#ifndef __STACK_FEATURE_H__ #define __STACK_FEATURE_H__ struct StackFeature { #define VCMI_CREATURE_ABILITY_LIST \ VCMI_CREATURE_ABILITY_NAME(NO_TYPE) \ VCMI_CREATURE_ABILITY_NAME(DOUBLE_WIDE) \ VCMI_CREATURE_ABILITY_NAME(FLYING) \ VCMI_CREATURE_ABILITY_NAME(SHOOTER) \ VCMI_CREATURE_ABILITY_NAME(CHARGE_IMMUNITY) \ VCMI_CREATURE_ABILITY_NAME(ADDITIONAL_ATTACK) \ VCMI_CREATURE_ABILITY_NAME(UNLIMITED_RETALIATIONS) \ VCMI_CREATURE_ABILITY_NAME(NO_MELEE_PENALTY) \ VCMI_CREATURE_ABILITY_NAME(JOUSTING) /*for champions*/ \ VCMI_CREATURE_ABILITY_NAME(RAISING_MORALE) /*value - how much raises*/ \ VCMI_CREATURE_ABILITY_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature*/ \ VCMI_CREATURE_ABILITY_NAME(KING1) \ VCMI_CREATURE_ABILITY_NAME(KING2) \ VCMI_CREATURE_ABILITY_NAME(KING3) \ VCMI_CREATURE_ABILITY_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \ VCMI_CREATURE_ABILITY_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \ VCMI_CREATURE_ABILITY_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \ VCMI_CREATURE_ABILITY_NAME(SPELL_AFTER_ATTACK) /* subtype - spell id, value - spell level, (aditional info)%100 - chance in %; eg. dendroids, (additional info)/100 -> [0 - all attacks, 1 - shot only, 2 - melee only*/ \ VCMI_CREATURE_ABILITY_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \ VCMI_CREATURE_ABILITY_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus*/ \ VCMI_CREATURE_ABILITY_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \ VCMI_CREATURE_ABILITY_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \ VCMI_CREATURE_ABILITY_NAME(NO_WALL_PENALTY) \ VCMI_CREATURE_ABILITY_NAME(NON_LIVING) /*eg. gargoyle*/ \ VCMI_CREATURE_ABILITY_NAME(RANDOM_GENIE_SPELLCASTER) /*eg. master genie*/ \ VCMI_CREATURE_ABILITY_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \ VCMI_CREATURE_ABILITY_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \ VCMI_CREATURE_ABILITY_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \ VCMI_CREATURE_ABILITY_NAME(SPELL_LIKE_ATTACK) /*value - spell id; range is taken from spell, but damage from creature; eg. magog*/ \ VCMI_CREATURE_ABILITY_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \ VCMI_CREATURE_ABILITY_NAME(DAEMON_SUMMONING) /*pit lord*/ \ VCMI_CREATURE_ABILITY_NAME(FIRE_IMMUNITY) \ VCMI_CREATURE_ABILITY_NAME(FIRE_SHIELD) \ VCMI_CREATURE_ABILITY_NAME(ENEMY_MORALE_DECREASING) /*value - how much it decreases*/ \ VCMI_CREATURE_ABILITY_NAME(ENEMY_LUCK_DECREASING) \ VCMI_CREATURE_ABILITY_NAME(UNDEAD) \ VCMI_CREATURE_ABILITY_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \ VCMI_CREATURE_ABILITY_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \ VCMI_CREATURE_ABILITY_NAME(MANA_DRAIN) /*value - spell points per turn*/ \ VCMI_CREATURE_ABILITY_NAME(LIFE_DRAIN) \ VCMI_CREATURE_ABILITY_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \ VCMI_CREATURE_ABILITY_NAME(RETURN_AFTER_STRIKE) \ VCMI_CREATURE_ABILITY_NAME(SELF_MORALE) /*eg. minotaur*/ \ VCMI_CREATURE_ABILITY_NAME(SPELLCASTER) /*subtype - spell id, value - level of school, additional info - spell power*/ \ VCMI_CREATURE_ABILITY_NAME(CATAPULT) \ VCMI_CREATURE_ABILITY_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \ VCMI_CREATURE_ABILITY_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \ VCMI_CREATURE_ABILITY_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %, subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage*/ \ VCMI_CREATURE_ABILITY_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \ VCMI_CREATURE_ABILITY_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \ VCMI_CREATURE_ABILITY_NAME(CASTS_SPELL_WHEN_KILLED) /*similar to spell after attack*/ \ VCMI_CREATURE_ABILITY_NAME(FEAR) \ VCMI_CREATURE_ABILITY_NAME(FEARLESS) \ VCMI_CREATURE_ABILITY_NAME(NO_DISTANCE_PENALTY) \ VCMI_CREATURE_ABILITY_NAME(NO_OBSTACLES_PENALTY) \ VCMI_CREATURE_ABILITY_NAME(SELF_LUCK) /*halfling*/ \ VCMI_CREATURE_ABILITY_NAME(ATTACK_BONUS) /*subtype: -1 - any attack, 0 - melee, 1 - ranged*/ \ VCMI_CREATURE_ABILITY_NAME(DEFENCE_BONUS) /*subtype: -1 - any attack, 0 - melee, 1 - ranged*/ \ VCMI_CREATURE_ABILITY_NAME(SPEED_BONUS) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - substracted to this part*/ \ VCMI_CREATURE_ABILITY_NAME(HP_BONUS) \ VCMI_CREATURE_ABILITY_NAME(ENCHANTER) \ VCMI_CREATURE_ABILITY_NAME(HEALER) \ VCMI_CREATURE_ABILITY_NAME(SIEGE_WEAPON) \ VCMI_CREATURE_ABILITY_NAME(LUCK_BONUS) \ VCMI_CREATURE_ABILITY_NAME(MORALE_BONUS) \ VCMI_CREATURE_ABILITY_NAME(HYPNOTIZED) \ VCMI_CREATURE_ABILITY_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \ VCMI_CREATURE_ABILITY_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \ VCMI_CREATURE_ABILITY_NAME(SUMMONED) \ VCMI_CREATURE_ABILITY_NAME(ALWAYS_MINIMUM_DAMAGE) /*unit does its minimum damage from range; subtype: -1 - any attack, 0 - melee, 1 - ranged, value: additional damage, additional info - multiplicative anti-bonus for dmg in % [eg 20 means that creature will inflict 80% of normal dmg]*/ \ VCMI_CREATURE_ABILITY_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 %*/ \ VCMI_CREATURE_ABILITY_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \ VCMI_CREATURE_ABILITY_NAME(IN_FRENZY) /*value - level*/ \ VCMI_CREATURE_ABILITY_NAME(SLAYER) /*value - level*/ \ VCMI_CREATURE_ABILITY_NAME(FORGETFULL) /*forgetfullnes spell effect, value - level*/ \ VCMI_CREATURE_ABILITY_NAME(CLONED) \ VCMI_CREATURE_ABILITY_NAME(NOT_ACTIVE) \ VCMI_CREATURE_ABILITY_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \ VCMI_CREATURE_ABILITY_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ //general list of stack abilities and effects enum ECombatFeatures { #define VCMI_CREATURE_ABILITY_NAME(x) x, VCMI_CREATURE_ABILITY_LIST #undef VCMI_CREATURE_ABILITY_NAME }; enum EDuration { WHOLE_BATTLE = 1, N_TURNS = 2, UNITL_BEING_ATTACKED = 4,/*removed after attack and counterattacks are performed*/ UNTIL_ATTACK = 8 /*removed after attack and counterattacks are performed*/ }; enum ESource { CREATURE_ABILITY, BONUS_FROM_HERO, SPELL_EFFECT, OTHER_SOURCE /*eg. bonus from terrain if native*/ }; ui8 type;//ECombatFeatures ui8 duration;//EDuration //bitfield ui8 source;//ESource si8 positiveness; //+1 - positive, 0 - neutral, -1 - negative; used mostly for spell features ui16 turnsRemain; //if duration is N_TURNS it describes how long the effect will last si16 subtype; //subtype of bonus/feature si32 value; si32 additionalInfo; inline bool operator == (const ECombatFeatures & cf) const { return type == cf; } StackFeature() : type(NO_TYPE) {} template void serialize(Handler &h, const int version) { h & type & duration & source & positiveness & turnsRemain & subtype & value & additionalInfo; } }; //generates StackFeature from given data inline StackFeature makeFeature(StackFeature::ECombatFeatures type, ui8 duration, si16 subtype, si32 value, StackFeature::ESource source, ui16 turnsRemain = 0, si32 additionalInfo = 0) { StackFeature sf; sf.type = type; sf.duration = duration; sf.source = source; sf.turnsRemain = turnsRemain; sf.subtype = subtype; sf.value = value; sf.additionalInfo = additionalInfo; return sf; } inline StackFeature makeCreatureAbility(StackFeature::ECombatFeatures type, si32 value, si16 subtype = 0, si32 additionalInfo = 0) { return makeFeature(type, StackFeature::WHOLE_BATTLE, subtype, value, StackFeature::CREATURE_ABILITY, 0, additionalInfo); } #endif //__STACK_FEATURE_H__