HeroBonus.h 36 KB

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