HeroBonus.h 38 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. class CSpell;
  14. struct Bonus;
  15. class CBonusSystemNode;
  16. class ILimiter;
  17. class IPropagator;
  18. class BonusList;
  19. typedef shared_ptr<BonusList> TBonusListPtr;
  20. typedef shared_ptr<ILimiter> TLimiterPtr;
  21. typedef shared_ptr<IPropagator> TPropagatorPtr;
  22. typedef std::vector<std::pair<int,std::string> > TModDescr; //modifiers values and their descriptions
  23. typedef std::set<CBonusSystemNode*> TNodes;
  24. typedef std::set<const CBonusSystemNode*> TCNodes;
  25. typedef std::vector<CBonusSystemNode *> TNodesVector;
  26. typedef boost::function<bool(const Bonus*)> CSelector;
  27. #define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving && h.smartPointerSerialization) deserializationFix();
  28. #define BONUS_LIST \
  29. BONUS_NAME(NONE) \
  30. BONUS_NAME(LEVEL_COUNTER) /* for commander artifacts*/ \
  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 - subtracted to this part*/ \
  44. BONUS_NAME(FLYING_MOVEMENT) /*subtype 1 - without penalty, 2 - with penalty*/ \
  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(WATER_WALKING) /*subtype 1 - without penalty, 2 - with penalty*/ \
  51. BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
  52. BONUS_NAME(STACK_HEALTH) \
  53. BONUS_NAME(BLOCK_MORALE) \
  54. BONUS_NAME(BLOCK_LUCK) \
  55. BONUS_NAME(FIRE_SPELLS) \
  56. BONUS_NAME(AIR_SPELLS) \
  57. BONUS_NAME(WATER_SPELLS) \
  58. BONUS_NAME(EARTH_SPELLS) \
  59. BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
  60. BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
  61. BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
  62. BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
  63. BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
  64. BONUS_NAME(BATTLE_NO_FLEEING) /*for shackles of war*/ \
  65. 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*/ \
  66. BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
  67. BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
  68. BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
  69. BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
  70. BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
  71. BONUS_NAME(NO_TYPE) \
  72. BONUS_NAME(FLYING) \
  73. BONUS_NAME(SHOOTER) \
  74. BONUS_NAME(CHARGE_IMMUNITY) \
  75. BONUS_NAME(ADDITIONAL_ATTACK) \
  76. BONUS_NAME(UNLIMITED_RETALIATIONS) \
  77. BONUS_NAME(NO_MELEE_PENALTY) \
  78. BONUS_NAME(JOUSTING) /*for champions*/ \
  79. BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
  80. BONUS_NAME(KING1) \
  81. BONUS_NAME(KING2) \
  82. BONUS_NAME(KING3) \
  83. BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
  84. BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
  85. BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
  86. 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*/ \
  87. 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*/ \
  88. BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
  89. BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus*/ \
  90. BONUS_NAME(BLOCK_MAGIC_ABOVE) /*blocks casting spells of the level > value */ \
  91. BONUS_NAME(BLOCK_ALL_MAGIC) /*blocks casting spells of the level > value */ \
  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_SPELLCASTER) /*eg. master genie, val - level*/ \
  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) /*subtype - spell, value - spell level; 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, subtype - type of creatures, val - hp per unit*/ \
  103. BONUS_NAME(FIRE_IMMUNITY) /*subtype 0 - all, 1 - all except positive, 2 - only damage spells*/ \
  104. BONUS_NAME(WATER_IMMUNITY) \
  105. BONUS_NAME(EARTH_IMMUNITY) \
  106. BONUS_NAME(AIR_IMMUNITY) \
  107. BONUS_NAME(MIND_IMMUNITY) \
  108. BONUS_NAME(FIRE_SHIELD) \
  109. BONUS_NAME(UNDEAD) \
  110. BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
  111. BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
  112. BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
  113. BONUS_NAME(LIFE_DRAIN) \
  114. BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
  115. BONUS_NAME(RETURN_AFTER_STRIKE) \
  116. BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
  117. 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*/ \
  118. BONUS_NAME(CATAPULT) \
  119. BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
  120. BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
  121. BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %,// subtype not used, use ONLY_MELEE_FIGHT / DISTANCE_FIGHT*/ \
  122. BONUS_NAME(DEFENSIVE_STANCE) /* val - bonus to defense while defending */ \
  123. BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
  124. BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
  125. BONUS_NAME(FEAR) \
  126. BONUS_NAME(FEARLESS) \
  127. BONUS_NAME(NO_DISTANCE_PENALTY) \
  128. BONUS_NAME(SELF_LUCK) /*halfling*/ \
  129. BONUS_NAME(ENCHANTER)/* for Enchanter spells, val - skill level, subtype - spell id, additionalInfo - cooldown */ \
  130. BONUS_NAME(HEALER) \
  131. BONUS_NAME(SIEGE_WEAPON) \
  132. BONUS_NAME(HYPNOTIZED) \
  133. BONUS_NAME(NO_RETALIATION) /*temporary bonus for basilisk, unicorn and scorpicore paralyze*/\
  134. BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
  135. BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
  136. 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]*/ \
  137. 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 %*/ \
  138. BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
  139. BONUS_NAME(IN_FRENZY) /*value - level*/ \
  140. BONUS_NAME(SLAYER) /*value - level*/ \
  141. BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
  142. BONUS_NAME(NOT_ACTIVE) /* subtype - spell ID (paralyze, blind, stone gaze) for graphical effect*/ \
  143. BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
  144. BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
  145. BONUS_NAME(DARKNESS) /*val = radius */ \
  146. BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*val = id, additionalInfo = value per level in percent*/ \
  147. BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
  148. BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
  149. BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
  150. BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
  151. BONUS_NAME(MAXED_SPELL) /*val = id*/\
  152. BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
  153. BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\
  154. BONUS_NAME(DRAGON_NATURE) \
  155. BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
  156. BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/\
  157. BONUS_NAME(SHOTS)\
  158. BONUS_NAME(DEATH_STARE) /*subtype 0 - gorgon, 1 - commander*/\
  159. BONUS_NAME(POISON) /*val - max health penalty from poison possible*/\
  160. BONUS_NAME(BIND_EFFECT) /*doesn't do anything particular, works as a marker)*/\
  161. BONUS_NAME(ACID_BREATH) /*additional val damage per creature after attack, additional info - chance in percent*/\
  162. BONUS_NAME(RECEPTIVE) /*accepts friendly spells even with immunity*/\
  163. BONUS_NAME(DIRECT_DAMAGE_IMMUNITY) /*direct damage spells, that is*/\
  164. BONUS_NAME(CASTS) /*how many times creature can cast activated spell*/ \
  165. BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection casted by units, subtype - spell id */\
  166. BONUS_NAME(CREATURE_SPELL_POWER) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \
  167. BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells casted by creature */ \
  168. BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \
  169. BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\
  170. BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\
  171. BONUS_NAME(SPOILS_OF_WAR) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/\
  172. BONUS_NAME(BLOCK)
  173. #define BONUS_SOURCE_LIST \
  174. BONUS_SOURCE(ARTIFACT)\
  175. BONUS_SOURCE(ARTIFACT_INSTANCE)\
  176. BONUS_SOURCE(OBJECT)\
  177. BONUS_SOURCE(CREATURE_ABILITY)\
  178. BONUS_SOURCE(TERRAIN_NATIVE)\
  179. BONUS_SOURCE(TERRAIN_OVERLAY)\
  180. BONUS_SOURCE(SPELL_EFFECT)\
  181. BONUS_SOURCE(TOWN_STRUCTURE)\
  182. BONUS_SOURCE(HERO_BASE_SKILL)\
  183. BONUS_SOURCE(SECONDARY_SKILL)\
  184. BONUS_SOURCE(HERO_SPECIAL)\
  185. BONUS_SOURCE(ARMY)\
  186. BONUS_SOURCE(CAMPAIGN_BONUS)\
  187. BONUS_SOURCE(SPECIAL_WEEK)\
  188. BONUS_SOURCE(STACK_EXPERIENCE)\
  189. BONUS_SOURCE(COMMANDER) /*TODO: consider using simply STACK_INSTANCE */\
  190. BONUS_SOURCE(OTHER) /*used for defensive stance and default value of spell level limit*/
  191. #define BONUS_VALUE_LIST \
  192. BONUS_VALUE(ADDITIVE_VALUE)\
  193. BONUS_VALUE(BASE_NUMBER)\
  194. BONUS_VALUE(PERCENT_TO_ALL)\
  195. BONUS_VALUE(PERCENT_TO_BASE)\
  196. BONUS_VALUE(INDEPENDENT_MAX) /*used for SPELL bonus*/ \
  197. BONUS_VALUE(INDEPENDENT_MIN) //used for SECONDARY_SKILL_PREMY bonus
  198. /// Struct for handling bonuses of several types. Can be transferred to any hero
  199. struct DLL_LINKAGE Bonus
  200. {
  201. enum { EVERY_TYPE = -1 };
  202. enum BonusType
  203. {
  204. #define BONUS_NAME(x) x,
  205. BONUS_LIST
  206. #undef BONUS_NAME
  207. };
  208. enum BonusDuration //when bonus is automatically removed
  209. {
  210. PERMANENT = 1,
  211. ONE_BATTLE = 2, //at the end of battle
  212. ONE_DAY = 4, //at the end of day
  213. ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
  214. N_TURNS = 16, //used during battles, after battle bonus is always removed
  215. N_DAYS = 32,
  216. UNITL_BEING_ATTACKED = 64,/*removed after attack and counterattacks are performed*/
  217. UNTIL_ATTACK = 128, /*removed after attack and counterattacks are performed*/
  218. STACK_GETS_TURN = 256, /*removed when stack gets its turn - used for defensive stance*/
  219. COMMANDER_KILLED = 512
  220. };
  221. enum BonusSource
  222. {
  223. #define BONUS_SOURCE(x) x,
  224. BONUS_SOURCE_LIST
  225. #undef BONUS_SOURCE
  226. };
  227. enum LimitEffect
  228. {
  229. NO_LIMIT = 0,
  230. ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
  231. ONLY_ENEMY_ARMY
  232. };
  233. enum ValueType
  234. {
  235. #define BONUS_VALUE(x) x,
  236. BONUS_VALUE_LIST
  237. #undef BONUS_VALUE
  238. };
  239. ui16 duration; //uses BonusDuration values
  240. si16 turnsRemain; //used if duration is N_TURNS or N_DAYS
  241. BonusType type; //uses BonusType values - says to what is this bonus - 1 byte
  242. TBonusSubtype subtype; //-1 if not applicable - 4 bytes
  243. BonusSource source;//source type" uses BonusSource values - what gave that bonus
  244. si32 val;
  245. ui32 sid; //source id: id of object/artifact/spell
  246. ValueType valType;
  247. si32 additionalInfo;
  248. LimitEffect effectRange; //if not NO_LIMIT, bonus will be omitted by default
  249. TLimiterPtr limiter;
  250. TPropagatorPtr propagator;
  251. std::string description;
  252. Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
  253. Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype=-1, ValueType ValType = ADDITIVE_VALUE);
  254. Bonus();
  255. ~Bonus();
  256. // //comparison
  257. // bool operator==(const HeroBonus &other)
  258. // {
  259. // return &other == this;
  260. // //TODO: what is best logic for that?
  261. // }
  262. // bool operator<(const HeroBonus &other)
  263. // {
  264. // return &other < this;
  265. // //TODO: what is best logic for that?
  266. // }
  267. template <typename Handler> void serialize(Handler &h, const int version)
  268. {
  269. h & duration & type & subtype & source & val & sid & description & additionalInfo & turnsRemain & valType & effectRange & limiter & propagator;
  270. }
  271. static bool compareByAdditionalInfo(const Bonus *a, const Bonus *b)
  272. {
  273. return a->additionalInfo < b->additionalInfo;
  274. }
  275. static bool OneDay(const Bonus *hb)
  276. {
  277. return hb->duration & Bonus::ONE_DAY;
  278. }
  279. static bool OneWeek(const Bonus *hb)
  280. {
  281. return hb->duration & Bonus::ONE_WEEK;
  282. }
  283. static bool OneBattle(const Bonus *hb)
  284. {
  285. return hb->duration & Bonus::ONE_BATTLE;
  286. }
  287. static bool UntilGetsTurn(const Bonus *hb)
  288. {
  289. return hb->duration & Bonus::STACK_GETS_TURN;
  290. }
  291. static bool UntilAttack(const Bonus *hb)
  292. {
  293. return hb->duration & Bonus::UNTIL_ATTACK;
  294. }
  295. static bool UntilBeingAttacked(const Bonus *hb)
  296. {
  297. return hb->duration & Bonus::UNITL_BEING_ATTACKED;
  298. }
  299. static bool UntilCommanderKilled(const Bonus *hb)
  300. {
  301. return hb->duration & Bonus::COMMANDER_KILLED;
  302. }
  303. static bool IsFrom(const Bonus &hb, ui8 source, ui32 id) //if id==0xffffff then id doesn't matter
  304. {
  305. return hb.source==source && (id==0xffffff || hb.sid==id);
  306. }
  307. inline bool operator == (const BonusType & cf) const
  308. {
  309. return type == cf;
  310. }
  311. inline void ChangeBonusVal (const ui32 newVal)
  312. {
  313. val = newVal;
  314. }
  315. inline void operator += (const ui32 Val) //no return
  316. {
  317. val += Val;
  318. }
  319. const CSpell * sourceSpell() const;
  320. std::string Description() const;
  321. Bonus *addLimiter(TLimiterPtr Limiter); //returns this for convenient chain-calls
  322. Bonus *addPropagator(TPropagatorPtr Propagator); //returns this for convenient chain-calls
  323. };
  324. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
  325. class DLL_LINKAGE BonusList
  326. {
  327. private:
  328. typedef std::vector<Bonus*> TInternalContainer;
  329. TInternalContainer bonuses;
  330. bool belongsToTree;
  331. public:
  332. typedef TInternalContainer::const_reference const_reference;
  333. typedef TInternalContainer::value_type value_type;
  334. BonusList(bool BelongsToTree = false);
  335. BonusList(const BonusList &bonusList);
  336. BonusList& operator=(const BonusList &bonusList);
  337. // wrapper functions of the STL vector container
  338. std::vector<Bonus*>::size_type size() const { return bonuses.size(); }
  339. void push_back(Bonus* const &x);
  340. std::vector<Bonus*>::iterator erase (const int position);
  341. void clear();
  342. void resize(std::vector<Bonus*>::size_type sz, Bonus* c = NULL );
  343. void insert(std::vector<Bonus*>::iterator position, std::vector<Bonus*>::size_type n, Bonus* const &x);
  344. Bonus *const &operator[] (std::vector<Bonus*>::size_type n) { return bonuses[n]; }
  345. Bonus *const &operator[] (std::vector<Bonus*>::size_type n) const { return bonuses[n]; }
  346. Bonus *const &back() { return bonuses.back(); }
  347. Bonus *const &front() { return bonuses.front(); }
  348. Bonus *const &back() const { return bonuses.back(); }
  349. Bonus *const &front() const { return bonuses.front(); }
  350. // There should be no non-const access to provide solid,robust bonus caching
  351. std::vector<Bonus*>::const_iterator begin() const { return bonuses.begin(); }
  352. std::vector<Bonus*>::const_iterator end() const { return bonuses.end(); }
  353. std::vector<Bonus*>::size_type operator-=(Bonus* const &i);
  354. // BonusList functions
  355. int totalValue() const; //subtype -> subtype of bonus, if -1 then any
  356. void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  357. void getAllBonuses(BonusList &out) const;
  358. void getModifiersWDescr(TModDescr &out) const;
  359. void getBonuses(BonusList & out, const CSelector &selector) const;
  360. //special find functions
  361. Bonus *getFirst(const CSelector &select);
  362. const Bonus *getFirst(const CSelector &select) const;
  363. int valOfBonuses(const CSelector &select) const;
  364. //void limit(const CBonusSystemNode &node); //erases bonuses using limitor
  365. void eliminateDuplicates();
  366. // remove_if implementation for STL vector types
  367. template <class Predicate>
  368. void remove_if(Predicate pred)
  369. {
  370. BonusList newList;
  371. for (ui32 i = 0; i < bonuses.size(); i++)
  372. {
  373. Bonus *b = bonuses[i];
  374. if (!pred(b))
  375. newList.push_back(b);
  376. }
  377. bonuses.clear();
  378. bonuses.resize(newList.size());
  379. std::copy(newList.begin(), newList.end(), bonuses.begin());
  380. }
  381. template <class InputIterator>
  382. void insert(const int position, InputIterator first, InputIterator last);
  383. template <typename Handler> void serialize(Handler &h, const int version)
  384. {
  385. h & static_cast<std::vector<Bonus*>&>(bonuses);
  386. }
  387. friend inline std::vector<Bonus*>::iterator range_begin(BonusList & x);
  388. friend inline std::vector<Bonus*>::iterator range_end(BonusList & x);
  389. };
  390. // Extensions for BOOST_FOREACH to enable iterating of BonusList objects
  391. // Don't touch/call this functions
  392. inline std::vector<Bonus*>::iterator range_begin(BonusList & x)
  393. {
  394. return x.bonuses.begin();
  395. }
  396. inline std::vector<Bonus*>::iterator range_end(BonusList & x)
  397. {
  398. return x.bonuses.end();
  399. }
  400. inline std::vector<Bonus*>::const_iterator range_begin(BonusList const &x)
  401. {
  402. return x.begin();
  403. }
  404. inline std::vector<Bonus*>::const_iterator range_end(BonusList const &x)
  405. {
  406. return x.end();
  407. }
  408. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
  409. class DLL_LINKAGE IPropagator
  410. {
  411. public:
  412. virtual ~IPropagator();
  413. virtual bool shouldBeAttached(CBonusSystemNode *dest);
  414. //virtual CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild); //called when red relation between parent-childrem is established / removed
  415. template <typename Handler> void serialize(Handler &h, const int version)
  416. {}
  417. };
  418. class DLL_LINKAGE CPropagatorNodeType : public IPropagator
  419. {
  420. int nodeType; //CBonusSystemNode::ENodeTypes
  421. public:
  422. CPropagatorNodeType();
  423. CPropagatorNodeType(int NodeType);
  424. bool shouldBeAttached(CBonusSystemNode *dest);
  425. //CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild) OVERRIDE;
  426. template <typename Handler> void serialize(Handler &h, const int version)
  427. {
  428. h & nodeType;
  429. }
  430. };
  431. struct BonusLimitationContext
  432. {
  433. const Bonus *b;
  434. const CBonusSystemNode &node;
  435. const BonusList &alreadyAccepted;
  436. };
  437. class DLL_LINKAGE ILimiter
  438. {
  439. public:
  440. enum EDecision {ACCEPT, DISCARD, NOT_SURE};
  441. virtual ~ILimiter();
  442. virtual int limit(const BonusLimitationContext &context) const; //0 - accept bonus; 1 - drop bonus; 2 - delay (drops eventually)
  443. template <typename Handler> void serialize(Handler &h, const int version)
  444. {
  445. }
  446. };
  447. class DLL_LINKAGE IBonusBearer
  448. {
  449. public:
  450. //new bonusing node interface
  451. // * selector is predicate that tests if HeroBonus matches our criteria
  452. // * root is node on which call was made (NULL will be replaced with this)
  453. //interface
  454. virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL, const std::string &cachingStr = "") const = 0;
  455. void getModifiersWDescr(TModDescr &out, const CSelector &selector, const std::string &cachingStr = "") const; //out: pairs<modifier value, modifier description>
  456. int getBonusesCount(const CSelector &selector, const std::string &cachingStr = "") const;
  457. int valOfBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  458. bool hasBonus(const CSelector &selector, const std::string &cachingStr = "") const;
  459. const TBonusListPtr getBonuses(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
  460. const TBonusListPtr getBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  461. const TBonusListPtr getAllBonuses() const;
  462. const Bonus *getBonus(const CSelector &selector) const; //returns any bonus visible on node that matches (or nullptr if none matches)
  463. //legacy interface
  464. int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
  465. int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
  466. bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
  467. bool hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const;
  468. void getModifiersWDescr( TModDescr &out, Bonus::BonusType type, int subtype = -1 ) const; //out: pairs<modifier value, modifier description>
  469. int getBonusesCount(Bonus::BonusSource from, int id) const;
  470. //various hlp functions for non-trivial values
  471. ui32 getMinDamage() const; //used for stacks and creatures only
  472. ui32 getMaxDamage() const;
  473. int MoraleVal() const; //range [-3, +3]
  474. int LuckVal() const; //range [-3, +3]
  475. si32 Attack() const; //get attack of stack with all modificators
  476. si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
  477. ui32 MaxHealth() const; //get max HP of stack with all modifiers
  478. bool isLiving() const; //non-undead, non-non living or alive
  479. virtual si32 magicResistance() const;
  480. const Bonus * getEffect(ui16 id, int turn = 0) const; //effect id (SP)
  481. ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
  482. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  483. int getPrimSkillLevel(PrimarySkill::PrimarySkill id) const;
  484. const TBonusListPtr getSpellBonuses() const;
  485. };
  486. class DLL_LINKAGE CBonusSystemNode : public IBonusBearer
  487. {
  488. public:
  489. enum ENodeTypes
  490. {
  491. UNKNOWN, STACK_INSTANCE, STACK_BATTLE, specialty, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM,
  492. TOWN_AND_VISITOR, BATTLE, COMMANDER
  493. };
  494. private:
  495. BonusList bonuses; //wielded bonuses (local or up-propagated here)
  496. BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
  497. TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them
  498. TNodesVector children;
  499. ENodeTypes nodeType;
  500. std::string description;
  501. static const bool cachingEnabled;
  502. mutable BonusList cachedBonuses;
  503. mutable int cachedLast;
  504. static int treeChanged;
  505. // Setting a value to cachingStr before getting any bonuses caches the result for later requests.
  506. // This string needs to be unique, that's why it has to be setted in the following manner:
  507. // [property key]_[value] => only for selector
  508. mutable std::map<std::string, TBonusListPtr > cachedRequests;
  509. void getBonusesRec(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  510. void getAllBonusesRec(BonusList &out) const;
  511. const TBonusListPtr getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL) const;
  512. public:
  513. explicit CBonusSystemNode();
  514. virtual ~CBonusSystemNode();
  515. void limitBonuses(const BonusList &allBonuses, BonusList &out) const; //out will bo populed with bonuses that are not limited here
  516. TBonusListPtr limitBonuses(const BonusList &allBonuses) const; //same as above, returns out by val for convienence
  517. const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL, const std::string &cachingStr = "") const;
  518. void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
  519. const Bonus *getBonusLocalFirst(const CSelector &selector) const;
  520. //non-const interface
  521. void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from)
  522. void getRedParents(TNodes &out); //retrieves list of red parent nodes (nodes bonuses propagate from)
  523. void getRedAncestors(TNodes &out);
  524. void getRedChildren(TNodes &out);
  525. void getRedDescendants(TNodes &out);
  526. Bonus *getBonusLocalFirst(const CSelector &selector);
  527. void attachTo(CBonusSystemNode *parent);
  528. void detachFrom(CBonusSystemNode *parent);
  529. void detachFromAll();
  530. virtual void addNewBonus(Bonus *b); //b will be deleted with destruction of node
  531. void accumulateBonus(Bonus &b); //add value of bonus with same type/subtype or create new
  532. void newChildAttached(CBonusSystemNode *child);
  533. void childDetached(CBonusSystemNode *child);
  534. void propagateBonus(Bonus * b);
  535. void unpropagateBonus(Bonus * b);
  536. //void addNewBonus(const Bonus &b); //b will copied
  537. void removeBonus(Bonus *b);
  538. void newRedDescendant(CBonusSystemNode *descendant); //propagation needed
  539. void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed
  540. void battleTurnPassed(); //updates count of remaining turns and removed outdated bonuses
  541. bool isIndependentNode() const; //node is independent when it has no parents nor children
  542. bool actsAsBonusSourceOnly() const;
  543. //bool isLimitedOnUs(Bonus *b) const; //if bonus should be removed from list acquired from this node
  544. void popBonuses(const CSelector &s);
  545. virtual std::string bonusToString(const Bonus *bonus, bool description) const {return "";}; //description or bonus name
  546. virtual std::string nodeName() const;
  547. void deserializationFix();
  548. void exportBonus(Bonus * b);
  549. void exportBonuses();
  550. static void incrementTreeChangedNum();
  551. BonusList &getBonusList();
  552. const BonusList &getBonusList() const;
  553. BonusList &getExportedBonusList();
  554. CBonusSystemNode::ENodeTypes getNodeType() const;
  555. void setNodeType(CBonusSystemNode::ENodeTypes type);
  556. const TNodesVector &getParentNodes() const;
  557. const TNodesVector &getChildrenNodes() const;
  558. const std::string &getDescription() const;
  559. void setDescription(const std::string &description);
  560. static void treeHasChanged();
  561. template <typename Handler> void serialize(Handler &h, const int version)
  562. {
  563. h & /*bonuses & */nodeType;
  564. h & exportedBonuses;
  565. h & description;
  566. BONUS_TREE_DESERIALIZATION_FIX
  567. //h & parents & children;
  568. }
  569. };
  570. namespace NBonus
  571. {
  572. //set of methods that may be safely called with NULL objs
  573. DLL_LINKAGE int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
  574. 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)
  575. //DLL_LINKAGE const HeroBonus * get(const CBonusSystemNode *obj, int from, int id );
  576. DLL_LINKAGE void getModifiersWDescr(const CBonusSystemNode *obj, TModDescr &out, Bonus::BonusType type, int subtype = -1 ); //out: pairs<modifier value, modifier description>
  577. DLL_LINKAGE int getCount(const CBonusSystemNode *obj, Bonus::BonusSource from, int id);
  578. }
  579. /// generates HeroBonus from given data
  580. inline Bonus makeFeatureVal(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  581. {
  582. Bonus sf;
  583. sf.type = type;
  584. sf.duration = duration;
  585. sf.source = source;
  586. sf.turnsRemain = turnsRemain;
  587. sf.subtype = subtype;
  588. sf.val = value;
  589. sf.additionalInfo = additionalInfo;
  590. return sf;
  591. }
  592. ///generates HeroBonus from given data
  593. inline Bonus * makeFeature(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
  594. {
  595. return new Bonus(makeFeatureVal(type, duration, subtype, value, source, turnsRemain, additionalInfo));
  596. }
  597. class DLL_LINKAGE CSelectorsConjunction
  598. {
  599. const CSelector first, second;
  600. public:
  601. CSelectorsConjunction(const CSelector &First, const CSelector &Second)
  602. :first(First), second(Second)
  603. {
  604. }
  605. bool operator()(const Bonus *bonus) const
  606. {
  607. return first(bonus) && second(bonus);
  608. }
  609. };
  610. CSelector DLL_LINKAGE operator&&(const CSelector &first, const CSelector &second);
  611. class DLL_LINKAGE CSelectorsAlternative
  612. {
  613. const CSelector first, second;
  614. public:
  615. CSelectorsAlternative(const CSelector &First, const CSelector &Second)
  616. :first(First), second(Second)
  617. {
  618. }
  619. bool operator()(const Bonus *bonus) const
  620. {
  621. return first(bonus) || second(bonus);
  622. }
  623. };
  624. CSelector DLL_LINKAGE operator||(const CSelector &first, const CSelector &second);
  625. template<typename T>
  626. class CSelectFieldEqual
  627. {
  628. T Bonus::*ptr;
  629. T val;
  630. public:
  631. CSelectFieldEqual(T Bonus::*Ptr, const T &Val)
  632. : ptr(Ptr), val(Val)
  633. {
  634. }
  635. bool operator()(const Bonus *bonus) const
  636. {
  637. return bonus->*ptr == val;
  638. }
  639. CSelectFieldEqual& operator()(const T &setVal)
  640. {
  641. val = setVal;
  642. return *this;
  643. }
  644. };
  645. template<typename T>
  646. class CSelectFieldAny //allows to ignore value of certain field, that is to accept any value
  647. {
  648. T Bonus::*ptr;
  649. public:
  650. CSelectFieldAny(T Bonus::*Ptr)
  651. : ptr(Ptr)
  652. {
  653. }
  654. bool operator()(const Bonus *bonus) const
  655. {
  656. return true;
  657. }
  658. CSelectFieldAny& operator()()
  659. {
  660. return *this;
  661. }
  662. };
  663. template<typename T> //can be same, needed for subtype field
  664. class CSelectFieldEqualOrEvery
  665. {
  666. T Bonus::*ptr;
  667. T val;
  668. public:
  669. CSelectFieldEqualOrEvery(T Bonus::*Ptr, const T &Val)
  670. : ptr(Ptr), val(Val)
  671. {
  672. }
  673. bool operator()(const Bonus *bonus) const
  674. {
  675. return (bonus->*ptr == val) || (bonus->*ptr == static_cast<T>(Bonus::EVERY_TYPE));
  676. }
  677. CSelectFieldEqualOrEvery& operator()(const T &setVal)
  678. {
  679. val = setVal;
  680. return *this;
  681. }
  682. };
  683. class DLL_LINKAGE CWillLastTurns
  684. {
  685. public:
  686. int turnsRequested;
  687. bool operator()(const Bonus *bonus) const
  688. {
  689. return turnsRequested <= 0 //every present effect will last zero (or "less") turns
  690. || !(bonus->duration & Bonus::N_TURNS) //so do every not expriing after N-turns effect
  691. || bonus->turnsRemain > turnsRequested;
  692. }
  693. CWillLastTurns& operator()(const int &setVal)
  694. {
  695. turnsRequested = setVal;
  696. return *this;
  697. }
  698. };
  699. //Stores multiple limiters. If any of them fails -> bonus is dropped.
  700. class DLL_LINKAGE LimiterList : public ILimiter
  701. {
  702. std::vector<TLimiterPtr> limiters;
  703. public:
  704. int limit(const BonusLimitationContext &context) const OVERRIDE;
  705. void add(TLimiterPtr limiter);
  706. };
  707. class DLL_LINKAGE CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
  708. {
  709. public:
  710. const CCreature *creature;
  711. bool includeUpgrades;
  712. CCreatureTypeLimiter();
  713. CCreatureTypeLimiter(const CCreature &Creature, bool IncludeUpgrades = true);
  714. void setCreature (CreatureID id);
  715. int limit(const BonusLimitationContext &context) const OVERRIDE;
  716. template <typename Handler> void serialize(Handler &h, const int version)
  717. {
  718. h & static_cast<ILimiter&>(*this);
  719. h & creature & includeUpgrades;
  720. }
  721. };
  722. class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
  723. {
  724. public:
  725. Bonus::BonusType type;
  726. TBonusSubtype subtype;
  727. bool isSubtypeRelevant; //check for subtype only if this is true
  728. HasAnotherBonusLimiter(Bonus::BonusType bonus = Bonus::NONE);
  729. HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype);
  730. int limit(const BonusLimitationContext &context) const OVERRIDE;
  731. template <typename Handler> void serialize(Handler &h, const int version)
  732. {
  733. h & static_cast<ILimiter&>(*this);
  734. h & type & subtype & isSubtypeRelevant;
  735. }
  736. };
  737. class DLL_LINKAGE CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain
  738. {
  739. public:
  740. int terrainType;
  741. CreatureNativeTerrainLimiter();
  742. CreatureNativeTerrainLimiter(int TerrainType);
  743. int limit(const BonusLimitationContext &context) const OVERRIDE;
  744. template <typename Handler> void serialize(Handler &h, const int version)
  745. {
  746. h & static_cast<ILimiter&>(*this);
  747. h & terrainType;
  748. }
  749. };
  750. class DLL_LINKAGE CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
  751. {
  752. public:
  753. si8 faction;
  754. CreatureFactionLimiter();
  755. CreatureFactionLimiter(int TerrainType);
  756. int limit(const BonusLimitationContext &context) const OVERRIDE;
  757. template <typename Handler> void serialize(Handler &h, const int version)
  758. {
  759. h & static_cast<ILimiter&>(*this);
  760. h & faction;
  761. }
  762. };
  763. class DLL_LINKAGE CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
  764. {
  765. public:
  766. si8 alignment;
  767. CreatureAlignmentLimiter();
  768. CreatureAlignmentLimiter(si8 Alignment);
  769. int limit(const BonusLimitationContext &context) const OVERRIDE;
  770. template <typename Handler> void serialize(Handler &h, const int version)
  771. {
  772. h & static_cast<ILimiter&>(*this);
  773. h & alignment;
  774. }
  775. };
  776. class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
  777. {
  778. public:
  779. PlayerColor owner;
  780. StackOwnerLimiter();
  781. StackOwnerLimiter(PlayerColor Owner);
  782. int limit(const BonusLimitationContext &context) const OVERRIDE;
  783. template <typename Handler> void serialize(Handler &h, const int version)
  784. {
  785. h & static_cast<ILimiter&>(*this);
  786. h & owner;
  787. }
  788. };
  789. class DLL_LINKAGE RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
  790. {
  791. public:
  792. ui8 minRank, maxRank;
  793. RankRangeLimiter();
  794. RankRangeLimiter(ui8 Min, ui8 Max = 255);
  795. int limit(const BonusLimitationContext &context) const OVERRIDE;
  796. template <typename Handler> void serialize(Handler &h, const int version)
  797. {
  798. h & static_cast<ILimiter&>(*this);
  799. h & minRank & maxRank;
  800. }
  801. };
  802. const CCreature *retrieveCreature(const CBonusSystemNode *node);
  803. namespace Selector
  804. {
  805. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> type;
  806. extern DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> subtype;
  807. extern DLL_LINKAGE CSelectFieldEqual<si32> info;
  808. extern DLL_LINKAGE CSelectFieldEqual<ui16> duration;
  809. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> sourceType;
  810. extern DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> effectRange;
  811. extern DLL_LINKAGE CWillLastTurns turns;
  812. extern DLL_LINKAGE CSelectFieldAny<Bonus::LimitEffect> anyRange;
  813. extern DLL_LINKAGE CSelectFieldEqualOrEvery<TBonusSubtype> everySubtype;
  814. CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype);
  815. CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, si32 info);
  816. CSelector DLL_LINKAGE source(Bonus::BonusSource source, ui32 sourceID);
  817. CSelector DLL_LINKAGE durationType(ui16 duration);
  818. CSelector DLL_LINKAGE sourceTypeSel(Bonus::BonusSource source);
  819. bool DLL_LINKAGE matchesType(const CSelector &sel, Bonus::BonusType type);
  820. bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, Bonus::BonusType type, TBonusSubtype subtype);
  821. bool DLL_LINKAGE positiveSpellEffects(const Bonus *b);
  822. }
  823. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusType> bonusNameMap;
  824. extern DLL_LINKAGE const std::map<std::string, Bonus::ValueType> bonusValueMap;
  825. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusSource> bonusSourceMap;
  826. extern DLL_LINKAGE const std::map<std::string, ui16> bonusDurationMap;
  827. extern DLL_LINKAGE const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect;
  828. extern DLL_LINKAGE const bmap<std::string, TLimiterPtr> bonusLimiterMap;
  829. extern DLL_LINKAGE const bmap<std::string, TPropagatorPtr> bonusPropagatorMap;
  830. // BonusList template that requires full interface of CBonusSystemNode
  831. template <class InputIterator>
  832. void BonusList::insert(const int position, InputIterator first, InputIterator last)
  833. {
  834. bonuses.insert(bonuses.begin() + position, first, last);
  835. if (belongsToTree)
  836. CBonusSystemNode::incrementTreeChangedNum();
  837. }
  838. // Extensions for BOOST_FOREACH to enable iterating of BonusList objects
  839. namespace boost
  840. {
  841. template<>
  842. struct range_mutable_iterator<BonusList>
  843. {
  844. typedef std::vector<Bonus*>::iterator type;
  845. };
  846. template<>
  847. struct range_const_iterator<BonusList>
  848. {
  849. typedef std::vector<Bonus*>::const_iterator type;
  850. };
  851. }