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46c7e8e36d
This way we can add new bonuses without changing last line in list and avoid possible issues of extra concatenating.
1007 lines
38 KiB
C++
1007 lines
38 KiB
C++
#pragma once
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#include "GameConstants.h"
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/*
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* HeroBonus.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CCreature;
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class CSpell;
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struct Bonus;
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class CBonusSystemNode;
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class ILimiter;
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class IPropagator;
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class BonusList;
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typedef shared_ptr<BonusList> TBonusListPtr;
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typedef shared_ptr<ILimiter> TLimiterPtr;
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typedef shared_ptr<IPropagator> TPropagatorPtr;
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typedef std::set<CBonusSystemNode*> TNodes;
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typedef std::set<const CBonusSystemNode*> TCNodes;
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typedef std::vector<CBonusSystemNode *> TNodesVector;
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class CSelector : std::function<bool(const Bonus*)>
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{
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typedef std::function<bool(const Bonus*)> TBase;
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public:
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CSelector() {}
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template<typename T>
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CSelector(const T &t, //SFINAE trick -> include this c-tor in overload resolution only if parameter is class
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//(includes functors, lambdas) or function. Without that VC is going mad about ambiguities.
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typename std::enable_if < boost::mpl::or_ < std::is_class<T>, std::is_function<T >> ::value>::type *dummy = nullptr)
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: TBase(t)
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{}
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CSelector(std::nullptr_t)
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{}
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//CSelector(std::function<bool(const Bonus*)> f) : std::function<bool(const Bonus*)>(std::move(f)) {}
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CSelector And(CSelector rhs) const
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{
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//lambda may likely outlive "this" (it can be even a temporary) => we copy the OBJECT (not pointer)
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auto thisCopy = *this;
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return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) && rhs(b); };
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}
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CSelector Or(CSelector rhs) const
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{
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auto thisCopy = *this;
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return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) || rhs(b); };
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}
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bool operator()(const Bonus *b) const
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{
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return TBase::operator()(b);
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}
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operator bool() const
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{
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return !!static_cast<const TBase&>(*this);
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}
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};
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#define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving && h.smartPointerSerialization) deserializationFix();
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#define BONUS_LIST \
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BONUS_NAME(NONE) \
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BONUS_NAME(LEVEL_COUNTER) /* for commander artifacts*/ \
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BONUS_NAME(MOVEMENT) /*both water/land*/ \
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BONUS_NAME(LAND_MOVEMENT) \
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BONUS_NAME(SEA_MOVEMENT) \
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BONUS_NAME(MORALE) \
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BONUS_NAME(LUCK) \
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BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \
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BONUS_NAME(SIGHT_RADIOUS) \
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BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \
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BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \
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BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \
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BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
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BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
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BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - subtracted to this part*/ \
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BONUS_NAME(FLYING_MOVEMENT) /*subtype 1 - without penalty, 2 - with penalty*/ \
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BONUS_NAME(SPELL_DURATION) \
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BONUS_NAME(AIR_SPELL_DMG_PREMY) \
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BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
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BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
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BONUS_NAME(WATER_SPELL_DMG_PREMY) \
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BONUS_NAME(WATER_WALKING) /*subtype 1 - without penalty, 2 - with penalty*/ \
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BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
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BONUS_NAME(STACK_HEALTH) \
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BONUS_NAME(BLOCK_MORALE) \
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BONUS_NAME(BLOCK_LUCK) \
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BONUS_NAME(FIRE_SPELLS) \
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BONUS_NAME(AIR_SPELLS) \
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BONUS_NAME(WATER_SPELLS) \
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BONUS_NAME(EARTH_SPELLS) \
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BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
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BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
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BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
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BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
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BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
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BONUS_NAME(BATTLE_NO_FLEEING) /*for shackles of war*/ \
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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*/ \
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BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
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BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
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BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
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BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
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BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
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BONUS_NAME(NO_TYPE) \
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BONUS_NAME(FLYING) \
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BONUS_NAME(SHOOTER) \
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BONUS_NAME(CHARGE_IMMUNITY) \
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BONUS_NAME(ADDITIONAL_ATTACK) \
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BONUS_NAME(UNLIMITED_RETALIATIONS) \
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BONUS_NAME(NO_MELEE_PENALTY) \
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BONUS_NAME(JOUSTING) /*for champions*/ \
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BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
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BONUS_NAME(KING1) \
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BONUS_NAME(KING2) \
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BONUS_NAME(KING3) \
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BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
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BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
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BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
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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*/ \
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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*/ \
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BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
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BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus*/ \
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BONUS_NAME(BLOCK_MAGIC_ABOVE) /*blocks casting spells of the level > value */ \
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BONUS_NAME(BLOCK_ALL_MAGIC) /*blocks casting spells*/ \
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BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
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BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
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BONUS_NAME(NO_WALL_PENALTY) \
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BONUS_NAME(NON_LIVING) /*eg. gargoyle*/ \
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BONUS_NAME(RANDOM_SPELLCASTER) /*eg. master genie, val - level*/ \
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BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
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BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
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BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
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BONUS_NAME(SPELL_LIKE_ATTACK) /*subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog*/ \
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BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
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BONUS_NAME(DAEMON_SUMMONING) /*pit lord, subtype - type of creatures, val - hp per unit*/ \
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BONUS_NAME(FIRE_IMMUNITY) /*subtype 0 - all, 1 - all except positive, 2 - only damage spells*/ \
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BONUS_NAME(WATER_IMMUNITY) \
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BONUS_NAME(EARTH_IMMUNITY) \
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BONUS_NAME(AIR_IMMUNITY) \
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BONUS_NAME(MIND_IMMUNITY) \
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BONUS_NAME(FIRE_SHIELD) \
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BONUS_NAME(UNDEAD) \
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BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
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BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
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BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
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BONUS_NAME(LIFE_DRAIN) \
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BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
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BONUS_NAME(RETURN_AFTER_STRIKE) \
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BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
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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*/ \
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BONUS_NAME(CATAPULT) \
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BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
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BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
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BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %,// subtype not used, use ONLY_MELEE_FIGHT / DISTANCE_FIGHT*/ \
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BONUS_NAME(DEFENSIVE_STANCE) /* val - bonus to defense while defending */ \
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BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
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BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
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BONUS_NAME(FEAR) \
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BONUS_NAME(FEARLESS) \
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BONUS_NAME(NO_DISTANCE_PENALTY) \
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BONUS_NAME(SELF_LUCK) /*halfling*/ \
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BONUS_NAME(ENCHANTER)/* for Enchanter spells, val - skill level, subtype - spell id, additionalInfo - cooldown */ \
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BONUS_NAME(HEALER) \
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BONUS_NAME(SIEGE_WEAPON) \
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BONUS_NAME(HYPNOTIZED) \
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BONUS_NAME(NO_RETALIATION) /*temporary bonus for basilisk, unicorn and scorpicore paralyze*/\
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BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
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BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
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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]*/ \
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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 %*/ \
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BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
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BONUS_NAME(IN_FRENZY) /*value - level*/ \
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BONUS_NAME(SLAYER) /*value - level*/ \
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BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
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BONUS_NAME(NOT_ACTIVE) /* subtype - spell ID (paralyze, blind, stone gaze) for graphical effect*/ \
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BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
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BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
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BONUS_NAME(DARKNESS) /*val = radius */ \
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BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*val = id, additionalInfo = value per level in percent*/ \
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BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
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BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
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BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
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BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
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BONUS_NAME(MAXED_SPELL) /*val = id*/\
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BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
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BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\
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BONUS_NAME(DRAGON_NATURE) \
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BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
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BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/\
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BONUS_NAME(SHOTS)\
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BONUS_NAME(DEATH_STARE) /*subtype 0 - gorgon, 1 - commander*/\
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BONUS_NAME(POISON) /*val - max health penalty from poison possible*/\
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BONUS_NAME(BIND_EFFECT) /*doesn't do anything particular, works as a marker)*/\
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BONUS_NAME(ACID_BREATH) /*additional val damage per creature after attack, additional info - chance in percent*/\
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BONUS_NAME(RECEPTIVE) /*accepts friendly spells even with immunity*/\
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BONUS_NAME(DIRECT_DAMAGE_IMMUNITY) /*direct damage spells, that is*/\
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BONUS_NAME(CASTS) /*how many times creature can cast activated spell*/ \
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BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection cast by units, subtype - spell id */\
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BONUS_NAME(CREATURE_SPELL_POWER) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \
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BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells cast by creature */ \
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BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \
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BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\
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BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\
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BONUS_NAME(SPOILS_OF_WAR) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/\
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BONUS_NAME(BLOCK)\
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BONUS_NAME(DISGUISED) /* subtype - spell level */\
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BONUS_NAME(VISIONS) /* subtype - spell level */\
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BONUS_NAME(NO_TERRAIN_PENALTY) /* subtype - terrain type */\
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/* end of list */
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#define BONUS_SOURCE_LIST \
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BONUS_SOURCE(ARTIFACT)\
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BONUS_SOURCE(ARTIFACT_INSTANCE)\
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BONUS_SOURCE(OBJECT)\
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BONUS_SOURCE(CREATURE_ABILITY)\
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BONUS_SOURCE(TERRAIN_NATIVE)\
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BONUS_SOURCE(TERRAIN_OVERLAY)\
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BONUS_SOURCE(SPELL_EFFECT)\
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BONUS_SOURCE(TOWN_STRUCTURE)\
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BONUS_SOURCE(HERO_BASE_SKILL)\
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BONUS_SOURCE(SECONDARY_SKILL)\
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BONUS_SOURCE(HERO_SPECIAL)\
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BONUS_SOURCE(ARMY)\
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BONUS_SOURCE(CAMPAIGN_BONUS)\
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BONUS_SOURCE(SPECIAL_WEEK)\
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BONUS_SOURCE(STACK_EXPERIENCE)\
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BONUS_SOURCE(COMMANDER) /*TODO: consider using simply STACK_INSTANCE */\
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BONUS_SOURCE(OTHER) /*used for defensive stance and default value of spell level limit*/
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#define BONUS_VALUE_LIST \
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BONUS_VALUE(ADDITIVE_VALUE)\
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BONUS_VALUE(BASE_NUMBER)\
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BONUS_VALUE(PERCENT_TO_ALL)\
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BONUS_VALUE(PERCENT_TO_BASE)\
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BONUS_VALUE(INDEPENDENT_MAX) /*used for SPELL bonus*/ \
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BONUS_VALUE(INDEPENDENT_MIN) //used for SECONDARY_SKILL_PREMY bonus
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/// Struct for handling bonuses of several types. Can be transferred to any hero
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struct DLL_LINKAGE Bonus
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{
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enum { EVERY_TYPE = -1 };
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enum BonusType
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{
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#define BONUS_NAME(x) x,
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BONUS_LIST
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#undef BONUS_NAME
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};
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enum BonusDuration //when bonus is automatically removed
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{
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PERMANENT = 1,
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ONE_BATTLE = 2, //at the end of battle
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ONE_DAY = 4, //at the end of day
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ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
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N_TURNS = 16, //used during battles, after battle bonus is always removed
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N_DAYS = 32,
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UNITL_BEING_ATTACKED = 64,/*removed after attack and counterattacks are performed*/
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UNTIL_ATTACK = 128, /*removed after attack and counterattacks are performed*/
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STACK_GETS_TURN = 256, /*removed when stack gets its turn - used for defensive stance*/
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COMMANDER_KILLED = 512
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};
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enum BonusSource
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{
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#define BONUS_SOURCE(x) x,
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BONUS_SOURCE_LIST
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#undef BONUS_SOURCE
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};
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enum LimitEffect
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{
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NO_LIMIT = 0,
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ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
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ONLY_ENEMY_ARMY
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};
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enum ValueType
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{
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#define BONUS_VALUE(x) x,
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BONUS_VALUE_LIST
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#undef BONUS_VALUE
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};
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ui16 duration; //uses BonusDuration values
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si16 turnsRemain; //used if duration is N_TURNS or N_DAYS
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BonusType type; //uses BonusType values - says to what is this bonus - 1 byte
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TBonusSubtype subtype; //-1 if not applicable - 4 bytes
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BonusSource source;//source type" uses BonusSource values - what gave that bonus
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si32 val;
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ui32 sid; //source id: id of object/artifact/spell
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ValueType valType;
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si32 additionalInfo;
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LimitEffect effectRange; //if not NO_LIMIT, bonus will be omitted by default
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TLimiterPtr limiter;
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TPropagatorPtr propagator;
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std::string description;
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Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
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Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype=-1, ValueType ValType = ADDITIVE_VALUE);
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Bonus();
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~Bonus();
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// //comparison
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// bool operator==(const HeroBonus &other)
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// {
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// return &other == this;
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// //TODO: what is best logic for that?
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// }
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// bool operator<(const HeroBonus &other)
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// {
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// return &other < this;
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// //TODO: what is best logic for that?
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// }
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & duration & type & subtype & source & val & sid & description & additionalInfo & turnsRemain & valType & effectRange & limiter & propagator;
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}
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static bool compareByAdditionalInfo(const Bonus *a, const Bonus *b)
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{
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return a->additionalInfo < b->additionalInfo;
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}
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static bool NDays(const Bonus *hb)
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{
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return hb->duration & Bonus::N_DAYS;
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}
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static bool NTurns(const Bonus *hb)
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{
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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<Bonus*> 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<Bonus*>::size_type size() const { return bonuses.size(); }
|
|
void push_back(Bonus* const &x);
|
|
std::vector<Bonus*>::iterator erase (const int position);
|
|
void clear();
|
|
bool empty() const { return bonuses.empty(); }
|
|
void resize(std::vector<Bonus*>::size_type sz, Bonus* c = nullptr );
|
|
void insert(std::vector<Bonus*>::iterator position, std::vector<Bonus*>::size_type n, Bonus* const &x);
|
|
Bonus *const &operator[] (std::vector<Bonus*>::size_type n) { return bonuses[n]; }
|
|
Bonus *const &operator[] (std::vector<Bonus*>::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<Bonus*>::const_iterator begin() const { return bonuses.begin(); }
|
|
std::vector<Bonus*>::const_iterator end() const { return bonuses.end(); }
|
|
std::vector<Bonus*>::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 <class Predicate>
|
|
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 <class InputIterator>
|
|
void insert(const int position, InputIterator first, InputIterator last);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<std::vector<Bonus*>&>(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<Bonus*>::iterator range_begin(BonusList & x);
|
|
//friend inline std::vector<Bonus*>::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 <typename Handler> 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 <typename Handler> 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 <typename Handler> 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<std::string, TBonusListPtr > 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);
|
|
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();
|
|
|
|
BonusList &getBonusList();
|
|
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 <typename Handler> 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<typename T>
|
|
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<typename T>
|
|
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<typename T> //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<T>(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->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;
|
|
}
|
|
};
|
|
|
|
//Stores multiple limiters. If any of them fails -> bonus is dropped.
|
|
class DLL_LINKAGE LimiterList : public ILimiter
|
|
{
|
|
std::vector<TLimiterPtr> 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 <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<ILimiter&>(*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 <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<ILimiter&>(*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 <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<ILimiter&>(*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 <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<ILimiter&>(*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 <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<ILimiter&>(*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 <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<ILimiter&>(*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 <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<ILimiter&>(*this);
|
|
h & minRank & maxRank;
|
|
}
|
|
};
|
|
|
|
const CCreature *retrieveCreature(const CBonusSystemNode *node);
|
|
|
|
namespace Selector
|
|
{
|
|
extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> type;
|
|
extern DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> subtype;
|
|
extern DLL_LINKAGE CSelectFieldEqual<si32> info;
|
|
extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> sourceType;
|
|
extern DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> effectRange;
|
|
extern DLL_LINKAGE CWillLastTurns turns;
|
|
extern DLL_LINKAGE CSelectFieldAny<Bonus::LimitEffect> 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<std::string, Bonus::BonusType> bonusNameMap;
|
|
extern DLL_LINKAGE const std::map<std::string, Bonus::ValueType> bonusValueMap;
|
|
extern DLL_LINKAGE const std::map<std::string, Bonus::BonusSource> bonusSourceMap;
|
|
extern DLL_LINKAGE const std::map<std::string, ui16> bonusDurationMap;
|
|
extern DLL_LINKAGE const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect;
|
|
extern DLL_LINKAGE const std::map<std::string, TLimiterPtr> bonusLimiterMap;
|
|
extern DLL_LINKAGE const std::map<std::string, TPropagatorPtr> bonusPropagatorMap;
|
|
|
|
|
|
// BonusList template that requires full interface of CBonusSystemNode
|
|
template <class InputIterator>
|
|
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<BonusList>
|
|
{
|
|
typedef std::vector<Bonus*>::iterator type;
|
|
};
|
|
|
|
template<>
|
|
struct range_const_iterator<BonusList>
|
|
{
|
|
typedef std::vector<Bonus*>::const_iterator type;
|
|
};
|
|
}*/
|