HeroBonus.h 36 KB

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  1. #pragma once
  2. #include "GameConstants.h"
  3. /*
  4. * HeroBonus.h, part of VCMI engine
  5. *
  6. * Authors: listed in file AUTHORS in main folder
  7. *
  8. * License: GNU General Public License v2.0 or later
  9. * Full text of license available in license.txt file, in main folder
  10. *
  11. */
  12. class CCreature;
  13. struct Bonus;
  14. class CBonusSystemNode;
  15. class ILimiter;
  16. class IPropagator;
  17. class BonusList;
  18. typedef std::shared_ptr<BonusList> TBonusListPtr;
  19. typedef std::shared_ptr<ILimiter> TLimiterPtr;
  20. typedef std::shared_ptr<IPropagator> TPropagatorPtr;
  21. typedef std::set<CBonusSystemNode*> TNodes;
  22. typedef std::set<const CBonusSystemNode*> TCNodes;
  23. typedef std::vector<CBonusSystemNode *> TNodesVector;
  24. class CSelector : std::function<bool(const Bonus*)>
  25. {
  26. typedef std::function<bool(const Bonus*)> TBase;
  27. public:
  28. CSelector() {}
  29. template<typename T>
  30. CSelector(const T &t, //SFINAE trick -> include this c-tor in overload resolution only if parameter is class
  31. //(includes functors, lambdas) or function. Without that VC is going mad about ambiguities.
  32. typename std::enable_if < boost::mpl::or_ < std::is_class<T>, std::is_function<T >> ::value>::type *dummy = nullptr)
  33. : TBase(t)
  34. {}
  35. CSelector(std::nullptr_t)
  36. {}
  37. CSelector And(CSelector rhs) const
  38. {
  39. //lambda may likely outlive "this" (it can be even a temporary) => we copy the OBJECT (not pointer)
  40. auto thisCopy = *this;
  41. return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) && rhs(b); };
  42. }
  43. CSelector Or(CSelector rhs) const
  44. {
  45. auto thisCopy = *this;
  46. return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) || rhs(b); };
  47. }
  48. bool operator()(const Bonus *b) const
  49. {
  50. return TBase::operator()(b);
  51. }
  52. operator bool() const
  53. {
  54. return !!static_cast<const TBase&>(*this);
  55. }
  56. };
  57. #define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving && h.smartPointerSerialization) deserializationFix();
  58. #define BONUS_LIST \
  59. BONUS_NAME(NONE) \
  60. BONUS_NAME(LEVEL_COUNTER) /* for commander artifacts*/ \
  61. BONUS_NAME(MOVEMENT) /*both water/land*/ \
  62. BONUS_NAME(LAND_MOVEMENT) \
  63. BONUS_NAME(SEA_MOVEMENT) \
  64. BONUS_NAME(MORALE) \
  65. BONUS_NAME(LUCK) \
  66. BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \
  67. BONUS_NAME(SIGHT_RADIOUS) /*the correct word is RADIUS, but this one's already used in mods */\
  68. BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \
  69. BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \
  70. BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \
  71. BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
  72. BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
  73. BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - subtracted to this part*/ \
  74. BONUS_NAME(FLYING_MOVEMENT) /*value - penalty percentage*/ \
  75. BONUS_NAME(SPELL_DURATION) \
  76. BONUS_NAME(AIR_SPELL_DMG_PREMY) \
  77. BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
  78. BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
  79. BONUS_NAME(WATER_SPELL_DMG_PREMY) \
  80. BONUS_NAME(WATER_WALKING) /*value - penalty percentage*/ \
  81. BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
  82. BONUS_NAME(STACK_HEALTH) \
  83. BONUS_NAME(BLOCK_MORALE) \
  84. BONUS_NAME(BLOCK_LUCK) \
  85. BONUS_NAME(FIRE_SPELLS) \
  86. BONUS_NAME(AIR_SPELLS) \
  87. BONUS_NAME(WATER_SPELLS) \
  88. BONUS_NAME(EARTH_SPELLS) \
  89. BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
  90. BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
  91. BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
  92. BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
  93. BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
  94. BONUS_NAME(BATTLE_NO_FLEEING) /*for shackles of war*/ \
  95. 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*/ \
  96. BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
  97. BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
  98. BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
  99. BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
  100. BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
  101. BONUS_NAME(NO_TYPE) \
  102. BONUS_NAME(FLYING) \
  103. BONUS_NAME(SHOOTER) \
  104. BONUS_NAME(CHARGE_IMMUNITY) \
  105. BONUS_NAME(ADDITIONAL_ATTACK) \
  106. BONUS_NAME(UNLIMITED_RETALIATIONS) \
  107. BONUS_NAME(NO_MELEE_PENALTY) \
  108. BONUS_NAME(JOUSTING) /*for champions*/ \
  109. BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
  110. BONUS_NAME(KING1) \
  111. BONUS_NAME(KING2) \
  112. BONUS_NAME(KING3) \
  113. BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
  114. BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
  115. BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
  116. 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*/ \
  117. 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*/ \
  118. BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
  119. BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus */ \
  120. BONUS_NAME(BLOCK_MAGIC_ABOVE) /*blocks casting spells of the level > value */ \
  121. BONUS_NAME(BLOCK_ALL_MAGIC) /*blocks casting spells*/ \
  122. BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
  123. BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
  124. BONUS_NAME(NO_WALL_PENALTY) \
  125. BONUS_NAME(NON_LIVING) /*eg. gargoyle*/ \
  126. BONUS_NAME(RANDOM_SPELLCASTER) /*eg. master genie, val - level*/ \
  127. BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
  128. BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
  129. BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
  130. BONUS_NAME(SPELL_LIKE_ATTACK) /*subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog*/ \
  131. BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
  132. BONUS_NAME(DAEMON_SUMMONING) /*pit lord, subtype - type of creatures, val - hp per unit*/ \
  133. BONUS_NAME(FIRE_IMMUNITY) /*subtype 0 - all, 1 - all except positive, 2 - only damage spells*/ \
  134. BONUS_NAME(WATER_IMMUNITY) \
  135. BONUS_NAME(EARTH_IMMUNITY) \
  136. BONUS_NAME(AIR_IMMUNITY) \
  137. BONUS_NAME(MIND_IMMUNITY) \
  138. BONUS_NAME(FIRE_SHIELD) \
  139. BONUS_NAME(UNDEAD) \
  140. BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
  141. BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
  142. BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
  143. BONUS_NAME(LIFE_DRAIN) \
  144. BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
  145. BONUS_NAME(RETURN_AFTER_STRIKE) \
  146. BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
  147. 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*/ \
  148. BONUS_NAME(CATAPULT) \
  149. BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
  150. BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
  151. BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %,// subtype not used, use ONLY_MELEE_FIGHT / DISTANCE_FIGHT*/ \
  152. BONUS_NAME(DEFENSIVE_STANCE) /* val - bonus to defense while defending */ \
  153. BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
  154. BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
  155. BONUS_NAME(FEAR) \
  156. BONUS_NAME(FEARLESS) \
  157. BONUS_NAME(NO_DISTANCE_PENALTY) \
  158. BONUS_NAME(SELF_LUCK) /*halfling*/ \
  159. BONUS_NAME(ENCHANTER)/* for Enchanter spells, val - skill level, subtype - spell id, additionalInfo - cooldown */ \
  160. BONUS_NAME(HEALER) \
  161. BONUS_NAME(SIEGE_WEAPON) \
  162. BONUS_NAME(HYPNOTIZED) \
  163. BONUS_NAME(NO_RETALIATION) /*temporary bonus for basilisk, unicorn and scorpicore paralyze*/\
  164. BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
  165. BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
  166. 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]*/ \
  167. 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 %*/ \
  168. BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
  169. BONUS_NAME(IN_FRENZY) /*value - level*/ \
  170. BONUS_NAME(SLAYER) /*value - level*/ \
  171. BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
  172. BONUS_NAME(NOT_ACTIVE) /* subtype - spell ID (paralyze, blind, stone gaze) for graphical effect*/ \
  173. BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
  174. BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
  175. BONUS_NAME(DARKNESS) /*val = radius */ \
  176. BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*val = id, additionalInfo = value per level in percent*/ \
  177. BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
  178. BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
  179. BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
  180. BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
  181. BONUS_NAME(MAXED_SPELL) /*val = id*/\
  182. BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
  183. BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\
  184. BONUS_NAME(DRAGON_NATURE) \
  185. BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
  186. BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/\
  187. BONUS_NAME(SHOTS)\
  188. BONUS_NAME(DEATH_STARE) /*subtype 0 - gorgon, 1 - commander*/\
  189. BONUS_NAME(POISON) /*val - max health penalty from poison possible*/\
  190. BONUS_NAME(BIND_EFFECT) /*doesn't do anything particular, works as a marker)*/\
  191. BONUS_NAME(ACID_BREATH) /*additional val damage per creature after attack, additional info - chance in percent*/\
  192. BONUS_NAME(RECEPTIVE) /*accepts friendly spells even with immunity*/\
  193. BONUS_NAME(DIRECT_DAMAGE_IMMUNITY) /*direct damage spells, that is*/\
  194. BONUS_NAME(CASTS) /*how many times creature can cast activated spell*/ \
  195. BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection cast by units, subtype - spell id */\
  196. BONUS_NAME(CREATURE_SPELL_POWER) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \
  197. BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells cast by creature */ \
  198. BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \
  199. BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\
  200. BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\
  201. BONUS_NAME(SPOILS_OF_WAR) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/\
  202. BONUS_NAME(BLOCK)\
  203. BONUS_NAME(DISGUISED) /* subtype - spell level */\
  204. BONUS_NAME(VISIONS) /* subtype - spell level */\
  205. BONUS_NAME(NO_TERRAIN_PENALTY) /* subtype - terrain type */\
  206. BONUS_NAME(CATAPULT_EXTRA_SHOTS) /*val - number of additional shots, requires CATAPULT bonus to work*/\
  207. /* end of list */
  208. #define BONUS_SOURCE_LIST \
  209. BONUS_SOURCE(ARTIFACT)\
  210. BONUS_SOURCE(ARTIFACT_INSTANCE)\
  211. BONUS_SOURCE(OBJECT)\
  212. BONUS_SOURCE(CREATURE_ABILITY)\
  213. BONUS_SOURCE(TERRAIN_NATIVE)\
  214. BONUS_SOURCE(TERRAIN_OVERLAY)\
  215. BONUS_SOURCE(SPELL_EFFECT)\
  216. BONUS_SOURCE(TOWN_STRUCTURE)\
  217. BONUS_SOURCE(HERO_BASE_SKILL)\
  218. BONUS_SOURCE(SECONDARY_SKILL)\
  219. BONUS_SOURCE(HERO_SPECIAL)\
  220. BONUS_SOURCE(ARMY)\
  221. BONUS_SOURCE(CAMPAIGN_BONUS)\
  222. BONUS_SOURCE(SPECIAL_WEEK)\
  223. BONUS_SOURCE(STACK_EXPERIENCE)\
  224. BONUS_SOURCE(COMMANDER) /*TODO: consider using simply STACK_INSTANCE */\
  225. BONUS_SOURCE(OTHER) /*used for defensive stance and default value of spell level limit*/
  226. #define BONUS_VALUE_LIST \
  227. BONUS_VALUE(ADDITIVE_VALUE)\
  228. BONUS_VALUE(BASE_NUMBER)\
  229. BONUS_VALUE(PERCENT_TO_ALL)\
  230. BONUS_VALUE(PERCENT_TO_BASE)\
  231. BONUS_VALUE(INDEPENDENT_MAX) /*used for SPELL bonus */\
  232. BONUS_VALUE(INDEPENDENT_MIN) //used for SECONDARY_SKILL_PREMY bonus
  233. /// Struct for handling bonuses of several types. Can be transferred to any hero
  234. struct DLL_LINKAGE Bonus : public std::enable_shared_from_this<Bonus>
  235. {
  236. enum { EVERY_TYPE = -1 };
  237. enum BonusType
  238. {
  239. #define BONUS_NAME(x) x,
  240. BONUS_LIST
  241. #undef BONUS_NAME
  242. };
  243. enum BonusDuration //when bonus is automatically removed
  244. {
  245. PERMANENT = 1,
  246. ONE_BATTLE = 2, //at the end of battle
  247. ONE_DAY = 4, //at the end of day
  248. ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
  249. N_TURNS = 16, //used during battles, after battle bonus is always removed
  250. N_DAYS = 32,
  251. UNTIL_BEING_ATTACKED = 64, /*removed after attack and counterattacks are performed*/
  252. UNTIL_ATTACK = 128, /*removed after attack and counterattacks are performed*/
  253. STACK_GETS_TURN = 256, /*removed when stack gets its turn - used for defensive stance*/
  254. COMMANDER_KILLED = 512
  255. };
  256. enum BonusSource
  257. {
  258. #define BONUS_SOURCE(x) x,
  259. BONUS_SOURCE_LIST
  260. #undef BONUS_SOURCE
  261. };
  262. enum LimitEffect
  263. {
  264. NO_LIMIT = 0,
  265. ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
  266. ONLY_ENEMY_ARMY
  267. };
  268. enum ValueType
  269. {
  270. #define BONUS_VALUE(x) x,
  271. BONUS_VALUE_LIST
  272. #undef BONUS_VALUE
  273. };
  274. ui16 duration; //uses BonusDuration values
  275. si16 turnsRemain; //used if duration is N_TURNS, N_DAYS or ONE_WEEK
  276. BonusType type; //uses BonusType values - says to what is this bonus - 1 byte
  277. TBonusSubtype subtype; //-1 if not applicable - 4 bytes
  278. BonusSource source;//source type" uses BonusSource values - what gave that bonus
  279. si32 val;
  280. ui32 sid; //source id: id of object/artifact/spell
  281. ValueType valType;
  282. si32 additionalInfo;
  283. LimitEffect effectRange; //if not NO_LIMIT, bonus will be omitted by default
  284. TLimiterPtr limiter;
  285. TPropagatorPtr propagator;
  286. std::string description;
  287. Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
  288. Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype=-1, ValueType ValType = ADDITIVE_VALUE);
  289. Bonus();
  290. template <typename Handler> void serialize(Handler &h, const int version)
  291. {
  292. h & duration & type & subtype & source & val & sid & description & additionalInfo & turnsRemain & valType & effectRange & limiter & propagator;
  293. }
  294. template <typename Ptr>
  295. static bool compareByAdditionalInfo(const Ptr& a, const Ptr& b)
  296. {
  297. return a->additionalInfo < b->additionalInfo;
  298. }
  299. static bool NDays(const Bonus *hb)
  300. {
  301. return hb->duration & Bonus::N_DAYS;
  302. }
  303. static bool NTurns(const Bonus *hb)
  304. {
  305. return hb->duration & Bonus::N_TURNS;
  306. }
  307. static bool OneDay(const Bonus *hb)
  308. {
  309. return hb->duration & Bonus::ONE_DAY;
  310. }
  311. static bool OneWeek(const Bonus *hb)
  312. {
  313. return hb->duration & Bonus::ONE_WEEK;
  314. }
  315. static bool OneBattle(const Bonus *hb)
  316. {
  317. return hb->duration & Bonus::ONE_BATTLE;
  318. }
  319. static bool Permanent(const Bonus *hb)
  320. {
  321. return hb->duration & Bonus::PERMANENT;
  322. }
  323. static bool UntilGetsTurn(const Bonus *hb)
  324. {
  325. return hb->duration & Bonus::STACK_GETS_TURN;
  326. }
  327. static bool UntilAttack(const Bonus *hb)
  328. {
  329. return hb->duration & Bonus::UNTIL_ATTACK;
  330. }
  331. static bool UntilBeingAttacked(const Bonus *hb)
  332. {
  333. return hb->duration & Bonus::UNTIL_BEING_ATTACKED;
  334. }
  335. static bool UntilCommanderKilled(const Bonus *hb)
  336. {
  337. return hb->duration & Bonus::COMMANDER_KILLED;
  338. }
  339. inline bool operator == (const BonusType & cf) const
  340. {
  341. return type == cf;
  342. }
  343. inline void operator += (const ui32 Val) //no return
  344. {
  345. val += Val;
  346. }
  347. std::string Description() const;
  348. std::shared_ptr<Bonus> addLimiter(TLimiterPtr Limiter); //returns this for convenient chain-calls
  349. std::shared_ptr<Bonus> addPropagator(TPropagatorPtr Propagator); //returns this for convenient chain-calls
  350. };
  351. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
  352. class DLL_LINKAGE BonusList
  353. {
  354. public:
  355. typedef std::vector<std::shared_ptr<Bonus>> TInternalContainer;
  356. private:
  357. TInternalContainer bonuses;
  358. bool belongsToTree;
  359. void changed();
  360. public:
  361. typedef TInternalContainer::const_reference const_reference;
  362. typedef TInternalContainer::value_type value_type;
  363. typedef TInternalContainer::const_iterator const_iterator;
  364. typedef TInternalContainer::iterator iterator;
  365. BonusList(bool BelongsToTree = false);
  366. BonusList(const BonusList &bonusList);
  367. BonusList(BonusList && other);
  368. BonusList& operator=(const BonusList &bonusList);
  369. // wrapper functions of the STL vector container
  370. TInternalContainer::size_type size() const { return bonuses.size(); }
  371. void push_back(std::shared_ptr<Bonus> x);
  372. TInternalContainer::iterator erase (const int position);
  373. void clear();
  374. bool empty() const { return bonuses.empty(); }
  375. void resize(TInternalContainer::size_type sz, std::shared_ptr<Bonus> c = nullptr );
  376. std::shared_ptr<Bonus> &operator[] (TInternalContainer::size_type n) { return bonuses[n]; }
  377. const std::shared_ptr<Bonus> &operator[] (TInternalContainer::size_type n) const { return bonuses[n]; }
  378. std::shared_ptr<Bonus> &back() { return bonuses.back(); }
  379. std::shared_ptr<Bonus> &front() { return bonuses.front(); }
  380. const std::shared_ptr<Bonus> &back() const { return bonuses.back(); }
  381. const std::shared_ptr<Bonus> &front() const { return bonuses.front(); }
  382. // There should be no non-const access to provide solid,robust bonus caching
  383. TInternalContainer::const_iterator begin() const { return bonuses.begin(); }
  384. TInternalContainer::const_iterator end() const { return bonuses.end(); }
  385. TInternalContainer::size_type operator-=(std::shared_ptr<Bonus> const &i);
  386. // BonusList functions
  387. int totalValue() const;
  388. void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  389. void getAllBonuses(BonusList &out) const;
  390. void getBonuses(BonusList & out, const CSelector &selector) const;
  391. //special find functions
  392. std::shared_ptr<Bonus> getFirst(const CSelector &select);
  393. const std::shared_ptr<Bonus> getFirst(const CSelector &select) const;
  394. int valOfBonuses(const CSelector &select) const;
  395. void eliminateDuplicates();
  396. // remove_if implementation for STL vector types
  397. template <class Predicate>
  398. void remove_if(Predicate pred)
  399. {
  400. BonusList newList;
  401. for (ui32 i = 0; i < bonuses.size(); i++)
  402. {
  403. auto b = bonuses[i];
  404. if (!pred(b.get()))
  405. newList.push_back(b);
  406. }
  407. bonuses.clear();
  408. bonuses.resize(newList.size());
  409. std::copy(newList.begin(), newList.end(), bonuses.begin());
  410. }
  411. template <class InputIterator>
  412. void insert(const int position, InputIterator first, InputIterator last);
  413. void insert(TInternalContainer::iterator position, TInternalContainer::size_type n, std::shared_ptr<Bonus> const &x);
  414. template <typename Handler>
  415. void serialize(Handler &h, const int version)
  416. {
  417. h & static_cast<TInternalContainer&>(bonuses);
  418. }
  419. // C++ for range support
  420. auto begin () -> decltype (bonuses.begin())
  421. {
  422. return bonuses.begin();
  423. }
  424. auto end () -> decltype (bonuses.end())
  425. {
  426. return bonuses.end();
  427. }
  428. };
  429. // Extensions for BOOST_FOREACH to enable iterating of BonusList objects
  430. // Don't touch/call this functions
  431. inline BonusList::iterator range_begin(BonusList & x)
  432. {
  433. return x.begin();
  434. }
  435. inline BonusList::iterator range_end(BonusList & x)
  436. {
  437. return x.end();
  438. }
  439. inline BonusList::const_iterator range_begin(BonusList const &x)
  440. {
  441. return x.begin();
  442. }
  443. inline BonusList::const_iterator range_end(BonusList const &x)
  444. {
  445. return x.end();
  446. }
  447. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
  448. class DLL_LINKAGE IPropagator
  449. {
  450. public:
  451. virtual ~IPropagator();
  452. virtual bool shouldBeAttached(CBonusSystemNode *dest);
  453. template <typename Handler> void serialize(Handler &h, const int version)
  454. {}
  455. };
  456. class DLL_LINKAGE CPropagatorNodeType : public IPropagator
  457. {
  458. int nodeType; //CBonusSystemNode::ENodeTypes
  459. public:
  460. CPropagatorNodeType();
  461. CPropagatorNodeType(int NodeType);
  462. bool shouldBeAttached(CBonusSystemNode *dest) override;
  463. template <typename Handler> void serialize(Handler &h, const int version)
  464. {
  465. h & nodeType;
  466. }
  467. };
  468. struct BonusLimitationContext
  469. {
  470. const std::shared_ptr<Bonus> b;
  471. const CBonusSystemNode &node;
  472. const BonusList &alreadyAccepted;
  473. };
  474. class DLL_LINKAGE ILimiter
  475. {
  476. public:
  477. enum EDecision {ACCEPT, DISCARD, NOT_SURE};
  478. virtual ~ILimiter();
  479. virtual int limit(const BonusLimitationContext &context) const; //0 - accept bonus; 1 - drop bonus; 2 - delay (drops eventually)
  480. template <typename Handler> void serialize(Handler &h, const int version)
  481. {
  482. }
  483. };
  484. class DLL_LINKAGE IBonusBearer
  485. {
  486. public:
  487. //new bonusing node interface
  488. // * selector is predicate that tests if HeroBonus matches our criteria
  489. // * root is node on which call was made (nullptr will be replaced with this)
  490. //interface
  491. virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const = 0;
  492. int valOfBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  493. bool hasBonus(const CSelector &selector, const std::string &cachingStr = "") const;
  494. bool hasBonus(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
  495. const TBonusListPtr getBonuses(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
  496. const TBonusListPtr getBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  497. const std::shared_ptr<Bonus> getBonus(const CSelector &selector) const; //returns any bonus visible on node that matches (or nullptr if none matches)
  498. //legacy interface
  499. int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
  500. int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
  501. bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
  502. bool hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const;
  503. //various hlp functions for non-trivial values
  504. ui32 getMinDamage() const; //used for stacks and creatures only
  505. ui32 getMaxDamage() const;
  506. int MoraleVal() const; //range [-3, +3]
  507. int LuckVal() const; //range [-3, +3]
  508. si32 Attack() const; //get attack of stack with all modificators
  509. si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
  510. ui32 MaxHealth() const; //get max HP of stack with all modifiers
  511. bool isLiving() const; //non-undead, non-non living or alive
  512. virtual si32 magicResistance() const;
  513. ui32 Speed(int turn = 0, bool useBind = false) const; //get speed of creature with all modificators
  514. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  515. int getPrimSkillLevel(PrimarySkill::PrimarySkill id) const;
  516. };
  517. class DLL_LINKAGE CBonusSystemNode : public IBonusBearer, public boost::noncopyable
  518. {
  519. public:
  520. enum ENodeTypes
  521. {
  522. UNKNOWN, STACK_INSTANCE, STACK_BATTLE, SPECIALTY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM,
  523. TOWN_AND_VISITOR, BATTLE, COMMANDER, GLOBAL_EFFECTS
  524. };
  525. private:
  526. BonusList bonuses; //wielded bonuses (local or up-propagated here)
  527. BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
  528. TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them
  529. TNodesVector children;
  530. ENodeTypes nodeType;
  531. std::string description;
  532. static const bool cachingEnabled;
  533. mutable BonusList cachedBonuses;
  534. mutable int cachedLast;
  535. static int treeChanged;
  536. // Setting a value to cachingStr before getting any bonuses caches the result for later requests.
  537. // This string needs to be unique, that's why it has to be setted in the following manner:
  538. // [property key]_[value] => only for selector
  539. mutable std::map<std::string, TBonusListPtr > cachedRequests;
  540. void getBonusesRec(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  541. void getAllBonusesRec(BonusList &out) const;
  542. const TBonusListPtr getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr) const;
  543. public:
  544. explicit CBonusSystemNode();
  545. CBonusSystemNode(CBonusSystemNode && other);
  546. virtual ~CBonusSystemNode();
  547. void limitBonuses(const BonusList &allBonuses, BonusList &out) const; //out will bo populed with bonuses that are not limited here
  548. TBonusListPtr limitBonuses(const BonusList &allBonuses) const; //same as above, returns out by val for convienence
  549. const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const override;
  550. void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
  551. const std::shared_ptr<Bonus> getBonusLocalFirst(const CSelector &selector) const;
  552. //non-const interface
  553. void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from)
  554. void getRedParents(TNodes &out); //retrieves list of red parent nodes (nodes bonuses propagate from)
  555. void getRedAncestors(TNodes &out);
  556. void getRedChildren(TNodes &out);
  557. void getRedDescendants(TNodes &out);
  558. std::shared_ptr<Bonus> getBonusLocalFirst(const CSelector &selector);
  559. void attachTo(CBonusSystemNode *parent);
  560. void detachFrom(CBonusSystemNode *parent);
  561. void detachFromAll();
  562. virtual void addNewBonus(const std::shared_ptr<Bonus>& b);
  563. void accumulateBonus(const std::shared_ptr<Bonus>& b); //add value of bonus with same type/subtype or create new
  564. void newChildAttached(CBonusSystemNode *child);
  565. void childDetached(CBonusSystemNode *child);
  566. void propagateBonus(std::shared_ptr<Bonus> b);
  567. void unpropagateBonus(std::shared_ptr<Bonus> b);
  568. void removeBonus(const std::shared_ptr<Bonus>& b);
  569. void newRedDescendant(CBonusSystemNode *descendant); //propagation needed
  570. void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed
  571. bool isIndependentNode() const; //node is independent when it has no parents nor children
  572. bool actsAsBonusSourceOnly() const;
  573. ///removes bonuses by selector
  574. void popBonuses(const CSelector &s);
  575. ///updates count of remaining turns and removes outdated bonuses by selector
  576. void updateBonuses(const CSelector &s);
  577. virtual std::string bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const {return "";}; //description or bonus name
  578. virtual std::string nodeName() const;
  579. void deserializationFix();
  580. void exportBonus(std::shared_ptr<Bonus> b);
  581. void exportBonuses();
  582. const BonusList &getBonusList() const;
  583. BonusList &getExportedBonusList();
  584. CBonusSystemNode::ENodeTypes getNodeType() const;
  585. void setNodeType(CBonusSystemNode::ENodeTypes type);
  586. const TNodesVector &getParentNodes() const;
  587. const TNodesVector &getChildrenNodes() const;
  588. const std::string &getDescription() const;
  589. void setDescription(const std::string &description);
  590. static void treeHasChanged();
  591. template <typename Handler> void serialize(Handler &h, const int version)
  592. {
  593. h & /*bonuses & */nodeType;
  594. h & exportedBonuses;
  595. h & description;
  596. BONUS_TREE_DESERIALIZATION_FIX
  597. //h & parents & children;
  598. }
  599. };
  600. namespace NBonus
  601. {
  602. //set of methods that may be safely called with nullptr objs
  603. DLL_LINKAGE int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
  604. 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)
  605. }
  606. template<typename T>
  607. class CSelectFieldEqual
  608. {
  609. T Bonus::*ptr;
  610. public:
  611. CSelectFieldEqual(T Bonus::*Ptr)
  612. : ptr(Ptr)
  613. {
  614. }
  615. CSelector operator()(const T &valueToCompareAgainst) const
  616. {
  617. auto ptr2 = ptr; //We need a COPY because we don't want to reference this (might be outlived by lambda)
  618. return [ptr2, valueToCompareAgainst](const Bonus *bonus) { return bonus->*ptr2 == valueToCompareAgainst; };
  619. }
  620. };
  621. template<typename T> //can be same, needed for subtype field
  622. class CSelectFieldEqualOrEvery
  623. {
  624. T Bonus::*ptr;
  625. T val;
  626. public:
  627. CSelectFieldEqualOrEvery(T Bonus::*Ptr, const T &Val)
  628. : ptr(Ptr), val(Val)
  629. {
  630. }
  631. bool operator()(const Bonus *bonus) const
  632. {
  633. return (bonus->*ptr == val) || (bonus->*ptr == static_cast<T>(Bonus::EVERY_TYPE));
  634. }
  635. CSelectFieldEqualOrEvery& operator()(const T &setVal)
  636. {
  637. val = setVal;
  638. return *this;
  639. }
  640. };
  641. class DLL_LINKAGE CWillLastTurns
  642. {
  643. public:
  644. int turnsRequested;
  645. bool operator()(const Bonus *bonus) const
  646. {
  647. return turnsRequested <= 0 //every present effect will last zero (or "less") turns
  648. || !Bonus::NTurns(bonus) //so do every not expriing after N-turns effect
  649. || bonus->turnsRemain > turnsRequested;
  650. }
  651. CWillLastTurns& operator()(const int &setVal)
  652. {
  653. turnsRequested = setVal;
  654. return *this;
  655. }
  656. };
  657. class DLL_LINKAGE CWillLastDays
  658. {
  659. public:
  660. int daysRequested;
  661. bool operator()(const Bonus *bonus) const
  662. {
  663. if(daysRequested <= 0 || Bonus::Permanent(bonus) || Bonus::OneBattle(bonus))
  664. return true;
  665. else if(Bonus::OneDay(bonus))
  666. return false;
  667. else if(Bonus::NDays(bonus) || Bonus::OneWeek(bonus))
  668. {
  669. return bonus->turnsRemain > daysRequested;
  670. }
  671. return false; // TODO: ONE_WEEK need support for turnsRemain, but for now we'll exclude all unhandled durations
  672. }
  673. CWillLastDays& operator()(const int &setVal)
  674. {
  675. daysRequested = setVal;
  676. return *this;
  677. }
  678. };
  679. //Stores multiple limiters. If any of them fails -> bonus is dropped.
  680. class DLL_LINKAGE LimiterList : public ILimiter
  681. {
  682. std::vector<TLimiterPtr> limiters;
  683. public:
  684. int limit(const BonusLimitationContext &context) const override;
  685. void add(TLimiterPtr limiter);
  686. };
  687. class DLL_LINKAGE CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
  688. {
  689. public:
  690. const CCreature *creature;
  691. bool includeUpgrades;
  692. CCreatureTypeLimiter();
  693. CCreatureTypeLimiter(const CCreature &Creature, bool IncludeUpgrades = true);
  694. void setCreature (CreatureID id);
  695. int limit(const BonusLimitationContext &context) const override;
  696. template <typename Handler> void serialize(Handler &h, const int version)
  697. {
  698. h & static_cast<ILimiter&>(*this);
  699. h & creature & includeUpgrades;
  700. }
  701. };
  702. class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
  703. {
  704. public:
  705. Bonus::BonusType type;
  706. TBonusSubtype subtype;
  707. bool isSubtypeRelevant; //check for subtype only if this is true
  708. HasAnotherBonusLimiter(Bonus::BonusType bonus = Bonus::NONE);
  709. HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype);
  710. int limit(const BonusLimitationContext &context) const override;
  711. template <typename Handler> void serialize(Handler &h, const int version)
  712. {
  713. h & static_cast<ILimiter&>(*this);
  714. h & type & subtype & isSubtypeRelevant;
  715. }
  716. };
  717. class DLL_LINKAGE CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain
  718. {
  719. public:
  720. int terrainType;
  721. CreatureNativeTerrainLimiter();
  722. CreatureNativeTerrainLimiter(int TerrainType);
  723. int limit(const BonusLimitationContext &context) const override;
  724. template <typename Handler> void serialize(Handler &h, const int version)
  725. {
  726. h & static_cast<ILimiter&>(*this);
  727. h & terrainType;
  728. }
  729. };
  730. class DLL_LINKAGE CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
  731. {
  732. public:
  733. si8 faction;
  734. CreatureFactionLimiter();
  735. CreatureFactionLimiter(int TerrainType);
  736. int limit(const BonusLimitationContext &context) const override;
  737. template <typename Handler> void serialize(Handler &h, const int version)
  738. {
  739. h & static_cast<ILimiter&>(*this);
  740. h & faction;
  741. }
  742. };
  743. class DLL_LINKAGE CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
  744. {
  745. public:
  746. si8 alignment;
  747. CreatureAlignmentLimiter();
  748. CreatureAlignmentLimiter(si8 Alignment);
  749. int limit(const BonusLimitationContext &context) const override;
  750. template <typename Handler> void serialize(Handler &h, const int version)
  751. {
  752. h & static_cast<ILimiter&>(*this);
  753. h & alignment;
  754. }
  755. };
  756. class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
  757. {
  758. public:
  759. PlayerColor owner;
  760. StackOwnerLimiter();
  761. StackOwnerLimiter(PlayerColor Owner);
  762. int limit(const BonusLimitationContext &context) const override;
  763. template <typename Handler> void serialize(Handler &h, const int version)
  764. {
  765. h & static_cast<ILimiter&>(*this);
  766. h & owner;
  767. }
  768. };
  769. class DLL_LINKAGE RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
  770. {
  771. public:
  772. ui8 minRank, maxRank;
  773. RankRangeLimiter();
  774. RankRangeLimiter(ui8 Min, ui8 Max = 255);
  775. int limit(const BonusLimitationContext &context) const override;
  776. template <typename Handler> void serialize(Handler &h, const int version)
  777. {
  778. h & static_cast<ILimiter&>(*this);
  779. h & minRank & maxRank;
  780. }
  781. };
  782. namespace Selector
  783. {
  784. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> type;
  785. extern DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> subtype;
  786. extern DLL_LINKAGE CSelectFieldEqual<si32> info;
  787. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> sourceType;
  788. extern DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> effectRange;
  789. extern DLL_LINKAGE CWillLastTurns turns;
  790. extern DLL_LINKAGE CWillLastDays days;
  791. CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype);
  792. CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, si32 info);
  793. CSelector DLL_LINKAGE source(Bonus::BonusSource source, ui32 sourceID);
  794. CSelector DLL_LINKAGE sourceTypeSel(Bonus::BonusSource source);
  795. /**
  796. * Selects all bonuses
  797. * Usage example: Selector::all.And(<functor>).And(<functor>)...)
  798. */
  799. extern DLL_LINKAGE CSelector all;
  800. /**
  801. * Selects nothing
  802. * Usage example: Selector::none.Or(<functor>).Or(<functor>)...)
  803. */
  804. extern DLL_LINKAGE CSelector none;
  805. bool DLL_LINKAGE matchesType(const CSelector &sel, Bonus::BonusType type);
  806. bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, Bonus::BonusType type, TBonusSubtype subtype);
  807. }
  808. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusType> bonusNameMap;
  809. extern DLL_LINKAGE const std::map<std::string, Bonus::ValueType> bonusValueMap;
  810. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusSource> bonusSourceMap;
  811. extern DLL_LINKAGE const std::map<std::string, ui16> bonusDurationMap;
  812. extern DLL_LINKAGE const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect;
  813. extern DLL_LINKAGE const std::map<std::string, TLimiterPtr> bonusLimiterMap;
  814. extern DLL_LINKAGE const std::map<std::string, TPropagatorPtr> bonusPropagatorMap;
  815. // BonusList template that requires full interface of CBonusSystemNode
  816. template <class InputIterator>
  817. void BonusList::insert(const int position, InputIterator first, InputIterator last)
  818. {
  819. bonuses.insert(bonuses.begin() + position, first, last);
  820. changed();
  821. }