#pragma once #include "GameConstants.h" /* * 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 * */ class CCreature; class CSpell; struct Bonus; class CBonusSystemNode; class ILimiter; class IPropagator; class BonusList; typedef shared_ptr TBonusListPtr; typedef shared_ptr TLimiterPtr; typedef shared_ptr TPropagatorPtr; typedef std::set TNodes; typedef std::set TCNodes; typedef std::vector TNodesVector; class CSelector : std::function { typedef std::function TBase; public: CSelector() {} template CSelector(const T &t, //SFINAE trick -> include this c-tor in overload resolution only if parameter is class //(includes functors, lambdas) or function. Without that VC is going mad about ambiguities. typename std::enable_if < boost::mpl::or_ < std::is_class, std::is_function> ::value>::type *dummy = nullptr) : TBase(t) {} CSelector(std::nullptr_t) {} //CSelector(std::function f) : std::function(std::move(f)) {} CSelector And(CSelector rhs) const { //lambda may likely outlive "this" (it can be even a temporary) => we copy the OBJECT (not pointer) auto thisCopy = *this; return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) && rhs(b); }; } CSelector Or(CSelector rhs) const { auto thisCopy = *this; return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) || rhs(b); }; } bool operator()(const Bonus *b) const { return TBase::operator()(b); } operator bool() const { return !!static_cast(*this); } }; #define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving && h.smartPointerSerialization) deserializationFix(); #define BONUS_LIST \ BONUS_NAME(NONE) \ BONUS_NAME(LEVEL_COUNTER) /* for commander artifacts*/ \ 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 - subtracted to this part*/ \ BONUS_NAME(FLYING_MOVEMENT) /*value - penalty percentage*/ \ 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(WATER_WALKING) /*value - penalty percentage*/ \ 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(BATTLE_NO_FLEEING) /*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, val - damage bonus percent */ \ 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 - chance %, additional info % 1000 - level, (additional info)/1000 -> [0 - all attacks, 1 - shot only, 2 - melee only*/ \ 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*/ \ 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(BLOCK_MAGIC_ABOVE) /*blocks casting spells of the level > value */ \ BONUS_NAME(BLOCK_ALL_MAGIC) /*blocks casting spells*/ \ 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_SPELLCASTER) /*eg. master genie, val - level*/ \ 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) /*subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog*/ \ BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \ BONUS_NAME(DAEMON_SUMMONING) /*pit lord, subtype - type of creatures, val - hp per unit*/ \ BONUS_NAME(FIRE_IMMUNITY) /*subtype 0 - all, 1 - all except positive, 2 - only damage spells*/ \ BONUS_NAME(WATER_IMMUNITY) \ BONUS_NAME(EARTH_IMMUNITY) \ BONUS_NAME(AIR_IMMUNITY) \ BONUS_NAME(MIND_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 - weighted chance. use SPECIFIC_SPELL_POWER, CREATURE_SPELL_POWER or CREATURE_ENCHANT_POWER for calculating the 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 not used, use ONLY_MELEE_FIGHT / DISTANCE_FIGHT*/ \ BONUS_NAME(DEFENSIVE_STANCE) /* val - bonus to defense while defending */ \ BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \ BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \ BONUS_NAME(FEAR) \ BONUS_NAME(FEARLESS) \ BONUS_NAME(NO_DISTANCE_PENALTY) \ BONUS_NAME(SELF_LUCK) /*halfling*/ \ BONUS_NAME(ENCHANTER)/* for Enchanter spells, val - skill level, subtype - spell id, additionalInfo - cooldown */ \ BONUS_NAME(HEALER) \ BONUS_NAME(SIEGE_WEAPON) \ BONUS_NAME(HYPNOTIZED) \ BONUS_NAME(NO_RETALIATION) /*temporary bonus for basilisk, unicorn and scorpicore paralyze*/\ 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 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]*/ \ 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) /* subtype - spell ID (paralyze, blind, stone gaze) for graphical effect*/ \ 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) \ BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\ BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/\ BONUS_NAME(SHOTS)\ BONUS_NAME(DEATH_STARE) /*subtype 0 - gorgon, 1 - commander*/\ BONUS_NAME(POISON) /*val - max health penalty from poison possible*/\ BONUS_NAME(BIND_EFFECT) /*doesn't do anything particular, works as a marker)*/\ BONUS_NAME(ACID_BREATH) /*additional val damage per creature after attack, additional info - chance in percent*/\ BONUS_NAME(RECEPTIVE) /*accepts friendly spells even with immunity*/\ BONUS_NAME(DIRECT_DAMAGE_IMMUNITY) /*direct damage spells, that is*/\ BONUS_NAME(CASTS) /*how many times creature can cast activated spell*/ \ BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection cast by units, subtype - spell id */\ BONUS_NAME(CREATURE_SPELL_POWER) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \ BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells cast by creature */ \ BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \ BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\ BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\ BONUS_NAME(SPOILS_OF_WAR) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/\ BONUS_NAME(BLOCK)\ BONUS_NAME(DISGUISED) /* subtype - spell level */\ BONUS_NAME(VISIONS) /* subtype - spell level */\ BONUS_NAME(NO_TERRAIN_PENALTY) /* subtype - terrain type */\ /* end of list */ #define BONUS_SOURCE_LIST \ BONUS_SOURCE(ARTIFACT)\ BONUS_SOURCE(ARTIFACT_INSTANCE)\ BONUS_SOURCE(OBJECT)\ BONUS_SOURCE(CREATURE_ABILITY)\ BONUS_SOURCE(TERRAIN_NATIVE)\ BONUS_SOURCE(TERRAIN_OVERLAY)\ BONUS_SOURCE(SPELL_EFFECT)\ BONUS_SOURCE(TOWN_STRUCTURE)\ BONUS_SOURCE(HERO_BASE_SKILL)\ BONUS_SOURCE(SECONDARY_SKILL)\ BONUS_SOURCE(HERO_SPECIAL)\ BONUS_SOURCE(ARMY)\ BONUS_SOURCE(CAMPAIGN_BONUS)\ BONUS_SOURCE(SPECIAL_WEEK)\ BONUS_SOURCE(STACK_EXPERIENCE)\ BONUS_SOURCE(COMMANDER) /*TODO: consider using simply STACK_INSTANCE */\ BONUS_SOURCE(OTHER) /*used for defensive stance and default value of spell level limit*/ #define BONUS_VALUE_LIST \ BONUS_VALUE(ADDITIVE_VALUE)\ BONUS_VALUE(BASE_NUMBER)\ BONUS_VALUE(PERCENT_TO_ALL)\ BONUS_VALUE(PERCENT_TO_BASE)\ BONUS_VALUE(INDEPENDENT_MAX) /*used for SPELL bonus*/ \ BONUS_VALUE(INDEPENDENT_MIN) //used for SECONDARY_SKILL_PREMY bonus /// Struct for handling bonuses of several types. Can be transferred to any hero struct DLL_LINKAGE Bonus { enum { EVERY_TYPE = -1 }; 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*/ STACK_GETS_TURN = 256, /*removed when stack gets its turn - used for defensive stance*/ COMMANDER_KILLED = 512 }; enum BonusSource { #define BONUS_SOURCE(x) x, BONUS_SOURCE_LIST #undef BONUS_SOURCE }; 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_ENEMY_ARMY }; enum ValueType { #define BONUS_VALUE(x) x, BONUS_VALUE_LIST #undef BONUS_VALUE }; ui16 duration; //uses BonusDuration values si16 turnsRemain; //used if duration is N_TURNS, N_DAYS or ONE_WEEK BonusType type; //uses BonusType values - says to what is this bonus - 1 byte TBonusSubtype subtype; //-1 if not applicable - 4 bytes BonusSource source;//source type" uses BonusSource values - what gave that bonus si32 val; ui32 sid; //source id: id of object/artifact/spell ValueType valType; si32 additionalInfo; LimitEffect effectRange; //if not NO_LIMIT, bonus will be omitted by default TLimiterPtr limiter; TPropagatorPtr propagator; std::string description; Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1); Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype=-1, ValueType 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 & sid & description & additionalInfo & turnsRemain & valType & effectRange & limiter & propagator; } static bool compareByAdditionalInfo(const Bonus *a, const Bonus *b) { return a->additionalInfo < b->additionalInfo; } static bool NDays(const Bonus *hb) { return hb->duration & Bonus::N_DAYS; } static bool NTurns(const Bonus *hb) { return hb->duration & Bonus::N_TURNS; } 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 Permanent(const Bonus *hb) { return hb->duration & Bonus::PERMANENT; } static bool UntilGetsTurn(const Bonus *hb) { return hb->duration & Bonus::STACK_GETS_TURN; } 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 UntilCommanderKilled(const Bonus *hb) { return hb->duration & Bonus::COMMANDER_KILLED; } 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.sid==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(TLimiterPtr Limiter); //returns this for convenient chain-calls Bonus *addPropagator(TPropagatorPtr Propagator); //returns this for convenient chain-calls }; DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus); class DLL_LINKAGE BonusList { private: typedef std::vector TInternalContainer; TInternalContainer bonuses; bool belongsToTree; public: typedef TInternalContainer::const_reference const_reference; typedef TInternalContainer::value_type value_type; typedef TInternalContainer::const_iterator const_iterator; typedef TInternalContainer::iterator iterator; BonusList(bool BelongsToTree = false); BonusList(const BonusList &bonusList); BonusList& operator=(const BonusList &bonusList); // wrapper functions of the STL vector container std::vector::size_type size() const { return bonuses.size(); } void push_back(Bonus* const &x); std::vector::iterator erase (const int position); void clear(); bool empty() const { return bonuses.empty(); } void resize(std::vector::size_type sz, Bonus* c = nullptr ); void insert(std::vector::iterator position, std::vector::size_type n, Bonus* const &x); Bonus *const &operator[] (std::vector::size_type n) { return bonuses[n]; } Bonus *const &operator[] (std::vector::size_type n) const { return bonuses[n]; } Bonus *const &back() { return bonuses.back(); } Bonus *const &front() { return bonuses.front(); } Bonus *const &back() const { return bonuses.back(); } Bonus *const &front() const { return bonuses.front(); } // There should be no non-const access to provide solid,robust bonus caching std::vector::const_iterator begin() const { return bonuses.begin(); } std::vector::const_iterator end() const { return bonuses.end(); } std::vector::size_type operator-=(Bonus* const &i); // BonusList functions int totalValue() const; //subtype -> subtype of bonus, if -1 then any void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const; void getAllBonuses(BonusList &out) const; void getBonuses(BonusList & out, const CSelector &selector) const; //special find functions Bonus *getFirst(const CSelector &select); const Bonus *getFirst(const CSelector &select) const; int valOfBonuses(const CSelector &select) const; //void limit(const CBonusSystemNode &node); //erases bonuses using limitor void eliminateDuplicates(); // remove_if implementation for STL vector types template void remove_if(Predicate pred) { BonusList newList; for (ui32 i = 0; i < bonuses.size(); i++) { Bonus *b = bonuses[i]; if (!pred(b)) newList.push_back(b); } bonuses.clear(); bonuses.resize(newList.size()); std::copy(newList.begin(), newList.end(), bonuses.begin()); } template void insert(const int position, InputIterator first, InputIterator last); template void serialize(Handler &h, const int version) { h & static_cast&>(bonuses); } // C++ for range support auto begin () -> decltype (bonuses.begin()) { return bonuses.begin(); } auto end () -> decltype (bonuses.end()) { return bonuses.end(); } //friend inline std::vector::iterator range_begin(BonusList & x); //friend inline std::vector::iterator range_end(BonusList & x); }; // Extensions for BOOST_FOREACH to enable iterating of BonusList objects // Don't touch/call this functions inline BonusList::iterator range_begin(BonusList & x) { return x.begin(); } inline BonusList::iterator range_end(BonusList & x) { return x.end(); } inline BonusList::const_iterator range_begin(BonusList const &x) { return x.begin(); } inline BonusList::const_iterator range_end(BonusList const &x) { return x.end(); } DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusList); class DLL_LINKAGE IPropagator { public: virtual ~IPropagator(); virtual bool shouldBeAttached(CBonusSystemNode *dest); //virtual CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild); //called when red relation between parent-childrem is established / removed template void serialize(Handler &h, const int version) {} }; class DLL_LINKAGE CPropagatorNodeType : public IPropagator { int nodeType; //CBonusSystemNode::ENodeTypes public: CPropagatorNodeType(); CPropagatorNodeType(int NodeType); bool shouldBeAttached(CBonusSystemNode *dest) override; //CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild) override; template void serialize(Handler &h, const int version) { h & nodeType; } }; struct BonusLimitationContext { const Bonus *b; const CBonusSystemNode &node; const BonusList &alreadyAccepted; }; class DLL_LINKAGE ILimiter { public: enum EDecision {ACCEPT, DISCARD, NOT_SURE}; virtual ~ILimiter(); virtual int limit(const BonusLimitationContext &context) const; //0 - accept bonus; 1 - drop bonus; 2 - delay (drops eventually) template void serialize(Handler &h, const int version) { } }; class DLL_LINKAGE IBonusBearer { public: //new bonusing node interface // * selector is predicate that tests if HeroBonus matches our criteria // * root is node on which call was made (nullptr will be replaced with this) //interface virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const = 0; int getBonusesCount(const CSelector &selector, const std::string &cachingStr = "") const; int valOfBonuses(const CSelector &selector, const std::string &cachingStr = "") const; bool hasBonus(const CSelector &selector, const std::string &cachingStr = "") const; const TBonusListPtr getBonuses(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const; const TBonusListPtr getBonuses(const CSelector &selector, const std::string &cachingStr = "") const; const TBonusListPtr getAllBonuses() const; const Bonus *getBonus(const CSelector &selector) const; //returns any bonus visible on node that matches (or nullptr if none matches) //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(Bonus::BonusSource source, ui32 sourceID) const; int getBonusesCount(Bonus::BonusSource from, int id) const; //various hlp functions for non-trivial values 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 ui32 MaxHealth() const; //get max HP of stack with all modifiers bool isLiving() const; //non-undead, non-non living or alive virtual si32 magicResistance() const; ui32 Speed(int turn = 0, bool useBind = false) const; //get speed of creature with all modificators const Bonus * getEffect(ui16 id, int turn = 0) const; //effect id (SP) ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge) int getPrimSkillLevel(PrimarySkill::PrimarySkill id) const; const TBonusListPtr getSpellBonuses() const; }; class DLL_LINKAGE CBonusSystemNode : public IBonusBearer { public: enum ENodeTypes { UNKNOWN, STACK_INSTANCE, STACK_BATTLE, SPECIALTY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM, TOWN_AND_VISITOR, BATTLE, COMMANDER, GLOBAL_EFFECTS }; private: BonusList bonuses; //wielded bonuses (local or up-propagated here) BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away) TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them TNodesVector children; ENodeTypes nodeType; std::string description; static const bool cachingEnabled; mutable BonusList cachedBonuses; mutable int cachedLast; static int treeChanged; // Setting a value to cachingStr before getting any bonuses caches the result for later requests. // This string needs to be unique, that's why it has to be setted in the following manner: // [property key]_[value] => only for selector mutable std::map cachedRequests; void getBonusesRec(BonusList &out, const CSelector &selector, const CSelector &limit) const; void getAllBonusesRec(BonusList &out) const; const TBonusListPtr getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr) const; public: explicit CBonusSystemNode(); virtual ~CBonusSystemNode(); void limitBonuses(const BonusList &allBonuses, BonusList &out) const; //out will bo populed with bonuses that are not limited here TBonusListPtr limitBonuses(const BonusList &allBonuses) const; //same as above, returns out by val for convienence const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const override; void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from), const Bonus *getBonusLocalFirst(const CSelector &selector) const; //non-const interface void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from) void getRedParents(TNodes &out); //retrieves list of red parent nodes (nodes bonuses propagate from) void getRedAncestors(TNodes &out); void getRedChildren(TNodes &out); void getRedDescendants(TNodes &out); Bonus *getBonusLocalFirst(const CSelector &selector); void attachTo(CBonusSystemNode *parent); void detachFrom(CBonusSystemNode *parent); void detachFromAll(); virtual void addNewBonus(Bonus *b); //b will be deleted with destruction of node void accumulateBonus(Bonus &b); //add value of bonus with same type/subtype or create new void newChildAttached(CBonusSystemNode *child); void childDetached(CBonusSystemNode *child); void propagateBonus(Bonus * b); void unpropagateBonus(Bonus * b); //void addNewBonus(const Bonus &b); //b will copied void removeBonus(Bonus *b); void newRedDescendant(CBonusSystemNode *descendant); //propagation needed void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed void battleTurnPassed(); //updates count of remaining turns and removed outdated bonuses bool isIndependentNode() const; //node is independent when it has no parents nor children bool actsAsBonusSourceOnly() const; //bool isLimitedOnUs(Bonus *b) const; //if bonus should be removed from list acquired from this node void popBonuses(const CSelector &s); void updateBonuses(const CSelector &s); virtual std::string bonusToString(const Bonus *bonus, bool description) const {return "";}; //description or bonus name virtual std::string nodeName() const; void deserializationFix(); void exportBonus(Bonus * b); void exportBonuses(); const BonusList &getBonusList() const; BonusList &getExportedBonusList(); CBonusSystemNode::ENodeTypes getNodeType() const; void setNodeType(CBonusSystemNode::ENodeTypes type); const TNodesVector &getParentNodes() const; const TNodesVector &getChildrenNodes() const; const std::string &getDescription() const; void setDescription(const std::string &description); static void treeHasChanged(); template void serialize(Handler &h, const int version) { h & /*bonuses & */nodeType; h & exportedBonuses; h & description; BONUS_TREE_DESERIALIZATION_FIX //h & parents & children; } }; namespace NBonus { //set of methods that may be safely called with nullptr objs DLL_LINKAGE int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any 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) DLL_LINKAGE int getCount(const CBonusSystemNode *obj, Bonus::BonusSource from, int id); } /// generates HeroBonus from given data inline Bonus makeFeatureVal(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0) { Bonus sf; sf.type = type; sf.duration = duration; sf.source = source; sf.turnsRemain = turnsRemain; sf.subtype = subtype; sf.val = value; sf.additionalInfo = additionalInfo; return sf; } ///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) { return new Bonus(makeFeatureVal(type, duration, subtype, value, source, turnsRemain, additionalInfo)); } template class CSelectFieldEqual { T Bonus::*ptr; public: CSelectFieldEqual(T Bonus::*Ptr) : ptr(Ptr) { } CSelector operator()(const T &valueToCompareAgainst) const { auto ptr2 = ptr; //We need a COPY because we don't want to reference this (might be outlived by lambda) return [ptr2, valueToCompareAgainst](const Bonus *bonus) { return bonus->*ptr2 == valueToCompareAgainst; }; } }; template class CSelectFieldAny //allows to ignore value of certain field, that is to accept any value { T Bonus::*ptr; public: CSelectFieldAny(T Bonus::*Ptr) : ptr(Ptr) { } bool operator()(const Bonus *bonus) const { return true; } CSelectFieldAny& operator()() { return *this; } }; template //can be same, needed for subtype field class CSelectFieldEqualOrEvery { T Bonus::*ptr; T val; public: CSelectFieldEqualOrEvery(T Bonus::*Ptr, const T &Val) : ptr(Ptr), val(Val) { } bool operator()(const Bonus *bonus) const { return (bonus->*ptr == val) || (bonus->*ptr == static_cast(Bonus::EVERY_TYPE)); } CSelectFieldEqualOrEvery& operator()(const T &setVal) { val = setVal; return *this; } }; class DLL_LINKAGE CWillLastTurns { public: int turnsRequested; bool operator()(const Bonus *bonus) const { return turnsRequested <= 0 //every present effect will last zero (or "less") turns || !Bonus::NTurns(bonus) //so do every not expriing after N-turns effect || bonus->turnsRemain > turnsRequested; } CWillLastTurns& operator()(const int &setVal) { turnsRequested = setVal; return *this; } }; class DLL_LINKAGE CWillLastDays { public: int daysRequested; bool operator()(const Bonus *bonus) const { if(daysRequested <= 0 || Bonus::Permanent(bonus) || Bonus::OneBattle(bonus)) return true; else if(Bonus::OneDay(bonus)) return false; else if(Bonus::NDays(bonus) || Bonus::OneWeek(bonus)) { return bonus->turnsRemain > daysRequested; } return false; // TODO: ONE_WEEK need support for turnsRemain, but for now we'll exclude all unhandled durations } CWillLastDays& operator()(const int &setVal) { daysRequested = setVal; return *this; } }; //Stores multiple limiters. If any of them fails -> bonus is dropped. class DLL_LINKAGE LimiterList : public ILimiter { std::vector limiters; public: int limit(const BonusLimitationContext &context) const override; void add(TLimiterPtr limiter); }; class DLL_LINKAGE CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades) { public: const CCreature *creature; bool includeUpgrades; CCreatureTypeLimiter(); CCreatureTypeLimiter(const CCreature &Creature, bool IncludeUpgrades = true); void setCreature (CreatureID id); int limit(const BonusLimitationContext &context) const override; template void serialize(Handler &h, const int version) { h & static_cast(*this); h & creature & includeUpgrades; } }; class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working { public: Bonus::BonusType type; TBonusSubtype subtype; bool isSubtypeRelevant; //check for subtype only if this is true HasAnotherBonusLimiter(Bonus::BonusType bonus = Bonus::NONE); HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype); int limit(const BonusLimitationContext &context) const override; template void serialize(Handler &h, const int version) { h & static_cast(*this); h & type & subtype & isSubtypeRelevant; } }; class DLL_LINKAGE CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain { public: int terrainType; CreatureNativeTerrainLimiter(); CreatureNativeTerrainLimiter(int TerrainType); int limit(const BonusLimitationContext &context) const override; template void serialize(Handler &h, const int version) { h & static_cast(*this); h & terrainType; } }; class DLL_LINKAGE CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction { public: si8 faction; CreatureFactionLimiter(); CreatureFactionLimiter(int TerrainType); int limit(const BonusLimitationContext &context) const override; template void serialize(Handler &h, const int version) { h & static_cast(*this); h & faction; } }; class DLL_LINKAGE CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment { public: si8 alignment; CreatureAlignmentLimiter(); CreatureAlignmentLimiter(si8 Alignment); int limit(const BonusLimitationContext &context) const override; template void serialize(Handler &h, const int version) { h & static_cast(*this); h & alignment; } }; class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment { public: PlayerColor owner; StackOwnerLimiter(); StackOwnerLimiter(PlayerColor Owner); int limit(const BonusLimitationContext &context) const override; template void serialize(Handler &h, const int version) { h & static_cast(*this); h & owner; } }; class DLL_LINKAGE RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max { public: ui8 minRank, maxRank; RankRangeLimiter(); RankRangeLimiter(ui8 Min, ui8 Max = 255); int limit(const BonusLimitationContext &context) const override; template void serialize(Handler &h, const int version) { h & static_cast(*this); h & minRank & maxRank; } }; const CCreature *retrieveCreature(const CBonusSystemNode *node); namespace Selector { extern DLL_LINKAGE CSelectFieldEqual type; extern DLL_LINKAGE CSelectFieldEqual subtype; extern DLL_LINKAGE CSelectFieldEqual info; extern DLL_LINKAGE CSelectFieldEqual sourceType; extern DLL_LINKAGE CSelectFieldEqual effectRange; extern DLL_LINKAGE CWillLastTurns turns; extern DLL_LINKAGE CWillLastDays days; extern DLL_LINKAGE CSelectFieldAny anyRange; CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype); CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, si32 info); CSelector DLL_LINKAGE source(Bonus::BonusSource source, ui32 sourceID); CSelector DLL_LINKAGE sourceTypeSel(Bonus::BonusSource source); bool DLL_LINKAGE matchesType(const CSelector &sel, Bonus::BonusType type); bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, Bonus::BonusType type, TBonusSubtype subtype); bool DLL_LINKAGE positiveSpellEffects(const Bonus *b); } extern DLL_LINKAGE const std::map bonusNameMap; extern DLL_LINKAGE const std::map bonusValueMap; extern DLL_LINKAGE const std::map bonusSourceMap; extern DLL_LINKAGE const std::map bonusDurationMap; extern DLL_LINKAGE const std::map bonusLimitEffect; extern DLL_LINKAGE const std::map bonusLimiterMap; extern DLL_LINKAGE const std::map bonusPropagatorMap; // BonusList template that requires full interface of CBonusSystemNode template void BonusList::insert(const int position, InputIterator first, InputIterator last) { bonuses.insert(bonuses.begin() + position, first, last); if (belongsToTree) CBonusSystemNode::treeHasChanged(); } // Extensions for BOOST_FOREACH to enable iterating of BonusList objects /*namespace boost { template<> struct range_mutable_iterator { typedef std::vector::iterator type; }; template<> struct range_const_iterator { typedef std::vector::const_iterator type; }; }*/