#pragma once #include "../global.h" #include #include #include #include #include /* * HeroBonus.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ typedef ui8 TBonusType; typedef si32 TBonusSubtype; class CCreature; class CSpell; struct Bonus; class CBonusSystemNode; class ILimiter; class IPropagator; typedef std::vector > TModDescr; //modifiers values and their descriptions typedef std::set TNodes; typedef std::set TCNodes; typedef std::vector TNodesVector; typedef boost::function CSelector; namespace PrimarySkill { enum { ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE}; } #define BONUS_LIST \ BONUS_NAME(NONE) \ BONUS_NAME(MOVEMENT) /*both water/land*/ \ BONUS_NAME(LAND_MOVEMENT) \ BONUS_NAME(SEA_MOVEMENT) \ BONUS_NAME(MORALE) \ BONUS_NAME(LUCK) \ BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \ BONUS_NAME(SIGHT_RADIOUS) \ BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \ BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \ BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \ BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \ BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \ BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - substracted to this part*/ \ BONUS_NAME(FLYING_MOVEMENT) /*subtype 1 - without penalty, 2 - with penalty*/ \ BONUS_NAME(SPELL_DURATION) \ BONUS_NAME(AIR_SPELL_DMG_PREMY) \ BONUS_NAME(EARTH_SPELL_DMG_PREMY) \ BONUS_NAME(FIRE_SPELL_DMG_PREMY) \ BONUS_NAME(WATER_SPELL_DMG_PREMY) \ BONUS_NAME(BLOCK_SPELLS_ABOVE_LEVEL) \ BONUS_NAME(WATER_WALKING) /*subtype 1 - without penalty, 2 - with penalty*/ \ BONUS_NAME(NO_SHOTING_PENALTY) \ BONUS_NAME(DISPEL_IMMUNITY) \ BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \ BONUS_NAME(STACK_HEALTH) \ BONUS_NAME(BLOCK_MORALE) \ BONUS_NAME(BLOCK_LUCK) \ BONUS_NAME(FIRE_SPELLS) \ BONUS_NAME(AIR_SPELLS) \ BONUS_NAME(WATER_SPELLS) \ BONUS_NAME(EARTH_SPELLS) \ BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \ BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \ BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \ BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \ BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \ BONUS_NAME(ENEMY_CANT_ESCAPE) /*for shackles of war*/ \ 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*/ \ BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \ BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \ BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \ BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \ BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \ BONUS_NAME(NO_TYPE) \ BONUS_NAME(FLYING) \ BONUS_NAME(SHOOTER) \ BONUS_NAME(CHARGE_IMMUNITY) \ BONUS_NAME(ADDITIONAL_ATTACK) \ BONUS_NAME(UNLIMITED_RETALIATIONS) \ BONUS_NAME(NO_MELEE_PENALTY) \ BONUS_NAME(JOUSTING) /*for champions*/ \ BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature*/ \ BONUS_NAME(KING1) \ BONUS_NAME(KING2) \ BONUS_NAME(KING3) \ BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \ BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \ BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \ 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*/ \ BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \ BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus*/ \ BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \ BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \ BONUS_NAME(NO_WALL_PENALTY) \ BONUS_NAME(NON_LIVING) /*eg. gargoyle*/ \ BONUS_NAME(RANDOM_GENIE_SPELLCASTER) /*eg. master genie*/ \ BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \ BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \ BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \ BONUS_NAME(SPELL_LIKE_ATTACK) /*value - spell id; range is taken from spell, but damage from creature; eg. magog*/ \ BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \ BONUS_NAME(DAEMON_SUMMONING) /*pit lord*/ \ BONUS_NAME(FIRE_IMMUNITY) \ BONUS_NAME(FIRE_SHIELD) \ BONUS_NAME(UNDEAD) \ BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \ BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \ BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \ BONUS_NAME(LIFE_DRAIN) \ BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \ BONUS_NAME(RETURN_AFTER_STRIKE) \ BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \ BONUS_NAME(SPELLCASTER) /*subtype - spell id, value - level of school, additional info - spell power*/ \ BONUS_NAME(CATAPULT) \ BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \ BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \ BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %, subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage*/ \ BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \ BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \ BONUS_NAME(CASTS_SPELL_WHEN_KILLED) /*similar to spell after attack*/ \ BONUS_NAME(FEAR) \ BONUS_NAME(FEARLESS) \ BONUS_NAME(NO_DISTANCE_PENALTY) \ BONUS_NAME(NO_OBSTACLES_PENALTY) \ BONUS_NAME(SELF_LUCK) /*halfling*/ \ BONUS_NAME(ENCHANTER) \ BONUS_NAME(HEALER) \ BONUS_NAME(SIEGE_WEAPON) \ BONUS_NAME(HYPNOTIZED) \ BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \ BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \ 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]*/ \ 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 %*/ \ BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \ BONUS_NAME(IN_FRENZY) /*value - level*/ \ BONUS_NAME(SLAYER) /*value - level*/ \ BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \ BONUS_NAME(NOT_ACTIVE) \ BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \ BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \ BONUS_NAME(DARKNESS) /*val = radius */ \ BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*val = id, additionalInfo = value per level in percent*/ \ BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\ BONUS_NAME(SPELL_DAMAGE) /*val = value*/\ BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\ BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\ BONUS_NAME(MAXED_SPELL) /*val = id*/\ BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\ BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\ BONUS_NAME(DRAGON_NATURE) /*TODO: implement it!*/\ BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/ struct DLL_EXPORT Bonus { enum BonusType { #define BONUS_NAME(x) x, BONUS_LIST #undef BONUS_NAME }; enum BonusDuration //when bonus is automatically removed { PERMANENT = 1, ONE_BATTLE = 2, //at the end of battle ONE_DAY = 4, //at the end of day ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days N_TURNS = 16, //used during battles, after battle bonus is always removed N_DAYS = 32, UNITL_BEING_ATTACKED = 64,/*removed after attack and counterattacks are performed*/ UNTIL_ATTACK = 128 /*removed after attack and counterattacks are performed*/ }; enum BonusSource { ARTIFACT, ARTIFACT_INSTANCE, OBJECT, CASTED_SPELL, CREATURE_ABILITY, TERRAIN_NATIVE, TERRAIN_OVERLAY, SPELL_EFFECT, TOWN_STRUCTURE, HERO_BASE_SKILL, SECONDARY_SKILL, HERO_SPECIAL, ARMY, CAMPAIGN_BONUS, SPECIAL_WEEK }; enum LimitEffect { NO_LIMIT = 0, ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only) ONLY_ALLIED_ARMY, ONLY_ENEMY_ARMY, PLAYR_HEROES, GLOBAL //Statue of Legion etc. }; enum ValueType { ADDITIVE_VALUE, BASE_NUMBER, PERCENT_TO_ALL, PERCENT_TO_BASE, INDEPENDENT_MAX //used for SPELL bonus }; ui8 duration; //uses BonusDuration values si16 turnsRemain; //used if duration is N_TURNS or N_DAYS TBonusType type; //uses BonusType values - says to what is this bonus - 1 byte TBonusSubtype subtype; //-1 if not applicable - 4 bytes ui8 source;//source type" uses BonusSource values - what gave that bonus si32 val; ui32 id; //source id: id of object/artifact/spell ui8 valType; //by ValueType enum si32 additionalInfo; ui8 effectRange; //if not NO_LIMIT, bonus will be ommitted by default boost::shared_ptr limiter; boost::shared_ptr propagator; std::string description; Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1); Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, si32 Subtype=-1, ui8 ValType = ADDITIVE_VALUE); Bonus(); ~Bonus(); // //comparison // bool operator==(const HeroBonus &other) // { // return &other == this; // //TODO: what is best logic for that? // } // bool operator<(const HeroBonus &other) // { // return &other < this; // //TODO: what is best logic for that? // } template void serialize(Handler &h, const int version) { h & duration & type & subtype & source & val & id & description & additionalInfo & turnsRemain & valType & effectRange & limiter; } static bool OneDay(const Bonus *hb) { return hb->duration & Bonus::ONE_DAY; } static bool OneWeek(const Bonus *hb) { return hb->duration & Bonus::ONE_WEEK; } static bool OneBattle(const Bonus *hb) { return hb->duration & Bonus::ONE_BATTLE; } static bool UntilAttack(const Bonus *hb) { return hb->duration & Bonus::UNTIL_ATTACK; } static bool UntilBeingAttacked(const Bonus *hb) { return hb->duration & Bonus::UNITL_BEING_ATTACKED; } static bool IsFrom(const Bonus &hb, ui8 source, ui32 id) //if id==0xffffff then id doesn't matter { return hb.source==source && (id==0xffffff || hb.id==id); } inline bool operator == (const BonusType & cf) const { return type == cf; } inline void ChangeBonusVal (const ui32 newVal) { val = newVal; } inline void operator += (const ui32 Val) //no return { val += Val; } const CSpell * sourceSpell() const; std::string Description() const; Bonus *addLimiter(ILimiter *Limiter); //returns this for convenient chain-calls }; struct DLL_EXPORT stackExperience : public Bonus { std::vector expBonuses; // variations for levels 1-10, copied to val field; bool enable; //if true - turns ability on / off for zero value template void serialize(Handler &h, const int version) { h & static_cast(this); h & expBonuses & enable; } }; DLL_EXPORT std::ostream & operator<<(std::ostream &out, const Bonus &bonus); class BonusList : public std::list { public: int DLL_EXPORT totalValue() const; //subtype -> subtype of bonus, if -1 then any void DLL_EXPORT getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *source = NULL) const; void DLL_EXPORT getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *source = NULL) const; void DLL_EXPORT getModifiersWDescr(TModDescr &out) const; void DLL_EXPORT removeSpells(Bonus::BonusSource sourceType); //special find functions DLL_EXPORT Bonus * getFirst(const CSelector &select); DLL_EXPORT const Bonus * getFirst(const CSelector &select) const; void limit(const CBonusSystemNode &node); //erases bonuses using limitor template void serialize(Handler &h, const int version) { h & static_cast&>(*this); } }; DLL_EXPORT std::ostream & operator<<(std::ostream &out, const BonusList &bonusList); class DLL_EXPORT IPropagator { public: virtual ~IPropagator(); virtual CBonusSystemNode *getDestNode(CBonusSystemNode *source); }; class DLL_EXPORT ILimiter { public: virtual ~ILimiter(); virtual bool limit(const Bonus *b, const CBonusSystemNode &node) const; //return true to drop the bonus template void serialize(Handler &h, const int version) {} }; class DLL_EXPORT CBonusSystemNode { public: BonusList bonuses; //wielded bonuses (local and up-propagated here) BonusList exportedBonuses; TNodesVector parents, //parents -> we inherit bonuses from them, we may attach our bonuses to them children; ui8 nodeType; CBonusSystemNode(); virtual ~CBonusSystemNode(); //new bonusing node interface // * selector is predicate that tests if HeroBonus matches our criteria // * root is node on which call was made (NULL will be replaced with this) void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from), source is the prinary asker void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const; ////////////////////////////////////////////////////////////////////////// //interface void getModifiersWDescr(TModDescr &out, const CSelector &selector) const; //out: pairs int getBonusesCount(const CSelector &selector) const; int valOfBonuses(const CSelector &selector) const; bool hasBonus(const CSelector &selector) const; BonusList getBonuses(const CSelector &selector, const CSelector &limit) const; void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const; BonusList getBonuses(const CSelector &selector) const; //legacy interface int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const; int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt; bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype) bool hasBonusFrom(ui8 source, ui32 sourceID) const; void getModifiersWDescr( TModDescr &out, Bonus::BonusType type, int subtype = -1 ) const; //out: pairs int getBonusesCount(int from, int id) const; ui32 getMinDamage() const; //used for stacks and creatures only ui32 getMaxDamage() const; int MoraleVal() const; //range [-3, +3] int LuckVal() const; //range [-3, +3] si32 Attack() const; //get attack of stack with all modificators si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators ui16 MaxHealth() const; //get max HP of stack with all modifiers const Bonus *getBonus(const CSelector &selector) const; //non-const interface void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from), source is the prinary asker Bonus *getBonus(const CSelector &selector); void attachTo(CBonusSystemNode *parent); void detachFrom(CBonusSystemNode *parent); void detachFromAll(); void addNewBonus(Bonus *b); //b will be deleted with destruction of node void newChildAttached(CBonusSystemNode *child); void childDetached(CBonusSystemNode *child); void propagateBonus(Bonus * b); //void addNewBonus(const Bonus &b); //b will copied void removeBonus(Bonus *b); TNodesVector &nodesOnWhichWePropagate(); bool isIndependentNode() const; //node is independent when it has no parents nor children bool weActAsBonusSourceOnly() const; bool isLimitedOnUs(Bonus *b) const; //if bonus should be removed from list acquired from this node CBonusSystemNode *whereToPropagate(Bonus *b); void popBonuses(const CSelector &s); virtual std::string nodeName() const; template void serialize(Handler &h, const int version) { h & bonuses & nodeType; } enum ENodeTypes { UNKNOWN, STACK, SPECIALITY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO }; }; namespace NBonus { //set of methods that may be safely called with NULL objs DLL_EXPORT int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any 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) //DLL_EXPORT const HeroBonus * get(const CBonusSystemNode *obj, int from, int id ); DLL_EXPORT void getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype = -1 ); //out: pairs DLL_EXPORT int getCount(const CBonusSystemNode *obj, int from, int id); }; //generates HeroBonus from given data inline Bonus* makeFeature(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0) { Bonus* sf = new Bonus(); sf->type = type; sf->duration = duration; sf->source = source; sf->turnsRemain = turnsRemain; sf->subtype = subtype; sf->val = value; sf->additionalInfo = additionalInfo; return sf; } class DLL_EXPORT CSelectorsConjunction { const CSelector first, second; public: CSelectorsConjunction(const CSelector &First, const CSelector &Second) :first(First), second(Second) { } bool operator()(const Bonus *bonus) const { return first(bonus) && second(bonus); } }; CSelector DLL_EXPORT operator&&(const CSelector &first, const CSelector &second); class DLL_EXPORT CSelectorsAlternative { const CSelector first, second; public: CSelectorsAlternative(const CSelector &First, const CSelector &Second) :first(First), second(Second) { } bool operator()(const Bonus *bonus) const { return first(bonus) || second(bonus); } }; CSelector DLL_EXPORT operator||(const CSelector &first, const CSelector &second); template class CSelectFieldEqual { T Bonus::*ptr; T val; public: CSelectFieldEqual(T Bonus::*Ptr, const T &Val) : ptr(Ptr), val(Val) { } bool operator()(const Bonus *bonus) const { return bonus->*ptr == val; } CSelectFieldEqual& operator()(const T &setVal) { val = setVal; return *this; } }; class DLL_EXPORT CWillLastTurns { public: int turnsRequested; bool operator()(const Bonus *bonus) const { return turnsRequested <= 0 //every present effect will last zero (or "less") turns || !(bonus->duration & Bonus::N_TURNS) //so do every not expriing after N-turns effect || bonus->turnsRemain > turnsRequested; } CWillLastTurns& operator()(const int &setVal) { turnsRequested = setVal; return *this; } }; class DLL_EXPORT CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades) { public: const CCreature *creature; ui8 includeUpgrades; CCreatureTypeLimiter(); CCreatureTypeLimiter(const CCreature &Creature, ui8 IncludeUpgrades = true); bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE; template void serialize(Handler &h, const int version) { h & creature & includeUpgrades; } }; class DLL_EXPORT HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working { public: TBonusType type; TBonusSubtype subtype; ui8 isSubtypeRelevant; //check for subtype only if this is true HasAnotherBonusLimiter(TBonusType bonus = Bonus::NONE); HasAnotherBonusLimiter(TBonusType bonus, TBonusSubtype _subtype); bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE; template void serialize(Handler &h, const int version) { h & type & subtype & isSubtypeRelevant; } }; class DLL_EXPORT CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain { public: si8 terrainType; CreatureNativeTerrainLimiter(); CreatureNativeTerrainLimiter(int TerrainType); bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE; template void serialize(Handler &h, const int version) { h & terrainType; } }; class DLL_EXPORT CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction { public: si8 faction; CreatureFactionLimiter(); CreatureFactionLimiter(int TerrainType); bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE; template void serialize(Handler &h, const int version) { h & faction; } }; class DLL_EXPORT CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment { public: si8 alignment; CreatureAlignmentLimiter(); CreatureAlignmentLimiter(si8 Alignment); bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE; template void serialize(Handler &h, const int version) { h & alignment; } }; const CCreature *retrieveCreature(const CBonusSystemNode *node); namespace Selector { extern DLL_EXPORT CSelectFieldEqual type; extern DLL_EXPORT CSelectFieldEqual subtype; extern DLL_EXPORT CSelectFieldEqual info; extern DLL_EXPORT CSelectFieldEqual sourceType; extern DLL_EXPORT CSelectFieldEqual effectRange; extern DLL_EXPORT CWillLastTurns turns; CSelector DLL_EXPORT typeSybtype(TBonusType Type, TBonusSubtype Subtype); CSelector DLL_EXPORT typeSybtypeInfo(TBonusType type, TBonusSubtype subtype, si32 info); CSelector DLL_EXPORT source(ui8 source, ui32 sourceID); CSelector DLL_EXPORT sourceTypeSel(ui8 source); bool DLL_EXPORT matchesType(const CSelector &sel, TBonusType type); bool DLL_EXPORT matchesTypeSubtype(const CSelector &sel, TBonusType type, TBonusSubtype subtype); } extern DLL_EXPORT const std::map bonusNameMap;