mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
bb80d4bc02
* improved formula for necromancy to match better OH3 * Support for new town structures: - Lighthouse - Colossus - Guardian Spirit - Necromancy Amplifier - Soul Prison
349 lines
9.3 KiB
C++
349 lines
9.3 KiB
C++
#define VCMI_DLL
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#include "HeroBonus.h"
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#include <boost/foreach.hpp>
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#include "VCMI_Lib.h"
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#include "../hch/CSpellHandler.h"
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#include <sstream>
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#include "../hch/CCreatureHandler.h"
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#define FOREACH_CONST_PARENT(pname, source) TCNodes parents; getParents(parents, source); BOOST_FOREACH(const CBonusSystemNode *pname, parents)
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#define FOREACH_PARENT(pname, source) TNodes parents; getParents(parents, source); BOOST_FOREACH(CBonusSystemNode *pname, parents)
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int DLL_EXPORT BonusList::totalValue() const
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{
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int base = 0;
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int percentToBase = 0;
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int percentToAll = 0;
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int additive = 0;
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for(const_iterator i = begin(); i != end(); i++)
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{
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switch(i->valType)
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{
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case Bonus::BASE_NUMBER:
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base += i->val;
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break;
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case Bonus::PERCENT_TO_ALL:
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percentToAll += i->val;
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break;
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case Bonus::PERCENT_TO_BASE:
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percentToBase += i->val;
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break;
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case Bonus::ADDITIVE_VALUE:
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additive += i->val;
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break;
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}
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}
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int modifiedBase = base + (base * percentToBase) / 100;
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modifiedBase += additive;
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return (modifiedBase * (100 + percentToAll)) / 100;
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}
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const DLL_EXPORT Bonus * BonusList::getFirst(const CSelector &selector) const
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{
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for (const_iterator i = begin(); i != end(); i++)
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if(selector(*i))
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return &*i;
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return NULL;
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}
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DLL_EXPORT Bonus * BonusList::getFirst(const CSelector &select)
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{
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for (iterator i = begin(); i != end(); i++)
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if(select(*i))
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return &*i;
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return NULL;
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}
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void DLL_EXPORT BonusList::getModifiersWDescr(TModDescr &out) const
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{
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for(const_iterator i = begin(); i != end(); i++)
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out.push_back(std::make_pair(i->val, i->Description()));
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}
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void DLL_EXPORT BonusList::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *source /*= NULL*/) const
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{
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for(const_iterator i = begin(); i != end(); i++)
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if(selector(*i) && i->effectRange == Bonus::NO_LIMIT)
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out.push_back(*i);
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}
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void DLL_EXPORT BonusList::getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *source /*= NULL*/) const
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{
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for(const_iterator i = begin(); i != end(); i++)
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if(selector(*i) && (!limit || limit(*i)))
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out.push_back(*i);
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}
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int CBonusSystemNode::valOfBonuses(Bonus::BonusType type, int subtype /*= -1*/) const
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{
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CSelector s = Selector::type(type);
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if(subtype != -1)
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s = s && Selector::subtype(subtype);
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return valOfBonuses(s);
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}
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int CBonusSystemNode::valOfBonuses(Bonus::BonusType type, const CSelector &selector) const
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{
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return valOfBonuses(Selector::type(type) && selector);
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}
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int CBonusSystemNode::valOfBonuses(const CSelector &selector, const CBonusSystemNode *root/* = NULL*/) const
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{
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BonusList hlp;
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getBonuses(hlp, selector, root);
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return hlp.totalValue();
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}
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bool CBonusSystemNode::hasBonus(const CSelector &selector, const CBonusSystemNode *root/* = NULL*/) const
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{
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return getBonuses(selector).size() > 0;
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}
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bool CBonusSystemNode::hasBonusOfType(Bonus::BonusType type, int subtype /*= -1*/) const
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{
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CSelector s = Selector::type(type);
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if(subtype != -1)
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s = s && Selector::subtype(subtype);
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return hasBonus(s);
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}
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Bonus * CBonusSystemNode::getBonus(const CSelector &selector)
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{
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Bonus *ret = bonuses.getFirst(selector);
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if(ret)
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return ret;
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FOREACH_PARENT(p, this)
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if(ret = p->getBonus(selector))
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return ret;
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return NULL;
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}
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void CBonusSystemNode::getModifiersWDescr(TModDescr &out, Bonus::BonusType type, int subtype /*= -1 */) const
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{
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getModifiersWDescr(out, Selector::typeSybtype(type, subtype));
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}
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void CBonusSystemNode::getModifiersWDescr(TModDescr &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
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{
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getBonuses(selector).getModifiersWDescr(out);
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}
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int CBonusSystemNode::getBonusesCount(int from, int id) const
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{
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return getBonusesCount(Selector::source(from, id));
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}
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int CBonusSystemNode::getBonusesCount(const CSelector &selector, const CBonusSystemNode *root/* = NULL*/) const
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{
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return getBonuses(selector, root).size();
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}
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void CBonusSystemNode::getParents(TCNodes &out, const CBonusSystemNode *root) const /*retreives list of parent nodes (nodes to inherit bonuses from) */
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{
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return;
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}
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void CBonusSystemNode::getParents(TNodes &out, const CBonusSystemNode *root /*= NULL*/)
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{
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//de-constify above
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TCNodes hlp;
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getParents(hlp, root);
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BOOST_FOREACH(const CBonusSystemNode *pname, hlp)
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out.insert(const_cast<CBonusSystemNode*>(pname));
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}
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void CBonusSystemNode::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
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{
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bonuses.getBonuses(out, selector);
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FOREACH_CONST_PARENT(p, root ? root : this)
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p->getBonuses(out, selector, root ? root : this);
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}
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BonusList CBonusSystemNode::getBonuses(const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
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{
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BonusList ret;
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getBonuses(ret, selector, root);
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return ret;
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}
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void CBonusSystemNode::getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root /*= NULL*/) const
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{
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bonuses.getBonuses(out, selector, limit);
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FOREACH_CONST_PARENT(p, root ? root : this)
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p->getBonuses(out, selector, limit, root ? root : this);
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}
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BonusList CBonusSystemNode::getBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root /*= NULL*/) const
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{
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BonusList ret;
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getBonuses(ret, selector, limit, root);
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return ret;
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}
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bool CBonusSystemNode::hasBonusFrom(ui8 source, ui32 sourceID) const
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{
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return hasBonus(Selector::source(source,sourceID));
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}
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int CBonusSystemNode::MoraleVal() const
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{
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if(hasBonusOfType(Bonus::NON_LIVING) || hasBonusOfType(Bonus::UNDEAD) ||
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hasBonusOfType(Bonus::NO_MORALE) || hasBonusOfType(Bonus::SIEGE_WEAPON))
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return 0;
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int ret = valOfBonuses(Selector::type(Bonus::MORALE));
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if(hasBonusOfType(Bonus::SELF_MORALE)) //eg. minotaur
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amax(ret, +1);
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return abetw(ret, -3, +3);
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}
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int CBonusSystemNode::LuckVal() const
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{
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if(hasBonusOfType(Bonus::NO_LUCK))
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return 0;
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int ret = valOfBonuses(Selector::type(Bonus::LUCK));
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if(hasBonusOfType(Bonus::SELF_LUCK)) //eg. halfling
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amax(ret, +1);
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return abetw(ret, -3, +3);
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}
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si32 CBonusSystemNode::Attack() const
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{
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si32 ret = valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
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if(int frenzyPower = valOfBonuses(Bonus::IN_FRENZY)) //frenzy for attacker
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{
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ret += frenzyPower * Defense(false);
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}
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return ret;
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}
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si32 CBonusSystemNode::Defense(bool withFrenzy /*= true*/) const
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{
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si32 ret = valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
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if(withFrenzy && hasBonusOfType(Bonus::IN_FRENZY)) //frenzy for defender
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{
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return 0;
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}
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return ret;
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}
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ui16 CBonusSystemNode::MaxHealth() const
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{
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return valOfBonuses(Bonus::STACK_HEALTH);
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}
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int NBonus::valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype /*= -1*/)
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{
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if(obj)
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return obj->valOfBonuses(type, subtype);
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return 0;
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}
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bool NBonus::hasOfType(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype /*= -1*/)
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{
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if(obj)
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return obj->hasBonusOfType(type, subtype);
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return false;
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}
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void NBonus::getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype /*= -1 */)
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{
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if(obj)
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return obj->getModifiersWDescr(out, type, subtype);
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}
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int NBonus::getCount(const CBonusSystemNode *obj, int from, int id)
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{
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if(obj)
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return obj->getBonusesCount(from, id);
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return 0;
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}
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const CSpell * Bonus::sourceSpell() const
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{
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if(source == SPELL_EFFECT)
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return &VLC->spellh->spells[id];
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return NULL;
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}
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std::string Bonus::Description() const
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{
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if(description.size())
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return description;
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std::ostringstream str;
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if(val < 0)
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str << '-';
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else if(val > 0)
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str << '+';
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str << val << " ";
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switch(source)
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{
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case CREATURE_ABILITY:
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str << VLC->creh->creatures[id]->namePl;
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break;
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}
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return str.str();
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}
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CSelector DLL_EXPORT operator&&(const CSelector &first, const CSelector &second)
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{
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return CSelectorsConjunction(first, second);
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}
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namespace Selector
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{
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DLL_EXPORT CSelectFieldEqual<TBonusType> type(&Bonus::type, 0);
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DLL_EXPORT CSelectFieldEqual<TBonusSubtype> subtype(&Bonus::subtype, 0);
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DLL_EXPORT CSelectFieldEqual<si32> info(&Bonus::additionalInfo, 0);
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DLL_EXPORT CSelectFieldEqual<ui8> sourceType(&Bonus::source, 0);
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DLL_EXPORT CSelectFieldEqual<ui8> effectRange(&Bonus::effectRange, Bonus::NO_LIMIT);
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DLL_EXPORT CWillLastTurns turns;;
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CSelector DLL_EXPORT typeSybtype(TBonusType Type, TBonusSubtype Subtype)
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{
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return type(Type) && subtype(Subtype);
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}
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CSelector DLL_EXPORT typeSybtypeInfo(TBonusType type, TBonusSubtype subtype, si32 info)
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{
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return CSelectFieldEqual<TBonusType>(&Bonus::type, type) && CSelectFieldEqual<TBonusSubtype>(&Bonus::subtype, subtype) && CSelectFieldEqual<si32>(&Bonus::additionalInfo, info);
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}
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CSelector DLL_EXPORT source(ui8 source, ui32 sourceID)
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{
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return CSelectFieldEqual<ui8>(&Bonus::source, source) && CSelectFieldEqual<ui32>(&Bonus::id, sourceID);
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}
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bool DLL_EXPORT matchesType(const CSelector &sel, TBonusType type)
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{
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Bonus dummy;
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dummy.type = type;
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return sel(dummy);
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}
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bool DLL_EXPORT matchesTypeSubtype(const CSelector &sel, TBonusType type, TBonusSubtype subtype)
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{
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Bonus dummy;
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dummy.type = type;
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dummy.subtype = subtype;
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return sel(dummy);
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}
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} |