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vcmi/lib/HeroBonus.h
Michał W. Urbańczyk 0fdbe787dc * New file: lib/HeroBonus.cpp - updated project files for MSVC
* Updated changelog
* Support for Lighthosues and Obelisks
* Bonus system extended on players 
* Army speed won't affect movement points when sailing
* Picking grail position (digging not implemented though, puzzle map only partially)
* Minor improvements
2010-02-10 02:56:00 +00:00

132 lines
5.2 KiB
C++

#pragma once
#include "../global.h"
#include <string>
#include <list>
/*
* 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
*
*/
struct DLL_EXPORT HeroBonus
{
enum BonusType
{
//handled
NONE,
MOVEMENT, //both water/land
LAND_MOVEMENT,
SEA_MOVEMENT,
MORALE,
LUCK,
MORALE_AND_LUCK,
PRIMARY_SKILL, //uses subtype to pick skill
SIGHT_RADIOUS,
MANA_REGENERATION, //points per turn apart from normal (1 + mysticism)
FULL_MANA_REGENERATION, //all mana points are replenished every day
NONEVIL_ALIGNMENT_MIX, //good and neutral creatures can be mixed without morale penalty
HP_REGENERATION, //regenerates a certain amount of hp for the top of each stack every turn, val - hp regained
LEVEL_SPELL_IMMUNITY, //val - spell level creatures become immune to and below
//might not be handled yet:
MAGIC_RESISTANCE, // %
SECONDARY_SKILL_PREMY, //%
SURRENDER_DISCOUNT, //%
STACKS_SPEED,
FLYING_MOVEMENT, SPELL_DURATION, AIR_SPELL_DMG_PREMY, EARTH_SPELL_DMG_PREMY, FIRE_SPELL_DMG_PREMY,
WATER_SPELL_DMG_PREMY, BLOCK_SPELLS_ABOVE_LEVEL, WATER_WALKING, NO_SHOTING_PENALTY, DISPEL_IMMUNITY,
NEGATE_ALL_NATURAL_IMMUNITIES, STACK_HEALTH, STACK_HEALTH_PERCENT, //the second one of stack health - value in % of base HP to be added to overall stack HP
SPELL_IMMUNITY, BLOCK_MORALE, BLOCK_LUCK, FIRE_SPELLS,
AIR_SPELLS, WATER_SPELLS, EARTH_SPELLS,
GENERATE_RESOURCE, //daily value, uses subtype (resource type)
CREATURE_GROWTH, //for legion artifacts: value - week growth bonus, subtype - monster level
WHIRLPOOL_PROTECTION, //hero won't lose army when teleporting through whirlpool
SPELL, //hero knows spell, val - skill level (0 - 3), subtype - spell id
SPELLS_OF_LEVEL, //hero knows all spells of given level, val - skill level; subtype - level
ENEMY_CANT_ESCAPE, //for shackles of war
MAGIC_SCHOOL_SKILL, //eg. for magic plains terrain, subtype: school of magic (0 - all, 1 - fire, 2 - air, 4 - water, 8 - earth), value - level
FREE_SHOOTING, //stacks can shoot even if otherwise blocked (sharpshooter's bow effect)
OPENING_BATTLE_SPELL, //casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id
IMPROVED_NECROMANCY, //allows Necropolis units other than skeletons to be raised by necromancy
CREATURE_GROWTH_PERCENT, //increases growth of all units in all towns, val - percentage
FREE_SHIP_BOARDING //movement points preserved with ship boarding and landing
};
enum BonusDuration{PERMANENT, ONE_BATTLE, ONE_DAY, ONE_WEEK};
enum BonusSource{ARTIFACT, OBJECT};
ui8 duration; //uses BonusDuration values
ui8 type; //uses BonusType values - says to what is this bonus
si32 subtype; //-1 if not applicable
ui8 source;//uses BonusSource values - what gave that bonus
si32 val;//for morale/luck [-3,+3], others any
ui32 id; //id of object/artifact
std::string description;
HeroBonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1)
:duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), id(ID), description(Desc)
{}
HeroBonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, si32 Subtype=-1)
:duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), id(ID)
{}
HeroBonus()
{
subtype = -1;
}
// //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?
// }
template <typename Handler> void serialize(Handler &h, const int version)
{
h & duration & type & subtype & source & val & id & description;
}
static bool OneDay(const HeroBonus &hb)
{
return hb.duration==HeroBonus::ONE_DAY;
}
static bool OneWeek(const HeroBonus &hb)
{
return hb.duration==HeroBonus::ONE_WEEK;
}
static bool OneBattle(const HeroBonus &hb)
{
return hb.duration==HeroBonus::ONE_BATTLE;
}
static bool IsFrom(const HeroBonus &hb, ui8 source, ui32 id) //if id==0xffffff then id doesn't matter
{
return hb.source==source && (id==0xffffff || hb.id==id);
}
};
static const HeroBonus::BonusType MORALE_AFFECTING[] = {HeroBonus::LUCK, HeroBonus::MORALE_AND_LUCK};
static const HeroBonus::BonusType LUCK_AFFECTING[] = {HeroBonus::MORALE, HeroBonus::MORALE_AND_LUCK};
typedef std::vector<std::pair<int,std::string> > TModDescr; //modifiers values and their descriptions
class BonusList : public std::list<HeroBonus>
{
public:
int DLL_EXPORT valOfBonuses(HeroBonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then any
bool DLL_EXPORT hasBonusOfType(HeroBonus::BonusType type, int subtype = -1) const;
const DLL_EXPORT HeroBonus * getBonus( int from, int id ) const;
void DLL_EXPORT getModifiersWDescr( std::vector<std::pair<int,std::string> > &out, HeroBonus::BonusType type, int subtype = -1 ) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<std::list<HeroBonus>&>(*this);
}
};