#define VCMI_DLL #include "HeroBonus.h" #include #include "VCMI_Lib.h" #include "../hch/CSpellHandler.h" #include #include "../hch/CCreatureHandler.h" #include #include "CCreatureSet.h" #include #define FOREACH_CONST_PARENT(pname) TCNodes parents; getParents(parents); BOOST_FOREACH(const CBonusSystemNode *pname, parents) #define FOREACH_PARENT(pname) TNodes parents; getParents(parents); BOOST_FOREACH(CBonusSystemNode *pname, parents) #define BONUS_NAME(x) ( #x, Bonus::x ) DLL_EXPORT const std::map bonusNameMap = boost::assign::map_list_of BONUS_LIST; #undef BONUS_NAME int DLL_EXPORT BonusList::totalValue() const { int base = 0; int percentToBase = 0; int percentToAll = 0; int additive = 0; int indepMax = 0; bool hasIndepMax = false; BOOST_FOREACH(Bonus *i, *this) { switch(i->valType) { case Bonus::BASE_NUMBER: base += i->val; break; case Bonus::PERCENT_TO_ALL: percentToAll += i->val; break; case Bonus::PERCENT_TO_BASE: percentToBase += i->val; break; case Bonus::ADDITIVE_VALUE: additive += i->val; break; case Bonus::INDEPENDENT_MAX: if (!indepMax) { indepMax = i->val; hasIndepMax = true; } else { amax(indepMax, i->val); } break; } } int modifiedBase = base + (base * percentToBase) / 100; modifiedBase += additive; int valFirst = (modifiedBase * (100 + percentToAll)) / 100; if (hasIndepMax) return std::max(valFirst, indepMax); else return valFirst; } const DLL_EXPORT Bonus * BonusList::getFirst(const CSelector &selector) const { BOOST_FOREACH(Bonus *i, *this) if(selector(i)) return &*i; return NULL; } DLL_EXPORT Bonus * BonusList::getFirst(const CSelector &select) { BOOST_FOREACH(Bonus *i, *this) if(select(i)) return &*i; return NULL; } void DLL_EXPORT BonusList::getModifiersWDescr(TModDescr &out) const { BOOST_FOREACH(Bonus *i, *this) out.push_back(std::make_pair(i->val, i->Description())); } void DLL_EXPORT BonusList::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *source /*= NULL*/) const { BOOST_FOREACH(Bonus *i, *this) if(selector(i) && i->effectRange == Bonus::NO_LIMIT) out.push_back(i); } void DLL_EXPORT BonusList::getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *source /*= NULL*/) const { BOOST_FOREACH(Bonus *i, *this) if(selector(i) && (!limit || limit(i))) out.push_back(i); } namespace HHLP { class SourceComp { public: Bonus::BonusSource src; SourceComp(Bonus::BonusSource _src) : src(_src) { } bool operator()(const Bonus * bon) { return bon->source == src; } }; } void DLL_EXPORT BonusList::removeSpells(Bonus::BonusSource sourceType) { std::remove_if(begin(), end(), HHLP::SourceComp(sourceType)); } void BonusList::limit(const CBonusSystemNode &node) { limit_start: for(iterator i = begin(); i != end(); i++) { Bonus *b = *i; if(b->limiter && b->limiter->limit(b, node)) { iterator toErase = i; if(i != begin()) { i--; erase(toErase); } else { erase(toErase); goto limit_start; } } } } int CBonusSystemNode::valOfBonuses(Bonus::BonusType type, const CSelector &selector) const { return valOfBonuses(Selector::type(type) && selector); } int CBonusSystemNode::valOfBonuses(Bonus::BonusType type, int subtype /*= -1*/) const { CSelector s = Selector::type(type); if(subtype != -1) s = s && Selector::subtype(subtype); return valOfBonuses(s); } int CBonusSystemNode::valOfBonuses(const CSelector &selector) const { BonusList hlp; getBonuses(hlp, selector); return hlp.totalValue(); } bool CBonusSystemNode::hasBonus(const CSelector &selector) const { return getBonuses(selector).size() > 0; } bool CBonusSystemNode::hasBonusOfType(Bonus::BonusType type, int subtype /*= -1*/) const { CSelector s = Selector::type(type); if(subtype != -1) s = s && Selector::subtype(subtype); return hasBonus(s); } Bonus * CBonusSystemNode::getBonus(const CSelector &selector) { Bonus *ret = bonuses.getFirst(selector); if(ret) return ret; FOREACH_PARENT(pname) { ret = pname->getBonus(selector); if (ret) return ret; } return NULL; } void CBonusSystemNode::getModifiersWDescr(TModDescr &out, Bonus::BonusType type, int subtype /*= -1 */) const { getModifiersWDescr(out, Selector::typeSybtype(type, subtype)); } void CBonusSystemNode::getModifiersWDescr(TModDescr &out, const CSelector &selector) const { getBonuses(selector).getModifiersWDescr(out); } int CBonusSystemNode::getBonusesCount(int from, int id) const { return getBonusesCount(Selector::source(from, id)); } int CBonusSystemNode::getBonusesCount(const CSelector &selector) const { return getBonuses(selector).size(); } void CBonusSystemNode::getParents(TCNodes &out) const /*retreives list of parent nodes (nodes to inherit bonuses from) */ { BOOST_FOREACH(const CBonusSystemNode *parent, parents) out.insert(parent); } void CBonusSystemNode::getParents(TNodes &out) { BOOST_FOREACH(const CBonusSystemNode *parent, parents) out.insert(const_cast(parent)); } void CBonusSystemNode::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const { FOREACH_CONST_PARENT(p) //unwinded macro p->getBonuses(out, selector, root ? root : this); bonuses.getBonuses(out, selector); if(!root) out.limit(*this); } BonusList CBonusSystemNode::getBonuses(const CSelector &selector) const { BonusList ret; getBonuses(ret, selector); return ret; } void CBonusSystemNode::getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const { getBonuses(out, selector); //first get all the bonuses out.remove_if(std::not1(limit)); //now remove the ones we don't like out.limit(*this); //apply bonuses' limiters } BonusList CBonusSystemNode::getBonuses(const CSelector &selector, const CSelector &limit) const { BonusList ret; getBonuses(ret, selector, limit); return ret; } bool CBonusSystemNode::hasBonusFrom(ui8 source, ui32 sourceID) const { return hasBonus(Selector::source(source,sourceID)); } int CBonusSystemNode::MoraleVal() const { if(hasBonusOfType(Bonus::NON_LIVING) || hasBonusOfType(Bonus::UNDEAD) || hasBonusOfType(Bonus::NO_MORALE) || hasBonusOfType(Bonus::SIEGE_WEAPON)) return 0; int ret = valOfBonuses(Selector::type(Bonus::MORALE)); if(hasBonusOfType(Bonus::SELF_MORALE)) //eg. minotaur amax(ret, +1); return abetw(ret, -3, +3); } int CBonusSystemNode::LuckVal() const { if(hasBonusOfType(Bonus::NO_LUCK)) return 0; int ret = valOfBonuses(Selector::type(Bonus::LUCK)); if(hasBonusOfType(Bonus::SELF_LUCK)) //eg. halfling amax(ret, +1); return abetw(ret, -3, +3); } si32 CBonusSystemNode::Attack() const { si32 ret = valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK); if(int frenzyPower = valOfBonuses(Bonus::IN_FRENZY)) //frenzy for attacker { ret += frenzyPower * Defense(false); } return ret; } si32 CBonusSystemNode::Defense(bool withFrenzy /*= true*/) const { si32 ret = valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE); if(withFrenzy && hasBonusOfType(Bonus::IN_FRENZY)) //frenzy for defender { return 0; } return ret; } ui16 CBonusSystemNode::MaxHealth() const { return valOfBonuses(Bonus::STACK_HEALTH); } ui32 CBonusSystemNode::getMinDamage() const { return valOfBonuses(Selector::typeSybtype(Bonus::CREATURE_DAMAGE, 0) || Selector::typeSybtype(Bonus::CREATURE_DAMAGE, 1)); } ui32 CBonusSystemNode::getMaxDamage() const { return valOfBonuses(Selector::typeSybtype(Bonus::CREATURE_DAMAGE, 0) || Selector::typeSybtype(Bonus::CREATURE_DAMAGE, 2)); } CBonusSystemNode::CBonusSystemNode() { nodeType = UNKNOWN; } CBonusSystemNode::~CBonusSystemNode() { } void CBonusSystemNode::attachTo(const CBonusSystemNode *parent) { } void CBonusSystemNode::detachFrom(const CBonusSystemNode *parent) { } void CBonusSystemNode::popBonuses(const CSelector &s) { //TODO //prop bonuses.remove_if(s); BOOST_FOREACH(CBonusSystemNode *child, children) child->popBonuses(s); } void CBonusSystemNode::addNewBonus(const Bonus &b) { addNewBonus(new Bonus(b)); } void CBonusSystemNode::addNewBonus(Bonus *b) { } void CBonusSystemNode::removeBonus(Bonus *b) { //TODO } int NBonus::valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype /*= -1*/) { if(obj) return obj->valOfBonuses(type, subtype); return 0; } bool NBonus::hasOfType(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype /*= -1*/) { if(obj) return obj->hasBonusOfType(type, subtype); return false; } void NBonus::getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype /*= -1 */) { if(obj) return obj->getModifiersWDescr(out, type, subtype); } int NBonus::getCount(const CBonusSystemNode *obj, int from, int id) { if(obj) return obj->getBonusesCount(from, id); return 0; } const CSpell * Bonus::sourceSpell() const { if(source == SPELL_EFFECT) return &VLC->spellh->spells[id]; return NULL; } std::string Bonus::Description() const { if(description.size()) return description; std::ostringstream str; if(val < 0) str << '-'; else if(val > 0) str << '+'; str << val << " "; switch(source) { case CREATURE_ABILITY: str << VLC->creh->creatures[id]->namePl; break; } return str.str(); } Bonus::Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype/*=-1*/) : duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), id(ID), description(Desc) { additionalInfo = -1; turnsRemain = 0; valType = ADDITIVE_VALUE; effectRange = NO_LIMIT; limiter = NULL; boost::algorithm::trim(description); } Bonus::Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, si32 Subtype/*=-1*/, ui8 ValType /*= ADDITIVE_VALUE*/) : duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), id(ID), valType(ValType) { additionalInfo = -1; turnsRemain = 0; effectRange = NO_LIMIT; limiter = NULL; } Bonus::Bonus() { subtype = -1; additionalInfo = -1; turnsRemain = 0; valType = ADDITIVE_VALUE; effectRange = NO_LIMIT; limiter = NULL; } CSelector DLL_EXPORT operator&&(const CSelector &first, const CSelector &second) { return CSelectorsConjunction(first, second); } CSelector DLL_EXPORT operator||(const CSelector &first, const CSelector &second) { return CSelectorsAlternative(first, second); } namespace Selector { DLL_EXPORT CSelectFieldEqual type(&Bonus::type, 0); DLL_EXPORT CSelectFieldEqual subtype(&Bonus::subtype, 0); DLL_EXPORT CSelectFieldEqual info(&Bonus::additionalInfo, 0); DLL_EXPORT CSelectFieldEqual sourceType(&Bonus::source, 0); DLL_EXPORT CSelectFieldEqual effectRange(&Bonus::effectRange, Bonus::NO_LIMIT); DLL_EXPORT CWillLastTurns turns;; CSelector DLL_EXPORT typeSybtype(TBonusType Type, TBonusSubtype Subtype) { return type(Type) && subtype(Subtype); } CSelector DLL_EXPORT typeSybtypeInfo(TBonusType type, TBonusSubtype subtype, si32 info) { return CSelectFieldEqual(&Bonus::type, type) && CSelectFieldEqual(&Bonus::subtype, subtype) && CSelectFieldEqual(&Bonus::additionalInfo, info); } CSelector DLL_EXPORT source(ui8 source, ui32 sourceID) { return CSelectFieldEqual(&Bonus::source, source) && CSelectFieldEqual(&Bonus::id, sourceID); } CSelector DLL_EXPORT sourceTypeSel(ui8 source) { return CSelectFieldEqual(&Bonus::source, source); } bool DLL_EXPORT matchesType(const CSelector &sel, TBonusType type) { Bonus dummy; dummy.type = type; return sel(&dummy); } bool DLL_EXPORT matchesTypeSubtype(const CSelector &sel, TBonusType type, TBonusSubtype subtype) { Bonus dummy; dummy.type = type; dummy.subtype = subtype; return sel(&dummy); } } DLL_EXPORT std::ostream & operator<<(std::ostream &out, const BonusList &bonusList) { int i = 0; BOOST_FOREACH(const Bonus *b, bonusList) { out << "Bonus " << i++ << "\n" << *b << std::endl; } return out; } DLL_EXPORT std::ostream & operator<<(std::ostream &out, const Bonus &bonus) { for(std::map::const_iterator i = bonusNameMap.begin(); i != bonusNameMap.end(); i++) if(i->second == bonus.type) out << "\tType: " << i->first << " \t"; #define printField(field) out << "\t" #field ": " << (int)bonus.field << "\n" printField(val); printField(subtype); printField(duration); printField(source); printField(id); printField(additionalInfo); printField(turnsRemain); printField(valType); printField(effectRange); #undef printField return out; } ILimiter::~ILimiter() { } bool ILimiter::limit(const Bonus *b, const CBonusSystemNode &node) const /*return true to drop the bonus */ { return false; } bool CCreatureTypeLimiter::limit(const Bonus *b, const CBonusSystemNode &node) const { switch (node.nodeType) { case CBonusSystemNode::STACK: { const CCreature *c = (static_cast(&node))->type; return c != creature && (!includeUpgrades || !creature->isMyUpgrade(c)); } //drop bonus if it's not our creature and (we dont check upgrades or its not our upgrade) break; case CBonusSystemNode::CREATURE: { const CCreature *c = (static_cast(&node)); return c != creature && (!includeUpgrades || !creature->isMyUpgrade(c)); } break; default: return true; } } CCreatureTypeLimiter::CCreatureTypeLimiter(const CCreature &Creature, ui8 IncludeUpgrades /*= true*/) :creature(&Creature), includeUpgrades(IncludeUpgrades) { } CCreatureTypeLimiter::CCreatureTypeLimiter() { creature = NULL; includeUpgrades = false; } HasAnotherBonusLimiter::HasAnotherBonusLimiter( TBonusType bonus ) : type(bonus), subtype(0), isSubtypeRelevant(false) { } HasAnotherBonusLimiter::HasAnotherBonusLimiter( TBonusType bonus, TBonusSubtype _subtype ) : type(bonus), subtype(_subtype), isSubtypeRelevant(true) { } bool HasAnotherBonusLimiter::limit( const Bonus *b, const CBonusSystemNode &node ) const { if(isSubtypeRelevant) { return !node.hasBonusOfType(static_cast(type), subtype); } else { return !node.hasBonusOfType(static_cast(type)); } }