HeroBonus.h 37 KB

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  1. /*
  2. * HeroBonus.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "GameConstants.h"
  12. class CCreature;
  13. struct Bonus;
  14. class IBonusBearer;
  15. class CBonusSystemNode;
  16. class ILimiter;
  17. class IPropagator;
  18. class BonusList;
  19. typedef std::shared_ptr<BonusList> TBonusListPtr;
  20. typedef std::shared_ptr<ILimiter> TLimiterPtr;
  21. typedef std::shared_ptr<IPropagator> TPropagatorPtr;
  22. typedef std::set<CBonusSystemNode*> TNodes;
  23. typedef std::set<const CBonusSystemNode*> TCNodes;
  24. typedef std::vector<CBonusSystemNode *> TNodesVector;
  25. class CSelector : std::function<bool(const Bonus*)>
  26. {
  27. typedef std::function<bool(const Bonus*)> TBase;
  28. public:
  29. CSelector() {}
  30. template<typename T>
  31. CSelector(const T &t, //SFINAE trick -> include this c-tor in overload resolution only if parameter is class
  32. //(includes functors, lambdas) or function. Without that VC is going mad about ambiguities.
  33. typename std::enable_if < boost::mpl::or_ < std::is_class<T>, std::is_function<T >> ::value>::type *dummy = nullptr)
  34. : TBase(t)
  35. {}
  36. CSelector(std::nullptr_t)
  37. {}
  38. CSelector And(CSelector rhs) const
  39. {
  40. //lambda may likely outlive "this" (it can be even a temporary) => we copy the OBJECT (not pointer)
  41. auto thisCopy = *this;
  42. return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) && rhs(b); };
  43. }
  44. CSelector Or(CSelector rhs) const
  45. {
  46. auto thisCopy = *this;
  47. return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) || rhs(b); };
  48. }
  49. bool operator()(const Bonus *b) const
  50. {
  51. return TBase::operator()(b);
  52. }
  53. operator bool() const
  54. {
  55. return !!static_cast<const TBase&>(*this);
  56. }
  57. };
  58. class DLL_LINKAGE CBonusProxy : public boost::noncopyable
  59. {
  60. public:
  61. CBonusProxy(const IBonusBearer * Target, CSelector Selector);
  62. TBonusListPtr get() const;
  63. const BonusList * operator->() const;
  64. private:
  65. mutable int cachedLast;
  66. const IBonusBearer * target;
  67. CSelector selector;
  68. mutable TBonusListPtr data;
  69. };
  70. #define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving && h.smartPointerSerialization) deserializationFix();
  71. #define BONUS_LIST \
  72. BONUS_NAME(NONE) \
  73. BONUS_NAME(LEVEL_COUNTER) /* for commander artifacts*/ \
  74. BONUS_NAME(MOVEMENT) /*both water/land*/ \
  75. BONUS_NAME(LAND_MOVEMENT) \
  76. BONUS_NAME(SEA_MOVEMENT) \
  77. BONUS_NAME(MORALE) \
  78. BONUS_NAME(LUCK) \
  79. BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \
  80. BONUS_NAME(SIGHT_RADIOUS) /*the correct word is RADIUS, but this one's already used in mods */\
  81. BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \
  82. BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \
  83. BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \
  84. BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
  85. BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
  86. BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - subtracted to this part*/ \
  87. BONUS_NAME(FLYING_MOVEMENT) /*value - penalty percentage*/ \
  88. BONUS_NAME(SPELL_DURATION) \
  89. BONUS_NAME(AIR_SPELL_DMG_PREMY) \
  90. BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
  91. BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
  92. BONUS_NAME(WATER_SPELL_DMG_PREMY) \
  93. BONUS_NAME(WATER_WALKING) /*value - penalty percentage*/ \
  94. BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
  95. BONUS_NAME(STACK_HEALTH) \
  96. BONUS_NAME(BLOCK_MORALE) \
  97. BONUS_NAME(BLOCK_LUCK) \
  98. BONUS_NAME(FIRE_SPELLS) \
  99. BONUS_NAME(AIR_SPELLS) \
  100. BONUS_NAME(WATER_SPELLS) \
  101. BONUS_NAME(EARTH_SPELLS) \
  102. BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
  103. BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
  104. BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
  105. BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
  106. BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
  107. BONUS_NAME(BATTLE_NO_FLEEING) /*for shackles of war*/ \
  108. 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*/ \
  109. BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
  110. BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
  111. BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
  112. BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
  113. BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
  114. BONUS_NAME(NO_TYPE) \
  115. BONUS_NAME(FLYING) \
  116. BONUS_NAME(SHOOTER) \
  117. BONUS_NAME(CHARGE_IMMUNITY) \
  118. BONUS_NAME(ADDITIONAL_ATTACK) \
  119. BONUS_NAME(UNLIMITED_RETALIATIONS) \
  120. BONUS_NAME(NO_MELEE_PENALTY) \
  121. BONUS_NAME(JOUSTING) /*for champions*/ \
  122. BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
  123. BONUS_NAME(KING1) \
  124. BONUS_NAME(KING2) \
  125. BONUS_NAME(KING3) \
  126. BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
  127. BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
  128. BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
  129. 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*/ \
  130. 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*/ \
  131. BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
  132. BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus */ \
  133. BONUS_NAME(BLOCK_MAGIC_ABOVE) /*blocks casting spells of the level > value */ \
  134. BONUS_NAME(BLOCK_ALL_MAGIC) /*blocks casting spells*/ \
  135. BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
  136. BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
  137. BONUS_NAME(NO_WALL_PENALTY) \
  138. BONUS_NAME(NON_LIVING) /*eg. gargoyle*/ \
  139. BONUS_NAME(RANDOM_SPELLCASTER) /*eg. master genie, val - level*/ \
  140. BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
  141. BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
  142. BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
  143. BONUS_NAME(SPELL_LIKE_ATTACK) /*subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog*/ \
  144. BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
  145. BONUS_NAME(DAEMON_SUMMONING) /*pit lord, subtype - type of creatures, val - hp per unit*/ \
  146. BONUS_NAME(FIRE_IMMUNITY) /*subtype 0 - all, 1 - all except positive, 2 - only damage spells*/ \
  147. BONUS_NAME(WATER_IMMUNITY) \
  148. BONUS_NAME(EARTH_IMMUNITY) \
  149. BONUS_NAME(AIR_IMMUNITY) \
  150. BONUS_NAME(MIND_IMMUNITY) \
  151. BONUS_NAME(FIRE_SHIELD) \
  152. BONUS_NAME(UNDEAD) \
  153. BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
  154. BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
  155. BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
  156. BONUS_NAME(LIFE_DRAIN) \
  157. BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
  158. BONUS_NAME(RETURN_AFTER_STRIKE) \
  159. BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
  160. 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*/ \
  161. BONUS_NAME(CATAPULT) \
  162. BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
  163. BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
  164. BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %,// subtype not used, use ONLY_MELEE_FIGHT / DISTANCE_FIGHT*/ \
  165. BONUS_NAME(DEFENSIVE_STANCE) /* val - bonus to defense while defending */ \
  166. BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
  167. BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
  168. BONUS_NAME(FEAR) \
  169. BONUS_NAME(FEARLESS) \
  170. BONUS_NAME(NO_DISTANCE_PENALTY) \
  171. BONUS_NAME(SELF_LUCK) /*halfling*/ \
  172. BONUS_NAME(ENCHANTER)/* for Enchanter spells, val - skill level, subtype - spell id, additionalInfo - cooldown */ \
  173. BONUS_NAME(HEALER) \
  174. BONUS_NAME(SIEGE_WEAPON) \
  175. BONUS_NAME(HYPNOTIZED) \
  176. BONUS_NAME(NO_RETALIATION) /*temporary bonus for basilisk, unicorn and scorpicore paralyze*/\
  177. BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
  178. BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
  179. 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]*/ \
  180. 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 %*/ \
  181. BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
  182. BONUS_NAME(IN_FRENZY) /*value - level*/ \
  183. BONUS_NAME(SLAYER) /*value - level*/ \
  184. BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
  185. BONUS_NAME(NOT_ACTIVE) /* subtype - spell ID (paralyze, blind, stone gaze) for graphical effect*/ \
  186. BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
  187. BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
  188. BONUS_NAME(DARKNESS) /*val = radius */ \
  189. BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*val = id, additionalInfo = value per level in percent*/ \
  190. BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
  191. BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
  192. BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
  193. BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
  194. BONUS_NAME(MAXED_SPELL) /*val = id*/\
  195. BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
  196. BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\
  197. BONUS_NAME(DRAGON_NATURE) \
  198. BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
  199. BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/\
  200. BONUS_NAME(SHOTS)\
  201. BONUS_NAME(DEATH_STARE) /*subtype 0 - gorgon, 1 - commander*/\
  202. BONUS_NAME(POISON) /*val - max health penalty from poison possible*/\
  203. BONUS_NAME(BIND_EFFECT) /*doesn't do anything particular, works as a marker)*/\
  204. BONUS_NAME(ACID_BREATH) /*additional val damage per creature after attack, additional info - chance in percent*/\
  205. BONUS_NAME(RECEPTIVE) /*accepts friendly spells even with immunity*/\
  206. BONUS_NAME(DIRECT_DAMAGE_IMMUNITY) /*direct damage spells, that is*/\
  207. BONUS_NAME(CASTS) /*how many times creature can cast activated spell*/ \
  208. BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection cast by units, subtype - spell id */\
  209. BONUS_NAME(CREATURE_SPELL_POWER) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \
  210. BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells cast by creature */ \
  211. BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \
  212. BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\
  213. BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\
  214. BONUS_NAME(SPOILS_OF_WAR) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/\
  215. BONUS_NAME(BLOCK)\
  216. BONUS_NAME(DISGUISED) /* subtype - spell level */\
  217. BONUS_NAME(VISIONS) /* subtype - spell level */\
  218. BONUS_NAME(NO_TERRAIN_PENALTY) /* subtype - terrain type */\
  219. BONUS_NAME(SOUL_STEAL) /*val - number of units gained per enemy killed, subtype = 0 - gained units survive after battle, 1 - they do not*/ \
  220. 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)*/\
  221. BONUS_NAME(SUMMON_GUARDIANS) /*val - amount in % of stack count, subtype = creature ID*/\
  222. BONUS_NAME(CATAPULT_EXTRA_SHOTS) /*val - number of additional shots, requires CATAPULT bonus to work*/\
  223. BONUS_NAME(RANGED_RETALIATION) /*allows shooters to perform ranged retaliation*/\
  224. BONUS_NAME(BLOCKS_RANGED_RETALIATION) /*disallows ranged retaliation for shooter unit, BLOCKS_RETALIATION bonus is for melee retaliation only*/\
  225. /* end of list */
  226. #define BONUS_SOURCE_LIST \
  227. BONUS_SOURCE(ARTIFACT)\
  228. BONUS_SOURCE(ARTIFACT_INSTANCE)\
  229. BONUS_SOURCE(OBJECT)\
  230. BONUS_SOURCE(CREATURE_ABILITY)\
  231. BONUS_SOURCE(TERRAIN_NATIVE)\
  232. BONUS_SOURCE(TERRAIN_OVERLAY)\
  233. BONUS_SOURCE(SPELL_EFFECT)\
  234. BONUS_SOURCE(TOWN_STRUCTURE)\
  235. BONUS_SOURCE(HERO_BASE_SKILL)\
  236. BONUS_SOURCE(SECONDARY_SKILL)\
  237. BONUS_SOURCE(HERO_SPECIAL)\
  238. BONUS_SOURCE(ARMY)\
  239. BONUS_SOURCE(CAMPAIGN_BONUS)\
  240. BONUS_SOURCE(SPECIAL_WEEK)\
  241. BONUS_SOURCE(STACK_EXPERIENCE)\
  242. BONUS_SOURCE(COMMANDER) /*TODO: consider using simply STACK_INSTANCE */\
  243. BONUS_SOURCE(OTHER) /*used for defensive stance and default value of spell level limit*/
  244. #define BONUS_VALUE_LIST \
  245. BONUS_VALUE(ADDITIVE_VALUE)\
  246. BONUS_VALUE(BASE_NUMBER)\
  247. BONUS_VALUE(PERCENT_TO_ALL)\
  248. BONUS_VALUE(PERCENT_TO_BASE)\
  249. BONUS_VALUE(INDEPENDENT_MAX) /*used for SPELL bonus */\
  250. BONUS_VALUE(INDEPENDENT_MIN) //used for SECONDARY_SKILL_PREMY bonus
  251. /// Struct for handling bonuses of several types. Can be transferred to any hero
  252. struct DLL_LINKAGE Bonus : public std::enable_shared_from_this<Bonus>
  253. {
  254. enum { EVERY_TYPE = -1 };
  255. enum BonusType
  256. {
  257. #define BONUS_NAME(x) x,
  258. BONUS_LIST
  259. #undef BONUS_NAME
  260. };
  261. enum BonusDuration //when bonus is automatically removed
  262. {
  263. PERMANENT = 1,
  264. ONE_BATTLE = 2, //at the end of battle
  265. ONE_DAY = 4, //at the end of day
  266. ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
  267. N_TURNS = 16, //used during battles, after battle bonus is always removed
  268. N_DAYS = 32,
  269. UNTIL_BEING_ATTACKED = 64, /*removed after attack and counterattacks are performed*/
  270. UNTIL_ATTACK = 128, /*removed after attack and counterattacks are performed*/
  271. STACK_GETS_TURN = 256, /*removed when stack gets its turn - used for defensive stance*/
  272. COMMANDER_KILLED = 512
  273. };
  274. enum BonusSource
  275. {
  276. #define BONUS_SOURCE(x) x,
  277. BONUS_SOURCE_LIST
  278. #undef BONUS_SOURCE
  279. };
  280. enum LimitEffect
  281. {
  282. NO_LIMIT = 0,
  283. ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
  284. ONLY_ENEMY_ARMY
  285. };
  286. enum ValueType
  287. {
  288. #define BONUS_VALUE(x) x,
  289. BONUS_VALUE_LIST
  290. #undef BONUS_VALUE
  291. };
  292. ui16 duration; //uses BonusDuration values
  293. si16 turnsRemain; //used if duration is N_TURNS, N_DAYS or ONE_WEEK
  294. BonusType type; //uses BonusType values - says to what is this bonus - 1 byte
  295. TBonusSubtype subtype; //-1 if not applicable - 4 bytes
  296. BonusSource source;//source type" uses BonusSource values - what gave that bonus
  297. si32 val;
  298. ui32 sid; //source id: id of object/artifact/spell
  299. ValueType valType;
  300. si32 additionalInfo;
  301. LimitEffect effectRange; //if not NO_LIMIT, bonus will be omitted by default
  302. TLimiterPtr limiter;
  303. TPropagatorPtr propagator;
  304. std::string description;
  305. Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
  306. Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype=-1, ValueType ValType = ADDITIVE_VALUE);
  307. Bonus();
  308. template <typename Handler> void serialize(Handler &h, const int version)
  309. {
  310. h & duration & type & subtype & source & val & sid & description & additionalInfo & turnsRemain & valType & effectRange & limiter & propagator;
  311. }
  312. template <typename Ptr>
  313. static bool compareByAdditionalInfo(const Ptr& a, const Ptr& b)
  314. {
  315. return a->additionalInfo < b->additionalInfo;
  316. }
  317. static bool NDays(const Bonus *hb)
  318. {
  319. return hb->duration & Bonus::N_DAYS;
  320. }
  321. static bool NTurns(const Bonus *hb)
  322. {
  323. return hb->duration & Bonus::N_TURNS;
  324. }
  325. static bool OneDay(const Bonus *hb)
  326. {
  327. return hb->duration & Bonus::ONE_DAY;
  328. }
  329. static bool OneWeek(const Bonus *hb)
  330. {
  331. return hb->duration & Bonus::ONE_WEEK;
  332. }
  333. static bool OneBattle(const Bonus *hb)
  334. {
  335. return hb->duration & Bonus::ONE_BATTLE;
  336. }
  337. static bool Permanent(const Bonus *hb)
  338. {
  339. return hb->duration & Bonus::PERMANENT;
  340. }
  341. static bool UntilGetsTurn(const Bonus *hb)
  342. {
  343. return hb->duration & Bonus::STACK_GETS_TURN;
  344. }
  345. static bool UntilAttack(const Bonus *hb)
  346. {
  347. return hb->duration & Bonus::UNTIL_ATTACK;
  348. }
  349. static bool UntilBeingAttacked(const Bonus *hb)
  350. {
  351. return hb->duration & Bonus::UNTIL_BEING_ATTACKED;
  352. }
  353. static bool UntilCommanderKilled(const Bonus *hb)
  354. {
  355. return hb->duration & Bonus::COMMANDER_KILLED;
  356. }
  357. inline bool operator == (const BonusType & cf) const
  358. {
  359. return type == cf;
  360. }
  361. inline void operator += (const ui32 Val) //no return
  362. {
  363. val += Val;
  364. }
  365. std::string Description() const;
  366. std::shared_ptr<Bonus> addLimiter(TLimiterPtr Limiter); //returns this for convenient chain-calls
  367. std::shared_ptr<Bonus> addPropagator(TPropagatorPtr Propagator); //returns this for convenient chain-calls
  368. };
  369. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
  370. class DLL_LINKAGE BonusList
  371. {
  372. public:
  373. typedef std::vector<std::shared_ptr<Bonus>> TInternalContainer;
  374. private:
  375. TInternalContainer bonuses;
  376. bool belongsToTree;
  377. void changed();
  378. public:
  379. typedef TInternalContainer::const_reference const_reference;
  380. typedef TInternalContainer::value_type value_type;
  381. typedef TInternalContainer::const_iterator const_iterator;
  382. typedef TInternalContainer::iterator iterator;
  383. BonusList(bool BelongsToTree = false);
  384. BonusList(const BonusList &bonusList);
  385. BonusList(BonusList && other);
  386. BonusList& operator=(const BonusList &bonusList);
  387. // wrapper functions of the STL vector container
  388. TInternalContainer::size_type size() const { return bonuses.size(); }
  389. void push_back(std::shared_ptr<Bonus> x);
  390. TInternalContainer::iterator erase (const int position);
  391. void clear();
  392. bool empty() const { return bonuses.empty(); }
  393. void resize(TInternalContainer::size_type sz, std::shared_ptr<Bonus> c = nullptr );
  394. std::shared_ptr<Bonus> &operator[] (TInternalContainer::size_type n) { return bonuses[n]; }
  395. const std::shared_ptr<Bonus> &operator[] (TInternalContainer::size_type n) const { return bonuses[n]; }
  396. std::shared_ptr<Bonus> &back() { return bonuses.back(); }
  397. std::shared_ptr<Bonus> &front() { return bonuses.front(); }
  398. const std::shared_ptr<Bonus> &back() const { return bonuses.back(); }
  399. const std::shared_ptr<Bonus> &front() const { return bonuses.front(); }
  400. // There should be no non-const access to provide solid,robust bonus caching
  401. TInternalContainer::const_iterator begin() const { return bonuses.begin(); }
  402. TInternalContainer::const_iterator end() const { return bonuses.end(); }
  403. TInternalContainer::size_type operator-=(std::shared_ptr<Bonus> const &i);
  404. // BonusList functions
  405. int totalValue() const;
  406. void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  407. void getAllBonuses(BonusList &out) const;
  408. void getBonuses(BonusList & out, const CSelector &selector) const;
  409. //special find functions
  410. std::shared_ptr<Bonus> getFirst(const CSelector &select);
  411. const std::shared_ptr<Bonus> getFirst(const CSelector &select) const;
  412. int valOfBonuses(const CSelector &select) const;
  413. void eliminateDuplicates();
  414. // remove_if implementation for STL vector types
  415. template <class Predicate>
  416. void remove_if(Predicate pred)
  417. {
  418. BonusList newList;
  419. for (ui32 i = 0; i < bonuses.size(); i++)
  420. {
  421. auto b = bonuses[i];
  422. if (!pred(b.get()))
  423. newList.push_back(b);
  424. }
  425. bonuses.clear();
  426. bonuses.resize(newList.size());
  427. std::copy(newList.begin(), newList.end(), bonuses.begin());
  428. }
  429. template <class InputIterator>
  430. void insert(const int position, InputIterator first, InputIterator last);
  431. void insert(TInternalContainer::iterator position, TInternalContainer::size_type n, std::shared_ptr<Bonus> const &x);
  432. template <typename Handler>
  433. void serialize(Handler &h, const int version)
  434. {
  435. h & static_cast<TInternalContainer&>(bonuses);
  436. }
  437. // C++ for range support
  438. auto begin () -> decltype (bonuses.begin())
  439. {
  440. return bonuses.begin();
  441. }
  442. auto end () -> decltype (bonuses.end())
  443. {
  444. return bonuses.end();
  445. }
  446. };
  447. // Extensions for BOOST_FOREACH to enable iterating of BonusList objects
  448. // Don't touch/call this functions
  449. inline BonusList::iterator range_begin(BonusList & x)
  450. {
  451. return x.begin();
  452. }
  453. inline BonusList::iterator range_end(BonusList & x)
  454. {
  455. return x.end();
  456. }
  457. inline BonusList::const_iterator range_begin(BonusList const &x)
  458. {
  459. return x.begin();
  460. }
  461. inline BonusList::const_iterator range_end(BonusList const &x)
  462. {
  463. return x.end();
  464. }
  465. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
  466. class DLL_LINKAGE IPropagator
  467. {
  468. public:
  469. virtual ~IPropagator();
  470. virtual bool shouldBeAttached(CBonusSystemNode *dest);
  471. template <typename Handler> void serialize(Handler &h, const int version)
  472. {}
  473. };
  474. class DLL_LINKAGE CPropagatorNodeType : public IPropagator
  475. {
  476. int nodeType; //CBonusSystemNode::ENodeTypes
  477. public:
  478. CPropagatorNodeType();
  479. CPropagatorNodeType(int NodeType);
  480. bool shouldBeAttached(CBonusSystemNode *dest) override;
  481. template <typename Handler> void serialize(Handler &h, const int version)
  482. {
  483. h & nodeType;
  484. }
  485. };
  486. struct BonusLimitationContext
  487. {
  488. const std::shared_ptr<Bonus> b;
  489. const CBonusSystemNode &node;
  490. const BonusList &alreadyAccepted;
  491. };
  492. class DLL_LINKAGE ILimiter
  493. {
  494. public:
  495. enum EDecision {ACCEPT, DISCARD, NOT_SURE};
  496. virtual ~ILimiter();
  497. virtual int limit(const BonusLimitationContext &context) const; //0 - accept bonus; 1 - drop bonus; 2 - delay (drops eventually)
  498. template <typename Handler> void serialize(Handler &h, const int version)
  499. {
  500. }
  501. };
  502. class DLL_LINKAGE IBonusBearer
  503. {
  504. public:
  505. //new bonusing node interface
  506. // * selector is predicate that tests if HeroBonus matches our criteria
  507. // * root is node on which call was made (nullptr will be replaced with this)
  508. //interface
  509. virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const = 0;
  510. int valOfBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  511. bool hasBonus(const CSelector &selector, const std::string &cachingStr = "") const;
  512. bool hasBonus(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
  513. const TBonusListPtr getBonuses(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
  514. const TBonusListPtr getBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  515. const std::shared_ptr<Bonus> getBonus(const CSelector &selector) const; //returns any bonus visible on node that matches (or nullptr if none matches)
  516. //legacy interface
  517. int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
  518. int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
  519. bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
  520. bool hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const;
  521. //various hlp functions for non-trivial values
  522. ui32 getMinDamage() const; //used for stacks and creatures only
  523. ui32 getMaxDamage() const;
  524. int MoraleVal() const; //range [-3, +3]
  525. int LuckVal() const; //range [-3, +3]
  526. si32 Attack() const; //get attack of stack with all modificators
  527. si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
  528. ui32 MaxHealth() const; //get max HP of stack with all modifiers
  529. bool isLiving() const; //non-undead, non-non living or alive
  530. virtual si32 magicResistance() const;
  531. ui32 Speed(int turn = 0, bool useBind = false) const; //get speed of creature with all modificators
  532. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  533. int getPrimSkillLevel(PrimarySkill::PrimarySkill id) const;
  534. };
  535. class DLL_LINKAGE CBonusSystemNode : public IBonusBearer, public boost::noncopyable
  536. {
  537. public:
  538. enum ENodeTypes
  539. {
  540. UNKNOWN, STACK_INSTANCE, STACK_BATTLE, SPECIALTY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM,
  541. TOWN_AND_VISITOR, BATTLE, COMMANDER, GLOBAL_EFFECTS
  542. };
  543. private:
  544. BonusList bonuses; //wielded bonuses (local or up-propagated here)
  545. BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
  546. TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them
  547. TNodesVector children;
  548. ENodeTypes nodeType;
  549. std::string description;
  550. static const bool cachingEnabled;
  551. mutable BonusList cachedBonuses;
  552. mutable int cachedLast;
  553. static int treeChanged;
  554. // Setting a value to cachingStr before getting any bonuses caches the result for later requests.
  555. // This string needs to be unique, that's why it has to be setted in the following manner:
  556. // [property key]_[value] => only for selector
  557. mutable std::map<std::string, TBonusListPtr > cachedRequests;
  558. void getBonusesRec(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  559. void getAllBonusesRec(BonusList &out) const;
  560. const TBonusListPtr getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr) const;
  561. public:
  562. explicit CBonusSystemNode();
  563. CBonusSystemNode(CBonusSystemNode && other);
  564. virtual ~CBonusSystemNode();
  565. void limitBonuses(const BonusList &allBonuses, BonusList &out) const; //out will bo populed with bonuses that are not limited here
  566. TBonusListPtr limitBonuses(const BonusList &allBonuses) const; //same as above, returns out by val for convienence
  567. const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const override;
  568. void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
  569. const std::shared_ptr<Bonus> getBonusLocalFirst(const CSelector &selector) const;
  570. //non-const interface
  571. void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from)
  572. void getRedParents(TNodes &out); //retrieves list of red parent nodes (nodes bonuses propagate from)
  573. void getRedAncestors(TNodes &out);
  574. void getRedChildren(TNodes &out);
  575. void getRedDescendants(TNodes &out);
  576. std::shared_ptr<Bonus> getBonusLocalFirst(const CSelector &selector);
  577. void attachTo(CBonusSystemNode *parent);
  578. void detachFrom(CBonusSystemNode *parent);
  579. void detachFromAll();
  580. virtual void addNewBonus(const std::shared_ptr<Bonus>& b);
  581. void accumulateBonus(const std::shared_ptr<Bonus>& b); //add value of bonus with same type/subtype or create new
  582. void newChildAttached(CBonusSystemNode *child);
  583. void childDetached(CBonusSystemNode *child);
  584. void propagateBonus(std::shared_ptr<Bonus> b);
  585. void unpropagateBonus(std::shared_ptr<Bonus> b);
  586. void removeBonus(const std::shared_ptr<Bonus>& b);
  587. void newRedDescendant(CBonusSystemNode *descendant); //propagation needed
  588. void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed
  589. bool isIndependentNode() const; //node is independent when it has no parents nor children
  590. bool actsAsBonusSourceOnly() const;
  591. ///removes bonuses by selector
  592. void popBonuses(const CSelector &s);
  593. ///updates count of remaining turns and removes outdated bonuses by selector
  594. void updateBonuses(const CSelector &s);
  595. virtual std::string bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const {return "";}; //description or bonus name
  596. virtual std::string nodeName() const;
  597. void deserializationFix();
  598. void exportBonus(std::shared_ptr<Bonus> b);
  599. void exportBonuses();
  600. const BonusList &getBonusList() const;
  601. BonusList &getExportedBonusList();
  602. CBonusSystemNode::ENodeTypes getNodeType() const;
  603. void setNodeType(CBonusSystemNode::ENodeTypes type);
  604. const TNodesVector &getParentNodes() const;
  605. const TNodesVector &getChildrenNodes() const;
  606. const std::string &getDescription() const;
  607. void setDescription(const std::string &description);
  608. static void treeHasChanged();
  609. template <typename Handler> void serialize(Handler &h, const int version)
  610. {
  611. h & /*bonuses & */nodeType;
  612. h & exportedBonuses;
  613. h & description;
  614. BONUS_TREE_DESERIALIZATION_FIX
  615. //h & parents & children;
  616. }
  617. friend class CBonusProxy;
  618. };
  619. namespace NBonus
  620. {
  621. //set of methods that may be safely called with nullptr objs
  622. DLL_LINKAGE int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
  623. 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)
  624. }
  625. template<typename T>
  626. class CSelectFieldEqual
  627. {
  628. T Bonus::*ptr;
  629. public:
  630. CSelectFieldEqual(T Bonus::*Ptr)
  631. : ptr(Ptr)
  632. {
  633. }
  634. CSelector operator()(const T &valueToCompareAgainst) const
  635. {
  636. auto ptr2 = ptr; //We need a COPY because we don't want to reference this (might be outlived by lambda)
  637. return [ptr2, valueToCompareAgainst](const Bonus *bonus) { return bonus->*ptr2 == valueToCompareAgainst; };
  638. }
  639. };
  640. template<typename T> //can be same, needed for subtype field
  641. class CSelectFieldEqualOrEvery
  642. {
  643. T Bonus::*ptr;
  644. T val;
  645. public:
  646. CSelectFieldEqualOrEvery(T Bonus::*Ptr, const T &Val)
  647. : ptr(Ptr), val(Val)
  648. {
  649. }
  650. bool operator()(const Bonus *bonus) const
  651. {
  652. return (bonus->*ptr == val) || (bonus->*ptr == static_cast<T>(Bonus::EVERY_TYPE));
  653. }
  654. CSelectFieldEqualOrEvery& operator()(const T &setVal)
  655. {
  656. val = setVal;
  657. return *this;
  658. }
  659. };
  660. class DLL_LINKAGE CWillLastTurns
  661. {
  662. public:
  663. int turnsRequested;
  664. bool operator()(const Bonus *bonus) const
  665. {
  666. return turnsRequested <= 0 //every present effect will last zero (or "less") turns
  667. || !Bonus::NTurns(bonus) //so do every not expriing after N-turns effect
  668. || bonus->turnsRemain > turnsRequested;
  669. }
  670. CWillLastTurns& operator()(const int &setVal)
  671. {
  672. turnsRequested = setVal;
  673. return *this;
  674. }
  675. };
  676. class DLL_LINKAGE CWillLastDays
  677. {
  678. public:
  679. int daysRequested;
  680. bool operator()(const Bonus *bonus) const
  681. {
  682. if(daysRequested <= 0 || Bonus::Permanent(bonus) || Bonus::OneBattle(bonus))
  683. return true;
  684. else if(Bonus::OneDay(bonus))
  685. return false;
  686. else if(Bonus::NDays(bonus) || Bonus::OneWeek(bonus))
  687. {
  688. return bonus->turnsRemain > daysRequested;
  689. }
  690. return false; // TODO: ONE_WEEK need support for turnsRemain, but for now we'll exclude all unhandled durations
  691. }
  692. CWillLastDays& operator()(const int &setVal)
  693. {
  694. daysRequested = setVal;
  695. return *this;
  696. }
  697. };
  698. //Stores multiple limiters. If any of them fails -> bonus is dropped.
  699. class DLL_LINKAGE LimiterList : public ILimiter
  700. {
  701. std::vector<TLimiterPtr> limiters;
  702. public:
  703. int limit(const BonusLimitationContext &context) const override;
  704. void add(TLimiterPtr limiter);
  705. };
  706. class DLL_LINKAGE CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
  707. {
  708. public:
  709. const CCreature *creature;
  710. bool includeUpgrades;
  711. CCreatureTypeLimiter();
  712. CCreatureTypeLimiter(const CCreature &Creature, bool IncludeUpgrades = true);
  713. void setCreature (CreatureID id);
  714. int limit(const BonusLimitationContext &context) const override;
  715. template <typename Handler> void serialize(Handler &h, const int version)
  716. {
  717. h & static_cast<ILimiter&>(*this);
  718. h & creature & includeUpgrades;
  719. }
  720. };
  721. class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
  722. {
  723. public:
  724. Bonus::BonusType type;
  725. TBonusSubtype subtype;
  726. bool isSubtypeRelevant; //check for subtype only if this is true
  727. HasAnotherBonusLimiter(Bonus::BonusType bonus = Bonus::NONE);
  728. HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype);
  729. int limit(const BonusLimitationContext &context) const override;
  730. template <typename Handler> void serialize(Handler &h, const int version)
  731. {
  732. h & static_cast<ILimiter&>(*this);
  733. h & type & subtype & isSubtypeRelevant;
  734. }
  735. };
  736. class DLL_LINKAGE CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain
  737. {
  738. public:
  739. int terrainType;
  740. CreatureNativeTerrainLimiter();
  741. CreatureNativeTerrainLimiter(int TerrainType);
  742. int limit(const BonusLimitationContext &context) const override;
  743. template <typename Handler> void serialize(Handler &h, const int version)
  744. {
  745. h & static_cast<ILimiter&>(*this);
  746. h & terrainType;
  747. }
  748. };
  749. class DLL_LINKAGE CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
  750. {
  751. public:
  752. si8 faction;
  753. CreatureFactionLimiter();
  754. CreatureFactionLimiter(int TerrainType);
  755. int limit(const BonusLimitationContext &context) const override;
  756. template <typename Handler> void serialize(Handler &h, const int version)
  757. {
  758. h & static_cast<ILimiter&>(*this);
  759. h & faction;
  760. }
  761. };
  762. class DLL_LINKAGE CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
  763. {
  764. public:
  765. si8 alignment;
  766. CreatureAlignmentLimiter();
  767. CreatureAlignmentLimiter(si8 Alignment);
  768. int limit(const BonusLimitationContext &context) const override;
  769. template <typename Handler> void serialize(Handler &h, const int version)
  770. {
  771. h & static_cast<ILimiter&>(*this);
  772. h & alignment;
  773. }
  774. };
  775. class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
  776. {
  777. public:
  778. PlayerColor owner;
  779. StackOwnerLimiter();
  780. StackOwnerLimiter(PlayerColor Owner);
  781. int limit(const BonusLimitationContext &context) const override;
  782. template <typename Handler> void serialize(Handler &h, const int version)
  783. {
  784. h & static_cast<ILimiter&>(*this);
  785. h & owner;
  786. }
  787. };
  788. class DLL_LINKAGE RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
  789. {
  790. public:
  791. ui8 minRank, maxRank;
  792. RankRangeLimiter();
  793. RankRangeLimiter(ui8 Min, ui8 Max = 255);
  794. int limit(const BonusLimitationContext &context) const override;
  795. template <typename Handler> void serialize(Handler &h, const int version)
  796. {
  797. h & static_cast<ILimiter&>(*this);
  798. h & minRank & maxRank;
  799. }
  800. };
  801. namespace Selector
  802. {
  803. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> type;
  804. extern DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> subtype;
  805. extern DLL_LINKAGE CSelectFieldEqual<si32> info;
  806. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> sourceType;
  807. extern DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> effectRange;
  808. extern DLL_LINKAGE CWillLastTurns turns;
  809. extern DLL_LINKAGE CWillLastDays days;
  810. CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype);
  811. CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, si32 info);
  812. CSelector DLL_LINKAGE source(Bonus::BonusSource source, ui32 sourceID);
  813. CSelector DLL_LINKAGE sourceTypeSel(Bonus::BonusSource source);
  814. /**
  815. * Selects all bonuses
  816. * Usage example: Selector::all.And(<functor>).And(<functor>)...)
  817. */
  818. extern DLL_LINKAGE CSelector all;
  819. /**
  820. * Selects nothing
  821. * Usage example: Selector::none.Or(<functor>).Or(<functor>)...)
  822. */
  823. extern DLL_LINKAGE CSelector none;
  824. bool DLL_LINKAGE matchesType(const CSelector &sel, Bonus::BonusType type);
  825. bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, Bonus::BonusType type, TBonusSubtype subtype);
  826. }
  827. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusType> bonusNameMap;
  828. extern DLL_LINKAGE const std::map<std::string, Bonus::ValueType> bonusValueMap;
  829. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusSource> bonusSourceMap;
  830. extern DLL_LINKAGE const std::map<std::string, ui16> bonusDurationMap;
  831. extern DLL_LINKAGE const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect;
  832. extern DLL_LINKAGE const std::map<std::string, TLimiterPtr> bonusLimiterMap;
  833. extern DLL_LINKAGE const std::map<std::string, TPropagatorPtr> bonusPropagatorMap;
  834. // BonusList template that requires full interface of CBonusSystemNode
  835. template <class InputIterator>
  836. void BonusList::insert(const int position, InputIterator first, InputIterator last)
  837. {
  838. bonuses.insert(bonuses.begin() + position, first, last);
  839. changed();
  840. }