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# pragma once
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# include "GameConstants.h"
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/*
* HeroBonus . h , part of VCMI engine
*
* Authors : listed in file AUTHORS in main folder
*
* License : GNU General Public License v2 .0 or later
* Full text of license available in license . txt file , in main folder
*
*/
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class CCreature ;
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class CSpell ;
struct Bonus ;
class CBonusSystemNode ;
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class ILimiter ;
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class IPropagator ;
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class BonusList ;
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typedef shared_ptr < BonusList > TBonusListPtr ;
typedef shared_ptr < ILimiter > TLimiterPtr ;
typedef shared_ptr < IPropagator > TPropagatorPtr ;
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typedef std : : vector < std : : pair < int , std : : string > > TModDescr ; //modifiers values and their descriptions
typedef std : : set < CBonusSystemNode * > TNodes ;
typedef std : : set < const CBonusSystemNode * > TCNodes ;
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typedef std : : vector < CBonusSystemNode * > TNodesVector ;
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typedef boost : : function < bool ( const Bonus * ) > CSelector ;
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# define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving && h.smartPointerSerialization) deserializationFix();
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# define BONUS_LIST \
BONUS_NAME ( NONE ) \
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BONUS_NAME ( LEVEL_COUNTER ) /* for commander artifacts*/ \
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BONUS_NAME ( MOVEMENT ) /*both water/land*/ \
BONUS_NAME ( LAND_MOVEMENT ) \
BONUS_NAME ( SEA_MOVEMENT ) \
BONUS_NAME ( MORALE ) \
BONUS_NAME ( LUCK ) \
BONUS_NAME ( PRIMARY_SKILL ) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \
BONUS_NAME ( SIGHT_RADIOUS ) \
BONUS_NAME ( MANA_REGENERATION ) /*points per turn apart from normal (1 + mysticism)*/ \
BONUS_NAME ( FULL_MANA_REGENERATION ) /*all mana points are replenished every day*/ \
BONUS_NAME ( NONEVIL_ALIGNMENT_MIX ) /*good and neutral creatures can be mixed without morale penalty*/ \
BONUS_NAME ( SECONDARY_SKILL_PREMY ) /*%*/ \
BONUS_NAME ( SURRENDER_DISCOUNT ) /*%*/ \
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BONUS_NAME ( STACKS_SPEED ) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - subtracted to this part*/ \
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BONUS_NAME ( FLYING_MOVEMENT ) /*subtype 1 - without penalty, 2 - with penalty*/ \
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BONUS_NAME ( SPELL_DURATION ) \
BONUS_NAME ( AIR_SPELL_DMG_PREMY ) \
BONUS_NAME ( EARTH_SPELL_DMG_PREMY ) \
BONUS_NAME ( FIRE_SPELL_DMG_PREMY ) \
BONUS_NAME ( WATER_SPELL_DMG_PREMY ) \
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BONUS_NAME ( WATER_WALKING ) /*subtype 1 - without penalty, 2 - with penalty*/ \
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BONUS_NAME ( NEGATE_ALL_NATURAL_IMMUNITIES ) \
BONUS_NAME ( STACK_HEALTH ) \
BONUS_NAME ( BLOCK_MORALE ) \
BONUS_NAME ( BLOCK_LUCK ) \
BONUS_NAME ( FIRE_SPELLS ) \
BONUS_NAME ( AIR_SPELLS ) \
BONUS_NAME ( WATER_SPELLS ) \
BONUS_NAME ( EARTH_SPELLS ) \
BONUS_NAME ( GENERATE_RESOURCE ) /*daily value, uses subtype (resource type)*/ \
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BONUS_NAME ( CREATURE_GROWTH ) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
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BONUS_NAME ( WHIRLPOOL_PROTECTION ) /*hero won't lose army when teleporting through whirlpool*/ \
BONUS_NAME ( SPELL ) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
BONUS_NAME ( SPELLS_OF_LEVEL ) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
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BONUS_NAME ( BATTLE_NO_FLEEING ) /*for shackles of war*/ \
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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*/ \
BONUS_NAME ( FREE_SHOOTING ) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
BONUS_NAME ( OPENING_BATTLE_SPELL ) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
BONUS_NAME ( IMPROVED_NECROMANCY ) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
BONUS_NAME ( CREATURE_GROWTH_PERCENT ) /*increases growth of all units in all towns, val - percentage*/ \
BONUS_NAME ( FREE_SHIP_BOARDING ) /*movement points preserved with ship boarding and landing*/ \
BONUS_NAME ( NO_TYPE ) \
BONUS_NAME ( FLYING ) \
BONUS_NAME ( SHOOTER ) \
BONUS_NAME ( CHARGE_IMMUNITY ) \
BONUS_NAME ( ADDITIONAL_ATTACK ) \
BONUS_NAME ( UNLIMITED_RETALIATIONS ) \
BONUS_NAME ( NO_MELEE_PENALTY ) \
BONUS_NAME ( JOUSTING ) /*for champions*/ \
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BONUS_NAME ( HATE ) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
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BONUS_NAME ( KING1 ) \
BONUS_NAME ( KING2 ) \
BONUS_NAME ( KING3 ) \
BONUS_NAME ( MAGIC_RESISTANCE ) /*in % (value)*/ \
BONUS_NAME ( CHANGES_SPELL_COST_FOR_ALLY ) /*in mana points (value) , eg. mage*/ \
BONUS_NAME ( CHANGES_SPELL_COST_FOR_ENEMY ) /*in mana points (value) , eg. pegasus */ \
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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*/ \
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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*/ \
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BONUS_NAME ( SPELL_RESISTANCE_AURA ) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
BONUS_NAME ( LEVEL_SPELL_IMMUNITY ) /*creature is immune to all spell with level below or equal to value of this bonus*/ \
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BONUS_NAME ( BLOCK_MAGIC_ABOVE ) /*blocks casting spells of the level > value */ \
BONUS_NAME ( BLOCK_ALL_MAGIC ) /*blocks casting spells of the level > value */ \
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BONUS_NAME ( TWO_HEX_ATTACK_BREATH ) /*eg. dragons*/ \
BONUS_NAME ( SPELL_DAMAGE_REDUCTION ) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
BONUS_NAME ( NO_WALL_PENALTY ) \
BONUS_NAME ( NON_LIVING ) /*eg. gargoyle*/ \
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BONUS_NAME ( RANDOM_SPELLCASTER ) /*eg. master genie, val - level*/ \
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BONUS_NAME ( BLOCKS_RETALIATION ) /*eg. naga*/ \
BONUS_NAME ( SPELL_IMMUNITY ) /*subid - spell id*/ \
BONUS_NAME ( MANA_CHANNELING ) /*value in %, eg. familiar*/ \
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BONUS_NAME ( SPELL_LIKE_ATTACK ) /*subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog*/ \
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BONUS_NAME ( THREE_HEADED_ATTACK ) /*eg. cerberus*/ \
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BONUS_NAME ( DAEMON_SUMMONING ) /*pit lord, subtype - type of creatures, val - hp per unit*/ \
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BONUS_NAME ( FIRE_IMMUNITY ) /*subtype 0 - all, 1 - all except positive, 2 - only damage spells*/ \
BONUS_NAME ( WATER_IMMUNITY ) \
BONUS_NAME ( EARTH_IMMUNITY ) \
BONUS_NAME ( AIR_IMMUNITY ) \
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BONUS_NAME ( MIND_IMMUNITY ) \
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BONUS_NAME ( FIRE_SHIELD ) \
BONUS_NAME ( UNDEAD ) \
BONUS_NAME ( HP_REGENERATION ) /*creature regenerates val HP every new round*/ \
BONUS_NAME ( FULL_HP_REGENERATION ) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
BONUS_NAME ( MANA_DRAIN ) /*value - spell points per turn*/ \
BONUS_NAME ( LIFE_DRAIN ) \
BONUS_NAME ( DOUBLE_DAMAGE_CHANCE ) /*value in %, eg. dread knight*/ \
BONUS_NAME ( RETURN_AFTER_STRIKE ) \
BONUS_NAME ( SELF_MORALE ) /*eg. minotaur*/ \
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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*/ \
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BONUS_NAME ( CATAPULT ) \
BONUS_NAME ( ENEMY_DEFENCE_REDUCTION ) /*in % (value) eg. behemots*/ \
BONUS_NAME ( GENERAL_DAMAGE_REDUCTION ) /* shield / air shield effect */ \
BONUS_NAME ( GENERAL_ATTACK_REDUCTION ) /*eg. while stoned or blinded - in %, subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage*/ \
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BONUS_NAME ( DEFENSIVE_STANCE ) /* val - bonus to defense while defending */ \
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BONUS_NAME ( ATTACKS_ALL_ADJACENT ) /*eg. hydra*/ \
BONUS_NAME ( MORE_DAMAGE_FROM_SPELL ) /*value - damage increase in %, subtype - spell id*/ \
BONUS_NAME ( FEAR ) \
BONUS_NAME ( FEARLESS ) \
BONUS_NAME ( NO_DISTANCE_PENALTY ) \
BONUS_NAME ( SELF_LUCK ) /*halfling*/ \
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BONUS_NAME ( ENCHANTER ) /* for Enchanter spells, val - skill level, subtype - spell id, additionalInfo - cooldown */ \
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BONUS_NAME ( HEALER ) \
BONUS_NAME ( SIEGE_WEAPON ) \
BONUS_NAME ( HYPNOTIZED ) \
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BONUS_NAME ( NO_RETALIATION ) /*temporary bonus for basilisk, unicorn and scorpicore paralyze*/ \
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BONUS_NAME ( ADDITIONAL_RETALIATION ) /*value - number of additional retaliations*/ \
BONUS_NAME ( MAGIC_MIRROR ) /* value - chance of redirecting in %*/ \
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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]*/ \
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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 %*/ \
BONUS_NAME ( ATTACKS_NEAREST_CREATURE ) /*while in berserk*/ \
BONUS_NAME ( IN_FRENZY ) /*value - level*/ \
BONUS_NAME ( SLAYER ) /*value - level*/ \
BONUS_NAME ( FORGETFULL ) /*forgetfulness spell effect, value - level*/ \
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BONUS_NAME ( NOT_ACTIVE ) /* subtype - spell ID (paralyze, blind, stone gaze) for graphical effect*/ \
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BONUS_NAME ( NO_LUCK ) /*eg. when fighting on cursed ground*/ \
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BONUS_NAME ( NO_MORALE ) /*eg. when fighting on cursed ground*/ \
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BONUS_NAME ( DARKNESS ) /*val = radius */ \
BONUS_NAME ( SPECIAL_SECONDARY_SKILL ) /*val = id, additionalInfo = value per level in percent*/ \
BONUS_NAME ( SPECIAL_SPELL_LEV ) /*val = id, additionalInfo = value per level in percent*/ \
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BONUS_NAME ( SPELL_DAMAGE ) /*val = value*/ \
BONUS_NAME ( SPECIFIC_SPELL_DAMAGE ) /*subtype = id of spell, val = value*/ \
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BONUS_NAME ( SPECIAL_BLESS_DAMAGE ) /*val = spell (bless), additionalInfo = value per level in percent*/ \
BONUS_NAME ( MAXED_SPELL ) /*val = id*/ \
BONUS_NAME ( SPECIAL_PECULIAR_ENCHANT ) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/ \
BONUS_NAME ( SPECIAL_UPGRADE ) /*val = base, additionalInfo = target */ \
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BONUS_NAME ( DRAGON_NATURE ) \
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BONUS_NAME ( CREATURE_DAMAGE ) /*subtype 0 = both, 1 = min, 2 = max*/ \
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BONUS_NAME ( EXP_MULTIPLIER ) /* val - percent of additional exp gained by stack/commander (base value 100)*/ \
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BONUS_NAME ( SHOTS ) \
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BONUS_NAME ( DEATH_STARE ) /*subtype 0 - gorgon, 1 - commander*/ \
BONUS_NAME ( POISON ) /*val - max health penalty from poison possible*/ \
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BONUS_NAME ( BIND_EFFECT ) /*doesn't do anything particular, works as a marker)*/ \
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BONUS_NAME ( ACID_BREATH ) /*additional val damage per creature after attack, additional info - chance in percent*/ \
BONUS_NAME ( RECEPTIVE ) /*accepts friendly spells even with immunity*/ \
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BONUS_NAME ( DIRECT_DAMAGE_IMMUNITY ) /*direct damage spells, that is*/ \
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BONUS_NAME ( CASTS ) /*how many times creature can cast activated spell*/ \
BONUS_NAME ( SPECIFIC_SPELL_POWER ) /* value used for Thunderbolt and Resurrection casted by units, subtype - spell id */ \
BONUS_NAME ( CREATURE_SPELL_POWER ) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \
BONUS_NAME ( CREATURE_ENCHANT_POWER ) /* total duration of spells casted by creature */ \
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BONUS_NAME ( REBIRTH ) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */ \
BONUS_NAME ( ADDITIONAL_UNITS ) /*val of units with id = subtype will be added to hero's army at the beginning of battle */ \
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BONUS_NAME ( SPOILS_OF_WAR ) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/ \
BONUS_NAME ( BLOCK )
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# define BONUS_SOURCE_LIST \
BONUS_SOURCE ( ARTIFACT ) \
BONUS_SOURCE ( ARTIFACT_INSTANCE ) \
BONUS_SOURCE ( OBJECT ) \
BONUS_SOURCE ( CREATURE_ABILITY ) \
BONUS_SOURCE ( TERRAIN_NATIVE ) \
BONUS_SOURCE ( TERRAIN_OVERLAY ) \
BONUS_SOURCE ( SPELL_EFFECT ) \
BONUS_SOURCE ( TOWN_STRUCTURE ) \
BONUS_SOURCE ( HERO_BASE_SKILL ) \
BONUS_SOURCE ( SECONDARY_SKILL ) \
BONUS_SOURCE ( HERO_SPECIAL ) \
BONUS_SOURCE ( ARMY ) \
BONUS_SOURCE ( CAMPAIGN_BONUS ) \
BONUS_SOURCE ( SPECIAL_WEEK ) \
BONUS_SOURCE ( STACK_EXPERIENCE ) \
BONUS_SOURCE ( COMMANDER ) /*TODO: consider using simply STACK_INSTANCE */ \
BONUS_SOURCE ( OTHER ) /*used for defensive stance and default value of spell level limit*/
# define BONUS_VALUE_LIST \
BONUS_VALUE ( ADDITIVE_VALUE ) \
BONUS_VALUE ( BASE_NUMBER ) \
BONUS_VALUE ( PERCENT_TO_ALL ) \
BONUS_VALUE ( PERCENT_TO_BASE ) \
BONUS_VALUE ( INDEPENDENT_MAX ) /*used for SPELL bonus*/ \
BONUS_VALUE ( INDEPENDENT_MIN ) //used for SECONDARY_SKILL_PREMY bonus
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/// Struct for handling bonuses of several types. Can be transferred to any hero
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struct DLL_LINKAGE Bonus
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{
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enum BonusType
{
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# define BONUS_NAME(x) x,
BONUS_LIST
# undef BONUS_NAME
} ;
enum BonusDuration //when bonus is automatically removed
{
PERMANENT = 1 ,
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ONE_BATTLE = 2 , //at the end of battle
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ONE_DAY = 4 , //at the end of day
ONE_WEEK = 8 , //at the end of week (bonus lasts till the end of week, thats NOT 7 days
N_TURNS = 16 , //used during battles, after battle bonus is always removed
N_DAYS = 32 ,
UNITL_BEING_ATTACKED = 64 , /*removed after attack and counterattacks are performed*/
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UNTIL_ATTACK = 128 , /*removed after attack and counterattacks are performed*/
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STACK_GETS_TURN = 256 , /*removed when stack gets its turn - used for defensive stance*/
COMMANDER_KILLED = 512
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} ;
enum BonusSource
{
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# define BONUS_SOURCE(x) x,
BONUS_SOURCE_LIST
# undef BONUS_SOURCE
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} ;
enum LimitEffect
{
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NO_LIMIT = 0 ,
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ONLY_DISTANCE_FIGHT = 1 , ONLY_MELEE_FIGHT , //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
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ONLY_ENEMY_ARMY
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} ;
enum ValueType
{
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# define BONUS_VALUE(x) x,
BONUS_VALUE_LIST
# undef BONUS_VALUE
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} ;
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ui16 duration ; //uses BonusDuration values
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si16 turnsRemain ; //used if duration is N_TURNS or N_DAYS
TBonusType type ; //uses BonusType values - says to what is this bonus - 1 byte
TBonusSubtype subtype ; //-1 if not applicable - 4 bytes
ui8 source ; //source type" uses BonusSource values - what gave that bonus
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si32 val ;
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ui32 sid ; //source id: id of object/artifact/spell
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ui8 valType ; //by ValueType enum
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si32 additionalInfo ;
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ui8 effectRange ; //if not NO_LIMIT, bonus will be omitted by default
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TLimiterPtr limiter ;
TPropagatorPtr propagator ;
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std : : string description ;
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Bonus ( ui16 Dur , ui8 Type , ui8 Src , si32 Val , ui32 ID , std : : string Desc , si32 Subtype = - 1 ) ;
Bonus ( ui16 Dur , ui8 Type , ui8 Src , si32 Val , ui32 ID , si32 Subtype = - 1 , ui8 ValType = ADDITIVE_VALUE ) ;
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Bonus ( ) ;
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~ Bonus ( ) ;
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// //comparison
// bool operator==(const HeroBonus &other)
// {
// return &other == this;
// //TODO: what is best logic for that?
// }
// bool operator<(const HeroBonus &other)
// {
// return &other < this;
// //TODO: what is best logic for that?
// }
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & duration & type & subtype & source & val & sid & description & additionalInfo & turnsRemain & valType & effectRange & limiter & propagator ;
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}
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static bool compareByAdditionalInfo ( const Bonus * a , const Bonus * b )
{
return a - > additionalInfo < b - > additionalInfo ;
}
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static bool OneDay ( const Bonus * hb )
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{
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return hb - > duration & Bonus : : ONE_DAY ;
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}
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static bool OneWeek ( const Bonus * hb )
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{
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return hb - > duration & Bonus : : ONE_WEEK ;
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}
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static bool OneBattle ( const Bonus * hb )
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{
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return hb - > duration & Bonus : : ONE_BATTLE ;
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}
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static bool UntilGetsTurn ( const Bonus * hb )
{
return hb - > duration & Bonus : : STACK_GETS_TURN ;
}
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static bool UntilAttack ( const Bonus * hb )
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{
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return hb - > duration & Bonus : : UNTIL_ATTACK ;
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}
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static bool UntilBeingAttacked ( const Bonus * hb )
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{
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return hb - > duration & Bonus : : UNITL_BEING_ATTACKED ;
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}
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static bool UntilCommanderKilled ( const Bonus * hb )
{
return hb - > duration & Bonus : : COMMANDER_KILLED ;
}
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static bool IsFrom ( const Bonus & hb , ui8 source , ui32 id ) //if id==0xffffff then id doesn't matter
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{
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return hb . source = = source & & ( id = = 0xffffff | | hb . sid = = id ) ;
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}
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inline bool operator = = ( const BonusType & cf ) const
{
return type = = cf ;
}
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inline void ChangeBonusVal ( const ui32 newVal )
{
val = newVal ;
}
inline void operator + = ( const ui32 Val ) //no return
{
val + = Val ;
}
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const CSpell * sourceSpell ( ) const ;
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std : : string Description ( ) const ;
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Bonus * addLimiter ( TLimiterPtr Limiter ) ; //returns this for convenient chain-calls
Bonus * addPropagator ( TPropagatorPtr Propagator ) ; //returns this for convenient chain-calls
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} ;
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DLL_LINKAGE std : : ostream & operator < < ( std : : ostream & out , const Bonus & bonus ) ;
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class DLL_LINKAGE BonusList
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{
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private :
std : : vector < Bonus * > bonuses ;
bool belongsToTree ;
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public :
BonusList ( bool BelongsToTree = false ) ;
BonusList ( const BonusList & bonusList ) ;
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BonusList & operator = ( const BonusList & bonusList ) ;
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// wrapper functions of the STL vector container
std : : vector < Bonus * > : : size_type size ( ) const { return bonuses . size ( ) ; }
void push_back ( Bonus * const & x ) ;
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std : : vector < Bonus * > : : iterator erase ( const int position ) ;
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void clear ( ) ;
void resize ( std : : vector < Bonus * > : : size_type sz , Bonus * c = NULL ) ;
void insert ( std : : vector < Bonus * > : : iterator position , std : : vector < Bonus * > : : size_type n , Bonus * const & x ) ;
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Bonus * const & operator [ ] ( std : : vector < Bonus * > : : size_type n ) { return bonuses [ n ] ; }
Bonus * const & operator [ ] ( std : : vector < Bonus * > : : size_type n ) const { return bonuses [ n ] ; }
Bonus * const & back ( ) { return bonuses . back ( ) ; }
Bonus * const & front ( ) { return bonuses . front ( ) ; }
Bonus * const & back ( ) const { return bonuses . back ( ) ; }
Bonus * const & front ( ) const { return bonuses . front ( ) ; }
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// There should be no non-const access to provide solid,robust bonus caching
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std : : vector < Bonus * > : : const_iterator begin ( ) const { return bonuses . begin ( ) ; }
std : : vector < Bonus * > : : const_iterator end ( ) const { return bonuses . end ( ) ; }
std : : vector < Bonus * > : : size_type operator - = ( Bonus * const & i ) ;
// BonusList functions
int totalValue ( ) const ; //subtype -> subtype of bonus, if -1 then any
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void getBonuses ( BonusList & out , const CSelector & selector , const CSelector & limit ) const ;
void getAllBonuses ( BonusList & out ) const ;
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void getModifiersWDescr ( TModDescr & out ) const ;
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void getBonuses ( BonusList & out , const CSelector & selector ) const ;
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//special find functions
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Bonus * getFirst ( const CSelector & select ) ;
const Bonus * getFirst ( const CSelector & select ) const ;
int valOfBonuses ( const CSelector & select ) const ;
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//void limit(const CBonusSystemNode &node); //erases bonuses using limitor
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void eliminateDuplicates ( ) ;
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// remove_if implementation for STL vector types
template < class Predicate >
void remove_if ( Predicate pred )
{
BonusList newList ;
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for ( ui32 i = 0 ; i < bonuses . size ( ) ; i + + )
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{
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Bonus * b = bonuses [ i ] ;
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if ( ! pred ( b ) )
newList . push_back ( b ) ;
}
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bonuses . clear ( ) ;
bonuses . resize ( newList . size ( ) ) ;
std : : copy ( newList . begin ( ) , newList . end ( ) , bonuses . begin ( ) ) ;
}
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template < class InputIterator >
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void insert ( const int position , InputIterator first , InputIterator last ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & static_cast < std : : vector < Bonus * > & > ( bonuses ) ;
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}
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friend inline std : : vector < Bonus * > : : iterator range_begin ( BonusList & x ) ;
friend inline std : : vector < Bonus * > : : iterator range_end ( BonusList & x ) ;
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} ;
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// Extensions for BOOST_FOREACH to enable iterating of BonusList objects
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// Don't touch/call this functions
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inline std : : vector < Bonus * > : : iterator range_begin ( BonusList & x )
{
return x . bonuses . begin ( ) ;
}
inline std : : vector < Bonus * > : : iterator range_end ( BonusList & x )
{
return x . bonuses . end ( ) ;
}
inline std : : vector < Bonus * > : : const_iterator range_begin ( BonusList const & x )
{
return x . begin ( ) ;
}
inline std : : vector < Bonus * > : : const_iterator range_end ( BonusList const & x )
{
return x . end ( ) ;
}
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DLL_LINKAGE std : : ostream & operator < < ( std : : ostream & out , const BonusList & bonusList ) ;
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class DLL_LINKAGE IPropagator
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{
public :
virtual ~ IPropagator ( ) ;
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virtual bool shouldBeAttached ( CBonusSystemNode * dest ) ;
//virtual CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild); //called when red relation between parent-childrem is established / removed
template < typename Handler > void serialize ( Handler & h , const int version )
{ }
} ;
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class DLL_LINKAGE CPropagatorNodeType : public IPropagator
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{
ui8 nodeType ;
public :
CPropagatorNodeType ( ) ;
CPropagatorNodeType ( ui8 NodeType ) ;
bool shouldBeAttached ( CBonusSystemNode * dest ) ;
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//CBonusSystemNode *getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild) OVERRIDE;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & nodeType ;
}
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} ;
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struct BonusLimitationContext
{
const Bonus * b ;
const CBonusSystemNode & node ;
const BonusList & alreadyAccepted ;
} ;
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class DLL_LINKAGE ILimiter
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{
public :
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enum EDecision { ACCEPT , DISCARD , NOT_SURE } ;
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virtual ~ ILimiter ( ) ;
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virtual int limit ( const BonusLimitationContext & context ) const ; //0 - accept bonus; 1 - drop bonus; 2 - delay (drops eventually)
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template < typename Handler > void serialize ( Handler & h , const int version )
{ }
} ;
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class DLL_LINKAGE IBonusBearer
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{
public :
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//new bonusing node interface
// * selector is predicate that tests if HeroBonus matches our criteria
// * root is node on which call was made (NULL will be replaced with this)
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//interface
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virtual const TBonusListPtr getAllBonuses ( const CSelector & selector , const CSelector & limit , const CBonusSystemNode * root = NULL , const std : : string & cachingStr = " " ) const = 0 ;
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void getModifiersWDescr ( TModDescr & out , const CSelector & selector , const std : : string & cachingStr = " " ) const ; //out: pairs<modifier value, modifier description>
int getBonusesCount ( const CSelector & selector , const std : : string & cachingStr = " " ) const ;
int valOfBonuses ( const CSelector & selector , const std : : string & cachingStr = " " ) const ;
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bool hasBonus ( const CSelector & selector , const std : : string & cachingStr = " " ) const ;
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const TBonusListPtr getBonuses ( const CSelector & selector , const CSelector & limit , const std : : string & cachingStr = " " ) const ;
const TBonusListPtr getBonuses ( const CSelector & selector , const std : : string & cachingStr = " " ) const ;
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//legacy interface
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int valOfBonuses ( Bonus : : BonusType type , const CSelector & selector ) const ;
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int valOfBonuses ( Bonus : : BonusType type , int subtype = - 1 ) const ; //subtype -> subtype of bonus, if -1 then anyt;
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bool hasBonusOfType ( Bonus : : BonusType type , int subtype = - 1 ) const ; //determines if hero has a bonus of given type (and optionally subtype)
bool hasBonusFrom ( ui8 source , ui32 sourceID ) const ;
void getModifiersWDescr ( TModDescr & out , Bonus : : BonusType type , int subtype = - 1 ) const ; //out: pairs<modifier value, modifier description>
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int getBonusesCount ( int from , int id ) const ;
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//various hlp functions for non-trivial values
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ui32 getMinDamage ( ) const ; //used for stacks and creatures only
ui32 getMaxDamage ( ) const ;
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int MoraleVal ( ) const ; //range [-3, +3]
int LuckVal ( ) const ; //range [-3, +3]
si32 Attack ( ) const ; //get attack of stack with all modificators
si32 Defense ( bool withFrenzy = true ) const ; //get defense of stack with all modificators
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ui32 MaxHealth ( ) const ; //get max HP of stack with all modifiers
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bool isLiving ( ) const ; //non-undead, non-non living or alive
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virtual si32 magicResistance ( ) const ;
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si32 manaLimit ( ) const ; //maximum mana value for this hero (basically 10*knowledge)
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int getPrimSkillLevel ( int id ) const ; //0-attack, 1-defence, 2-spell power, 3-knowledge
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const TBonusListPtr getSpellBonuses ( ) const ;
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} ;
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class DLL_LINKAGE CBonusSystemNode : public IBonusBearer
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{
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private :
BonusList bonuses ; //wielded bonuses (local or up-propagated here)
BonusList exportedBonuses ; //bonuses coming from this node (wielded or propagated away)
TNodesVector parents ; //parents -> we inherit bonuses from them, we may attach our bonuses to them
TNodesVector children ;
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ui8 nodeType ;
std : : string description ;
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static const bool cachingEnabled ;
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mutable BonusList cachedBonuses ;
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mutable int cachedLast ;
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static int treeChanged ;
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// Setting a value to cachingStr before getting any bonuses caches the result for later requests.
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// This string needs to be unique, that's why it has to be setted in the following manner:
// [property key]_[value] => only for selector
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mutable std : : map < std : : string , TBonusListPtr > cachedRequests ;
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void getBonusesRec ( BonusList & out , const CSelector & selector , const CSelector & limit ) const ;
void getAllBonusesRec ( BonusList & out ) const ;
const TBonusListPtr getAllBonusesWithoutCaching ( const CSelector & selector , const CSelector & limit , const CBonusSystemNode * root = NULL ) const ;
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public :
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explicit CBonusSystemNode ( ) ;
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virtual ~ CBonusSystemNode ( ) ;
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void limitBonuses ( const BonusList & allBonuses , BonusList & out ) const ; //out will bo populed with bonuses that are not limited here
TBonusListPtr limitBonuses ( const BonusList & allBonuses ) const ; //same as above, returns out by val for convienence
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const TBonusListPtr getAllBonuses ( const CSelector & selector , const CSelector & limit , const CBonusSystemNode * root = NULL , const std : : string & cachingStr = " " ) const ;
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void getParents ( TCNodes & out ) const ; //retrieves list of parent nodes (nodes to inherit bonuses from),
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const Bonus * getBonus ( const CSelector & selector ) const ;
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//non-const interface
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void getParents ( TNodes & out ) ; //retrieves list of parent nodes (nodes to inherit bonuses from)
void getRedParents ( TNodes & out ) ; //retrieves list of red parent nodes (nodes bonuses propagate from)
void getRedAncestors ( TNodes & out ) ;
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void getRedChildren ( TNodes & out ) ;
void getRedDescendants ( TNodes & out ) ;
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Bonus * getBonus ( const CSelector & selector ) ;
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void attachTo ( CBonusSystemNode * parent ) ;
void detachFrom ( CBonusSystemNode * parent ) ;
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void detachFromAll ( ) ;
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void addNewBonus ( Bonus * b ) ; //b will be deleted with destruction of node
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void accumulateBonus ( Bonus & b ) ; //add value of bonus with same type/subtype or create new
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void newChildAttached ( CBonusSystemNode * child ) ;
void childDetached ( CBonusSystemNode * child ) ;
void propagateBonus ( Bonus * b ) ;
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void unpropagateBonus ( Bonus * b ) ;
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//void addNewBonus(const Bonus &b); //b will copied
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void removeBonus ( Bonus * b ) ;
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void newRedDescendant ( CBonusSystemNode * descendant ) ; //propagation needed
void removedRedDescendant ( CBonusSystemNode * descendant ) ; //de-propagation needed
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void battleTurnPassed ( ) ; //updates count of remaining turns and removed outdated bonuses
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bool isIndependentNode ( ) const ; //node is independent when it has no parents nor children
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bool actsAsBonusSourceOnly ( ) const ;
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//bool isLimitedOnUs(Bonus *b) const; //if bonus should be removed from list acquired from this node
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void popBonuses ( const CSelector & s ) ;
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virtual std : : string bonusToString ( Bonus * bonus , bool description ) const { return " " ; } ; //description or bonus name
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virtual std : : string nodeName ( ) const ;
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void deserializationFix ( ) ;
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void exportBonus ( Bonus * b ) ;
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void exportBonuses ( ) ;
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static void incrementTreeChangedNum ( ) ;
BonusList & getBonusList ( ) ;
const BonusList & getBonusList ( ) const ;
BonusList & getExportedBonusList ( ) ;
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ui8 getNodeType ( ) const ;
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void setNodeType ( ui8 type ) ;
const TNodesVector & getParentNodes ( ) const ;
const TNodesVector & getChildrenNodes ( ) const ;
const std : : string & getDescription ( ) const ;
void setDescription ( const std : : string & description ) ;
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static void treeHasChanged ( ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & /*bonuses & */ nodeType ;
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h & exportedBonuses ;
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h & description ;
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BONUS_TREE_DESERIALIZATION_FIX
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//h & parents & children;
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}
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enum ENodeTypes
{
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UNKNOWN , STACK_INSTANCE , STACK_BATTLE , SPECIALITY , ARTIFACT , CREATURE , ARTIFACT_INSTANCE , HERO , PLAYER , TEAM ,
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TOWN_AND_VISITOR , BATTLE
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} ;
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} ;
namespace NBonus
{
//set of methods that may be safely called with NULL objs
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DLL_LINKAGE int valOf ( const CBonusSystemNode * obj , Bonus : : BonusType type , int subtype = - 1 ) ; //subtype -> subtype of bonus, if -1 then any
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)
//DLL_LINKAGE const HeroBonus * get(const CBonusSystemNode *obj, int from, int id );
DLL_LINKAGE void getModifiersWDescr ( const CBonusSystemNode * obj , TModDescr & out , Bonus : : BonusType type , int subtype = - 1 ) ; //out: pairs<modifier value, modifier description>
DLL_LINKAGE int getCount ( const CBonusSystemNode * obj , int from , int id ) ;
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}
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/// generates HeroBonus from given data
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inline Bonus makeFeatureVal ( Bonus : : BonusType type , ui8 duration , si16 subtype , si32 value , Bonus : : BonusSource source , ui16 turnsRemain = 0 , si32 additionalInfo = 0 )
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{
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Bonus sf ;
sf . type = type ;
sf . duration = duration ;
sf . source = source ;
sf . turnsRemain = turnsRemain ;
sf . subtype = subtype ;
sf . val = value ;
sf . additionalInfo = additionalInfo ;
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return sf ;
}
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//generates HeroBonus from given data
inline Bonus * makeFeature ( Bonus : : BonusType type , ui8 duration , si16 subtype , si32 value , Bonus : : BonusSource source , ui16 turnsRemain = 0 , si32 additionalInfo = 0 )
{
return new Bonus ( makeFeatureVal ( type , duration , subtype , value , source , turnsRemain , additionalInfo ) ) ;
}
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class DLL_LINKAGE CSelectorsConjunction
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{
const CSelector first , second ;
public :
CSelectorsConjunction ( const CSelector & First , const CSelector & Second )
: first ( First ) , second ( Second )
{
}
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bool operator ( ) ( const Bonus * bonus ) const
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{
return first ( bonus ) & & second ( bonus ) ;
}
} ;
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CSelector DLL_LINKAGE operator & & ( const CSelector & first , const CSelector & second ) ;
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class DLL_LINKAGE CSelectorsAlternative
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{
const CSelector first , second ;
public :
CSelectorsAlternative ( const CSelector & First , const CSelector & Second )
: first ( First ) , second ( Second )
{
}
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bool operator ( ) ( const Bonus * bonus ) const
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{
return first ( bonus ) | | second ( bonus ) ;
}
} ;
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CSelector DLL_LINKAGE operator | | ( const CSelector & first , const CSelector & second ) ;
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template < typename T >
class CSelectFieldEqual
{
T Bonus : : * ptr ;
T val ;
public :
CSelectFieldEqual ( T Bonus : : * Ptr , const T & Val )
: ptr ( Ptr ) , val ( Val )
{
}
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bool operator ( ) ( const Bonus * bonus ) const
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{
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return bonus - > * ptr = = val ;
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}
CSelectFieldEqual & operator ( ) ( const T & setVal )
{
val = setVal ;
return * this ;
}
} ;
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class DLL_LINKAGE CWillLastTurns
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{
public :
int turnsRequested ;
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bool operator ( ) ( const Bonus * bonus ) const
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{
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return turnsRequested < = 0 //every present effect will last zero (or "less") turns
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| | ! ( bonus - > duration & Bonus : : N_TURNS ) //so do every not expriing after N-turns effect
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| | bonus - > turnsRemain > turnsRequested ;
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}
CWillLastTurns & operator ( ) ( const int & setVal )
{
turnsRequested = setVal ;
return * this ;
}
} ;
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class DLL_LINKAGE CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
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{
public :
const CCreature * creature ;
ui8 includeUpgrades ;
CCreatureTypeLimiter ( ) ;
CCreatureTypeLimiter ( const CCreature & Creature , ui8 IncludeUpgrades = true ) ;
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int limit ( const BonusLimitationContext & context ) const OVERRIDE ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & creature & includeUpgrades ;
}
} ;
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class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
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{
public :
TBonusType type ;
TBonusSubtype subtype ;
ui8 isSubtypeRelevant ; //check for subtype only if this is true
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HasAnotherBonusLimiter ( TBonusType bonus = Bonus : : NONE ) ;
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HasAnotherBonusLimiter ( TBonusType bonus , TBonusSubtype _subtype ) ;
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int limit ( const BonusLimitationContext & context ) const OVERRIDE ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & type & subtype & isSubtypeRelevant ;
}
} ;
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class DLL_LINKAGE CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain
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{
public :
si8 terrainType ;
CreatureNativeTerrainLimiter ( ) ;
CreatureNativeTerrainLimiter ( int TerrainType ) ;
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int limit ( const BonusLimitationContext & context ) const OVERRIDE ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & terrainType ;
}
} ;
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class DLL_LINKAGE CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
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{
public :
si8 faction ;
CreatureFactionLimiter ( ) ;
CreatureFactionLimiter ( int TerrainType ) ;
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int limit ( const BonusLimitationContext & context ) const OVERRIDE ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & faction ;
}
} ;
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class DLL_LINKAGE CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
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{
public :
si8 alignment ;
CreatureAlignmentLimiter ( ) ;
CreatureAlignmentLimiter ( si8 Alignment ) ;
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int limit ( const BonusLimitationContext & context ) const OVERRIDE ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & alignment ;
}
} ;
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class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
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{
public :
ui8 owner ;
StackOwnerLimiter ( ) ;
StackOwnerLimiter ( ui8 Owner ) ;
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int limit ( const BonusLimitationContext & context ) const OVERRIDE ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & owner ;
}
} ;
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class DLL_LINKAGE RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
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{
public :
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ui8 minRank , maxRank ;
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RankRangeLimiter ( ) ;
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RankRangeLimiter ( ui8 Min , ui8 Max = 255 ) ;
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int limit ( const BonusLimitationContext & context ) const OVERRIDE ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & minRank & maxRank ;
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}
} ;
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const CCreature * retrieveCreature ( const CBonusSystemNode * node ) ;
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namespace Selector
{
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extern DLL_LINKAGE CSelectFieldEqual < TBonusType > type ;
extern DLL_LINKAGE CSelectFieldEqual < TBonusSubtype > subtype ;
extern DLL_LINKAGE CSelectFieldEqual < si32 > info ;
extern DLL_LINKAGE CSelectFieldEqual < ui16 > duration ;
extern DLL_LINKAGE CSelectFieldEqual < ui8 > sourceType ;
extern DLL_LINKAGE CSelectFieldEqual < ui8 > effectRange ;
extern DLL_LINKAGE CWillLastTurns turns ;
CSelector DLL_LINKAGE typeSubtype ( TBonusType Type , TBonusSubtype Subtype ) ;
CSelector DLL_LINKAGE typeSubtypeInfo ( TBonusType type , TBonusSubtype subtype , si32 info ) ;
CSelector DLL_LINKAGE source ( ui8 source , ui32 sourceID ) ;
CSelector DLL_LINKAGE durationType ( ui16 duration ) ;
CSelector DLL_LINKAGE sourceTypeSel ( ui8 source ) ;
bool DLL_LINKAGE matchesType ( const CSelector & sel , TBonusType type ) ;
bool DLL_LINKAGE matchesTypeSubtype ( const CSelector & sel , TBonusType type , TBonusSubtype subtype ) ;
bool DLL_LINKAGE positiveSpellEffects ( const Bonus * b ) ;
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}
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extern DLL_LINKAGE const std : : map < std : : string , int > bonusNameMap , bonusValueMap , bonusSourceMap , bonusDurationMap , bonusLimitEffect ;
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// BonusList template that requires full interface of CBonusSystemNode
template < class InputIterator >
void BonusList : : insert ( const int position , InputIterator first , InputIterator last )
{
bonuses . insert ( bonuses . begin ( ) + position , first , last ) ;
if ( belongsToTree )
CBonusSystemNode : : incrementTreeChangedNum ( ) ;
}
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// Extensions for BOOST_FOREACH to enable iterating of BonusList objects
namespace boost
{
template < >
struct range_mutable_iterator < BonusList >
{
typedef std : : vector < Bonus * > : : iterator type ;
} ;
template < >
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struct range_const_iterator < BonusList >
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{
typedef std : : vector < Bonus * > : : const_iterator type ;
} ;
}