HeroBonus.h 37 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(SOUL_STEAL) /*val - number of units gained per enemy killed, subtype = 0 - gained units survive after battle, 1 - they do not*/ \
  207. BONUS_NAME(TRANSMUTATION) /*val - chance to trigger in %, subtype = 0 - resurrection based on HP, 1 - based on unit count, additional info - target creature ID (attacker default)*/\
  208. BONUS_NAME(SUMMON_GUARDIANS) /*val - amount in % of stack count, subtype = creature ID*/\
  209. BONUS_NAME(CATAPULT_EXTRA_SHOTS) /*val - number of additional shots, requires CATAPULT bonus to work*/\
  210. /* end of list */
  211. #define BONUS_SOURCE_LIST \
  212. BONUS_SOURCE(ARTIFACT)\
  213. BONUS_SOURCE(ARTIFACT_INSTANCE)\
  214. BONUS_SOURCE(OBJECT)\
  215. BONUS_SOURCE(CREATURE_ABILITY)\
  216. BONUS_SOURCE(TERRAIN_NATIVE)\
  217. BONUS_SOURCE(TERRAIN_OVERLAY)\
  218. BONUS_SOURCE(SPELL_EFFECT)\
  219. BONUS_SOURCE(TOWN_STRUCTURE)\
  220. BONUS_SOURCE(HERO_BASE_SKILL)\
  221. BONUS_SOURCE(SECONDARY_SKILL)\
  222. BONUS_SOURCE(HERO_SPECIAL)\
  223. BONUS_SOURCE(ARMY)\
  224. BONUS_SOURCE(CAMPAIGN_BONUS)\
  225. BONUS_SOURCE(SPECIAL_WEEK)\
  226. BONUS_SOURCE(STACK_EXPERIENCE)\
  227. BONUS_SOURCE(COMMANDER) /*TODO: consider using simply STACK_INSTANCE */\
  228. BONUS_SOURCE(OTHER) /*used for defensive stance and default value of spell level limit*/
  229. #define BONUS_VALUE_LIST \
  230. BONUS_VALUE(ADDITIVE_VALUE)\
  231. BONUS_VALUE(BASE_NUMBER)\
  232. BONUS_VALUE(PERCENT_TO_ALL)\
  233. BONUS_VALUE(PERCENT_TO_BASE)\
  234. BONUS_VALUE(INDEPENDENT_MAX) /*used for SPELL bonus */\
  235. BONUS_VALUE(INDEPENDENT_MIN) //used for SECONDARY_SKILL_PREMY bonus
  236. /// Struct for handling bonuses of several types. Can be transferred to any hero
  237. struct DLL_LINKAGE Bonus : public std::enable_shared_from_this<Bonus>
  238. {
  239. enum { EVERY_TYPE = -1 };
  240. enum BonusType
  241. {
  242. #define BONUS_NAME(x) x,
  243. BONUS_LIST
  244. #undef BONUS_NAME
  245. };
  246. enum BonusDuration //when bonus is automatically removed
  247. {
  248. PERMANENT = 1,
  249. ONE_BATTLE = 2, //at the end of battle
  250. ONE_DAY = 4, //at the end of day
  251. ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
  252. N_TURNS = 16, //used during battles, after battle bonus is always removed
  253. N_DAYS = 32,
  254. UNTIL_BEING_ATTACKED = 64, /*removed after attack and counterattacks are performed*/
  255. UNTIL_ATTACK = 128, /*removed after attack and counterattacks are performed*/
  256. STACK_GETS_TURN = 256, /*removed when stack gets its turn - used for defensive stance*/
  257. COMMANDER_KILLED = 512
  258. };
  259. enum BonusSource
  260. {
  261. #define BONUS_SOURCE(x) x,
  262. BONUS_SOURCE_LIST
  263. #undef BONUS_SOURCE
  264. };
  265. enum LimitEffect
  266. {
  267. NO_LIMIT = 0,
  268. ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
  269. ONLY_ENEMY_ARMY
  270. };
  271. enum ValueType
  272. {
  273. #define BONUS_VALUE(x) x,
  274. BONUS_VALUE_LIST
  275. #undef BONUS_VALUE
  276. };
  277. ui16 duration; //uses BonusDuration values
  278. si16 turnsRemain; //used if duration is N_TURNS, N_DAYS or ONE_WEEK
  279. BonusType type; //uses BonusType values - says to what is this bonus - 1 byte
  280. TBonusSubtype subtype; //-1 if not applicable - 4 bytes
  281. BonusSource source;//source type" uses BonusSource values - what gave that bonus
  282. si32 val;
  283. ui32 sid; //source id: id of object/artifact/spell
  284. ValueType valType;
  285. si32 additionalInfo;
  286. LimitEffect effectRange; //if not NO_LIMIT, bonus will be omitted by default
  287. TLimiterPtr limiter;
  288. TPropagatorPtr propagator;
  289. std::string description;
  290. Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
  291. Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype=-1, ValueType ValType = ADDITIVE_VALUE);
  292. Bonus();
  293. template <typename Handler> void serialize(Handler &h, const int version)
  294. {
  295. h & duration & type & subtype & source & val & sid & description & additionalInfo & turnsRemain & valType & effectRange & limiter & propagator;
  296. }
  297. template <typename Ptr>
  298. static bool compareByAdditionalInfo(const Ptr& a, const Ptr& b)
  299. {
  300. return a->additionalInfo < b->additionalInfo;
  301. }
  302. static bool NDays(const Bonus *hb)
  303. {
  304. return hb->duration & Bonus::N_DAYS;
  305. }
  306. static bool NTurns(const Bonus *hb)
  307. {
  308. return hb->duration & Bonus::N_TURNS;
  309. }
  310. static bool OneDay(const Bonus *hb)
  311. {
  312. return hb->duration & Bonus::ONE_DAY;
  313. }
  314. static bool OneWeek(const Bonus *hb)
  315. {
  316. return hb->duration & Bonus::ONE_WEEK;
  317. }
  318. static bool OneBattle(const Bonus *hb)
  319. {
  320. return hb->duration & Bonus::ONE_BATTLE;
  321. }
  322. static bool Permanent(const Bonus *hb)
  323. {
  324. return hb->duration & Bonus::PERMANENT;
  325. }
  326. static bool UntilGetsTurn(const Bonus *hb)
  327. {
  328. return hb->duration & Bonus::STACK_GETS_TURN;
  329. }
  330. static bool UntilAttack(const Bonus *hb)
  331. {
  332. return hb->duration & Bonus::UNTIL_ATTACK;
  333. }
  334. static bool UntilBeingAttacked(const Bonus *hb)
  335. {
  336. return hb->duration & Bonus::UNTIL_BEING_ATTACKED;
  337. }
  338. static bool UntilCommanderKilled(const Bonus *hb)
  339. {
  340. return hb->duration & Bonus::COMMANDER_KILLED;
  341. }
  342. inline bool operator == (const BonusType & cf) const
  343. {
  344. return type == cf;
  345. }
  346. inline void operator += (const ui32 Val) //no return
  347. {
  348. val += Val;
  349. }
  350. std::string Description() const;
  351. std::shared_ptr<Bonus> addLimiter(TLimiterPtr Limiter); //returns this for convenient chain-calls
  352. std::shared_ptr<Bonus> addPropagator(TPropagatorPtr Propagator); //returns this for convenient chain-calls
  353. };
  354. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
  355. class DLL_LINKAGE BonusList
  356. {
  357. public:
  358. typedef std::vector<std::shared_ptr<Bonus>> TInternalContainer;
  359. private:
  360. TInternalContainer bonuses;
  361. bool belongsToTree;
  362. void changed();
  363. public:
  364. typedef TInternalContainer::const_reference const_reference;
  365. typedef TInternalContainer::value_type value_type;
  366. typedef TInternalContainer::const_iterator const_iterator;
  367. typedef TInternalContainer::iterator iterator;
  368. BonusList(bool BelongsToTree = false);
  369. BonusList(const BonusList &bonusList);
  370. BonusList(BonusList && other);
  371. BonusList& operator=(const BonusList &bonusList);
  372. // wrapper functions of the STL vector container
  373. TInternalContainer::size_type size() const { return bonuses.size(); }
  374. void push_back(std::shared_ptr<Bonus> x);
  375. TInternalContainer::iterator erase (const int position);
  376. void clear();
  377. bool empty() const { return bonuses.empty(); }
  378. void resize(TInternalContainer::size_type sz, std::shared_ptr<Bonus> c = nullptr );
  379. std::shared_ptr<Bonus> &operator[] (TInternalContainer::size_type n) { return bonuses[n]; }
  380. const std::shared_ptr<Bonus> &operator[] (TInternalContainer::size_type n) const { return bonuses[n]; }
  381. std::shared_ptr<Bonus> &back() { return bonuses.back(); }
  382. std::shared_ptr<Bonus> &front() { return bonuses.front(); }
  383. const std::shared_ptr<Bonus> &back() const { return bonuses.back(); }
  384. const std::shared_ptr<Bonus> &front() const { return bonuses.front(); }
  385. // There should be no non-const access to provide solid,robust bonus caching
  386. TInternalContainer::const_iterator begin() const { return bonuses.begin(); }
  387. TInternalContainer::const_iterator end() const { return bonuses.end(); }
  388. TInternalContainer::size_type operator-=(std::shared_ptr<Bonus> const &i);
  389. // BonusList functions
  390. int totalValue() const;
  391. void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  392. void getAllBonuses(BonusList &out) const;
  393. void getBonuses(BonusList & out, const CSelector &selector) const;
  394. //special find functions
  395. std::shared_ptr<Bonus> getFirst(const CSelector &select);
  396. const std::shared_ptr<Bonus> getFirst(const CSelector &select) const;
  397. int valOfBonuses(const CSelector &select) const;
  398. void eliminateDuplicates();
  399. // remove_if implementation for STL vector types
  400. template <class Predicate>
  401. void remove_if(Predicate pred)
  402. {
  403. BonusList newList;
  404. for (ui32 i = 0; i < bonuses.size(); i++)
  405. {
  406. auto b = bonuses[i];
  407. if (!pred(b.get()))
  408. newList.push_back(b);
  409. }
  410. bonuses.clear();
  411. bonuses.resize(newList.size());
  412. std::copy(newList.begin(), newList.end(), bonuses.begin());
  413. }
  414. template <class InputIterator>
  415. void insert(const int position, InputIterator first, InputIterator last);
  416. void insert(TInternalContainer::iterator position, TInternalContainer::size_type n, std::shared_ptr<Bonus> const &x);
  417. template <typename Handler>
  418. void serialize(Handler &h, const int version)
  419. {
  420. h & static_cast<TInternalContainer&>(bonuses);
  421. }
  422. // C++ for range support
  423. auto begin () -> decltype (bonuses.begin())
  424. {
  425. return bonuses.begin();
  426. }
  427. auto end () -> decltype (bonuses.end())
  428. {
  429. return bonuses.end();
  430. }
  431. };
  432. // Extensions for BOOST_FOREACH to enable iterating of BonusList objects
  433. // Don't touch/call this functions
  434. inline BonusList::iterator range_begin(BonusList & x)
  435. {
  436. return x.begin();
  437. }
  438. inline BonusList::iterator range_end(BonusList & x)
  439. {
  440. return x.end();
  441. }
  442. inline BonusList::const_iterator range_begin(BonusList const &x)
  443. {
  444. return x.begin();
  445. }
  446. inline BonusList::const_iterator range_end(BonusList const &x)
  447. {
  448. return x.end();
  449. }
  450. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
  451. class DLL_LINKAGE IPropagator
  452. {
  453. public:
  454. virtual ~IPropagator();
  455. virtual bool shouldBeAttached(CBonusSystemNode *dest);
  456. template <typename Handler> void serialize(Handler &h, const int version)
  457. {}
  458. };
  459. class DLL_LINKAGE CPropagatorNodeType : public IPropagator
  460. {
  461. int nodeType; //CBonusSystemNode::ENodeTypes
  462. public:
  463. CPropagatorNodeType();
  464. CPropagatorNodeType(int NodeType);
  465. bool shouldBeAttached(CBonusSystemNode *dest) override;
  466. template <typename Handler> void serialize(Handler &h, const int version)
  467. {
  468. h & nodeType;
  469. }
  470. };
  471. struct BonusLimitationContext
  472. {
  473. const std::shared_ptr<Bonus> b;
  474. const CBonusSystemNode &node;
  475. const BonusList &alreadyAccepted;
  476. };
  477. class DLL_LINKAGE ILimiter
  478. {
  479. public:
  480. enum EDecision {ACCEPT, DISCARD, NOT_SURE};
  481. virtual ~ILimiter();
  482. virtual int limit(const BonusLimitationContext &context) const; //0 - accept bonus; 1 - drop bonus; 2 - delay (drops eventually)
  483. template <typename Handler> void serialize(Handler &h, const int version)
  484. {
  485. }
  486. };
  487. class DLL_LINKAGE IBonusBearer
  488. {
  489. public:
  490. //new bonusing node interface
  491. // * selector is predicate that tests if HeroBonus matches our criteria
  492. // * root is node on which call was made (nullptr will be replaced with this)
  493. //interface
  494. virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const = 0;
  495. int valOfBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  496. bool hasBonus(const CSelector &selector, const std::string &cachingStr = "") const;
  497. bool hasBonus(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
  498. const TBonusListPtr getBonuses(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
  499. const TBonusListPtr getBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  500. const std::shared_ptr<Bonus> getBonus(const CSelector &selector) const; //returns any bonus visible on node that matches (or nullptr if none matches)
  501. //legacy interface
  502. int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
  503. int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
  504. bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
  505. bool hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const;
  506. //various hlp functions for non-trivial values
  507. ui32 getMinDamage() const; //used for stacks and creatures only
  508. ui32 getMaxDamage() const;
  509. int MoraleVal() const; //range [-3, +3]
  510. int LuckVal() const; //range [-3, +3]
  511. si32 Attack() const; //get attack of stack with all modificators
  512. si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
  513. ui32 MaxHealth() const; //get max HP of stack with all modifiers
  514. bool isLiving() const; //non-undead, non-non living or alive
  515. virtual si32 magicResistance() const;
  516. ui32 Speed(int turn = 0, bool useBind = false) const; //get speed of creature with all modificators
  517. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  518. int getPrimSkillLevel(PrimarySkill::PrimarySkill id) const;
  519. };
  520. class DLL_LINKAGE CBonusSystemNode : public IBonusBearer, public boost::noncopyable
  521. {
  522. public:
  523. enum ENodeTypes
  524. {
  525. UNKNOWN, STACK_INSTANCE, STACK_BATTLE, SPECIALTY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM,
  526. TOWN_AND_VISITOR, BATTLE, COMMANDER, GLOBAL_EFFECTS
  527. };
  528. private:
  529. BonusList bonuses; //wielded bonuses (local or up-propagated here)
  530. BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
  531. TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them
  532. TNodesVector children;
  533. ENodeTypes nodeType;
  534. std::string description;
  535. static const bool cachingEnabled;
  536. mutable BonusList cachedBonuses;
  537. mutable int cachedLast;
  538. static int treeChanged;
  539. // Setting a value to cachingStr before getting any bonuses caches the result for later requests.
  540. // This string needs to be unique, that's why it has to be setted in the following manner:
  541. // [property key]_[value] => only for selector
  542. mutable std::map<std::string, TBonusListPtr > cachedRequests;
  543. void getBonusesRec(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  544. void getAllBonusesRec(BonusList &out) const;
  545. const TBonusListPtr getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr) const;
  546. public:
  547. explicit CBonusSystemNode();
  548. CBonusSystemNode(CBonusSystemNode && other);
  549. virtual ~CBonusSystemNode();
  550. void limitBonuses(const BonusList &allBonuses, BonusList &out) const; //out will bo populed with bonuses that are not limited here
  551. TBonusListPtr limitBonuses(const BonusList &allBonuses) const; //same as above, returns out by val for convienence
  552. const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const override;
  553. void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
  554. const std::shared_ptr<Bonus> getBonusLocalFirst(const CSelector &selector) const;
  555. //non-const interface
  556. void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from)
  557. void getRedParents(TNodes &out); //retrieves list of red parent nodes (nodes bonuses propagate from)
  558. void getRedAncestors(TNodes &out);
  559. void getRedChildren(TNodes &out);
  560. void getRedDescendants(TNodes &out);
  561. std::shared_ptr<Bonus> getBonusLocalFirst(const CSelector &selector);
  562. void attachTo(CBonusSystemNode *parent);
  563. void detachFrom(CBonusSystemNode *parent);
  564. void detachFromAll();
  565. virtual void addNewBonus(const std::shared_ptr<Bonus>& b);
  566. void accumulateBonus(const std::shared_ptr<Bonus>& b); //add value of bonus with same type/subtype or create new
  567. void newChildAttached(CBonusSystemNode *child);
  568. void childDetached(CBonusSystemNode *child);
  569. void propagateBonus(std::shared_ptr<Bonus> b);
  570. void unpropagateBonus(std::shared_ptr<Bonus> b);
  571. void removeBonus(const std::shared_ptr<Bonus>& b);
  572. void newRedDescendant(CBonusSystemNode *descendant); //propagation needed
  573. void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed
  574. bool isIndependentNode() const; //node is independent when it has no parents nor children
  575. bool actsAsBonusSourceOnly() const;
  576. ///removes bonuses by selector
  577. void popBonuses(const CSelector &s);
  578. ///updates count of remaining turns and removes outdated bonuses by selector
  579. void updateBonuses(const CSelector &s);
  580. virtual std::string bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const {return "";}; //description or bonus name
  581. virtual std::string nodeName() const;
  582. void deserializationFix();
  583. void exportBonus(std::shared_ptr<Bonus> b);
  584. void exportBonuses();
  585. const BonusList &getBonusList() const;
  586. BonusList &getExportedBonusList();
  587. CBonusSystemNode::ENodeTypes getNodeType() const;
  588. void setNodeType(CBonusSystemNode::ENodeTypes type);
  589. const TNodesVector &getParentNodes() const;
  590. const TNodesVector &getChildrenNodes() const;
  591. const std::string &getDescription() const;
  592. void setDescription(const std::string &description);
  593. static void treeHasChanged();
  594. template <typename Handler> void serialize(Handler &h, const int version)
  595. {
  596. h & /*bonuses & */nodeType;
  597. h & exportedBonuses;
  598. h & description;
  599. BONUS_TREE_DESERIALIZATION_FIX
  600. //h & parents & children;
  601. }
  602. };
  603. namespace NBonus
  604. {
  605. //set of methods that may be safely called with nullptr objs
  606. DLL_LINKAGE int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
  607. 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)
  608. }
  609. template<typename T>
  610. class CSelectFieldEqual
  611. {
  612. T Bonus::*ptr;
  613. public:
  614. CSelectFieldEqual(T Bonus::*Ptr)
  615. : ptr(Ptr)
  616. {
  617. }
  618. CSelector operator()(const T &valueToCompareAgainst) const
  619. {
  620. auto ptr2 = ptr; //We need a COPY because we don't want to reference this (might be outlived by lambda)
  621. return [ptr2, valueToCompareAgainst](const Bonus *bonus) { return bonus->*ptr2 == valueToCompareAgainst; };
  622. }
  623. };
  624. template<typename T> //can be same, needed for subtype field
  625. class CSelectFieldEqualOrEvery
  626. {
  627. T Bonus::*ptr;
  628. T val;
  629. public:
  630. CSelectFieldEqualOrEvery(T Bonus::*Ptr, const T &Val)
  631. : ptr(Ptr), val(Val)
  632. {
  633. }
  634. bool operator()(const Bonus *bonus) const
  635. {
  636. return (bonus->*ptr == val) || (bonus->*ptr == static_cast<T>(Bonus::EVERY_TYPE));
  637. }
  638. CSelectFieldEqualOrEvery& operator()(const T &setVal)
  639. {
  640. val = setVal;
  641. return *this;
  642. }
  643. };
  644. class DLL_LINKAGE CWillLastTurns
  645. {
  646. public:
  647. int turnsRequested;
  648. bool operator()(const Bonus *bonus) const
  649. {
  650. return turnsRequested <= 0 //every present effect will last zero (or "less") turns
  651. || !Bonus::NTurns(bonus) //so do every not expriing after N-turns effect
  652. || bonus->turnsRemain > turnsRequested;
  653. }
  654. CWillLastTurns& operator()(const int &setVal)
  655. {
  656. turnsRequested = setVal;
  657. return *this;
  658. }
  659. };
  660. class DLL_LINKAGE CWillLastDays
  661. {
  662. public:
  663. int daysRequested;
  664. bool operator()(const Bonus *bonus) const
  665. {
  666. if(daysRequested <= 0 || Bonus::Permanent(bonus) || Bonus::OneBattle(bonus))
  667. return true;
  668. else if(Bonus::OneDay(bonus))
  669. return false;
  670. else if(Bonus::NDays(bonus) || Bonus::OneWeek(bonus))
  671. {
  672. return bonus->turnsRemain > daysRequested;
  673. }
  674. return false; // TODO: ONE_WEEK need support for turnsRemain, but for now we'll exclude all unhandled durations
  675. }
  676. CWillLastDays& operator()(const int &setVal)
  677. {
  678. daysRequested = setVal;
  679. return *this;
  680. }
  681. };
  682. //Stores multiple limiters. If any of them fails -> bonus is dropped.
  683. class DLL_LINKAGE LimiterList : public ILimiter
  684. {
  685. std::vector<TLimiterPtr> limiters;
  686. public:
  687. int limit(const BonusLimitationContext &context) const override;
  688. void add(TLimiterPtr limiter);
  689. };
  690. class DLL_LINKAGE CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
  691. {
  692. public:
  693. const CCreature *creature;
  694. bool includeUpgrades;
  695. CCreatureTypeLimiter();
  696. CCreatureTypeLimiter(const CCreature &Creature, bool IncludeUpgrades = true);
  697. void setCreature (CreatureID id);
  698. int limit(const BonusLimitationContext &context) const override;
  699. template <typename Handler> void serialize(Handler &h, const int version)
  700. {
  701. h & static_cast<ILimiter&>(*this);
  702. h & creature & includeUpgrades;
  703. }
  704. };
  705. class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
  706. {
  707. public:
  708. Bonus::BonusType type;
  709. TBonusSubtype subtype;
  710. bool isSubtypeRelevant; //check for subtype only if this is true
  711. HasAnotherBonusLimiter(Bonus::BonusType bonus = Bonus::NONE);
  712. HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype);
  713. int limit(const BonusLimitationContext &context) const override;
  714. template <typename Handler> void serialize(Handler &h, const int version)
  715. {
  716. h & static_cast<ILimiter&>(*this);
  717. h & type & subtype & isSubtypeRelevant;
  718. }
  719. };
  720. class DLL_LINKAGE CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain
  721. {
  722. public:
  723. int terrainType;
  724. CreatureNativeTerrainLimiter();
  725. CreatureNativeTerrainLimiter(int TerrainType);
  726. int limit(const BonusLimitationContext &context) const override;
  727. template <typename Handler> void serialize(Handler &h, const int version)
  728. {
  729. h & static_cast<ILimiter&>(*this);
  730. h & terrainType;
  731. }
  732. };
  733. class DLL_LINKAGE CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
  734. {
  735. public:
  736. si8 faction;
  737. CreatureFactionLimiter();
  738. CreatureFactionLimiter(int TerrainType);
  739. int limit(const BonusLimitationContext &context) const override;
  740. template <typename Handler> void serialize(Handler &h, const int version)
  741. {
  742. h & static_cast<ILimiter&>(*this);
  743. h & faction;
  744. }
  745. };
  746. class DLL_LINKAGE CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
  747. {
  748. public:
  749. si8 alignment;
  750. CreatureAlignmentLimiter();
  751. CreatureAlignmentLimiter(si8 Alignment);
  752. int limit(const BonusLimitationContext &context) const override;
  753. template <typename Handler> void serialize(Handler &h, const int version)
  754. {
  755. h & static_cast<ILimiter&>(*this);
  756. h & alignment;
  757. }
  758. };
  759. class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
  760. {
  761. public:
  762. PlayerColor owner;
  763. StackOwnerLimiter();
  764. StackOwnerLimiter(PlayerColor Owner);
  765. int limit(const BonusLimitationContext &context) const override;
  766. template <typename Handler> void serialize(Handler &h, const int version)
  767. {
  768. h & static_cast<ILimiter&>(*this);
  769. h & owner;
  770. }
  771. };
  772. class DLL_LINKAGE RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
  773. {
  774. public:
  775. ui8 minRank, maxRank;
  776. RankRangeLimiter();
  777. RankRangeLimiter(ui8 Min, ui8 Max = 255);
  778. int limit(const BonusLimitationContext &context) const override;
  779. template <typename Handler> void serialize(Handler &h, const int version)
  780. {
  781. h & static_cast<ILimiter&>(*this);
  782. h & minRank & maxRank;
  783. }
  784. };
  785. namespace Selector
  786. {
  787. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> type;
  788. extern DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> subtype;
  789. extern DLL_LINKAGE CSelectFieldEqual<si32> info;
  790. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> sourceType;
  791. extern DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> effectRange;
  792. extern DLL_LINKAGE CWillLastTurns turns;
  793. extern DLL_LINKAGE CWillLastDays days;
  794. CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype);
  795. CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, si32 info);
  796. CSelector DLL_LINKAGE source(Bonus::BonusSource source, ui32 sourceID);
  797. CSelector DLL_LINKAGE sourceTypeSel(Bonus::BonusSource source);
  798. /**
  799. * Selects all bonuses
  800. * Usage example: Selector::all.And(<functor>).And(<functor>)...)
  801. */
  802. extern DLL_LINKAGE CSelector all;
  803. /**
  804. * Selects nothing
  805. * Usage example: Selector::none.Or(<functor>).Or(<functor>)...)
  806. */
  807. extern DLL_LINKAGE CSelector none;
  808. bool DLL_LINKAGE matchesType(const CSelector &sel, Bonus::BonusType type);
  809. bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, Bonus::BonusType type, TBonusSubtype subtype);
  810. }
  811. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusType> bonusNameMap;
  812. extern DLL_LINKAGE const std::map<std::string, Bonus::ValueType> bonusValueMap;
  813. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusSource> bonusSourceMap;
  814. extern DLL_LINKAGE const std::map<std::string, ui16> bonusDurationMap;
  815. extern DLL_LINKAGE const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect;
  816. extern DLL_LINKAGE const std::map<std::string, TLimiterPtr> bonusLimiterMap;
  817. extern DLL_LINKAGE const std::map<std::string, TPropagatorPtr> bonusPropagatorMap;
  818. // BonusList template that requires full interface of CBonusSystemNode
  819. template <class InputIterator>
  820. void BonusList::insert(const int position, InputIterator first, InputIterator last)
  821. {
  822. bonuses.insert(bonuses.begin() + position, first, last);
  823. changed();
  824. }