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			980 lines
		
	
	
		
			38 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			980 lines
		
	
	
		
			38 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #pragma once
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| 
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| #include "GameConstants.h"
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| 
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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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| 
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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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| 
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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::vector<std::pair<int,std::string> > TModDescr; //modifiers values and their descriptions
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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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| typedef boost::function<bool(const Bonus*)> CSelector;
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| 
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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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| 
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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 of the level > value */ \
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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 casted 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 casted 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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	TLimiterPtr limiter;
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| 	TPropagatorPtr propagator;
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| 
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| 	std::string description;
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| 
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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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| 
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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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| 
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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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| 
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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 OneDay(const Bonus *hb)
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| 	{
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| 		return hb->duration & Bonus::ONE_DAY;
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| 	}
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| 	static bool OneWeek(const Bonus *hb)
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| 	{
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| 		return hb->duration & Bonus::ONE_WEEK;
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| 	}
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| 	static bool OneBattle(const Bonus *hb)
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| 	{
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| 		return hb->duration & Bonus::ONE_BATTLE;
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| 	}
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| 	static bool UntilGetsTurn(const Bonus *hb)
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| 	{
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| 		return hb->duration & Bonus::STACK_GETS_TURN;
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| 	}
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| 	static bool UntilAttack(const Bonus *hb)
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| 	{
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| 		return hb->duration & Bonus::UNTIL_ATTACK;
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| 	}
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| 	static bool UntilBeingAttacked(const Bonus *hb)
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| 	{
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| 		return hb->duration & Bonus::UNITL_BEING_ATTACKED;
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| 	}
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| 	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;
 | |
| 
 | |
| 	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();
 | |
| 	void resize(std::vector<Bonus*>::size_type sz, Bonus* c = NULL );
 | |
| 	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 getModifiersWDescr(TModDescr &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);
 | |
| 	}
 | |
| 
 | |
| 	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 std::vector<Bonus*>::iterator range_begin(BonusList & x)
 | |
| {
 | |
| 	return x.bonuses.begin();
 | |
| }
 | |
| 
 | |
| inline std::vector<Bonus*>::iterator range_end(BonusList & x)
 | |
| {
 | |
| 	return x.bonuses.end();
 | |
| }
 | |
| 
 | |
| inline std::vector<Bonus*>::const_iterator range_begin(BonusList const &x)
 | |
| {
 | |
| 	return x.begin();
 | |
| }
 | |
| 
 | |
| inline std::vector<Bonus*>::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);
 | |
| 	//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 (NULL will be replaced with this)
 | |
| 	//interface
 | |
| 	virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL, const std::string &cachingStr = "") const = 0;
 | |
| 	void getModifiersWDescr(TModDescr &out, const CSelector &selector, const std::string &cachingStr = "") const;  //out: pairs<modifier value, modifier description>
 | |
| 	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;
 | |
| 	void getModifiersWDescr( TModDescr &out, Bonus::BonusType type, int subtype = -1 ) const;  //out: pairs<modifier value, modifier description>
 | |
| 	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;
 | |
| 	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
 | |
| 	};
 | |
| 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 = NULL) 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 = NULL, const std::string &cachingStr = "") const;
 | |
| 	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(Bonus *bonus, bool description) const {return "";}; //description or bonus name
 | |
| 	virtual std::string nodeName() const;
 | |
| 
 | |
| 	void deserializationFix();
 | |
| 	void exportBonus(Bonus * b);
 | |
| 	void exportBonuses();
 | |
| 
 | |
| 	static void incrementTreeChangedNum();
 | |
| 	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 NULL 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 const HeroBonus * get(const CBonusSystemNode *obj, int from, int id );
 | |
| 	DLL_LINKAGE void getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype = -1 );  //out: pairs<modifier value, modifier description>
 | |
| 	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));
 | |
| }
 | |
| 
 | |
| 
 | |
| class DLL_LINKAGE CSelectorsConjunction
 | |
| {
 | |
| 	const CSelector first, second;
 | |
| public:
 | |
| 	CSelectorsConjunction(const CSelector &First, const CSelector &Second)
 | |
| 		:first(First), second(Second)
 | |
| 	{
 | |
| 	}
 | |
| 	bool operator()(const Bonus *bonus) const
 | |
| 	{
 | |
| 		return first(bonus) && second(bonus);
 | |
| 	}
 | |
| };
 | |
| CSelector DLL_LINKAGE operator&&(const CSelector &first, const CSelector &second);
 | |
| 
 | |
| class DLL_LINKAGE CSelectorsAlternative
 | |
| {
 | |
| 	const CSelector first, second;
 | |
| public:
 | |
| 	CSelectorsAlternative(const CSelector &First, const CSelector &Second)
 | |
| 		:first(First), second(Second)
 | |
| 	{
 | |
| 	}
 | |
| 	bool operator()(const Bonus *bonus) const
 | |
| 	{
 | |
| 		return first(bonus) || second(bonus);
 | |
| 	}
 | |
| };
 | |
| CSelector DLL_LINKAGE operator||(const CSelector &first, const CSelector &second);
 | |
| 
 | |
| template<typename T>
 | |
| class CSelectFieldEqual
 | |
| {
 | |
| 	T Bonus::*ptr;
 | |
| 	T val;
 | |
| public:
 | |
| 	CSelectFieldEqual(T Bonus::*Ptr, const T &Val)
 | |
| 		: ptr(Ptr), val(Val)
 | |
| 	{
 | |
| 	}
 | |
| 	bool operator()(const Bonus *bonus) const
 | |
| 	{
 | |
| 		return bonus->*ptr == val;
 | |
| 	}
 | |
| 	CSelectFieldEqual& operator()(const T &setVal)
 | |
| 	{
 | |
| 		val = setVal;
 | |
| 		return *this;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| 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
 | |
| {
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| public:
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| 	int turnsRequested;
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| 
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| 	bool operator()(const Bonus *bonus) const
 | |
| 	{
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| 		return turnsRequested <= 0					//every present effect will last zero (or "less") turns
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| 			|| !(bonus->duration & Bonus::N_TURNS)	//so do every not expriing after N-turns effect
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| 			|| bonus->turnsRemain > turnsRequested;
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| 	}
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| 	CWillLastTurns& operator()(const int &setVal)
 | |
| 	{
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| 		turnsRequested = setVal;
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| 		return *this;
 | |
| 	}
 | |
| };
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| 
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| //Stores multiple limiters. If any of them fails -> bonus is dropped.
 | |
| class DLL_LINKAGE LimiterList : public ILimiter
 | |
| {
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| 	std::vector<TLimiterPtr> limiters;
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| 
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| public:
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| 	int limit(const BonusLimitationContext &context) const OVERRIDE;
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| 	void add(TLimiterPtr limiter);
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| };
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| 
 | |
| class DLL_LINKAGE CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
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| {
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| public:
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| 	const CCreature *creature;
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| 	bool includeUpgrades;
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| 
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| 	CCreatureTypeLimiter();
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| 	CCreatureTypeLimiter(const CCreature &Creature, bool IncludeUpgrades = true);
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| 	void setCreature (CreatureID id);
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| 
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| 	int limit(const BonusLimitationContext &context) const OVERRIDE;
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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 & static_cast<ILimiter&>(*this);
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| 		h & creature & includeUpgrades;
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| 	}
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| };
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| 
 | |
| class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
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| {
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| public:
 | |
| 	Bonus::BonusType type;
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| 	TBonusSubtype subtype;
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| 	bool isSubtypeRelevant; //check for subtype only if this is true
 | |
| 
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| 	HasAnotherBonusLimiter(Bonus::BonusType bonus = Bonus::NONE);
 | |
| 	HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype);
 | |
| 
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| 	int limit(const BonusLimitationContext &context) const OVERRIDE;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
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| 		h & static_cast<ILimiter&>(*this);
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| 		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<ui16> duration;
 | |
| 	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;
 | |
| 	extern DLL_LINKAGE CSelectFieldEqualOrEvery<TBonusSubtype> everySubtype;
 | |
| 
 | |
| 	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 durationType(ui16 duration);
 | |
| 	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 bmap<std::string, TLimiterPtr> bonusLimiterMap;
 | |
| extern DLL_LINKAGE const bmap<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::incrementTreeChangedNum();
 | |
| }
 | |
| 
 | |
| // 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;
 | |
| 	};
 | |
| }
 |