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ef8f2e695f
* minor fixes
154 lines
8.3 KiB
C++
154 lines
8.3 KiB
C++
#ifndef __STACK_FEATURE_H__
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#define __STACK_FEATURE_H__
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struct StackFeature
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{
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#define VCMI_CREATURE_ABILITY_LIST \
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VCMI_CREATURE_ABILITY_NAME(NO_TYPE) \
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VCMI_CREATURE_ABILITY_NAME(DOUBLE_WIDE) \
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VCMI_CREATURE_ABILITY_NAME(FLYING) \
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VCMI_CREATURE_ABILITY_NAME(SHOOTER) \
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VCMI_CREATURE_ABILITY_NAME(CHARGE_IMMUNITY) \
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VCMI_CREATURE_ABILITY_NAME(ADDITIONAL_ATTACK) \
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VCMI_CREATURE_ABILITY_NAME(UNLIMITED_RETALIATIONS) \
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VCMI_CREATURE_ABILITY_NAME(NO_MELEE_PENALTY) \
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VCMI_CREATURE_ABILITY_NAME(JOUSTING) /*for champions*/ \
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VCMI_CREATURE_ABILITY_NAME(RAISING_MORALE) /*value - how much raises*/ \
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VCMI_CREATURE_ABILITY_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature*/ \
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VCMI_CREATURE_ABILITY_NAME(KING1) \
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VCMI_CREATURE_ABILITY_NAME(KING2) \
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VCMI_CREATURE_ABILITY_NAME(KING3) \
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VCMI_CREATURE_ABILITY_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
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VCMI_CREATURE_ABILITY_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
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VCMI_CREATURE_ABILITY_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
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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*/ \
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VCMI_CREATURE_ABILITY_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
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VCMI_CREATURE_ABILITY_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus*/ \
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VCMI_CREATURE_ABILITY_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
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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*/ \
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VCMI_CREATURE_ABILITY_NAME(NO_WALL_PENALTY) \
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VCMI_CREATURE_ABILITY_NAME(NON_LIVING) /*eg. gargoyle*/ \
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VCMI_CREATURE_ABILITY_NAME(RANDOM_GENIE_SPELLCASTER) /*eg. master genie*/ \
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VCMI_CREATURE_ABILITY_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
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VCMI_CREATURE_ABILITY_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
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VCMI_CREATURE_ABILITY_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
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VCMI_CREATURE_ABILITY_NAME(SPELL_LIKE_ATTACK) /*value - spell id; range is taken from spell, but damage from creature; eg. magog*/ \
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VCMI_CREATURE_ABILITY_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
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VCMI_CREATURE_ABILITY_NAME(DAEMON_SUMMONING) /*pit lord*/ \
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VCMI_CREATURE_ABILITY_NAME(FIRE_IMMUNITY) \
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VCMI_CREATURE_ABILITY_NAME(FIRE_SHIELD) \
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VCMI_CREATURE_ABILITY_NAME(ENEMY_MORALE_DECREASING) /*value - how much it decreases*/ \
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VCMI_CREATURE_ABILITY_NAME(ENEMY_LUCK_DECREASING) \
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VCMI_CREATURE_ABILITY_NAME(UNDEAD) \
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VCMI_CREATURE_ABILITY_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
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VCMI_CREATURE_ABILITY_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
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VCMI_CREATURE_ABILITY_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
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VCMI_CREATURE_ABILITY_NAME(LIFE_DRAIN) \
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VCMI_CREATURE_ABILITY_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
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VCMI_CREATURE_ABILITY_NAME(RETURN_AFTER_STRIKE) \
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VCMI_CREATURE_ABILITY_NAME(SELF_MORALE) /*eg. minotaur*/ \
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VCMI_CREATURE_ABILITY_NAME(SPELLCASTER) /*subtype - spell id, value - level of school, additional info - spell power*/ \
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VCMI_CREATURE_ABILITY_NAME(CATAPULT) \
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VCMI_CREATURE_ABILITY_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
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VCMI_CREATURE_ABILITY_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
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VCMI_CREATURE_ABILITY_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %, subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage*/ \
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VCMI_CREATURE_ABILITY_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
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VCMI_CREATURE_ABILITY_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
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VCMI_CREATURE_ABILITY_NAME(CASTS_SPELL_WHEN_KILLED) /*similar to spell after attack*/ \
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VCMI_CREATURE_ABILITY_NAME(FEAR) \
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VCMI_CREATURE_ABILITY_NAME(FEARLESS) \
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VCMI_CREATURE_ABILITY_NAME(NO_DISTANCE_PENALTY) \
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VCMI_CREATURE_ABILITY_NAME(NO_OBSTACLES_PENALTY) \
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VCMI_CREATURE_ABILITY_NAME(SELF_LUCK) /*halfling*/ \
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VCMI_CREATURE_ABILITY_NAME(ATTACK_BONUS) /*subtype: -1 - any attack, 0 - melee, 1 - ranged*/ \
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VCMI_CREATURE_ABILITY_NAME(DEFENCE_BONUS) /*subtype: -1 - any attack, 0 - melee, 1 - ranged*/ \
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VCMI_CREATURE_ABILITY_NAME(SPEED_BONUS) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - substracted to this part*/ \
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VCMI_CREATURE_ABILITY_NAME(HP_BONUS) \
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VCMI_CREATURE_ABILITY_NAME(ENCHANTER) \
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VCMI_CREATURE_ABILITY_NAME(HEALER) \
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VCMI_CREATURE_ABILITY_NAME(SIEGE_WEAPON) \
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VCMI_CREATURE_ABILITY_NAME(LUCK_BONUS) \
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VCMI_CREATURE_ABILITY_NAME(MORALE_BONUS) \
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VCMI_CREATURE_ABILITY_NAME(HYPNOTIZED) \
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VCMI_CREATURE_ABILITY_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
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VCMI_CREATURE_ABILITY_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
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VCMI_CREATURE_ABILITY_NAME(SUMMONED) \
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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]*/ \
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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 %*/ \
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VCMI_CREATURE_ABILITY_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
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VCMI_CREATURE_ABILITY_NAME(IN_FRENZY) /*value - level*/ \
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VCMI_CREATURE_ABILITY_NAME(SLAYER) /*value - level*/ \
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VCMI_CREATURE_ABILITY_NAME(FORGETFULL) /*forgetfullnes spell effect, value - level*/ \
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VCMI_CREATURE_ABILITY_NAME(CLONED) \
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VCMI_CREATURE_ABILITY_NAME(NOT_ACTIVE) \
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VCMI_CREATURE_ABILITY_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
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VCMI_CREATURE_ABILITY_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/
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//general list of stack abilities and effects
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enum ECombatFeatures
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{
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#define VCMI_CREATURE_ABILITY_NAME(x) x,
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VCMI_CREATURE_ABILITY_LIST
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#undef VCMI_CREATURE_ABILITY_NAME
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};
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enum EDuration
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{
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WHOLE_BATTLE = 1,
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N_TURNS = 2,
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UNITL_BEING_ATTACKED = 4,/*removed after attack and counterattacks are performed*/
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UNTIL_ATTACK = 8 /*removed after attack and counterattacks are performed*/
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};
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enum ESource
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{
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CREATURE_ABILITY,
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BONUS_FROM_HERO,
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SPELL_EFFECT,
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OTHER_SOURCE /*eg. bonus from terrain if native*/
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};
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ui8 type;//ECombatFeatures
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ui8 duration;//EDuration //bitfield
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ui8 source;//ESource
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si8 positiveness; //+1 - positive, 0 - neutral, -1 - negative; used mostly for spell features
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ui16 turnsRemain; //if duration is N_TURNS it describes how long the effect will last
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si16 subtype; //subtype of bonus/feature
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si32 value;
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si32 additionalInfo;
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inline bool operator == (const ECombatFeatures & cf) const
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{
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return type == cf;
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}
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StackFeature() : type(NO_TYPE)
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{}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & type & duration & source & positiveness & turnsRemain & subtype & value & additionalInfo;
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}
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};
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//generates StackFeature from given data
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inline StackFeature makeFeature(StackFeature::ECombatFeatures type, ui8 duration, si16 subtype, si32 value, StackFeature::ESource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
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{
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StackFeature sf;
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sf.type = type;
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sf.duration = duration;
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sf.source = source;
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sf.turnsRemain = turnsRemain;
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sf.subtype = subtype;
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sf.value = value;
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sf.additionalInfo = additionalInfo;
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return sf;
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}
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inline StackFeature makeCreatureAbility(StackFeature::ECombatFeatures type, si32 value, si16 subtype = 0, si32 additionalInfo = 0)
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{
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return makeFeature(type, StackFeature::WHOLE_BATTLE, subtype, value, StackFeature::CREATURE_ABILITY, 0, additionalInfo);
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}
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#endif //__STACK_FEATURE_H__
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