khanat-opennel-code/code/ryzom/common/src/game_share/effect_families.h
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

265 lines
6.4 KiB
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef RY_EFFECT_FAMILIES_H
#define RY_EFFECT_FAMILIES_H
#include "nel/misc/types_nl.h"
#include "damage_types.h"
#include "resistance_type.h"
namespace EFFECT_FAMILIES
{
enum TEffectFamily
{
BeginDeathEffects = 0,
DebuffCharacteristic = BeginDeathEffects,
EndDeathEffects = DebuffCharacteristic,
BeginMiscEffects,
Teleport = BeginMiscEffects,
ProcShootAgain,
EndMiscEffects = ProcShootAgain,
BeginMagicEffects,
Hot = BeginMagicEffects,
Dot,
DoTStackable,
Stench,
Bounce,
RedirectAttacks,
ReflectDamage,
ReverseDamage,
BeginSickness,
DebuffSkillMelee = BeginSickness,
DebuffSkillMagic,
DebuffSkillRange,
// those last 3 don't exist anymore as player spells
SlowMove, // Snare
Snare, // new one
SlowMelee, // Slow
SlowMagic,
SlowRange,
//->SlowAttackAndCast, //range,melee and magic
SlowAttack, // new one
MadnessMelee,
MadnessMagic,
MadnessRange,
//-> Madness,
Madness,
DebuffResistBlunt,
DebuffResistSlash,
DebuffResistPierce,
DebuffResistAcid,
DebuffResistRot,
DebuffResistCold,
DebuffResistFire,
DebuffResistPoison,
DebuffResistSchock,
DebuffResistElectricity,
// there's no more debuff resist
EndSickness = DebuffResistElectricity,
BeginCurse,
Mezz = BeginCurse, // -> sleep
Stun,
Root,
Fear,
Blind,
EndCurse = Blind,
BeginHatred ,
FaunaHatred =BeginHatred,
PlantHatred,
KitinHatred,
HominHatred,
DegeneratedHatred,
PetHatred,
KamiHatred,
AllHatred,
// there's no more hatred for players (AI only send AllHatred)
EndHatred = AllHatred,
Invincibility, // used by some bosses
EndMagicEffects = Invincibility,
BeginCombatEffect,
CombatBleed = BeginCombatEffect,
CombatStun,
CombatMvtSlow,
CombatAttackSlow,
CombatCastSlow,
CombatSlow,
CombatDefenseModifier,
CombatDebuffCombatSkills,
CombatDebuffDodge,
CombatDebuffStaminaRegen,
CombatDebuffSapRegen,
CombatDebuffHitPointsRegen,
CombatDebuffFocusRegen,
CombatDoTRot,
CombatDoTCold,
CombatDoTFire,
CombatDoTElectricity,
CombatDoTAcid,
CombatDoTPoison,
CombatDoTShock,
EndCombatEffect = CombatDoTShock,
BeginPowerEffects,
PowerShielding = BeginPowerEffects,
PowerLifeAura,
PowerStaminaAura,
PowerSapAura,
PowerUmbrella,
PowerProtection,
PowerAntiMagicShield,
PowerInvulnerability,
PowerWarCry,
PowerFireWall,
PowerThornWall,
PowerWaterWall,
PowerLightningWall,
PowerRootLifeAura,
PowerRootStaminaAura,
PowerRootSapAura,
PowerRootUmbrella,
PowerRootProtection,
PowerRootAntiMagicShield,
PowerRootWarCry,
PowerRootFireWall,
PowerRootThornWall,
PowerRootWaterWall,
PowerRootLightningWall,
PowerChgCharac,
PowerModDefenseSkill,
PowerModDodgeSkill,
PowerModParrySkill,
PowerModCraftSkill,
PowerModMeleeSkill,
PowerModRangeSkill,
PowerModMagicSkill,
PowerModForageSkill,
PowerModDesertForageSkill,
PowerModForestForageSkill,
PowerModLacustreForageSkill,
PowerModJungleForageSkill,
PowerModPrimaryRootForageSkill,
PowerModMagicProtection,
PowerSpeedingUp,
PowerBerserker,
PowerEnchantWeapon,
EndPowerEffects = PowerEnchantWeapon,
BeginOutpostEffects,
OutpostCombat = BeginOutpostEffects,
OutpostMagic,
OutpostForage,
OutpostCraft,
EndOutpostEffects = OutpostCraft,
BeginForageEffects,
ForageLocateDeposit = BeginForageEffects,
EndForageEffects = ForageLocateDeposit,
BeginTotemEffects,
// stats
TotemStatsHP = BeginTotemEffects,
TotemStatsSap,
TotemStatsSta,
TotemStatsFoc,
// regen
TotemRegenHP,
TotemRegenSap,
TotemRegenSta,
TotemRegenFoc,
// harvest
TotemHarvestAgg,
TotemHarvestQty,
TotemHarvestZRs,
// craft
TotemCraftSuc,
// combat
TotemCombatRes,
TotemCombatPar,
TotemCombatCri,
TotemCombatMagOff,
TotemCombatMagDef,
TotemCombatMROff,
TotemCombatMRSpd,
TotemCombatDS,
TotemCombatArm,
TotemCombatPoZ,
// misc
TotemMiscMov,
EndTotemEffects = TotemMiscMov,
NbEffectFamilies,
Unknown = NbEffectFamilies,
};
/**
* get the right effect family from the input string
* \param str the input string
* \return the TEffectFamily associated to this string (Unknown if the string cannot be interpreted)
*/
TEffectFamily toEffectFamily(const std::string &str);
// get the debuff resist effect corresponding to the damage type
TEffectFamily getDebuffResistEffect( DMGTYPE::EDamageType );
// get the combat DoT effect associated to damage type
TEffectFamily getCombatDoTEffect( DMGTYPE::EDamageType );
/// convert an effect family to a string
const std::string & toString(TEffectFamily family);
/// get the sheetId associated to an effect to display on client interface
NLMISC::CSheetId getAssociatedSheetId(TEffectFamily family);
/// return true if the effect is a positive one, return false if it's a negative effect
bool isEffectABonus(TEffectFamily family);
/// get the string to use for chat messages (empty if no associated messages or special params)
const std::string & getAssociatedChatId(TEffectFamily family);
/// Return the ResistanceType associated to this effect family
RESISTANCE_TYPE::TResistanceType getAssociatedResistanceType(TEffectFamily family);
}; // EFFECT_FAMILIES
#endif // RY_EFFECT_FAMILIES_H
/* End of effect_families.h */