HeroBonus.h 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446
  1. #pragma once
  2. #include "../global.h"
  3. #include <string>
  4. #include <list>
  5. #include <set>
  6. #include <boost/function.hpp>
  7. /*
  8. * HeroBonus.h, part of VCMI engine
  9. *
  10. * Authors: listed in file AUTHORS in main folder
  11. *
  12. * License: GNU General Public License v2.0 or later
  13. * Full text of license available in license.txt file, in main folder
  14. *
  15. */
  16. typedef ui8 TBonusType;
  17. typedef si32 TBonusSubtype;
  18. class CSpell;
  19. struct Bonus;
  20. class CBonusSystemNode;
  21. typedef std::vector<std::pair<int,std::string> > TModDescr; //modifiers values and their descriptions
  22. typedef std::set<CBonusSystemNode*> TNodes;
  23. typedef std::set<const CBonusSystemNode*> TCNodes;
  24. typedef boost::function<bool(const Bonus&)> CSelector;
  25. namespace PrimarySkill
  26. {
  27. enum { ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE};
  28. }
  29. #define BONUS_LIST \
  30. BONUS_NAME(NONE) \
  31. BONUS_NAME(MOVEMENT) /*both water/land*/ \
  32. BONUS_NAME(LAND_MOVEMENT) \
  33. BONUS_NAME(SEA_MOVEMENT) \
  34. BONUS_NAME(MORALE) \
  35. BONUS_NAME(LUCK) \
  36. BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \
  37. BONUS_NAME(SIGHT_RADIOUS) \
  38. BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \
  39. BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \
  40. BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \
  41. BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
  42. BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
  43. BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - substracted to this part*/ \
  44. BONUS_NAME(FLYING_MOVEMENT) \
  45. BONUS_NAME(SPELL_DURATION) \
  46. BONUS_NAME(AIR_SPELL_DMG_PREMY) \
  47. BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
  48. BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
  49. BONUS_NAME(WATER_SPELL_DMG_PREMY) \
  50. BONUS_NAME(BLOCK_SPELLS_ABOVE_LEVEL) \
  51. BONUS_NAME(WATER_WALKING) \
  52. BONUS_NAME(NO_SHOTING_PENALTY) \
  53. BONUS_NAME(DISPEL_IMMUNITY) \
  54. BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
  55. BONUS_NAME(STACK_HEALTH) \
  56. BONUS_NAME(BLOCK_MORALE) \
  57. BONUS_NAME(BLOCK_LUCK) \
  58. BONUS_NAME(FIRE_SPELLS) \
  59. BONUS_NAME(AIR_SPELLS) \
  60. BONUS_NAME(WATER_SPELLS) \
  61. BONUS_NAME(EARTH_SPELLS) \
  62. BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
  63. BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level*/ \
  64. BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
  65. BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
  66. BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
  67. BONUS_NAME(ENEMY_CANT_ESCAPE) /*for shackles of war*/ \
  68. 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*/ \
  69. BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
  70. BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
  71. BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
  72. BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
  73. BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
  74. BONUS_NAME(NO_TYPE) \
  75. BONUS_NAME(FLYING) \
  76. BONUS_NAME(SHOOTER) \
  77. BONUS_NAME(CHARGE_IMMUNITY) \
  78. BONUS_NAME(ADDITIONAL_ATTACK) \
  79. BONUS_NAME(UNLIMITED_RETALIATIONS) \
  80. BONUS_NAME(NO_MELEE_PENALTY) \
  81. BONUS_NAME(JOUSTING) /*for champions*/ \
  82. BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature*/ \
  83. BONUS_NAME(KING1) \
  84. BONUS_NAME(KING2) \
  85. BONUS_NAME(KING3) \
  86. BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
  87. BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
  88. BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
  89. BONUS_NAME(SPELL_AFTER_ATTACK) /* subtype - spell id, value - spell level, (additional info)%1000 - chance in %; eg. dendroids, (additional info)/1000 -> [0 - all attacks, 1 - shot only, 2 - melee only*/ \
  90. BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
  91. BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus*/ \
  92. BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
  93. BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
  94. BONUS_NAME(NO_WALL_PENALTY) \
  95. BONUS_NAME(NON_LIVING) /*eg. gargoyle*/ \
  96. BONUS_NAME(RANDOM_GENIE_SPELLCASTER) /*eg. master genie*/ \
  97. BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
  98. BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
  99. BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
  100. BONUS_NAME(SPELL_LIKE_ATTACK) /*value - spell id; range is taken from spell, but damage from creature; eg. magog*/ \
  101. BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
  102. BONUS_NAME(DAEMON_SUMMONING) /*pit lord*/ \
  103. BONUS_NAME(FIRE_IMMUNITY) \
  104. BONUS_NAME(FIRE_SHIELD) \
  105. BONUS_NAME(UNDEAD) \
  106. BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
  107. BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
  108. BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
  109. BONUS_NAME(LIFE_DRAIN) \
  110. BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
  111. BONUS_NAME(RETURN_AFTER_STRIKE) \
  112. BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
  113. BONUS_NAME(SPELLCASTER) /*subtype - spell id, value - level of school, additional info - spell power*/ \
  114. BONUS_NAME(CATAPULT) \
  115. BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
  116. BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
  117. BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %, subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage*/ \
  118. BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
  119. BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
  120. BONUS_NAME(CASTS_SPELL_WHEN_KILLED) /*similar to spell after attack*/ \
  121. BONUS_NAME(FEAR) \
  122. BONUS_NAME(FEARLESS) \
  123. BONUS_NAME(NO_DISTANCE_PENALTY) \
  124. BONUS_NAME(NO_OBSTACLES_PENALTY) \
  125. BONUS_NAME(SELF_LUCK) /*halfling*/ \
  126. BONUS_NAME(ENCHANTER) \
  127. BONUS_NAME(HEALER) \
  128. BONUS_NAME(SIEGE_WEAPON) \
  129. BONUS_NAME(HYPNOTIZED) \
  130. BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
  131. BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
  132. BONUS_NAME(ALWAYS_MINIMUM_DAMAGE) /*unit does its minimum damage from range; subtype: -1 - any attack, 0 - melee, 1 - ranged, value: additional damage, additional info - multiplicative anti-bonus for dmg in % [eg 20 means that creature will inflict 80% of normal dmg]*/ \
  133. 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 %*/ \
  134. BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
  135. BONUS_NAME(IN_FRENZY) /*value - level*/ \
  136. BONUS_NAME(SLAYER) /*value - level*/ \
  137. BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
  138. BONUS_NAME(NOT_ACTIVE) \
  139. BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
  140. BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/
  141. struct DLL_EXPORT Bonus
  142. {
  143. enum BonusType
  144. {
  145. #define BONUS_NAME(x) x,
  146. BONUS_LIST
  147. #undef BONUS_NAME
  148. };
  149. enum BonusDuration //when bonus is automatically removed
  150. {
  151. PERMANENT = 1,
  152. ONE_BATTLE = 2, //at the end of battle
  153. ONE_DAY = 4, //at the end of day
  154. ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
  155. N_TURNS = 16, //used during battles, after battle bonus is always removed
  156. N_DAYS = 32,
  157. UNITL_BEING_ATTACKED = 64,/*removed after attack and counterattacks are performed*/
  158. UNTIL_ATTACK = 128 /*removed after attack and counterattacks are performed*/
  159. };
  160. enum BonusSource
  161. {
  162. ARTIFACT,
  163. OBJECT,
  164. CASTED_SPELL,
  165. CREATURE_ABILITY,
  166. TERRAIN_NATIVE,
  167. TERRAIN_OVERLAY,
  168. SPELL_EFFECT,
  169. TOWN_STRUCTURE,
  170. HERO_BASE_SKILL,
  171. SECONDARY_SKILL,
  172. ARMY
  173. };
  174. enum LimitEffect
  175. {
  176. NO_LIMIT = 0,
  177. ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
  178. ONLY_ALLIED_ARMY, ONLY_ENEMY_ARMY
  179. };
  180. enum ValueType
  181. {
  182. ADDITIVE_VALUE,
  183. BASE_NUMBER,
  184. PERCENT_TO_ALL,
  185. PERCENT_TO_BASE
  186. };
  187. ui8 duration; //uses BonusDuration values
  188. si16 turnsRemain; //used if duration is N_TURNS or N_DAYS
  189. TBonusType type; //uses BonusType values - says to what is this bonus - 1 byte
  190. TBonusSubtype subtype; //-1 if not applicable - 4 bytes
  191. ui8 source;//source type" uses BonusSource values - what gave that bonus
  192. si32 val;
  193. ui32 id; //source id: id of object/artifact/spell
  194. ui8 valType;
  195. si32 additionalInfo;
  196. ui8 effectRange; //if not NO_LIMIT, bonus will be ommitted by default
  197. std::string description;
  198. Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1)
  199. :duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), id(ID), description(Desc)
  200. {
  201. additionalInfo = -1;
  202. turnsRemain = 0;
  203. valType = ADDITIVE_VALUE;
  204. effectRange = NO_LIMIT;
  205. }
  206. Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, si32 Subtype=-1, ui8 ValType = ADDITIVE_VALUE)
  207. :duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), id(ID), valType(ValType)
  208. {
  209. additionalInfo = -1;
  210. turnsRemain = 0;
  211. effectRange = NO_LIMIT;
  212. }
  213. Bonus()
  214. {
  215. subtype = -1;
  216. additionalInfo = -1;
  217. turnsRemain = 0;
  218. valType = ADDITIVE_VALUE;
  219. effectRange = NO_LIMIT;
  220. }
  221. // //comparison
  222. // bool operator==(const HeroBonus &other)
  223. // {
  224. // return &other == this;
  225. // //TODO: what is best logic for that?
  226. // }
  227. // bool operator<(const HeroBonus &other)
  228. // {
  229. // return &other < this;
  230. // //TODO: what is best logic for that?
  231. // }
  232. template <typename Handler> void serialize(Handler &h, const int version)
  233. {
  234. h & duration & type & subtype & source & val & id & description & additionalInfo & turnsRemain & valType & effectRange;
  235. }
  236. static bool OneDay(const Bonus &hb)
  237. {
  238. return hb.duration & Bonus::ONE_DAY;
  239. }
  240. static bool OneWeek(const Bonus &hb)
  241. {
  242. return hb.duration & Bonus::ONE_WEEK;
  243. }
  244. static bool OneBattle(const Bonus &hb)
  245. {
  246. return hb.duration & Bonus::ONE_BATTLE;
  247. }
  248. static bool UntilAttack(const Bonus &hb)
  249. {
  250. return hb.duration & Bonus::UNTIL_ATTACK;
  251. }
  252. static bool UntilBeingAttacked(const Bonus &hb)
  253. {
  254. return hb.duration & Bonus::UNITL_BEING_ATTACKED;
  255. }
  256. static bool IsFrom(const Bonus &hb, ui8 source, ui32 id) //if id==0xffffff then id doesn't matter
  257. {
  258. return hb.source==source && (id==0xffffff || hb.id==id);
  259. }
  260. inline bool operator == (const BonusType & cf) const
  261. {
  262. return type == cf;
  263. }
  264. const CSpell * sourceSpell() const;
  265. std::string Description() const;
  266. };
  267. class BonusList : public std::list<Bonus>
  268. {
  269. public:
  270. int DLL_EXPORT totalValue() const; //subtype -> subtype of bonus, if -1 then any
  271. void DLL_EXPORT getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *source = NULL) const;
  272. void DLL_EXPORT getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *source = NULL) const;
  273. void DLL_EXPORT getModifiersWDescr(TModDescr &out) const;
  274. //special find functions
  275. DLL_EXPORT Bonus * getFirst(const CSelector &select);
  276. DLL_EXPORT const Bonus * getFirst(const CSelector &select) const;
  277. template <typename Handler> void serialize(Handler &h, const int version)
  278. {
  279. h & static_cast<std::list<Bonus>&>(*this);
  280. }
  281. };
  282. class DLL_EXPORT CBonusSystemNode
  283. {
  284. public:
  285. BonusList bonuses;
  286. //new bonusing node interface
  287. // * selector is predicate that tests if HeroBonus matches our criteria
  288. // * root is node on which call was made (NULL will be replaced with this)
  289. virtual void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const; //retrieves list of parent nodes (nodes to inherit bonuses from), source is the prinary asker
  290. virtual void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  291. void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL) const;
  292. BonusList getBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL) const;
  293. BonusList getBonuses(const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  294. int getBonusesCount(const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  295. int valOfBonuses(const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  296. bool hasBonus(const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  297. void getModifiersWDescr(TModDescr &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const; //out: pairs<modifier value, modifier description>
  298. //////////////////////////////////////////////////////////////////////////
  299. //legacy interface
  300. int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
  301. int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then any
  302. bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
  303. bool hasBonusFrom(ui8 source, ui32 sourceID) const;
  304. void getModifiersWDescr( TModDescr &out, Bonus::BonusType type, int subtype = -1 ) const; //out: pairs<modifier value, modifier description>
  305. int getBonusesCount(int from, int id) const;
  306. int MoraleVal() const; //range [-3, +3]
  307. int LuckVal() const; //range [-3, +3]
  308. si32 Attack() const; //get attack of stack with all modificators
  309. si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
  310. ui16 MaxHealth() const; //get max HP of stack with all modifiers
  311. //non-const interface
  312. void getParents(TNodes &out, const CBonusSystemNode *root = NULL); //retrieves list of parent nodes (nodes to inherit bonuses from), source is the prinary asker
  313. Bonus *getBonus(const CSelector &selector);
  314. template <typename Handler> void serialize(Handler &h, const int version)
  315. {
  316. h & bonuses;
  317. }
  318. };
  319. namespace NBonus
  320. {
  321. //set of methods that may be safely called with NULL objs
  322. DLL_EXPORT int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
  323. DLL_EXPORT bool hasOfType(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1);//determines if hero has a bonus of given type (and optionally subtype)
  324. //DLL_EXPORT const HeroBonus * get(const CBonusSystemNode *obj, int from, int id );
  325. DLL_EXPORT void getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype = -1 ); //out: pairs<modifier value, modifier description>
  326. DLL_EXPORT int getCount(const CBonusSystemNode *obj, int from, int id);
  327. };
  328. //generates HeroBonus from given data
  329. inline Bonus makeFeature(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  330. {
  331. Bonus sf;
  332. sf.type = type;
  333. sf.duration = duration;
  334. sf.source = source;
  335. sf.turnsRemain = turnsRemain;
  336. sf.subtype = subtype;
  337. sf.val = value;
  338. sf.additionalInfo = additionalInfo;
  339. return sf;
  340. }
  341. class DLL_EXPORT CSelectorsConjunction
  342. {
  343. const CSelector first, second;
  344. public:
  345. CSelectorsConjunction(const CSelector &First, const CSelector &Second)
  346. :first(First), second(Second)
  347. {
  348. }
  349. bool operator()(const Bonus &bonus) const
  350. {
  351. return first(bonus) && second(bonus);
  352. }
  353. };
  354. CSelector DLL_EXPORT operator&&(const CSelector &first, const CSelector &second);
  355. template<typename T>
  356. class CSelectFieldEqual
  357. {
  358. T Bonus::*ptr;
  359. T val;
  360. public:
  361. CSelectFieldEqual(T Bonus::*Ptr, const T &Val)
  362. : ptr(Ptr), val(Val)
  363. {
  364. }
  365. bool operator()(const Bonus &bonus) const
  366. {
  367. return bonus.*ptr == val;
  368. }
  369. CSelectFieldEqual& operator()(const T &setVal)
  370. {
  371. val = setVal;
  372. return *this;
  373. }
  374. };
  375. class CWillLastTurns
  376. {
  377. public:
  378. int turnsRequested;
  379. bool operator()(const Bonus &bonus) const
  380. {
  381. return !turnsRequested
  382. || ( bonus.turnsRemain > turnsRequested && bonus.duration == Bonus::N_TURNS);
  383. }
  384. CWillLastTurns& operator()(const int &setVal)
  385. {
  386. turnsRequested = setVal;
  387. return *this;
  388. }
  389. };
  390. namespace Selector
  391. {
  392. extern DLL_EXPORT CSelectFieldEqual<TBonusType> type;
  393. extern DLL_EXPORT CSelectFieldEqual<TBonusSubtype> subtype;
  394. extern DLL_EXPORT CSelectFieldEqual<si32> info;
  395. extern DLL_EXPORT CSelectFieldEqual<ui8> sourceType;
  396. extern DLL_EXPORT CSelectFieldEqual<ui8> effectRange;
  397. extern DLL_EXPORT CWillLastTurns turns;
  398. CSelector DLL_EXPORT typeSybtype(TBonusType Type, TBonusSubtype Subtype);
  399. CSelector DLL_EXPORT typeSybtypeInfo(TBonusType type, TBonusSubtype subtype, si32 info);
  400. CSelector DLL_EXPORT source(ui8 source, ui32 sourceID);
  401. bool DLL_EXPORT matchesType(const CSelector &sel, TBonusType type);
  402. }