT) /*doesn't do anything particular, works as a marker)*/\
  164. BONUS_NAME(ACID_BREATH) /*additional val damage per creature after attack, additional info - chance in percent*/\
  165. BONUS_NAME(RECEPTIVE) /*accepts friendly spells even with immunity*/\
  166. BONUS_NAME(DIRECT_DAMAGE_IMMUNITY) /*direct damage spells, that is*/\
  167. BONUS_NAME(CASTS) /*how many times creature can cast activated spell*/ \
  168. BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection casted by units, subtype - spell id */\
  169. BONUS_NAME(CREATURE_SPELL_POWER) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \
  170. BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells casted by creature */ \
  171. BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \
  172. BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\
  173. BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\
  174. BONUS_NAME(SPOILS_OF_WAR) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/\
  175. BONUS_NAME(BLOCK)
  176. #define BONUS_SOURCE_LIST \
  177. BONUS_SOURCE(ARTIFACT)\
  178. BONUS_SOURCE(ARTIFACT_INSTANCE)\
  179. BONUS_SOURCE(OBJECT)\
  180. BONUS_SOURCE(CREATURE_ABILITY)\
  181. BONUS_SOURCE(TERRAIN_NATIVE)\
  182. BONUS_SOURCE(TERRAIN_OVERLAY)\
  183. BONUS_SOURCE(SPELL_EFFECT)\
  184. BONUS_SOURCE(TOWN_STRUCTURE)\
  185. BONUS_SOURCE(HERO_BASE_SKILL)\
  186. BONUS_SOURCE(SECONDARY_SKILL)\
  187. BONUS_SOURCE(HERO_SPECIAL)\
  188. BONUS_SOURCE(ARMY)\
  189. BONUS_SOURCE(CAMPAIGN_BONUS)\
  190. BONUS_SOURCE(SPECIAL_WEEK)\
  191. BONUS_SOURCE(STACK_EXPERIENCE)\
  192. BONUS_SOURCE(COMMANDER) /*TODO: consider using simply STACK_INSTANCE */\
  193. BONUS_SOURCE(OTHER) /*used for defensive stance and default value of spell level limit*/
  194. #define BONUS_VALUE_LIST \
  195. BONUS_VALUE(ADDITIVE_VALUE)\
  196. BONUS_VALUE(BASE_NUMBER)\
  197. BONUS_VALUE(PERCENT_TO_ALL)\
  198. BONUS_VALUE(PERCENT_TO_BASE)\
  199. BONUS_VALUE(INDEPENDENT_MAX) /*used for SPELL bonus*/ \
  200. BONUS_VALUE(INDEPENDENT_MIN) //used for SECONDARY_SKILL_PREMY bonus
  201. /// Struct for handling bonuses of several types. Can be transferred to any hero
  202. struct DLL_LINKAGE Bonus
  203. {
  204. enum BonusType
  205. {
  206. #define BONUS_NAME(x) x,
  207. BONUS_LIST
  208. #undef BONUS_NAME
  209. };
  210. enum BonusDuration //when bonus is automatically removed
  211. {
  212. PERMANENT = 1,
  213. ONE_BATTLE = 2, //at the end of battle
  214. ONE_DAY = 4, //at the end of day
  215. ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
  216. N_TURNS = 16, //used during battles, after battle bonus is always removed
  217. N_DAYS = 32,
  218. UNITL_BEING_ATTACKED = 64,/*removed after attack and counterattacks are performed*/
  219. UNTIL_ATTACK = 128, /*removed after attack and counterattacks are performed*/
  220. STACK_GETS_TURN = 256, /*removed when stack gets its turn - used for defensive stance*/
  221. COMMANDER_KILLED = 512
  222. };
  223. enum BonusSource
  224. {
  225. #define BONUS_SOURCE(x) x,
  226. BONUS_SOURCE_LIST
  227. #undef BONUS_SOURCE
  228. };
  229. enum LimitEffect
  230. {
  231. NO_LIMIT = 0,
  232. ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
  233. ONLY_ENEMY_ARMY
  234. };
  235. enum ValueType
  236. {
  237. #define BONUS_VALUE(x) x,
  238. BONUS_VALUE_LIST
  239. #undef BONUS_VALUE
  240. };
  241. ui16 duration; //uses BonusDuration values
  242. si16 turnsRemain; //used if duration is N_TURNS or N_DAYS
  243. TBonusType type; //uses BonusType values - says to what is this bonus - 1 byte
  244. TBonusSubtype subtype; //-1 if not applicable - 4 bytes
  245. ui8 source;//source type" uses BonusSource values - what gave that bonus
  246. si32 val;
  247. ui32 sid; //source id: id of object/artifact/spell
  248. ui8 valType; //by ValueType enum
  249. si32 additionalInfo;
  250. ui8 effectRange; //if not NO_LIMIT, bonus will be omitted by default
  251. TLimiterPtr limiter;
  252. TPropagatorPtr propagator;
  253. TCalculatorPtr calculator;
  254. std::string description;
  255. Bonus(ui16 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
  256. Bonus(ui16 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, si32 Subtype=-1, ui8 ValType = ADDITIVE_VALUE);
  257. Bonus();
  258. ~Bonus();
  259. // //comparison
  260. // bool operator==(const HeroBonus &other)
  261. // {
  262. // return &other == this;
  263. // //TODO: what is best logic for that?
  264. // }
  265. // bool operator<(const HeroBonus &other)
  266. // {
  267. // return &other < this;
  268. // //TODO: what is best logic for that?
  269. // }
  270. template <typename Handler> void serialize(Handler &h, const int version)
  271. {
  272. h & duration & type & subtype & source & val & sid & description & additionalInfo & turnsRemain & valType & effectRange & limiter & propagator;
  273. h & calculator;
  274. }
  275. static bool compareByAdditionalInfo(const Bonus *a, const Bonus *b)
  276. {
  277. return a->additionalInfo < b->additionalInfo;
  278. }
  279. static bool OneDay(const Bonus *hb)
  280. {
  281. return hb->duration & Bonus::ONE_DAY;
  282. }
  283. static bool OneWeek(const Bonus *hb)
  284. {
  285. return hb->duration & Bonus::ONE_WEEK;
  286. }
  287. static bool OneBattle(const Bonus *hb)
  288. {
  289. return hb->duration & Bonus::ONE_BATTLE;
  290. }
  291. static bool UntilGetsTurn(const Bonus *hb)
  292. {
  293. return hb->duration & Bonus::STACK_GETS_TURN;
  294. }
  295. static bool UntilAttack(const Bonus *hb)
  296. {
  297. return hb->duration & Bonus::UNTIL_ATTACK;
  298. }
  299. static bool UntilBeingAttacked(const Bonus *hb)
  300. {
  301. return hb->duration & Bonus::UNITL_BEING_ATTACKED;
  302. }
  303. static bool UntilCommanderKilled(const Bonus *hb)
  304. {
  305. return hb->duration & Bonus::COMMANDER_KILLED;
  306. }
  307. static bool IsFrom(const Bonus &hb, ui8 source, ui32 id) //if id==0xffffff then id doesn't matter
  308. {
  309. return hb.source==source && (id==0xffffff || hb.sid==id);
  310. }
  311. inline bool operator == (const BonusType & cf) const
  312. {
  313. return type == cf;
  314. }
  315. inline void ChangeBonusVal (const ui32 newVal)
  316. {
  317. val = newVal;
  318. }
  319. inline void operator += (const ui32 Val) //no return
  320. {
  321. val += Val;
  322. }
  323. const CSpell * sourceSpell() const;
  324. std::string Description() const;
  325. Bonus *addLimiter(TLimiterPtr Limiter); //returns this for convenient chain-calls
  326. Bonus *addPropagator(TPropagatorPtr Propagator); //returns this for convenient chain-calls
  327. };
  328. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
  329. class DLL_LINKAGE BonusList
  330. {
  331. private:
  332. typedef std::vector<Bonus*> TInternalContainer;
  333. TInternalContainer bonuses;
  334. bool belongsToTree;
  335. public:
  336. typedef TInternalContainer::const_reference const_reference;
  337. typedef TInternalContainer::value_type value_type;
  338. BonusList(bool BelongsToTree = false);
  339. BonusList(const BonusList &bonusList);
  340. BonusList& operator=(const BonusList &bonusList);
  341. // wrapper functions of the STL vector container
  342. std::vector<Bonus*>::size_type size() const { return bonuses.size(); }
  343. void push_back(Bonus* const &x);
  344. std::vector<Bonus*>::iterator erase (const int position);
  345. void clear();
  346. void resize(std::vector<Bonus*>::size_type sz, Bonus* c = NULL );
  347. void insert(std::vector<Bonus*>::iterator position, std::vector<Bonus*>::size_type n, Bonus* const &x);
  348. Bonus *const &operator[] (std::vector<Bonus*>::size_type n) { return bonuses[n]; }
  349. Bonus *const &operator[] (std::vector<Bonus*>::size_type n) const { return bonuses[n]; }
  350. Bonus *const &back() { return bonuses.back(); }
  351. Bonus *const &front() { return bonuses.front(); }
  352. Bonus *const &back() const { return bonuses.back(); }
  353. Bonus *const &front() const { return bonuses.front(); }
  354. // There should be no non-const access to provide solid,robust bonus caching
  355. std::vector<Bonus*>::const_iterator begin() const { return bonuses.begin(); }
  356. std::vector<Bonus*>::const_iterator end() const { return bonuses.end(); }
  357. std::vector<Bonus*>::size_type operator-=(Bonus* const &i);
  358. // BonusList functions
  359. int totalValue() const; //subtype -> subtype of bonus, if -1 then any
  360. void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  361. void getAllBonuses(BonusList &out) const;
  362. void getModifiersWDescr(TModDescr &out) const;
  363. void getBonuses(BonusList & out, const CSelector &selector) const;
  364. //special find functions
  365. Bonus *getFirst(const CSelector &select);
  366. const Bonus *getFirst(const CSelector &select) const;
  367. int valOfBonuses(const CSelector &select) const;
  368. //void limit(const CBonusSystemNode &node); //erases bonuses using limitor
  369. void eliminateDuplicates();
  370. // remove_if implementation for STL vector types
  371. template <class Predicate>
  372. void remove_if(Predicate pred)
  373. {
  374. BonusList newList;
  375. for (ui32 i = 0; i < bonuses.size(); i++)
  376. {
  377. Bonus *b = bonuses[i];
  378. if (!pred(b))
  379. newList.push_back(b);
  380. }
  381. bonuses.clear();
  382. bonuses.resize(newList.size());
  383. std::copy(newList.begin(), newList.end(), bonuses.begin());
  384. }
  385. template <class InputIterator>
  386. void insert(const int position, InputIterator first, InputIterator last);
  387. template <typename Handler> void serialize(Handler &h, const int version)
  388. {
  389. h & static_cast<std::vector<Bonus*>&>(bonuses);
  390. }
  391. friend inline std::vector<Bonus*>::iterator range_begin(BonusList & x);
  392. friend inline std::vector<Bonus*>::iterator range_end(BonusList & x);
  393. };
  394. // Extensions for BOOST_FOREACH to enable iterating of BonusList objects
  395. // Don't touch/call this functions
  396. inline std::vector<Bonus*>::iterator range_begin(BonusList & x)
  397. {
  398. return x.bonuses.begin();
  399. }
  400. inline std::vector<Bonus*>::iterator range_end(BonusList & x)
  401. {
  402. return x.bonuses.end();
  403. }
  404. inline std::vector<Bonus*>::const_iterator range_begin(BonusList const &x)
  405. {
  406. return x.begin();
  407. }
  408. inline std::vector<Bonus*>::const_iterator range_end(BonusList const &x)
  409. {
  410. return x.end();
  411. }
  412. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
  413. class DLL_LINKAGE IPropagator
  414. {
  415. public:
  416. virtual ~IPropagator();
  417. virtual bool shouldBeAttached(CBonusSystemNode *dest);
  418. //virtual CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild); //called when red relation between parent-childrem is established / removed
  419. template <typename Handler> void serialize(Handler &h, const int version)
  420. {}
  421. };
  422. class DLL_LINKAGE CPropagatorNodeType : public IPropagator
  423. {
  424. ui8 nodeType;
  425. public:
  426. CPropagatorNodeType();
  427. CPropagatorNodeType(ui8 NodeType);
  428. bool shouldBeAttached(CBonusSystemNode *dest);
  429. //CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild) OVERRIDE;
  430. template <typename Handler> void serialize(Handler &h, const int version)
  431. {
  432. h & nodeType;
  433. }
  434. };
  435. struct BonusLimitationContext
  436. {
  437. const Bonus *b;
  438. const CBonusSystemNode &node;
  439. const BonusList &alreadyAccepted;
  440. };
  441. class DLL_LINKAGE ILimiter
  442. {
  443. public:
  444. enum EDecision {ACCEPT, DISCARD, NOT_SURE};
  445. virtual ~ILimiter();
  446. virtual int limit(const BonusLimitationContext &context) const; //0 - accept bonus; 1 - drop bonus; 2 - delay (drops eventually)
  447. template <typename Handler> void serialize(Handler &h, const int version)
  448. {
  449. }
  450. };
  451. class DLL_LINKAGE IBonusBearer
  452. {
  453. public:
  454. //new bonusing node interface
  455. // * selector is predicate that tests if HeroBonus matches our criteria
  456. // * root is node on which call was made (NULL will be replaced with this)
  457. //interface
  458. virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL, const std::string &cachingStr = "") const = 0;
  459. void getModifiersWDescr(TModDescr &out, const CSelector &selector, const std::string &cachingStr = "") const; //out: pairs<modifier value, modifier description>
  460. int getBonusesCount(const CSelector &selector, const std::string &cachingStr = "") const;
  461. int valOfBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  462. bool hasBonus(const CSelector &selector, const std::string &cachingStr = "") const;
  463. const TBonusListPtr getBonuses(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
  464. const TBonusListPtr getBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  465. const TBonusListPtr getAllBonuses() const;
  466. const Bonus *getBonus(const CSelector &selector) const; //returns any bonus visible on node that matches (or nullptr if none matches)
  467. //legacy interface
  468. int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
  469. int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
  470. bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
  471. bool hasBonusFrom(ui8 source, ui32 sourceID) const;
  472. void getModifiersWDescr( TModDescr &out, Bonus::BonusType type, int subtype = -1 ) const; //out: pairs<modifier value, modifier description>
  473. int getBonusesCount(int from, int id) const;
  474. //various hlp functions for non-trivial values
  475. ui32 getMinDamage() const; //used for stacks and creatures only
  476. ui32 getMaxDamage() const;
  477. int MoraleVal() const; //range [-3, +3]
  478. int LuckVal() const; //range [-3, +3]
  479. si32 Attack() const; //get attack of stack with all modificators
  480. si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
  481. ui32 MaxHealth() const; //get max HP of stack with all modifiers
  482. bool isLiving() const; //non-undead, non-non living or alive
  483. virtual si32 magicResistance() const;
  484. const Bonus * getEffect(ui16 id, int turn = 0) const; //effect id (SP)
  485. ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
  486. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  487. int getPrimSkillLevel(int id) const; //0-attack, 1-defence, 2-spell power, 3-knowledge
  488. const TBonusListPtr getSpellBonuses() const;
  489. };
  490. class DLL_LINKAGE CBonusSystemNode : public IBonusBearer
  491. {
  492. private:
  493. BonusList bonuses; //wielded bonuses (local or up-propagated here)
  494. BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
  495. TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them
  496. TNodesVector children;
  497. ui8 nodeType;
  498. std::string description;
  499. static const bool cachingEnabled;
  500. mutable BonusList cachedBonuses;
  501. mutable int cachedLast;
  502. static int treeChanged;
  503. // Setting a value to cachingStr before getting any bonuses caches the result for later requests.
  504. // This string needs to be unique, that's why it has to be setted in the following manner:
  505. // [property key]_[value] => only for selector
  506. mutable std::map<std::string, TBonusListPtr > cachedRequests;
  507. void getBonusesRec(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  508. void getAllBonusesRec(BonusList &out) const;
  509. const TBonusListPtr getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL) const;
  510. public:
  511. explicit CBonusSystemNode();
  512. virtual ~CBonusSystemNode();
  513. void limitBonuses(const BonusList &allBonuses, BonusList &out) const; //out will bo populed with bonuses that are not limited here
  514. TBonusListPtr limitBonuses(const BonusList &allBonuses) const; //same as above, returns out by val for convienence
  515. const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL, const std::string &cachingStr = "") const;
  516. void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
  517. const Bonus *getBonusLocalFirst(const CSelector &selector) const;
  518. //non-const interface
  519. void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from)
  520. void getRedParents(TNodes &out); //retrieves list of red parent nodes (nodes bonuses propagate from)
  521. void getRedAncestors(TNodes &out);
  522. void getRedChildren(TNodes &out);
  523. void getRedDescendants(TNodes &out);
  524. Bonus *getBonusLocalFirst(const CSelector &selector);
  525. void attachTo(CBonusSystemNode *parent);
  526. void detachFrom(CBonusSystemNode *parent);
  527. void detachFromAll();
  528. virtual void addNewBonus(Bonus *b); //b will be deleted with destruction of node
  529. void accumulateBonus(Bonus &b); //add value of bonus with same type/subtype or create new
  530. void newChildAttached(CBonusSystemNode *child);
  531. void childDetached(CBonusSystemNode *child);
  532. void propagateBonus(Bonus * b);
  533. void unpropagateBonus(Bonus * b);
  534. //void addNewBonus(const Bonus &b); //b will copied
  535. void removeBonus(Bonus *b);
  536. void newRedDescendant(CBonusSystemNode *descendant); //propagation needed
  537. void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed
  538. void battleTurnPassed(); //updates count of remaining turns and removed outdated bonuses
  539. bool isIndependentNode() const; //node is independent when it has no parents nor children
  540. bool actsAsBonusSourceOnly() const;
  541. //bool isLimitedOnUs(Bonus *b) const; //if bonus should be removed from list acquired from this node
  542. void popBonuses(const CSelector &s);
  543. virtual std::string bonusToString(Bonus *bonus, bool description) const {return "";}; //description or bonus name
  544. virtual std::string nodeName() const;
  545. void deserializationFix();
  546. void exportBonus(Bonus * b);
  547. void exportBonuses();
  548. static void incrementTreeChangedNum();
  549. BonusList &getBonusList();
  550. const BonusList &getBonusList() const;
  551. BonusList &getExportedBonusList();
  552. ui8 getNodeType() const;
  553. void setNodeType(ui8 type);
  554. const TNodesVector &getParentNodes() const;
  555. const TNodesVector &getChildrenNodes() const;
  556. const std::string &getDescription() const;
  557. void setDescription(const std::string &description);
  558. static void treeHasChanged();
  559. template <typename Handler> void serialize(Handler &h, const int version)
  560. {
  561. h & /*bonuses & */nodeType;
  562. h & exportedBonuses;
  563. h & description;
  564. BONUS_TREE_DESERIALIZATION_FIX
  565. //h & parents & children;
  566. }
  567. enum ENodeTypes
  568. {
  569. UNKNOWN, STACK_INSTANCE, STACK_BATTLE, specialty, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM,
  570. TOWN_AND_VISITOR, BATTLE
  571. };
  572. };
  573. namespace NBonus
  574. {
  575. //set of methods that may be safely called with NULL objs
  576. DLL_LINKAGE int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
  577. DLL_LINKAGE bool hasOfType(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1);//determines if hero has a bonus of given type (and optionally subtype)
  578. //DLL_LINKAGE const HeroBonus * get(const CBonusSystemNode *obj, int from, int id );
  579. DLL_LINKAGE void getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype = -1 ); //out: pairs<modifier value, modifier description>
  580. DLL_LINKAGE int getCount(const CBonusSystemNode *obj, int from, int id);
  581. }
  582. /// generates HeroBonus from given data
  583. inline Bonus makeFeatureVal(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  584. {
  585. Bonus sf;
  586. sf.type = type;
  587. sf.duration = duration;
  588. sf.source = source;
  589. sf.turnsRemain = turnsRemain;
  590. sf.subtype = subtype;
  591. sf.val = value;
  592. sf.additionalInfo = additionalInfo;
  593. return sf;
  594. }
  595. //generates HeroBonus from given data
  596. inline Bonus * makeFeature(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  597. {
  598. return new Bonus(makeFeatureVal(type, duration, subtype, value, source, turnsRemain, additionalInfo));
  599. }
  600. class DLL_LINKAGE CSelectorsConjunction
  601. {
  602. const CSelector first, second;
  603. public:
  604. CSelectorsConjunction(const CSelector &First, const CSelector &Second)
  605. :first(First), second(Second)
  606. {
  607. }
  608. bool operator()(const Bonus *bonus) const
  609. {
  610. return first(bonus) && second(bonus);
  611. }
  612. };
  613. CSelector DLL_LINKAGE operator&&(const CSelector &first, const CSelector &second);
  614. class DLL_LINKAGE CSelectorsAlternative
  615. {
  616. const CSelector first, second;
  617. public:
  618. CSelectorsAlternative(const CSelector &First, const CSelector &Second)
  619. :first(First), second(Second)
  620. {
  621. }
  622. bool operator()(const Bonus *bonus) const
  623. {
  624. return first(bonus) || second(bonus);
  625. }
  626. };
  627. CSelector DLL_LINKAGE operator||(const CSelector &first, const CSelector &second);
  628. template<typename T>
  629. class CSelectFieldEqual
  630. {
  631. T Bonus::*ptr;
  632. T val;
  633. public:
  634. CSelectFieldEqual(T Bonus::*Ptr, const T &Val)
  635. : ptr(Ptr), val(Val)
  636. {
  637. }
  638. bool operator()(const Bonus *bonus) const
  639. {
  640. return bonus->*ptr == val;
  641. }
  642. CSelectFieldEqual& operator()(const T &setVal)
  643. {
  644. val = setVal;
  645. return *this;
  646. }
  647. };
  648. class DLL_LINKAGE CWillLastTurns
  649. {
  650. public:
  651. int turnsRequested;
  652. bool operator()(const Bonus *bonus) const
  653. {
  654. return turnsRequested <= 0 //every present effect will last zero (or "less") turns
  655. || !(bonus->duration & Bonus::N_TURNS) //so do every not expriing after N-turns effect
  656. || bonus->turnsRemain > turnsRequested;
  657. }
  658. CWillLastTurns& operator()(const int &setVal)
  659. {
  660. turnsRequested = setVal;
  661. return *this;
  662. }
  663. };
  664. //Stores multiple limiters. If any of them fails -> bonus is dropped.
  665. class DLL_LINKAGE LimiterList : public ILimiter
  666. {
  667. std::vector<TLimiterPtr> limiters;
  668. public:
  669. int limit(const BonusLimitationContext &context) const OVERRIDE;
  670. void add(TLimiterPtr limiter);
  671. };
  672. class DLL_LINKAGE CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
  673. {
  674. public:
  675. const CCreature *creature;
  676. ui8 includeUpgrades;
  677. CCreatureTypeLimiter();
  678. CCreatureTypeLimiter(const CCreature &Creature, ui8 IncludeUpgrades = true);
  679. void setCreature (TCreature id);
  680. int limit(const BonusLimitationContext &context) const OVERRIDE;
  681. template <typename Handler> void serialize(Handler &h, const int version)
  682. {
  683. h & static_cast<ILimiter&>(*this);
  684. h & creature & includeUpgrades;
  685. }
  686. };
  687. class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
  688. {
  689. public:
  690. TBonusType type;
  691. TBonusSubtype subtype;
  692. ui8 isSubtypeRelevant; //check for subtype only if this is true
  693. HasAnotherBonusLimiter(TBonusType bonus = Bonus::NONE);
  694. HasAnotherBonusLimiter(TBonusType bonus, TBonusSubtype _subtype);
  695. int limit(const BonusLimitationContext &context) const OVERRIDE;
  696. template <typename Handler> void serialize(Handler &h, const int version)
  697. {
  698. h & static_cast<ILimiter&>(*this);
  699. h & type & subtype & isSubtypeRelevant;
  700. }
  701. };
  702. class DLL_LINKAGE CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain
  703. {
  704. public:
  705. si8 terrainType;
  706. CreatureNativeTerrainLimiter();
  707. CreatureNativeTerrainLimiter(int TerrainType);
  708. int limit(const BonusLimitationContext &context) const OVERRIDE;
  709. template <typename Handler> void serialize(Handler &h, const int version)
  710. {
  711. h & static_cast<ILimiter&>(*this);
  712. h & terrainType;
  713. }
  714. };
  715. class DLL_LINKAGE CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
  716. {
  717. public:
  718. si8 faction;
  719. CreatureFactionLimiter();
  720. CreatureFactionLimiter(int TerrainType);
  721. int limit(const BonusLimitationContext &context) const OVERRIDE;
  722. template <typename Handler> void serialize(Handler &h, const int version)
  723. {
  724. h & static_cast<ILimiter&>(*this);
  725. h & faction;
  726. }
  727. };
  728. class DLL_LINKAGE CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
  729. {
  730. public:
  731. si8 alignment;
  732. CreatureAlignmentLimiter();
  733. CreatureAlignmentLimiter(si8 Alignment);
  734. int limit(const BonusLimitationContext &context) const OVERRIDE;
  735. template <typename Handler> void serialize(Handler &h, const int version)
  736. {
  737. h & static_cast<ILimiter&>(*this);
  738. h & alignment;
  739. }
  740. };
  741. class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
  742. {
  743. public:
  744. ui8 owner;
  745. StackOwnerLimiter();
  746. StackOwnerLimiter(ui8 Owner);
  747. int limit(const BonusLimitationContext &context) const OVERRIDE;
  748. template <typename Handler> void serialize(Handler &h, const int version)
  749. {
  750. h & static_cast<ILimiter&>(*this);
  751. h & owner;
  752. }
  753. };
  754. class DLL_LINKAGE RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
  755. {
  756. public:
  757. ui8 minRank, maxRank;
  758. RankRangeLimiter();
  759. RankRangeLimiter(ui8 Min, ui8 Max = 255);
  760. int limit(const BonusLimitationContext &context) const OVERRIDE;
  761. template <typename Handler> void serialize(Handler &h, const int version)
  762. {
  763. h & static_cast<ILimiter&>(*this);
  764. h & minRank & maxRank;
  765. }
  766. };
  767. const CCreature *retrieveCreature(const CBonusSystemNode *node);
  768. namespace Selector
  769. {
  770. extern DLL_LINKAGE CSelectFieldEqual<TBonusType> type;
  771. extern DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> subtype;
  772. extern DLL_LINKAGE CSelectFieldEqual<si32> info;
  773. extern DLL_LINKAGE CSelectFieldEqual<ui16> duration;
  774. extern DLL_LINKAGE CSelectFieldEqual<ui8> sourceType;
  775. extern DLL_LINKAGE CSelectFieldEqual<ui8> effectRange;
  776. extern DLL_LINKAGE CWillLastTurns turns;
  777. CSelector DLL_LINKAGE typeSubtype(TBonusType Type, TBonusSubtype Subtype);
  778. CSelector DLL_LINKAGE typeSubtypeInfo(TBonusType type, TBonusSubtype subtype, si32 info);
  779. CSelector DLL_LINKAGE source(ui8 source, ui32 sourceID);
  780. CSelector DLL_LINKAGE durationType(ui16 duration);
  781. CSelector DLL_LINKAGE sourceTypeSel(ui8 source);
  782. bool DLL_LINKAGE matchesType(const CSelector &sel, TBonusType type);
  783. bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, TBonusType type, TBonusSubtype subtype);
  784. bool DLL_LINKAGE positiveSpellEffects(const Bonus *b);
  785. }
  786. extern DLL_LINKAGE const std::map<std::string, int> bonusNameMap, bonusValueMap, bonusSourceMap, bonusDurationMap, bonusLimitEffect;
  787. extern DLL_LINKAGE const bmap<std::string, TLimiterPtr> bonusLimiterMap;
  788. extern DLL_LINKAGE const bmap<std::string, TPropagatorPtr> bonusPropagatorMap;
  789. class DLL_LINKAGE ICalculator //calculate value of bonus on-the-fly
  790. {
  791. public:
  792. enum EDecision {ACCEPT, DISCARD, NOT_SURE};
  793. virtual si32 val(const BonusCalculationContext &context) const {return 0;};
  794. virtual ~ICalculator(){};
  795. template <typename Handler> void serialize(Handler &h, const int version)
  796. {}
  797. };
  798. // BonusList template that requires full interface of CBonusSystemNode
  799. template <class InputIterator>
  800. void BonusList::insert(const int position, InputIterator first, InputIterator last)
  801. {
  802. bonuses.insert(bonuses.begin() + position, first, last);
  803. if (belongsToTree)
  804. CBonusSystemNode::incrementTreeChangedNum();
  805. }
  806. // Extensions for BOOST_FOREACH to enable iterating of BonusList objects
  807. namespace boost
  808. {
  809. template<>
  810. struct range_mutable_iterator<BonusList>
  811. {
  812. typedef std::vector<Bonus*>::iterator type;
  813. };
  814. template<>
  815. struct range_const_iterator<BonusList>
  816. {
  817. typedef std::vector<Bonus*>::const_iterator type;
  818. };
  819. }