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- #pragma once
- #include "../global.h"
- #include <string>
- /*
- * 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
- //not 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;
- }
- 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);
- }
- };
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