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vcmi/lib/StackFeature.h
mateuszb 27ffad3580 * next part of stack bonus system
* stacks can shoot again
2009-05-17 15:24:50 +00:00

121 lines
5.2 KiB
C++

#ifndef __STACK_FEATURE_H__
#define __STACK_FEATURE_H__
struct StackFeature
{
//general list of stack abilities and effects
enum ECombatFeatures
{
NO_TYPE,
DOUBLE_WIDE, FLYING, SHOOTER, CHARGE_IMMUNITY, ADDITIONAL_ATTACK, UNLIMITED_RETAILATIONS,
NO_MELEE_PENALTY,
JOUSTING /*for champions*/,
RAISING_MORALE /*value - how much raises*/,
HATE /*eg. angels hate devils, subtype - ID of hated creature*/,
KING1,
KING2, KING3, MAGIC_RESISTANCE /*in % (value)*/,
CHANGES_SPELL_COST_FOR_ALLY /*in mana points (value) , eg. mage*/,
CHANGES_SPELL_COST_FOR_ENEMY /*in mana points (value) , eg. pegasus */,
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*/,
SPELL_RESISTANCE_AURA /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/,
LEVEL_SPELL_IMMUNITY /*creature is immune to all spell with level below or equal to value of this bonus*/,
TWO_HEX_ATTACK_BREATH /*eg. dragons*/,
SPELL_DAMAGE_REDUCTION /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/,
NO_WALL_PENALTY, NON_LIVING /*eg. gargoyle*/,
RANDOM_GENIE_SPELLCASTER /*eg. master genie*/,
BLOCKS_RETAILATION /*eg. naga*/,
SPELL_IMMUNITY /*subid - spell id*/,
MANA_CHANNELING /*value in %, eg. familiar*/,
SPELL_LIKE_ATTACK /*value - spell id; range is taken from spell, but damage from creature; eg. magog*/,
THREE_HEADED_ATTACK /*eg. cerberus*/,
DEAMON_SUMMONING /*pit lord*/,
FIRE_IMMUNITY, FIRE_SHIELD,
ENEMY_MORALE_DECREASING /*value - how much it decreases*/,
ENEMY_LUCK_DECREASING, UNDEAD,
REGENERATION, MANA_DRAIN /*value - spell points per turn*/,
LIFE_DRAIN,
DOUBLE_DAMAGE_CHANCE /*value in %, eg. dread knight*/,
RETURN_AFTER_STRIKE, SELF_MORALE /*eg. minotaur*/,
SPELLCASTER /*subtype - spell id, value - level of school, additional info - spell power*/,
CATAPULT,
ENEMY_DEFENCE_REDUCTION /*in % (value), eg. behemots*/,
GENERAL_DAMAGE_REDUCTION /*eg. while stoned or blinded - in %, subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage*/,
ATTACKS_ALL_ADAJCENT /*eg. hydra*/,
MORE_DAMEGE_FROM_SPELL /*value - damage increase in %, subtype - spell id*/,
CASTS_SPELL_WHEN_KILLED /*similar to spell after attack*/,
FEAR, FEARLESS, NO_DISTANCE_PENALTY, NO_OBSTACLES_PENALTY,
SELF_LUCK /*halfling*/,
ATTACK_BONUS /*subtype: -1 - any attack, 0 - melee, 1 - ranged*/,
DEFENCE_BONUS /*subtype: -1 - any attack, 0 - melee, 1 - ranged*/,
SPEED_BONUS /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - substracted to this part*/,
HP_BONUS, ENCHANTER, HEALER, SIEGE_WEAPON, LUCK_BONUS, MORALE_BONUS, HYPNOTIZED,
ADDITIONAL_RETAILATION /*value - number of additional retailations*/,
MAGIC_MIRROR /* value - chance of redirecting in %*/,
SUMMONED,
ALWAYS_MINUMUM_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]*/,
ALWAYS_MAXIMUM_DAMAGE /*eg. bless effect, subtype: -1 - any attack, 0 - melee, 1 - ranged, value: additional damage, additional info - multiplicative bonus for dmg in %*/,
ATTACKS_NEAREST_CREATURE /*while in berserk*/,
IN_FRENZY /*value - level*/,
SLAYER /*value - level*/,
FORGETFULL /*forgetfullnes spell effect, value - level*/,
CLONED, NOT_ACTIVE
};
enum EDuration
{
WHOLE_BATTLE,
N_TURNS,
UNITL_BEING_ATTACKED,/*removed after attack and counterattacks are performed*/
UNTIL_ATTACK /*removed after attack and counterattacks are performed*/
};
enum ESource
{
CREATURE_ABILITY,
BONUS_FROM_HERO,
SPELL_EFFECT
};
ECombatFeatures type;
EDuration duration;
ESource source;
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 <typename Handler> void serialize(Handler &h, const int version)
{
h & type & duration & source & turnsRemain & subtype & value & additionalInfo;
}
};
//generates StackFeature from given data
inline StackFeature makeFeature(StackFeature::ECombatFeatures type, StackFeature::EDuration 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__