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Эх сурвалжийг харах

Bonuses now use pointers.
Things are very broken.

Michał W. Urbańczyk 15 жил өмнө
parent
commit
cdf7b2b4d9

+ 1 - 1
client/CCastleInterface.cpp

@@ -1155,7 +1155,7 @@ void CCastleInterface::CCreaInfo::clickRight(tribool down, bool previousState)
 				ch = ci->town->visitingHero;
 			};
 			if (bl.size())
-				summ+=AddToString (CGI->arth->artifacts[bl.front().id]->Name()+" %+d", descr, bl.totalValue());
+				summ+=AddToString (CGI->arth->artifacts[bl.front()->id]->Name()+" %+d", descr, bl.totalValue());
 
 			//TODO: player bonuses
 

+ 2 - 2
client/NetPacksClient.cpp

@@ -129,13 +129,13 @@ void GiveBonus::applyCl( CClient *cl )
 	case HERO:
 		{
 			const CGHeroInstance *h = GS(cl)->getHero(id);
-			INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, h->bonuses.back(),true);
+			INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, *h->bonuses.back(),true);
 		}
 		break;
 	case PLAYER:
 		{
 			const PlayerState *p = GS(cl)->getPlayer(id);
-			INTERFACE_CALL_IF_PRESENT(id, playerBonusChanged, p->bonuses.back(), true);
+			INTERFACE_CALL_IF_PRESENT(id, playerBonusChanged, *p->bonuses.back(), true);
 		}
 		break;
 	}

+ 3 - 3
hch/CArtHandler.cpp

@@ -183,8 +183,8 @@ int CArtifact::getArtClassSerial() const
 
 void CScroll::Init()
 {
-	bonuses.push_back (Bonus (Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT, 1, id, spellid, Bonus::INDEPENDENT_MAX));
-	//boost::algorithm::replace_first(description, "[spell name]", VLC->spellh->spells[spellid].name);
+// 	addNewBonus (Bonus (Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT, 1, id, spellid, Bonus::INDEPENDENT_MAX));
+// 	//boost::algorithm::replace_first(description, "[spell name]", VLC->spellh->spells[spellid].name);
 }
 
 CArtHandler::CArtHandler()
@@ -489,7 +489,7 @@ void CArtHandler::giveArtBonus( int aid, Bonus::BonusType type, int val, int sub
 	added.limiter = limiter;
 	if(type == Bonus::MORALE || Bonus::LUCK)
 		added.description = "\n" + artifacts[aid]->Name()  + (val > 0 ? " +" : " ") + boost::lexical_cast<std::string>(val);
-	artifacts[aid]->bonuses.push_back(added);
+	artifacts[aid]->addNewBonus(added);
 }
 
 void CArtHandler::addBonuses()

+ 13 - 12
hch/CCreatureHandler.cpp

@@ -78,17 +78,17 @@ bool CCreature::isDoubleWide() const
 
 bool CCreature::isFlying() const
 {
-	return vstd::contains(bonuses, Bonus::FLYING);
+	return hasBonusOfType(Bonus::FLYING);
 }
 
 bool CCreature::isShooting() const
 {
-	return vstd::contains(bonuses, Bonus::SHOOTER);
+	return hasBonusOfType(Bonus::SHOOTER);
 }
 
 bool CCreature::isUndead() const
 {
-	return vstd::contains(bonuses, Bonus::UNDEAD);
+	return hasBonusOfType(Bonus::UNDEAD);
 }
 
 /**
@@ -127,7 +127,7 @@ CCreature::CCreature()
 void CCreature::addBonus(int val, int type, int subtype /*= -1*/)
 {
 	Bonus added(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
-	bonuses.push_back(added);
+	addNewBonus(added);
 }
 // void CCreature::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
 // {
@@ -312,12 +312,12 @@ void CCreatureHandler::loadCreatures()
 			if(boost::algorithm::find_first(ncre.abilityRefs, "const_raises_morale"))
 			{
 				ncre.addBonus(+1, Bonus::MORALE);;
-				ncre.bonuses.back().effectRange = Bonus::ONLY_ALLIED_ARMY;
+				ncre.bonuses.back()->effectRange = Bonus::ONLY_ALLIED_ARMY;
 			}
 			if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale"))
 			{
 				ncre.addBonus(-1, Bonus::MORALE);;
-				ncre.bonuses.back().effectRange = Bonus::ONLY_ENEMY_ARMY;
+				ncre.bonuses.back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
 			}
 			if(boost::algorithm::find_first(ncre.abilityRefs, "KING_1"))
 				ncre.addBonus(0, Bonus::KING1);
@@ -380,13 +380,13 @@ void CCreatureHandler::loadCreatures()
 						cre->doubleWide = true;
 					else if(type == "ENEMY_MORALE_DECREASING")
 					{
-						cre->addBonus(-1, Bonus::MORALE);;
-						cre->bonuses.back().effectRange = Bonus::ONLY_ENEMY_ARMY;
+						cre->addBonus(-1, Bonus::MORALE);
+						cre->bonuses.back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
 					}
 					else if(type == "ENEMY_LUCK_DECREASING")
 					{
-						cre->addBonus(-1, Bonus::LUCK);;
-						cre->bonuses.back().effectRange = Bonus::ONLY_ENEMY_ARMY;
+						cre->addBonus(-1, Bonus::LUCK);
+						cre->bonuses.back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
 					}
 					else
 						tlog1 << "Error: invalid type " << type << " in cr_abils.txt" << std::endl;
@@ -402,7 +402,7 @@ void CCreatureHandler::loadCreatures()
 				nsf.duration = Bonus::ONE_BATTLE;
 				nsf.turnsRemain = 0;
 
-				cre->bonuses += nsf;
+				cre->addNewBonus(nsf);
 				break;
 			}
 		case '-': //remove ability
@@ -424,7 +424,8 @@ void CCreatureHandler::loadCreatures()
 
 				Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
 
-				creatures[creatureID]->bonuses -= ecf;
+				Bonus *b = creatures[creatureID]->getBonus(Selector::type(ecf));
+				creatures[creatureID]->removeBonus(b);
 				break;
 			}
 		case '0': //end reading

+ 22 - 21
hch/CObjectHandler.cpp

@@ -1016,15 +1016,15 @@ void CGHeroInstance::initObj()
 					bonus.valType = Bonus::ADDITIVE_VALUE;
 
 					bonus.subtype = PrimarySkill::ATTACK;
-					speciality.bonuses.push_back (bonus);
+					speciality.addNewBonus(bonus);
 
 					bonus.subtype = PrimarySkill::DEFENSE;
-					speciality.bonuses.push_back (bonus);
+					speciality.addNewBonus(bonus);
 					//values will be calculated later
 
 					bonus.type = Bonus::STACKS_SPEED;
 					bonus.val = 1; //+1 speed
-					speciality.bonuses.push_back (bonus);
+					speciality.addNewBonus(bonus);
 				}
 				break;
 			case 2://secondary skill
@@ -1033,7 +1033,7 @@ void CGHeroInstance::initObj()
 				bonus.valType = Bonus::BASE_NUMBER; // to receive nonzero value
 				bonus.subtype = it->subtype; //skill id
 				bonus.val = it->val; //value per level, in percent
-				speciality.bonuses.push_back (bonus);
+				speciality.addNewBonus(bonus);
 				switch (it->additionalinfo)
 				{
 					case 0: //normal
@@ -1044,12 +1044,12 @@ void CGHeroInstance::initObj()
 						break;
 				}
 				bonus.type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later
-				speciality.bonuses.push_back(bonus);
+				speciality.addNewBonus(bonus);
 				break;
 			case 3://spell damage bonus, level dependant but calculated elsehwere
 				bonus.type = Bonus::SPECIAL_SPELL_LEV;
 				bonus.subtype = it->subtype;
-				speciality.bonuses.push_back (bonus);
+				speciality.addNewBonus(bonus);
 				break;
 			case 4://creature stat boost
 				switch (it->subtype)
@@ -1077,30 +1077,30 @@ void CGHeroInstance::initObj()
 				}
 				bonus.valType = Bonus::ADDITIVE_VALUE;
 				bonus.limiter = new CCreatureTypeLimiter (*VLC->creh->creatures[it->additionalinfo], true);
-				speciality.bonuses.push_back (bonus);
+				speciality.addNewBonus(bonus);
 				break;
 			case 5://spell damage bonus in percent
 				bonus.type = Bonus::SPECIFIC_SPELL_DAMAGE;
 				bonus.valType = Bonus::BASE_NUMBER; // current spell system is screwed
 				bonus.subtype = it->subtype; //spell id
-				speciality.bonuses.push_back (bonus);
+				speciality.addNewBonus(bonus);
 				break;
 			case 6://damage bonus for bless (Adela)
 				bonus.type = Bonus::SPECIAL_BLESS_DAMAGE;
 				bonus.subtype = it->subtype; //spell id if you ever wanted to use it otherwise
 				bonus.additionalInfo = it->additionalinfo; //damage factor
-				speciality.bonuses.push_back (bonus);
+				speciality.addNewBonus(bonus);
 				break;
 			case 7://maxed mastery for spell
 				bonus.type = Bonus::MAXED_SPELL;
 				bonus.subtype = it->subtype; //spell i
-				speciality.bonuses.push_back (bonus);
+				speciality.addNewBonus(bonus);
 				break;
 			case 8://peculiar spells - enchantments
 				bonus.type = Bonus::SPECIAL_PECULIAR_ENCHANT;
 				bonus.subtype = it->subtype; //spell id
 				bonus.additionalInfo = it->additionalinfo;//0, 1 for Coronius
-				speciality.bonuses.push_back (bonus);
+				speciality.addNewBonus(bonus);
 				break;
 			case 9://upgrade creatures
 			{
@@ -1108,27 +1108,27 @@ void CGHeroInstance::initObj()
 				bonus.type = Bonus::SPECIAL_UPGRADE;
 				bonus.subtype = it->subtype; //base id
 				bonus.additionalInfo = it->additionalinfo; //target id
-				speciality.bonuses.push_back (bonus);
+				speciality.addNewBonus(bonus);
 
 				for (std::set<ui32>::iterator i = (*creatures)[it->subtype]->upgrades.begin();
 					i != (*creatures)[it->subtype]->upgrades.end(); i++)
 				{
 					bonus.subtype = *i; //propagate for regular upgrades of base creature
-					speciality.bonuses.push_back (bonus);
+					speciality.addNewBonus(bonus);
 				}
 				break;
 			}
 			case 10://resource generation
 				bonus.type = Bonus::GENERATE_RESOURCE;
 				bonus.subtype = it->subtype;
-				speciality.bonuses.push_back (bonus);
+				speciality.addNewBonus(bonus);
 				break;
 			case 11://starting skill with mastery (Adrienne)
-				cb->changeSecSkill (id, it->val, it->additionalinfo); //simply give it and forget
+				cb->changeSecSkill(id, it->val, it->additionalinfo); //simply give it and forget
 				break;
 			case 12://army speed
 				bonus.type = Bonus::STACKS_SPEED;
-				speciality.bonuses.push_back (bonus);
+				speciality.addNewBonus(bonus);
 				break;
 			case 13://Dragon bonuses (Mutare)
 				bonus.type = Bonus::PRIMARY_SKILL;
@@ -1143,7 +1143,7 @@ void CGHeroInstance::initObj()
 						break;
 				}
 				bonus.limiter = new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE);
-				speciality.bonuses.push_back (bonus);
+				speciality.addNewBonus(bonus);
 				break;
 			default:
 				tlog2 << "Unexpected hero speciality " << type <<'\n';
@@ -1161,7 +1161,8 @@ void CGHeroInstance::UpdateSpeciality()
 	if (speciality.growthsWithLevel)
 	{
 		std::vector<CCreature*>* creatures = &VLC->creh->creatures;
-		for (std::list<Bonus>::iterator it = speciality.bonuses.begin(); it != speciality.bonuses.end(); it++)
+
+		BOOST_FOREACH(Bonus *it, speciality.bonuses)
 		{
 			switch (it->type)
 			{
@@ -1248,7 +1249,7 @@ void CGHeroInstance::updateSkill(int which, int val)
 		{
 			Bonus bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, id, skillVal, ID, which, Bonus::BASE_NUMBER);
 			bonus.source = Bonus::SECONDARY_SKILL;
-			bonuses.push_back (bonus);
+			addNewBonus (bonus);
 		}
 	}
 }
@@ -1505,7 +1506,7 @@ int CGHeroInstance::getSpellCost(const CSpell *sp) const
 
 void CGHeroInstance::pushPrimSkill(int which, int val)
 {
-	bonuses.push_back(Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id, which));
+	addNewBonus(Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id, which));
 }
 
 // void CGHeroInstance::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
@@ -2131,7 +2132,7 @@ void CGTownInstance::initObj()
 	//add special bonuses from buildings
 	if(subID == 4 && vstd::contains(builtBuildings, 17))
 	{
-		bonuses.push_back( Bonus(Bonus::PERMANENT, Bonus::DARKNESS, Bonus::TOWN_STRUCTURE, 20, 17) );
+		addNewBonus( Bonus(Bonus::PERMANENT, Bonus::DARKNESS, Bonus::TOWN_STRUCTURE, 20, 17) );
 	}
 }
 

+ 199 - 193
lib/CGameState.cpp

@@ -708,11 +708,11 @@ ui32 CStack::Speed( int turn /*= 0*/ ) const
 	int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
 
 	int percentBonus = 0;
-	BOOST_FOREACH(const Bonus &b, bonuses)
+	BOOST_FOREACH(const Bonus *b, bonuses)
 	{
-		if(b.type == Bonus::STACKS_SPEED)
+		if(b->type == Bonus::STACKS_SPEED)
 		{
-			percentBonus += b.additionalInfo;
+			percentBonus += b->additionalInfo;
 		}
 	}
 
@@ -729,7 +729,7 @@ ui32 CStack::Speed( int turn /*= 0*/ ) const
 
 const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
 {
-	for (BonusList::const_iterator it = bonuses.begin(); it != bonuses.end(); it++)
+	BOOST_FOREACH(Bonus *it, bonuses)
 	{
 		if(it->source == Bonus::SPELL_EFFECT && it->id == id)
 		{
@@ -742,179 +742,179 @@ const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
 
 void CStack::stackEffectToFeature(BonusList & sf, const Bonus & sse)
 {
-	si32 power = VLC->spellh->spells[sse.id].powers[sse.val];
-	Bonus * bonus = getBonus(Selector::typeSybtype(Bonus::SPECIAL_PECULIAR_ENCHANT, sse.id));
-	if (bonus)
-	{
-		switch(bonus->additionalInfo)
-		{
-			case 0: //normal
-				switch(type->level)
-				{
-					case 1: case 2:
-						power += 3; //it doesn't necessarily make sense for some spells, use it wisely
-					break;
-					case 3: case 4:
-						power += 2;
-					break;
-					case 5: case 6:
-						power += 1;
-					break;
-				}
-			break;
-			case 1: //only Coronius as yet
-				power = std::max(5 - type->level, 0);
-			break;
-		}
-	}
-
-	switch(sse.id)
-	{
-	case 27: //shield 
-		sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 28: //air shield
-		sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 29: //fire shield
-		sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 30: //protection from air
-		sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 31: //protection from fire
-		sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 32: //protection from water
-		sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 33: //protection from earth
-		sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 34: //anti-magic
-		sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, 0, power - 1, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 41: //bless
-		if (hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, 41)) //TODO: better handling of bonus percentages
-		{
-			int damagePercent = dynamic_cast<const CGHeroInstance*>(armyObj)->level * valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, 41) / type->level;
-			sf.push_back(featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, sse.turnsRemain));
-			sf.back().id = sse.id;
-			sf.back().valType = Bonus::PERCENT_TO_ALL;
-		}
-		sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 42: //curse
-		sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, -1 * power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
-		sf.back().id = sse.id;
-		break;
-	case 43: //bloodlust
-		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
-		sf.back().id = sse.id;
-		break;
-	case 44: //precision
-		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
-		sf.back().id = sse.id;
-		break;
-	case 45: //weakness
-		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 46: //stone skin
-		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 47: //disrupting ray
-		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 48: //prayer
-		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 49: //mirth
-		sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 50: //sorrow
-		sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 51: //fortune
-		sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 52: //misfortune
-		sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 53: //haste
-		sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 54: //slow
-		sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
-		sf.back().id = sse.id;
-		break;
-	case 55: //slayer
-		if (bonus) //Coronius
-		{
-			sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
-			sf.back().id = sse.id;
-		}
-		sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 56: //frenzy
-		sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56].powers[sse.val]/100.0, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 58: //counterstrike
-		sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 59: //bersek
-		sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 60: //hypnotize
-		sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 61: //forgetfulness
-		sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	case 62: //blind
-		sf.push_back(makeFeature(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, 0, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
-		sf.back().id = sse.id;
-		sf.push_back(makeFeature(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
-		sf.back().id = sse.id;
-		break;
-	}
-}
+// 	si32 power = VLC->spellh->spells[sse.id].powers[sse.val];
+// 	Bonus * bonus = getBonus(Selector::typeSybtype(Bonus::SPECIAL_PECULIAR_ENCHANT, sse.id));
+// 	if (bonus)
+// 	{
+// 		switch(bonus->additionalInfo)
+// 		{
+// 			case 0: //normal
+// 				switch(type->level)
+// 				{
+// 					case 1: case 2:
+// 						power += 3; //it doesn't necessarily make sense for some spells, use it wisely
+// 					break;
+// 					case 3: case 4:
+// 						power += 2;
+// 					break;
+// 					case 5: case 6:
+// 						power += 1;
+// 					break;
+// 				}
+// 			break;
+// 			case 1: //only Coronius as yet
+// 				power = std::max(5 - type->level, 0);
+// 			break;
+// 		}
+// 	}
+// 
+// 	switch(sse.id)
+// 	{
+// 	case 27: //shield 
+// 		sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 28: //air shield
+// 		sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 29: //fire shield
+// 		sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 30: //protection from air
+// 		sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 31: //protection from fire
+// 		sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 32: //protection from water
+// 		sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 33: //protection from earth
+// 		sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 34: //anti-magic
+// 		sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, 0, power - 1, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 41: //bless
+// 		if (hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, 41)) //TODO: better handling of bonus percentages
+// 		{
+// 			int damagePercent = dynamic_cast<const CGHeroInstance*>(armyObj)->level * valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, 41) / type->level;
+// 			sf.push_back(featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, sse.turnsRemain));
+// 			sf.back().id = sse.id;
+// 			sf.back().valType = Bonus::PERCENT_TO_ALL;
+// 		}
+// 		sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 42: //curse
+// 		sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, -1 * power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 43: //bloodlust
+// 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 44: //precision
+// 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 45: //weakness
+// 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 46: //stone skin
+// 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 47: //disrupting ray
+// 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 48: //prayer
+// 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 49: //mirth
+// 		sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 50: //sorrow
+// 		sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 51: //fortune
+// 		sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 52: //misfortune
+// 		sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 53: //haste
+// 		sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 54: //slow
+// 		sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 55: //slayer
+// 		if (bonus) //Coronius
+// 		{
+// 			sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
+// 			sf.back().id = sse.id;
+// 		}
+// 		sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 56: //frenzy
+// 		sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56].powers[sse.val]/100.0, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 58: //counterstrike
+// 		sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 59: //bersek
+// 		sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 60: //hypnotize
+// 		sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 61: //forgetfulness
+// 		sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	case 62: //blind
+// 		sf.push_back(makeFeature(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, 0, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		sf.push_back(makeFeature(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
+// 		sf.back().id = sse.id;
+// 		break;
+// 	}
+ }
 
 ui8 CStack::howManyEffectsSet(ui16 id) const
 {
 	ui8 ret = 0;
-	for (BonusList::const_iterator it = bonuses.begin(); it != bonuses.end(); it++)
-		if(it->source == Bonus::SPELL_EFFECT && it->id == id) //effect found
-		{
-			++ret;
-		}
+	BOOST_FOREACH(const Bonus *it, bonuses)
+	if(it->source == Bonus::SPELL_EFFECT && it->id == id) //effect found
+	{
+		++ret;
+	}
 	return ret;
 }
 
@@ -968,7 +968,7 @@ std::vector<si32> CStack::activeSpells() const
 	std::vector<si32> ret;
 
 	BonusList spellEffects = getSpellBonuses();
-	for(BonusList::const_iterator it = spellEffects.begin(); it != spellEffects.end(); it++)
+	BOOST_FOREACH(const Bonus *it, spellEffects)
 	{
 		if (!vstd::contains(ret, it->id)) //do not duplicate spells with multiple effects
 			ret.push_back(it->id);
@@ -1427,8 +1427,8 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
 							{
 								continue;
 							}
-							Bonus bb(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, si->whichMapInCampaign, g);
-							hero->bonuses.push_back(bb);
+							Bonus *bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, si->whichMapInCampaign, g);
+							hero->addNewBonus(bb);
 						}
 					}
 					break;
@@ -2262,7 +2262,7 @@ UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
 	else if(h)
 	{	//hero speciality
 		BonusList lista = h->speciality.getBonuses(Selector::typeSybtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
-		for (BonusList::iterator it = lista.begin(); it != lista.end(); it++)
+		BOOST_FOREACH(const Bonus *it, lista)
 		{
 			ui16 nid = it->additionalInfo;
 			if (nid != base->idNumber) //in very specific case the upgrade is avaliable by default (?)
@@ -3136,11 +3136,11 @@ std::pair<ui32, ui32> BattleInfo::calculateDmgRange( const CStack* attacker, con
 
 		for(int g = 0; g < VLC->creh->creatures.size(); ++g)
 		{
-			BOOST_FOREACH(const Bonus &b, VLC->creh->creatures[g]->bonuses)
+			BOOST_FOREACH(const Bonus *b, VLC->creh->creatures[g]->bonuses)
 			{
-				if ( (b.type == Bonus::KING3 && spLevel >= 3) || //expert
-					(b.type == Bonus::KING2 && spLevel >= 2) || //adv +
-					(b.type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
+				if ( (b->type == Bonus::KING3 && spLevel >= 3) || //expert
+					(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
+					(b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
 				{
 					affectedIds.push_back(g);
 					break;
@@ -3237,7 +3237,8 @@ std::pair<ui32, ui32> BattleInfo::calculateDmgRange( const CStack* attacker, con
 	public:
 		static bool hasAdvancedAirShield(const CStack * stack)
 		{
-			for (BonusList::const_iterator it = stack->bonuses.begin(); it != stack->bonuses.end(); it++)
+
+			BOOST_FOREACH(const Bonus *it, stack->bonuses)
 			{
 				if (it->source == Bonus::SPELL_EFFECT && it->id == 28 && it->val >= 2)
 				{
@@ -3332,7 +3333,7 @@ si8 CGameState::battleMaxSpellLevel()
 	const CGHeroInstance *h1 =  curB->heroes[0];
 	if(h1)
 	{
-		for(std::list<Bonus>::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++)
+		BOOST_FOREACH(const Bonus *i, h1->bonuses)
 			if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
 				amin(levelLimit, i->val);
 	}
@@ -3340,7 +3341,8 @@ si8 CGameState::battleMaxSpellLevel()
 	const CGHeroInstance *h2 = curB->heroes[1];
 	if(h2)
 	{
-		for(std::list<Bonus>::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++)
+
+		BOOST_FOREACH(const Bonus *i, h2->bonuses)
 			if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
 				amin(levelLimit, i->val);
 	}
@@ -3437,16 +3439,20 @@ CStack * BattleInfo::generateNewStack(const CStackInstance &base, int stackID, b
 {
 	CStack * ret = new CStack(&base, attackerOwned ? side1 : side2, stackID, attackerOwned, slot);
 
-	//native terrain bonuses
-	int faction = ret->type->faction;
-	if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
-	{
-		ret->bonuses.push_back(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE));
-		ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE));
-		ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE));
-	}
+	//TODO: bonus na bitwê z limiterem
+
+//////////////////////////////////////////////////////////////////////////
 
-	ret->position = position;
+	//native terrain bonuses
+// 	int faction = ret->type->faction;
+// 	if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
+// 	{
+// 		ret->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE));
+// 		ret->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE));
+// 		ret->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE));
+// 	}
+// 
+// 	ret->position = position;
 
 	return ret;
 }

+ 48 - 22
lib/HeroBonus.cpp

@@ -25,7 +25,7 @@ int DLL_EXPORT BonusList::totalValue() const
 	int indepMax = 0;
 	bool hasIndepMax = false;
 
-	for(const_iterator i = begin(); i != end(); i++)
+	BOOST_FOREACH(Bonus *i, *this)
 	{
 		switch(i->valType)
 		{
@@ -65,38 +65,38 @@ int DLL_EXPORT BonusList::totalValue() const
 }
 const DLL_EXPORT Bonus * BonusList::getFirst(const CSelector &selector) const
 {
-	for (const_iterator i = begin(); i != end(); i++)
-		if(selector(*i))
+	BOOST_FOREACH(Bonus *i, *this)
+		if(selector(i))
 			return &*i;
 	return NULL;
 }
 
 DLL_EXPORT Bonus * BonusList::getFirst(const CSelector &select)
 {
-	for (iterator i = begin(); i != end(); i++)
-		if(select(*i))
+	BOOST_FOREACH(Bonus *i, *this)
+		if(select(i))
 			return &*i;
 	return NULL;
 }
 
 void DLL_EXPORT BonusList::getModifiersWDescr(TModDescr &out) const
 {
-	for(const_iterator i = begin(); i != end(); i++)
+	BOOST_FOREACH(Bonus *i, *this)
 		out.push_back(std::make_pair(i->val, i->Description()));
 }
 
 void DLL_EXPORT BonusList::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *source /*= NULL*/) const
 {
-	for(const_iterator i = begin(); i != end(); i++)
-		if(selector(*i) && i->effectRange == Bonus::NO_LIMIT)
-			out.push_back(*i);
+	BOOST_FOREACH(Bonus *i, *this)
+		if(selector(i) && i->effectRange == Bonus::NO_LIMIT)
+			out.push_back(i);
 }
 
 void DLL_EXPORT BonusList::getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *source /*= NULL*/) const
 {
-	for(const_iterator i = begin(); i != end(); i++)
-		if(selector(*i) && (!limit || limit(*i)))
-			out.push_back(*i);
+	BOOST_FOREACH(Bonus *i, *this)
+		if(selector(i) && (!limit || limit(i)))
+			out.push_back(i);
 }
 
 namespace HHLP
@@ -108,9 +108,9 @@ namespace HHLP
 		SourceComp(Bonus::BonusSource _src) : src(_src)
 		{
 		}
-		bool operator()(const Bonus & bon)
+		bool operator()(const Bonus * bon)
 		{
-			return bon.source == src;
+			return bon->source == src;
 		}
 	};
 }
@@ -126,7 +126,8 @@ void BonusList::limit(const CBonusSystemNode &node)
 limit_start:
 	for(iterator i = begin(); i != end(); i++)
 	{
-		if(i->limiter && i->limiter->limit(*i, node))
+		Bonus *b = *i;
+		if(b->limiter && b->limiter->limit(b, node))
 		{
 			iterator toErase = i;
 			if(i != begin())
@@ -344,6 +345,31 @@ void CBonusSystemNode::detachFrom(const CBonusSystemNode *parent)
 
 }
 
+void CBonusSystemNode::popBonuses(const CSelector &s)
+{
+	//TODO
+	//prop
+
+	bonuses.remove_if(s);
+	BOOST_FOREACH(CBonusSystemNode *child, children)
+		child->popBonuses(s);
+}
+
+void CBonusSystemNode::addNewBonus(const Bonus &b)
+{
+	addNewBonus(new Bonus(b));
+}
+
+void CBonusSystemNode::addNewBonus(Bonus *b)
+{
+
+}
+
+void CBonusSystemNode::removeBonus(Bonus *b)
+{
+	//TODO
+}
+
 int NBonus::valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype /*= -1*/)
 {
 	if(obj)
@@ -473,7 +499,7 @@ namespace Selector
 	{
 		Bonus dummy;
 		dummy.type = type;
-		return sel(dummy);
+		return sel(&dummy);
 	}
 
 	bool DLL_EXPORT matchesTypeSubtype(const CSelector &sel, TBonusType type, TBonusSubtype subtype)
@@ -481,16 +507,16 @@ namespace Selector
 		Bonus dummy;
 		dummy.type = type;
 		dummy.subtype = subtype;
-		return sel(dummy);
+		return sel(&dummy);
 	}
 }
 
 DLL_EXPORT std::ostream & operator<<(std::ostream &out, const BonusList &bonusList)
 {
 	int i = 0;
-	BOOST_FOREACH(const Bonus &b, bonusList)
+	BOOST_FOREACH(const Bonus *b, bonusList)
 	{
-		out << "Bonus " << i++ << "\n" << b << std::endl;
+		out << "Bonus " << i++ << "\n" << *b << std::endl;
 	}
 	return out;
 }
@@ -520,12 +546,12 @@ ILimiter::~ILimiter()
 {
 }
 
-bool ILimiter::limit(const Bonus &b, const CBonusSystemNode &node) const /*return true to drop the bonus */
+bool ILimiter::limit(const Bonus *b, const CBonusSystemNode &node) const /*return true to drop the bonus */
 {
 	return false;
 }
 
-bool CCreatureTypeLimiter::limit(const Bonus &b, const CBonusSystemNode &node) const
+bool CCreatureTypeLimiter::limit(const Bonus *b, const CBonusSystemNode &node) const
 {
 	switch (node.nodeType)
 	{	
@@ -566,7 +592,7 @@ HasAnotherBonusLimiter::HasAnotherBonusLimiter( TBonusType bonus, TBonusSubtype
 {
 }
 
-bool HasAnotherBonusLimiter::limit( const Bonus &b, const CBonusSystemNode &node ) const
+bool HasAnotherBonusLimiter::limit( const Bonus *b, const CBonusSystemNode &node ) const
 {
 	if(isSubtypeRelevant)
 	{

+ 29 - 24
lib/HeroBonus.h

@@ -28,7 +28,7 @@ class ILimiter;
 typedef std::vector<std::pair<int,std::string> > TModDescr; //modifiers values and their descriptions
 typedef std::set<CBonusSystemNode*> TNodes;
 typedef std::set<const CBonusSystemNode*> TCNodes;
-typedef boost::function<bool(const Bonus&)> CSelector;
+typedef boost::function<bool(const Bonus*)> CSelector;
 
 namespace PrimarySkill
 {
@@ -253,25 +253,25 @@ struct DLL_EXPORT Bonus
 		h & duration & type & subtype & source & val & id & description & additionalInfo & turnsRemain & valType & effectRange & limiter;
 	}
 
-	static bool OneDay(const Bonus &hb)
+	static bool OneDay(const Bonus *hb)
 	{
-		return hb.duration & Bonus::ONE_DAY;
+		return hb->duration & Bonus::ONE_DAY;
 	}
-	static bool OneWeek(const Bonus &hb)
+	static bool OneWeek(const Bonus *hb)
 	{
-		return hb.duration & Bonus::ONE_WEEK;
+		return hb->duration & Bonus::ONE_WEEK;
 	}
-	static bool OneBattle(const Bonus &hb)
+	static bool OneBattle(const Bonus *hb)
 	{
-		return hb.duration & Bonus::ONE_BATTLE;
+		return hb->duration & Bonus::ONE_BATTLE;
 	}
-	static bool UntilAttack(const Bonus &hb)
+	static bool UntilAttack(const Bonus *hb)
 	{
-		return hb.duration & Bonus::UNTIL_ATTACK;
+		return hb->duration & Bonus::UNTIL_ATTACK;
 	}
-	static bool UntilBeingAttacked(const Bonus &hb)
+	static bool UntilBeingAttacked(const Bonus *hb)
 	{
-		return hb.duration & Bonus::UNITL_BEING_ATTACKED;
+		return hb->duration & Bonus::UNITL_BEING_ATTACKED;
 	}
 	static bool IsFrom(const Bonus &hb, ui8 source, ui32 id) //if id==0xffffff then id doesn't matter
 	{
@@ -308,7 +308,7 @@ struct DLL_EXPORT stackExperience : public Bonus
 
 DLL_EXPORT std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
 
-class BonusList : public std::list<Bonus>
+class BonusList : public std::list<Bonus*>
 {
 public:
 	int DLL_EXPORT totalValue() const; //subtype -> subtype of bonus, if -1 then any
@@ -325,7 +325,7 @@ public:
 
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{
-		h & static_cast<std::list<Bonus>&>(*this);
+		h & static_cast<std::list<Bonus*>&>(*this);
 	}
 };
 
@@ -336,7 +336,7 @@ class DLL_EXPORT ILimiter
 public:
 	virtual ~ILimiter();
 
-	virtual bool limit(const Bonus &b, const CBonusSystemNode &node) const; //return true to drop the bonus
+	virtual bool limit(const Bonus *b, const CBonusSystemNode &node) const; //return true to drop the bonus
 
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{}
@@ -348,7 +348,7 @@ public:
 	BonusList bonuses; //wielded bonuses (local and up-propagated here)
 	std::vector<Bonus*> exportedBonuses;
 
-	std::vector<const CBonusSystemNode *> parents, //parents -> we inherit bonuses from them, we may attach our bonuses to them
+	std::vector<CBonusSystemNode *> parents, //parents -> we inherit bonuses from them, we may attach our bonuses to them
 									children;
 
 	ui8 nodeType;
@@ -396,6 +396,11 @@ public:
 
 	void attachTo(const CBonusSystemNode *parent);
 	void detachFrom(const CBonusSystemNode *parent);
+	void addNewBonus(Bonus *b); //b will be deleted with destruction of node
+	void addNewBonus(const Bonus &b); //b will copied
+	void removeBonus(Bonus *b);
+
+	void popBonuses(const CSelector &s);
 
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{
@@ -441,7 +446,7 @@ public:
 		:first(First), second(Second)
 	{
 	}
-	bool operator()(const Bonus &bonus) const
+	bool operator()(const Bonus *bonus) const
 	{
 		return first(bonus) && second(bonus);
 	}
@@ -456,7 +461,7 @@ public:
 		:first(First), second(Second)
 	{
 	}
-	bool operator()(const Bonus &bonus) const
+	bool operator()(const Bonus *bonus) const
 	{
 		return first(bonus) || second(bonus);
 	}
@@ -473,9 +478,9 @@ public:
 		: ptr(Ptr), val(Val)
 	{
 	}
-	bool operator()(const Bonus &bonus) const
+	bool operator()(const Bonus *bonus) const
 	{
-		return bonus.*ptr == val;
+		return bonus->*ptr == val;
 	}
 	CSelectFieldEqual& operator()(const T &setVal)
 	{
@@ -489,11 +494,11 @@ class CWillLastTurns
 public:
 	int turnsRequested;
 
-	bool operator()(const Bonus &bonus) const
+	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;	
+			|| !(bonus->duration & Bonus::N_TURNS)	//so do every not expriing after N-turns effect
+			|| bonus->turnsRemain > turnsRequested;	
 	}
 	CWillLastTurns& operator()(const int &setVal)
 	{
@@ -511,7 +516,7 @@ public:
 	CCreatureTypeLimiter();
 	CCreatureTypeLimiter(const CCreature &Creature, ui8 IncludeUpgrades = true);
 
-	bool limit(const Bonus &b, const CBonusSystemNode &node) const;
+	bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
 
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{
@@ -529,7 +534,7 @@ public:
 	HasAnotherBonusLimiter(TBonusType bonus);
 	HasAnotherBonusLimiter(TBonusType bonus, TBonusSubtype _subtype);
 
-	bool limit(const Bonus &b, const CBonusSystemNode &node) const;
+	bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
 
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{

+ 69 - 80
lib/NetPacksLib.cpp

@@ -185,33 +185,26 @@ DLL_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs )
 
 DLL_EXPORT void GiveBonus::applyGs( CGameState *gs )
 {
-	BonusList *bonuses = NULL;
+	CBonusSystemNode *cbsn = NULL;
 	switch(who)
 	{
 	case HERO:
-		{
-			CGHeroInstance *h = gs->getHero(id);
-			assert(h);
-			bonuses = &h->bonuses;
-		}
+		cbsn = gs->getHero(id);
 		break;
 	case PLAYER:
-		{
-			PlayerState *p = gs->getPlayer(id);
-			assert(p);
-			bonuses = &p->bonuses;
-		}
+		cbsn = gs->getPlayer(id);
 		break;
 	case TOWN:
-		{
-			CGTownInstance *t = gs->getTown(id);
-			assert(t);
-			bonuses = &t->bonuses;
-		}
+		cbsn = gs->getTown(id);
+		break;
 	}
 
-	bonuses->push_back(bonus);
-	std::string &descr = bonuses->back().description;
+	assert(cbsn);
+
+	Bonus *b = new Bonus(bonus);
+	cbsn->addNewBonus(b);
+
+	std::string &descr = b->description;
 
 	if(!bdescr.message.size() 
 		&& bonus.source == Bonus::OBJECT 
@@ -248,13 +241,13 @@ DLL_EXPORT void PlayerEndsGame::applyGs( CGameState *gs )
 
 DLL_EXPORT void RemoveBonus::applyGs( CGameState *gs )
 {
-	std::list<Bonus> &bonuses = (who == HERO ? gs->getHero(whoID)->bonuses : gs->getPlayer(whoID)->bonuses);
+	BonusList &bonuses = (who == HERO ? gs->getHero(whoID)->bonuses : gs->getPlayer(whoID)->bonuses);
 
-	for(std::list<Bonus>::iterator i = bonuses.begin(); i != bonuses.end(); i++)
+	for(BonusList::iterator i = bonuses.begin(); i != bonuses.end(); i++)
 	{
-		if(i->source == source && i->id == id)
+		if((*i)->source == source && (*i)->id == id)
 		{
-			bonus = *i; //backup bonus (to show to interfaces later)
+			bonus = **i; //backup bonus (to show to interfaces later)
 			bonuses.erase(i);
 			break;
 		}
@@ -654,50 +647,45 @@ DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
 
 	if (specialWeek != NO_ACTION) //first pack applied, reset all effects and aplly new
 	{
-		BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
-			h->bonuses.remove_if(Bonus::OneDay);
+		//TODO? won't work for battles lasting several turns (not an issue now but...)
+		gs->globalEffects.popBonuses(Bonus::OneDay); //works for children -> all game objs
 
 		if(gs->getDate(1)) //new week, Monday that is
 		{
-			for( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
-				i->second.bonuses.remove_if(Bonus::OneWeek);
-			BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
-				h->bonuses.remove_if(Bonus::OneWeek);
-
-			gs->globalEffects.bonuses.remove_if(Bonus::OneWeek);
-
-			Bonus b;
-			b.duration = Bonus::ONE_WEEK;
-			b.source = Bonus::SPECIAL_WEEK;
-			b.effectRange = Bonus::NO_LIMIT;
-			b.valType = Bonus::BASE_NUMBER; //certainly not intuitive
+			gs->globalEffects.popBonuses(Bonus::OneWeek); //works for children -> all game objs
+
+			Bonus *b = new Bonus();
+			b->duration = Bonus::ONE_WEEK;
+			b->source = Bonus::SPECIAL_WEEK;
+			b->effectRange = Bonus::NO_LIMIT;
+			b->valType = Bonus::BASE_NUMBER; //certainly not intuitive
 			switch (specialWeek)
 			{
 				case DOUBLE_GROWTH:
-					b.val = 100;
-					b.type = Bonus::CREATURE_GROWTH_PERCENT;
-					b.limiter = new CCreatureTypeLimiter(*VLC->creh->creatures[creatureid], false);
+					b->val = 100;
+					b->type = Bonus::CREATURE_GROWTH_PERCENT;
+					b->limiter = new CCreatureTypeLimiter(*VLC->creh->creatures[creatureid], false);
 					break;
 				case BONUS_GROWTH:
-					b.val = 5;
-					b.type = Bonus::CREATURE_GROWTH;
-					b.limiter = new CCreatureTypeLimiter(*VLC->creh->creatures[creatureid], false);
+					b->val = 5;
+					b->type = Bonus::CREATURE_GROWTH;
+					b->limiter = new CCreatureTypeLimiter(*VLC->creh->creatures[creatureid], false);
 					break;
 				case DEITYOFFIRE:
-					b.val = 15;
-					b.type = Bonus::CREATURE_GROWTH;
-					b.limiter = new CCreatureTypeLimiter(*VLC->creh->creatures[42], true);
+					b->val = 15;
+					b->type = Bonus::CREATURE_GROWTH;
+					b->limiter = new CCreatureTypeLimiter(*VLC->creh->creatures[42], true);
 					break;
 				case PLAGUE:
-					b.val = -100; //no basic creatures
-					b.type = Bonus::CREATURE_GROWTH_PERCENT;
+					b->val = -100; //no basic creatures
+					b->type = Bonus::CREATURE_GROWTH_PERCENT;
 					break;
 				default:
-					b.val = 0;
+					b->val = 0;
 
 			}
-			if (b.val)
-				gs->globalEffects.bonuses.push_back(b);
+			if (b->val)
+				gs->globalEffects.addNewBonus(b);
 		}
 	}
 	else //second pack is applied
@@ -709,8 +697,6 @@ DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
 				i->second.daysWithoutCastle = 0;
 			else
 				i->second.daysWithoutCastle++;
-
-			i->second.bonuses.remove_if(Bonus::OneDay);
 		}
 		if(resetBuilded) //reset amount of structures set in this turn in towns
 		{
@@ -786,28 +772,29 @@ DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
 		//remove effects and restore only those with remaining turns in duration
 		BonusList tmpEffects = s->bonuses;
 		s->bonuses.removeSpells(Bonus::CASTED_SPELL);
-		for (BonusList::iterator it = tmpEffects.begin(); it != tmpEffects.end(); it++)
+
+		BOOST_FOREACH(Bonus *it, tmpEffects)
 		{
 			it->turnsRemain--;
 			if(it->turnsRemain > 0)
-				s->bonuses.push_back(*it);
+				s->addNewBonus(it);
 		}
 
 		//the same as above for features
 		BonusList tmpFeatures = s->bonuses;
 		s->bonuses.clear();
 
-		BOOST_FOREACH(Bonus &b, tmpFeatures)
+		BOOST_FOREACH(Bonus *b, tmpFeatures)
 		{
-			if((b.duration & Bonus::N_TURNS) != 0)
+			if((b->duration & Bonus::N_TURNS) != 0)
 			{
-				b.turnsRemain--;
-				if(b.turnsRemain > 0)
-					s->bonuses.push_back(b);
+				b->turnsRemain--;
+				if(b->turnsRemain > 0)
+					s->addNewBonus(b);
 			}
 			else
 			{
-				s->bonuses.push_back(b);
+				s->addNewBonus(b);
 			}
 		}
 	}
@@ -954,9 +941,10 @@ DLL_EXPORT void BattleSpellCast::applyGs( CGameState *gs )
 			if(s && !vstd::contains(resisted, s->ID)) //if stack exists and it didn't resist
 			{
 				BonusList remainingEff;
+				//WTF?
 				for (BonusList::iterator it = remainingEff.begin(); it != remainingEff.end(); it++)
 				{
-					if (onlyHelpful && VLC->spellh->spells[ it->id ].positiveness != 1)
+					if (onlyHelpful && VLC->spellh->spells[ (*it)->id ].positiveness != 1)
 					{
 						remainingEff.push_back(*it);
 					}
@@ -968,11 +956,11 @@ DLL_EXPORT void BattleSpellCast::applyGs( CGameState *gs )
 				//removing all features from spells
 				BonusList tmpFeatures = s->bonuses;
 				s->bonuses.clear();
-				BOOST_FOREACH(Bonus &b, tmpFeatures)
+				BOOST_FOREACH(Bonus *b, tmpFeatures)
 				{
-					const CSpell *sp = b.sourceSpell();
-					if(sp && sp->positiveness != 1) //if(b.source != HeroBonus::SPELL_EFFECT || b.positiveness != 1)
-						s->bonuses.push_back(b);
+					const CSpell *sp = b->sourceSpell();
+					if(sp && sp->positiveness != 1) //if(b->source != HeroBonus::SPELL_EFFECT || b.positiveness != 1)
+						s->addNewBonus(b);
 				}
 			}
 		}
@@ -1005,7 +993,7 @@ DLL_EXPORT void BattleSpellCast::applyGs( CGameState *gs )
 		bool ac[BFIELD_SIZE];
 		std::set<int> occupyable;
 		bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();
-		bool flying = vstd::contains(VLC->creh->creatures[creID]->bonuses, Bonus::FLYING);
+		bool flying = VLC->creh->creatures[creID]->isFlying();// vstd::contains(VLC->creh->creatures[creID]->bonuses, Bonus::FLYING);
 		gs->curB->getAccessibilityMap(ac, twoHex, !side, true, occupyable, flying);
 		for(int g=0; g<BFIELD_SIZE; ++g)
 		{
@@ -1018,7 +1006,7 @@ DLL_EXPORT void BattleSpellCast::applyGs( CGameState *gs )
 
 		CStack * summonedStack = gs->curB->generateNewStack(CStackInstance(creID, h->getPrimSkillLevel(2) * VLC->spellh->spells[id].powers[skill], h), gs->curB->stacks.size(), !side, 255, ter, pos);
 		summonedStack->state.insert(SUMMONED);
-		//summonedStack->bonuses.push_back( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
+		//summonedStack->addNewBonus( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
 
 		gs->curB->stacks.push_back(summonedStack);
 	}
@@ -1027,7 +1015,7 @@ DLL_EXPORT void BattleSpellCast::applyGs( CGameState *gs )
 void actualizeEffect(CStack * s, Bonus & ef)
 {
 	//actualizing effects vector
-	for (BonusList::iterator it = s->bonuses.begin(); it != s->bonuses.end(); it++)
+	BOOST_FOREACH(Bonus *it, s->bonuses)
 	{
 		if(it->id == ef.id)
 		{
@@ -1038,13 +1026,13 @@ void actualizeEffect(CStack * s, Bonus & ef)
 	BonusList sf;
 	s->stackEffectToFeature(sf, ef);
 
-	BOOST_FOREACH(const Bonus &fromEffect, sf)
+	BOOST_FOREACH(const Bonus *fromEffect, sf)
 	{
-		BOOST_FOREACH(Bonus &stackBonus, s->bonuses) //TODO: optimize
+		BOOST_FOREACH(Bonus *stackBonus, s->bonuses) //TODO: optimize
 		{
-			if(stackBonus.source == Bonus::SPELL_EFFECT && stackBonus.type == fromEffect.type && stackBonus.subtype == fromEffect.subtype)
+			if(stackBonus->source == Bonus::SPELL_EFFECT && stackBonus->type == fromEffect->type && stackBonus->subtype == fromEffect->subtype)
 			{
-				stackBonus.turnsRemain = std::max(stackBonus.turnsRemain, ef.turnsRemain);
+				stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, ef.turnsRemain);
 			}
 		}
 	}
@@ -1060,12 +1048,12 @@ DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
 		{
 			if(effect.id == 42 || !s->hasBonus(Selector::source(Bonus::CASTED_SPELL, effect.id)))//disrupting ray or not on the list - just add	
 			{
-				s->bonuses.push_back(effect);
+				s->addNewBonus(new Bonus(effect));
 				BonusList sf;
 				s->stackEffectToFeature(sf, effect);
-				BOOST_FOREACH(const Bonus &fromEffect, sf)
+				BOOST_FOREACH(Bonus *fromEffect, sf)
 				{
-					s->bonuses.push_back(fromEffect);
+					s->addNewBonus(fromEffect);
 				}
 			}
 			else //just actualize
@@ -1109,7 +1097,7 @@ DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs )
 			changedStack->state.insert(ALIVE);
 			if(healedStacks[g].lowLevelResurrection)
 				changedStack->state.insert(SUMMONED);
-				//changedStack->bonuses.push_back( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
+				//changedStack->addNewBonus( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
 		}
 		//int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;
 		int res = std::min( healedStacks[g].healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count );
@@ -1127,9 +1115,10 @@ DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs )
 		//removal of negative effects
 		if(resurrected)
 		{
+			
 			for (BonusList::iterator it = changedStack->bonuses.begin(); it != changedStack->bonuses.end(); it++)
 			{
-				if(VLC->spellh->spells[it->id].positiveness < 0)
+				if(VLC->spellh->spells[(*it)->id].positiveness < 0)
 				{
 					changedStack->bonuses.erase(it);
 				}
@@ -1139,12 +1128,12 @@ DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs )
 			BonusList tmpFeatures = changedStack->bonuses;
 			changedStack->bonuses.clear();
 
-			BOOST_FOREACH(Bonus &b, tmpFeatures)
+			BOOST_FOREACH(Bonus *b, tmpFeatures)
 			{
-				const CSpell *s = b.sourceSpell();
+				const CSpell *s = b->sourceSpell();
 				if(s && s->positiveness >= 0)
 				{
-					changedStack->bonuses.push_back(b);
+					changedStack->addNewBonus(b);
 				}
 			}
 		}

+ 24 - 24
server/CGameHandler.cpp

@@ -365,18 +365,18 @@ void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance
 	{
 		BonusList bl;
 		hero1->getBonuses(bl, Selector::type(Bonus::OPENING_BATTLE_SPELL));
-		BOOST_FOREACH (Bonus b, bl)
+		BOOST_FOREACH (Bonus *b, bl)
 		{
-			handleSpellCasting(b.subtype, 3, -1, 0, hero1->tempOwner, NULL, hero2, b.val);
+			handleSpellCasting(b->subtype, 3, -1, 0, hero1->tempOwner, NULL, hero2, b->val);
 		}
 	}
 	if (hero2 && hero2->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
 	{
 		BonusList bl;
 		hero2->getBonuses(bl, Selector::type(Bonus::OPENING_BATTLE_SPELL));
-		BOOST_FOREACH (Bonus b, bl)
+		BOOST_FOREACH (Bonus *b, bl)
 		{
-			handleSpellCasting(b.subtype, 3, -1, 1, hero2->tempOwner, NULL, hero1, b.val);
+			handleSpellCasting(b->subtype, 3, -1, 1, hero2->tempOwner, NULL, hero1, b->val);
 		}
 	}
 
@@ -1664,15 +1664,15 @@ void CGameHandler::setupBattle(BattleInfo * curB, int3 tile, const CArmedInstanc
 		{
 			if(town->subID == 0  &&  vstd::contains(town->builtBuildings,22)) //castle, brotherhood of sword built
 				for(int g=0; g<stacks.size(); ++g)
-					stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
+					stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
 
 			else if(vstd::contains(town->builtBuildings,5)) //tavern is built
 				for(int g=0; g<stacks.size(); ++g)
-					stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TOWN_STRUCTURE));
+					stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TOWN_STRUCTURE));
 
 			if(town->subID == 1  &&  vstd::contains(town->builtBuildings,21)) //rampart, fountain of fortune is present
 				for(int g=0; g<stacks.size(); ++g)
-					stacks[g]->bonuses.push_back(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
+					stacks[g]->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
 		}
 	}
 
@@ -1726,9 +1726,9 @@ void CGameHandler::setupBattle(BattleInfo * curB, int3 tile, const CArmedInstanc
 			for(int g=0; g<stacks.size(); ++g) //+1 morale bonus for good creatures, -1 morale bonus for evil creatures
 			{
 				if (stacks[g]->type->isGood())
-					stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
+					stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
 				else if (stacks[g]->type->isEvil())
-					stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY));
+					stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY));
 			}
 			break;
 		}
@@ -1738,7 +1738,7 @@ void CGameHandler::setupBattle(BattleInfo * curB, int3 tile, const CArmedInstanc
 			{
 				if(stacks[g]->type->faction == -1) //+2 luck bonus for neutral creatures
 				{
-					stacks[g]->bonuses.push_back(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TERRAIN_OVERLAY));
+					stacks[g]->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TERRAIN_OVERLAY));
 				}
 			}
 			break;
@@ -1748,9 +1748,9 @@ void CGameHandler::setupBattle(BattleInfo * curB, int3 tile, const CArmedInstanc
 			for(int g=0; g<stacks.size(); ++g) //-1 morale bonus for good creatures, +1 morale bonus for evil creatures
 			{
 				if (stacks[g]->type->isGood())
-					stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY));
+					stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY));
 				else if (stacks[g]->type->isEvil())
-					stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
+					stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
 			}
 			break;
 		}
@@ -1758,8 +1758,8 @@ void CGameHandler::setupBattle(BattleInfo * curB, int3 tile, const CArmedInstanc
 		{
 			for(int g=0; g<stacks.size(); ++g) //no luck nor morale
 			{
-				stacks[g]->bonuses.push_back(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
-				stacks[g]->bonuses.push_back(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
+				stacks[g]->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
+				stacks[g]->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
 			}
 
 			const CGHeroInstance * cHero = NULL;
@@ -4213,11 +4213,11 @@ static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHero
 
 			bl.insert(bl.end(), b2.begin(), b2.end());
  
- 			BOOST_FOREACH(Bonus bb, bl)
+ 			BOOST_FOREACH(Bonus *bb, bl)
  			{
- 				if( (bb.type == Bonus::SPELL_IMMUNITY && bb.subtype == sp->id || //100% sure spell immunity
- 					bb.type == Bonus::LEVEL_SPELL_IMMUNITY && bb.val >= sp->level) //some creature abilities have level 0
-					&& bb.source != Bonus::CREATURE_ABILITY)
+ 				if( (bb->type == Bonus::SPELL_IMMUNITY && bb->subtype == sp->id || //100% sure spell immunity
+ 					bb->type == Bonus::LEVEL_SPELL_IMMUNITY && bb->val >= sp->level) //some creature abilities have level 0
+					&& bb->source != Bonus::CREATURE_ABILITY)
  				{
  					ret.push_back((*it)->ID);
  					continue;
@@ -5026,9 +5026,9 @@ void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
 	const CStack * attacker = gs->curB->getStack(bat.stackAttacking);
 	if( attacker->hasBonusOfType(Bonus::SPELL_AFTER_ATTACK) )
 	{
-		BOOST_FOREACH(const Bonus & sf, attacker->getBonuses(Selector::type(Bonus::SPELL_AFTER_ATTACK)))
+		BOOST_FOREACH(const Bonus *sf, attacker->getBonuses(Selector::type(Bonus::SPELL_AFTER_ATTACK)))
 		{
-			if (sf.type == Bonus::SPELL_AFTER_ATTACK)
+			if (sf->type == Bonus::SPELL_AFTER_ATTACK)
 			{
 				const CStack * oneOfAttacked = NULL;
 				for(int g=0; g<bat.bsa.size(); ++g)
@@ -5042,10 +5042,10 @@ void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
 				if(oneOfAttacked == NULL) //all attacked creatures have been killed
 					return;
 
-				int spellID = sf.subtype;
-				int spellLevel = sf.val;
-				int chance = sf.additionalInfo % 1000;
-				//int meleeRanged = sf.additionalInfo / 1000;
+				int spellID = sf->subtype;
+				int spellLevel = sf->val;
+				int chance = sf->additionalInfo % 1000;
+				//int meleeRanged = sf->additionalInfo / 1000;
 				int destination = oneOfAttacked->position;
 				//check if spell should be casted (probability handling)
 				if( rand()%100 >= chance )