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* fixed vector<bool> serialization
* refactoring

mateuszb 13 years ago
parent
commit
25663ce7af

+ 1 - 1
AI/VCAI/VCAI.cpp

@@ -886,7 +886,7 @@ void VCAI::yourTurn()
 	makingTurn = new boost::thread(&VCAI::makeTurn, this);
 }
 
-void VCAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID)
+void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill::SecondarySkill> &skills, int queryID)
 {
 	NET_EVENT_HANDLER;
 	LOG_ENTRY;

+ 1 - 1
AI/VCAI/VCAI.h

@@ -285,7 +285,7 @@ public:
 	virtual void init(CCallback * CB) OVERRIDE;
 	virtual void yourTurn() OVERRIDE;
 
-	virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID) OVERRIDE; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
+	virtual void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill::SecondarySkill> &skills, int queryID) OVERRIDE; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
 	virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID) OVERRIDE; //TODO
 	virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) OVERRIDE; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
 	virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID) OVERRIDE; //all stacks operations between these objects become allowed, interface has to call onEnd when done

+ 1 - 1
CCallback.cpp

@@ -213,7 +213,7 @@ void CCallback::buyArtifact(const CGHeroInstance *hero, int aid)
 	sendRequest(&pack);
 }
 
-void CCallback::trade(const CGObjectInstance *market, int mode, int id1, int id2, int val1, const CGHeroInstance *hero/* = NULL*/)
+void CCallback::trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, int id1, int id2, int val1, const CGHeroInstance *hero/* = NULL*/)
 {
 	TradeOnMarketplace pack;
 	pack.market = market;

+ 2 - 2
CCallback.h

@@ -54,7 +54,7 @@ public:
 	virtual bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1)=0; //if newID==-1 then best possible upgrade will be made
 	virtual void swapGarrisonHero(const CGTownInstance *town)=0;
 
-	virtual void trade(const CGObjectInstance *market, int mode, int id1, int id2, int val1, const CGHeroInstance *hero = NULL)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
+	virtual void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, int id1, int id2, int val1, const CGHeroInstance *hero = NULL)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
 
 	virtual int selectionMade(int selection, int queryID) =0;
 	virtual int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)=0;//swaps creatures between two possibly different garrisons // TODO: AI-unsafe code - fix it!
@@ -135,7 +135,7 @@ public:
 	void endTurn();
 	void swapGarrisonHero(const CGTownInstance *town);
 	void buyArtifact(const CGHeroInstance *hero, int aid);
-	void trade(const CGObjectInstance *market, int mode, int id1, int id2, int val1, const CGHeroInstance *hero = NULL);
+	void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, int id1, int id2, int val1, const CGHeroInstance *hero = NULL);
 	void setFormation(const CGHeroInstance * hero, bool tight);
 	void setSelection(const CArmedInstance * obj);
 	void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero);

+ 2 - 2
client/CHeroWindow.cpp

@@ -222,7 +222,7 @@ void CHeroWindow::update(const CGHeroInstance * hero, bool redrawNeeded /*= fals
 	for(size_t g=0; g< secSkillAreas.size(); ++g)
 	{
 		int skill = curHero->secSkills[g].first,
-			level = curHero->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(curHero->secSkills[g].first));
+			level = curHero->getSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(curHero->secSkills[g].first));
 		secSkillAreas[g]->type = skill;
 		secSkillAreas[g]->bonusValue = level;
 		secSkillAreas[g]->text = CGI->generaltexth->skillInfoTexts[skill][level-1];
@@ -256,7 +256,7 @@ void CHeroWindow::update(const CGHeroInstance * hero, bool redrawNeeded /*= fals
 	}
 	dismissButton->block(!!curHero->visitedTown || noDismiss);
 
-	if(curHero->getSecSkillLevel(CGHeroInstance::TACTICS) == 0)
+	if(curHero->getSecSkillLevel(SecondarySkill::TACTICS) == 0)
 		tacticsButton->block(true);
 	else
 	{

+ 1 - 1
client/CKingdomInterface.cpp

@@ -574,7 +574,7 @@ void CKingdomInterface::generateMinesList(const std::vector<const CGObjectInstan
 	std::vector<const CGHeroInstance*> heroes = LOCPLINT->cb->getHeroesInfo(true);
 	for(size_t i=0; i<heroes.size(); i++)
 	{
-		totalIncome += heroes[i]->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ESTATES));
+		totalIncome += heroes[i]->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES));
 		totalIncome += heroes[i]->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
 	}
 

+ 1 - 1
client/CPlayerInterface.cpp

@@ -468,7 +468,7 @@ void CPlayerInterface::receivedResource(int type, int val)
 	GH.totalRedraw();
 }
 
-void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16>& skills, int queryID)
+void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill::SecondarySkill>& skills, int queryID)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	waitWhileDialog();

+ 1 - 1
client/CPlayerInterface.h

@@ -143,7 +143,7 @@ public:
 	void artifactDisassembled(const ArtifactLocation &al);
 
 	void heroCreated(const CGHeroInstance* hero) OVERRIDE;
-	void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID) OVERRIDE;
+	void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill::SecondarySkill> &skills, int queryID) OVERRIDE;
 	void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID) OVERRIDE;
 	void heroInGarrisonChange(const CGTownInstance *town) OVERRIDE;
 	void heroMoved(const TryMoveHero & details) OVERRIDE;

+ 4 - 4
client/Client.h

@@ -165,15 +165,15 @@ public:
 	void changeSpells(int hid, bool give, const std::set<ui32> &spells) OVERRIDE {};
 	bool removeObject(int objid) OVERRIDE {return false;};
 	void setBlockVis(int objid, bool bv) OVERRIDE {};
-	void setOwner(int objid, ui8 owner) OVERRIDE {};
+	void setOwner(int objid, TPlayerColor owner) OVERRIDE {};
 	void setHoverName(int objid, MetaString * name) OVERRIDE {};
-	void changePrimSkill(int ID, int which, si64 val, bool abs=false) OVERRIDE {};
-	void changeSecSkill(int ID, int which, int val, bool abs=false) OVERRIDE {}; 
+	void changePrimSkill(int ID, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) OVERRIDE {};
+	void changeSecSkill(int ID, SecondarySkill::SecondarySkill which, int val, bool abs=false) OVERRIDE {}; 
 	void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE {};
 	ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE {return 0;}; //synchronous version of above
 	void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE {};
 	void showThievesGuildWindow(int player, int requestingObjId) OVERRIDE {};
-	void giveResource(int player, int which, int val) OVERRIDE {};
+	void giveResource(int player, Res::ERes which, int val) OVERRIDE {};
 
 	void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE {};
 	void takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE {};

+ 3 - 3
client/GUIClasses.cpp

@@ -1695,7 +1695,7 @@ void CSplitWindow::sliderMoved(int to)
 	setAmount(rightMin + to, false);
 }
 
-CLevelWindow::CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> callback):
+CLevelWindow::CLevelWindow(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill::SecondarySkill> &skills, boost::function<void(ui32)> callback):
     CWindowObject(PLAYER_COLORED, "LVLUPBKG"),
     cb(callback)
 {
@@ -1728,7 +1728,7 @@ CLevelWindow::CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<u
 			comps.push_back(new CSelectableComponent(
 								CComponent::secskill,
 								skills[i],
-								hero->getSecSkillLevel( static_cast<CGHeroInstance::SecondarySkill>(skills[i]) )+1,
+								hero->getSecSkillLevel( static_cast<SecondarySkill::SecondarySkill>(skills[i]) )+1,
 								CComponent::medium));
 		}
 		box = new CComponentBox(comps, Rect(75, 300, pos.w - 150, 100));
@@ -5407,7 +5407,7 @@ void CUniversityWindow::CItem::hover(bool on)
 
 int CUniversityWindow::CItem::state()
 {
-	if (parent->hero->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(ID)))//hero know this skill
+	if (parent->hero->getSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(ID)))//hero know this skill
 		return 1;
 	if (!parent->hero->canLearnSkill())//can't learn more skills
 		return 0;

+ 1 - 1
client/GUIClasses.h

@@ -497,7 +497,7 @@ class CLevelWindow : public CWindowObject
 	void selectionChanged(unsigned to);
 public:
 
-	CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> callback); //c-tor
+	CLevelWindow(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill::SecondarySkill> &skills, boost::function<void(ui32)> callback); //c-tor
 	~CLevelWindow(); //d-tor
 
 };

+ 1 - 1
client/NetPacksClient.cpp

@@ -535,7 +535,7 @@ void HeroLevelUp::applyCl( CClient *cl )
 	//INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroGotLevel, h, primskill, skills, id);
 	if(vstd::contains(cl->playerint,h->tempOwner))
 	{
-		cl->playerint[h->tempOwner]->heroGotLevel(h, static_cast<int>(primskill), skills, queryID);
+		cl->playerint[h->tempOwner]->heroGotLevel(h, primskill, skills, queryID);
 	}
 	//else
 	//	cb->selectionMade(0, queryID);

+ 1 - 1
lib/BattleHex.h

@@ -1,5 +1,5 @@
 #pragma once
-
+#include "../global.h"
 #include "GameConstants.h"
 
 

+ 1 - 1
lib/BattleState.cpp

@@ -668,7 +668,7 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType::ETerrainType terr
 	for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
 	{
 		if(heroes[i])
-			tacticLvls[i] += heroes[i]->getSecSkillLevel(CGHeroInstance::TACTICS);
+			tacticLvls[i] += heroes[i]->getSecSkillLevel(SecondarySkill::TACTICS);
 	}
 	int tacticsSkillDiff = tacticLvls[0] - tacticLvls[1];
 

+ 2 - 2
lib/CArtHandler.cpp

@@ -369,7 +369,7 @@ void CArtHandler::loadArtifacts(bool onlyTxt)
 			BOOST_FOREACH(ui32 constituentID, *artifact->constituents)
 			{
 				if (artifacts[constituentID]->constituentOf == NULL)
-					artifacts[constituentID]->constituentOf = new std::vector<ui32>();
+					artifacts[constituentID]->constituentOf = new std::vector<TArtifactID>();
 				artifacts[constituentID]->constituentOf->push_back(artifact->id);
 			}
 		}
@@ -747,7 +747,7 @@ void CArtHandler::readComponents (const JsonNode & node, CArtifact * art)
 	value = &node["components"];
 	if (!value->isNull())
 	{
-		art->constituents = new std::vector<ui32>();
+		art->constituents = new std::vector<TArtifactID>();
 		BOOST_FOREACH (auto component, value->Vector())
 		{
 			VLC->modh->identifiers.requestIdentifier(std::string("artifact.") + component.String(),

+ 3 - 3
lib/CArtHandler.h

@@ -97,10 +97,10 @@ public:
 
 	ui32 price;
 	bmap<ui8, std::vector<ui16> > possibleSlots; //Bearer Type => ids of slots where artifact can be placed
-	std::vector<ui32> * constituents; // Artifacts IDs a combined artifact consists of, or NULL.
-	std::vector<ui32> * constituentOf; // Reverse map of constituents.
+	std::vector<TArtifactID> * constituents; // Artifacts IDs a combined artifact consists of, or NULL.
+	std::vector<TArtifactID> * constituentOf; // Reverse map of constituents.
 	EartClass aClass;
-	si32 id;
+	TArtifactID id;
 
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{

+ 4 - 4
lib/CBattleCallback.cpp

@@ -890,12 +890,12 @@ TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo &info) c
 
 	//handling secondary abilities and artifacts giving premies to them
 	if(info.shooting)
-		additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ARCHERY) / 100.0;
+		additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY) / 100.0;
 	else
-		additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::OFFENCE) / 100.0;
+		additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE) / 100.0;
 
 	if(info.defenderBonuses)
-		multBonus *= (std::max(0, 100 - info.defenderBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ARMORER))) / 100.0;
+		multBonus *= (std::max(0, 100 - info.defenderBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARMORER))) / 100.0;
 
 	//handling hate effect
 	additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::HATE, defenderType->idNumber) / 100.;
@@ -1818,7 +1818,7 @@ ui32 CBattleInfoCallback::calculateSpellBonus(ui32 baseDamage, const CSpell * sp
 	//applying sorcery secondary skill
 	if(caster)
 	{
-		ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::SORCERY)) / 100.0;
+		ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0;
 		ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0;
 
 		if(sp->air)

+ 2 - 2
lib/CCreatureSet.cpp

@@ -525,7 +525,7 @@ si32 CStackInstance::magicResistance() const
 	if (const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(_armyObj))
 	{
 		//resistance skill
-		val += hero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::RESISTANCE);
+		val += hero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::RESISTANCE);
 	}
 	vstd::amin (val, 100);
 	return val;
@@ -740,7 +740,7 @@ std::string CStackInstance::bonusToGraphics(Bonus *bonus) const
 		case Bonus::MAGIC_RESISTANCE:
 			fileName = "E_DWARF.bmp"; break;
 		case Bonus::SECONDARY_SKILL_PREMY:
-			if (bonus->subtype == CGHeroInstance::RESISTANCE)
+			if (bonus->subtype == SecondarySkill::RESISTANCE)
 			{
 				fileName = "E_DWARF.bmp";
 			}

+ 1 - 1
lib/CGameInterface.h

@@ -76,7 +76,7 @@ public:
 	virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
 
 	//pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
-	virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID)=0;
+	virtual void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill::SecondarySkill> &skills, int queryID)=0;
 	virtual	void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID)=0;
 
 	// Show a dialog, player must take decision. If selection then he has to choose between one of given components,

+ 3 - 3
lib/CGameState.cpp

@@ -834,7 +834,7 @@ void CGameState::init(StartInfo * si)
 				}
 				break;
 			case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
-				hero->setSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(curBonus->info2), curBonus->info3, true);
+				hero->setSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(curBonus->info2), curBonus->info3, true);
 				break;
 			}
 		}
@@ -1619,7 +1619,7 @@ void CGameState::initDuel()
 			obj = h;
 			h->subID = ss.heroId;
 			for(int i = 0; i < ss.heroPrimSkills.size(); i++)
-				h->pushPrimSkill(i, ss.heroPrimSkills[i]);
+				h->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), ss.heroPrimSkills[i]);
 
 			if(ss.spells.size())
 			{
@@ -1634,7 +1634,7 @@ void CGameState::initDuel()
 
 			typedef const std::pair<si32, si8> &TSecSKill;
 			BOOST_FOREACH(TSecSKill secSkill, ss.heroSecSkills)
-				h->setSecSkillLevel((CGHeroInstance::SecondarySkill)secSkill.first, secSkill.second, 1);
+				h->setSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(secSkill.first), secSkill.second, 1);
 
 			h->initHero(h->subID);
 			obj->initObj();

+ 5 - 4
lib/CHeroHandler.cpp

@@ -21,17 +21,17 @@
  *
  */
 
-int CHeroClass::chooseSecSkill(const std::set<int> & possibles) const //picks secondary skill out from given possibilities
+SecondarySkill::SecondarySkill CHeroClass::chooseSecSkill(const std::set<SecondarySkill::SecondarySkill> & possibles) const //picks secondary skill out from given possibilities
 {
 	if(possibles.size()==1)
 		return *possibles.begin();
 	int totalProb = 0;
-	for(std::set<int>::const_iterator i=possibles.begin(); i!=possibles.end(); i++)
+	for(auto i=possibles.begin(); i!=possibles.end(); i++)
 	{
 		totalProb += secSkillProbability[*i];
 	}
 	int ran = rand()%totalProb;
-	for(std::set<int>::const_iterator i=possibles.begin(); i!=possibles.end(); i++)
+	for(auto i=possibles.begin(); i!=possibles.end(); i++)
 	{
 		ran -= secSkillProbability[*i];
 		if(ran<0)
@@ -271,7 +271,8 @@ void CHeroHandler::loadHeroJson(CHero * hero, const JsonNode & node)
 
 	BOOST_FOREACH(const JsonNode &set, node["skills"].Vector())
 	{
-		int skillID    = boost::range::find(SecondarySkill::names,  set["skill"].String()) - boost::begin(SecondarySkill::names);
+		SecondarySkill::SecondarySkill skillID = static_cast<SecondarySkill::SecondarySkill>(
+			boost::range::find(SecondarySkill::names,  set["skill"].String()) - boost::begin(SecondarySkill::names));
 		int skillLevel = boost::range::find(SecondarySkill::levels, set["level"].String()) - boost::begin(SecondarySkill::levels);
 
 		hero->secSkillsInit.push_back(std::make_pair(skillID, skillLevel));

+ 2 - 2
lib/CHeroHandler.h

@@ -64,7 +64,7 @@ public:
 	std::vector<InitialArmyStack> initialArmy;
 
 	CHeroClass * heroClass;
-	std::vector<std::pair<ui8,ui8> > secSkillsInit; //initial secondary skills; first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert)
+	std::vector<std::pair<SecondarySkill::SecondarySkill, ui8> > secSkillsInit; //initial secondary skills; first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert)
 	std::vector<SSpecialtyInfo> spec;
 	std::vector<SSpecialtyBonus> specialty;
 	std::set<si32> spells;
@@ -114,7 +114,7 @@ public:
 	std::string imageMapMale;
 	std::string imageMapFemale;
 
-	int chooseSecSkill(const std::set<int> & possibles) const; //picks secondary skill out from given possibilities
+	SecondarySkill::SecondarySkill chooseSecSkill(const std::set<SecondarySkill::SecondarySkill> & possibles) const; //picks secondary skill out from given possibilities
 
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{

+ 120 - 118
lib/CObjectHandler.cpp

@@ -629,7 +629,7 @@ bool CGHeroInstance::canWalkOnSea() const
 	return hasBonusOfType(Bonus::FLYING_MOVEMENT) || hasBonusOfType(Bonus::WATER_WALKING);
 }
 
-ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
+ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill::SecondarySkill skill) const
 {
 	for(size_t i=0; i < secSkills.size(); ++i)
 		if(secSkills[i].first == skill)
@@ -637,11 +637,11 @@ ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
 	return 0;
 }
 
-void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
+void CGHeroInstance::setSecSkillLevel(SecondarySkill::SecondarySkill which, int val, bool abs)
 {
 	if(getSecSkillLevel(which) == 0)
 	{
-		secSkills.push_back(std::pair<int,int>(which, val));
+		secSkills.push_back(std::pair<SecondarySkill::SecondarySkill,ui8>(which, val));
 		updateSkill(which, val);
 	}
 	else
@@ -693,7 +693,7 @@ int CGHeroInstance::maxMovePoints(bool onLand) const
 	const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
 	const int bonus = valOfBonuses(Bonus::MOVEMENT) + valOfBonuses(bt);
 
-	const int subtype = onLand ? LOGISTICS : NAVIGATION;
+	const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
 	const double modifier = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
 
 	return int(base* (1+modifier)) + bonus;
@@ -714,7 +714,7 @@ CGHeroInstance::CGHeroInstance()
 	boat = NULL;
 	commander = NULL;
 	sex = 0xff;
-	secSkills.push_back(std::make_pair(-1, -1));
+	secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
 }
 
 void CGHeroInstance::initHero(int SUBID)
@@ -754,7 +754,7 @@ void CGHeroInstance::initHero()
 			pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
 		}
 	}
-	if(secSkills.size() == 1 && secSkills[0] == std::pair<ui8,ui8>(-1, -1)) //set secondary skills to default
+	if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill::SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
 		secSkills = type->secSkillsInit;
 	if (!name.length())
 		name = type->name;
@@ -1091,7 +1091,7 @@ void CGHeroInstance::initObj() //TODO: use bonus system
 				hs->addNewBonus(bonus);
 				break;
 			case 11://starting skill with mastery (Adrienne)
-				cb->changeSecSkill(id, spec.val, spec.additionalinfo); //simply give it and forget
+				cb->changeSecSkill(id, static_cast<SecondarySkill::SecondarySkill>(spec.val), spec.additionalinfo); //simply give it and forget
 				break;
 			case 12://army speed
 				bonus->type = Bonus::STACKS_SPEED;
@@ -1135,7 +1135,7 @@ void CGHeroInstance::initObj() //TODO: use bonus system
 
 	//initialize bonuses
 	BOOST_FOREACH(auto skill_info, secSkills)
-		updateSkill(static_cast<CGHeroInstance::SecondarySkill>(skill_info.first), skill_info.second);
+		updateSkill(static_cast<SecondarySkill::SecondarySkill>(skill_info.first), skill_info.second);
 	Updatespecialty();
 
 	mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
@@ -1196,11 +1196,11 @@ void CGHeroInstance::Updatespecialty() //TODO: calculate special value of bonuse
 		}
 	}
 }
-void CGHeroInstance::updateSkill(SecondarySkill which, int val)
+void CGHeroInstance::updateSkill(SecondarySkill::SecondarySkill which, int val)
 {
-	if(which == LEADERSHIP || which == LUCK)
+	if(which == SecondarySkill::LEADERSHIP || which == SecondarySkill::LUCK)
 	{ //luck-> VLC->generaltexth->arraytxt[73+luckSkill]; VLC->generaltexth->arraytxt[104+moraleSkill]
-		bool luck = which == LUCK;
+		bool luck = which == SecondarySkill::LUCK;
 		Bonus::BonusType type[] = {Bonus::MORALE, Bonus::LUCK};
 
 		Bonus *b = getBonusLocalFirst(Selector::type(type[luck]) && Selector::sourceType(Bonus::SECONDARY_SKILL));
@@ -1212,7 +1212,7 @@ void CGHeroInstance::updateSkill(SecondarySkill which, int val)
 		else
 			b->val = +val;
 	}
-	else if(which == DIPLOMACY) //surrender discount: 20% per level
+	else if(which == SecondarySkill::DIPLOMACY) //surrender discount: 20% per level
 	{
 
 		if(Bonus *b = getBonusLocalFirst(Selector::type(Bonus::SURRENDER_DISCOUNT) && Selector::sourceType(Bonus::SECONDARY_SKILL)))
@@ -1224,43 +1224,43 @@ void CGHeroInstance::updateSkill(SecondarySkill which, int val)
 	int skillVal = 0;
 	switch (which)
 	{
-		case ARCHERY:
-			switch (val)
-			{
-				case 1:
-					skillVal = 10; break;
-				case 2:
-					skillVal = 25; break;
-				case 3:
-					skillVal = 50; break;
-			}
-			break;
-		case LOGISTICS:
-			skillVal = 10 * val; break;
-		case NAVIGATION:
-			skillVal = 50 * val; break;
-		case MYSTICISM:
-			skillVal = val; break;
-		case EAGLE_EYE:
-			skillVal = 30 + 10 * val; break;
-		case NECROMANCY:
-			skillVal = 10 * val; break;
-		case LEARNING:
-			skillVal = 5 * val; break;
-		case OFFENCE:
-			skillVal = 10 * val; break;
-		case ARMORER:
-			skillVal = 5 * val; break;
-		case INTELLIGENCE:
-			skillVal = 25 << (val-1); break;
-		case SORCERY:
-			skillVal = 5 * val; break;
-		case RESISTANCE:
-			skillVal = 5 << (val-1); break;
-		case FIRST_AID:
-			skillVal = 25 + 25*val; break;
-		case ESTATES:
-			skillVal = 125 << (val-1); break;
+	case SecondarySkill::ARCHERY:
+		switch (val)
+		{
+		case 1:
+			skillVal = 10; break;
+		case 2:
+			skillVal = 25; break;
+		case 3:
+			skillVal = 50; break;
+		}
+		break;
+	case SecondarySkill::LOGISTICS:
+		skillVal = 10 * val; break;
+	case SecondarySkill::NAVIGATION:
+		skillVal = 50 * val; break;
+	case SecondarySkill::MYSTICISM:
+		skillVal = val; break;
+	case SecondarySkill::EAGLE_EYE:
+		skillVal = 30 + 10 * val; break;
+	case SecondarySkill::NECROMANCY:
+		skillVal = 10 * val; break;
+	case SecondarySkill::LEARNING:
+		skillVal = 5 * val; break;
+	case SecondarySkill::OFFENCE:
+		skillVal = 10 * val; break;
+	case SecondarySkill::ARMORER:
+		skillVal = 5 * val; break;
+	case SecondarySkill::INTELLIGENCE:
+		skillVal = 25 << (val-1); break;
+	case SecondarySkill::SORCERY:
+		skillVal = 5 * val; break;
+	case SecondarySkill::RESISTANCE:
+		skillVal = 5 << (val-1); break;
+	case SecondarySkill::FIRST_AID:
+		skillVal = 25 + 25*val; break;
+	case SecondarySkill::ESTATES:
+		skillVal = 125 << (val-1); break;
 	}
 
 
@@ -1297,7 +1297,7 @@ ui64 CGHeroInstance::getTotalStrength() const
 
 TExpType CGHeroInstance::calculateXp(TExpType exp) const
 {
-	return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::LEARNING))/100.0;
+	return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0;
 }
 
 ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const
@@ -1308,7 +1308,7 @@ ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSc
 	if(spell-> schoolName)									\
 	{															\
 		int thisSchool = std::max<int>(getSecSkillLevel( \
-			static_cast<CGHeroInstance::SecondarySkill>(14 + (schoolMechanicsId))), \
+			static_cast<SecondarySkill::SecondarySkill>(14 + (schoolMechanicsId))), \
 			valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (schoolMechanicsId))); \
 		if(thisSchool > skill)									\
 		{														\
@@ -1360,12 +1360,12 @@ bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
  */
 CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
 {
-	const ui8 necromancyLevel = getSecSkillLevel(CGHeroInstance::NECROMANCY);
+	const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
 
 	// Hero knows necromancy.
 	if (necromancyLevel > 0)
 	{
-		double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, NECROMANCY)/100.0;
+		double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY)/100.0;
 		vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
 		const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
 		ui32 raisedUnits = 0;
@@ -1440,7 +1440,7 @@ int3 CGHeroInstance::getSightCenter() const
 
 int CGHeroInstance::getSightRadious() const
 {
-	return 5 + getSecSkillLevel(CGHeroInstance::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting
+	return 5 + getSecSkillLevel(SecondarySkill::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting
 }
 
 si32 CGHeroInstance::manaRegain() const
@@ -1489,7 +1489,7 @@ int CGHeroInstance::getSpellCost(const CSpell *sp) const
 	return sp->costs[getSpellSchoolLevel(sp)];
 }
 
-void CGHeroInstance::pushPrimSkill( int which, int val )
+void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
 {
 	addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id, which));
 }
@@ -2157,7 +2157,7 @@ void CGTownInstance::newTurn() const
 			int resID = rand()%4+2;//bonus to random rare resource
 			resID = (resID==2)?1:resID;
 			int resVal = rand()%4+1;//with size 1..4
-			cb->giveResource(tempOwner, resID, resVal);
+			cb->giveResource(tempOwner, static_cast<Res::ERes>(resID), resVal);
 			cb->setObjProperty (id, 14, resID);
 			cb->setObjProperty (id, 15, resVal);
 		}
@@ -2400,8 +2400,8 @@ void CGTownInstance::recreateBuildingsBonuses()
 	else if(subID == ETownType::NECROPOLIS) //necropolis
 	{
 		addBonusIfBuilt(EBuilding::COVER_OF_DARKNESS,    Bonus::DARKNESS, +20);
-		addBonusIfBuilt(EBuilding::NECROMANCY_AMPLIFIER, Bonus::SECONDARY_SKILL_PREMY, +10, make_shared<CPropagatorNodeType>(PLAYER), CGHeroInstance::NECROMANCY); //necromancy amplifier
-		addBonusIfBuilt(EBuilding::GRAIL, Bonus::SECONDARY_SKILL_PREMY, +20, make_shared<CPropagatorNodeType>(PLAYER), CGHeroInstance::NECROMANCY); //Soul prison
+		addBonusIfBuilt(EBuilding::NECROMANCY_AMPLIFIER, Bonus::SECONDARY_SKILL_PREMY, +10, make_shared<CPropagatorNodeType>(PLAYER), SecondarySkill::NECROMANCY); //necromancy amplifier
+		addBonusIfBuilt(EBuilding::GRAIL, Bonus::SECONDARY_SKILL_PREMY, +20, make_shared<CPropagatorNodeType>(PLAYER), SecondarySkill::NECROMANCY); //Soul prison
 	}
 	else if(subID == ETownType::DUNGEON) //Dungeon
 	{
@@ -2569,8 +2569,8 @@ void CGVisitableOPH::treeSelected( int heroID, int resType, int resVal, TExpType
 {
 	if(result) //player agreed to give res for exp
 	{
-		cb->giveResource(cb->getOwner(heroID),resType,-resVal); //take resource
-		cb->changePrimSkill(heroID,4,expVal); //give exp
+		cb->giveResource(cb->getOwner(heroID), static_cast<Res::ERes>(resType), -resVal); //take resource
+		cb->changePrimSkill(heroID, PrimarySkill::EXPERIENCE, expVal);
 		cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors
 	}
 }
@@ -2652,10 +2652,10 @@ void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const
 		case Obj::STAR_AXIS:
 		case Obj::GARDEN_OF_REVELATION:
 			{
-				cb->changePrimSkill(heroID,subid,val);
+				cb->changePrimSkill(heroID, static_cast<PrimarySkill::PrimarySkill>(subid), val);
 				InfoWindow iw;
 				iw.soundID = sound;
-				iw.components.push_back(Component(c_id, subid,val,0));
+				iw.components.push_back(Component(c_id, subid, val, 0));
 				iw.text.addTxt(MetaString::ADVOB_TXT,ot);
 				iw.player = cb->getOwner(heroID);
 				cb->showInfoDialog(&iw);
@@ -2671,7 +2671,7 @@ void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const
 				iw.player = cb->getOwner(heroID);
 				iw.text.addTxt(MetaString::ADVOB_TXT,ot);
 				cb->showInfoDialog(&iw);
-				cb->changePrimSkill(heroID,4,val);
+				cb->changePrimSkill(heroID, PrimarySkill::EXPERIENCE, val);
 				break;
 			}
 		case Obj::TREE_OF_KNOWLEDGE:
@@ -2687,13 +2687,13 @@ void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const
 					iw.player = cb->getOwner(heroID);
 					iw.text.addTxt(MetaString::ADVOB_TXT,148);
 					cb->showInfoDialog(&iw);
-					cb->changePrimSkill(heroID,4,val);
+					cb->changePrimSkill(heroID, PrimarySkill::EXPERIENCE, val);
 					break;
 				}
 				else
 				{
 					ui32 res;
-					TExpType resval;
+					si32 resval;
 					if(ttype==1)
 					{
 						res = Res::GOLD;
@@ -2727,7 +2727,7 @@ void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const
 			{
 				const CGHeroInstance *h = cb->getHero(heroID);
 				int txt_id = 66;
-				if(h->level  <  10 - 2*h->getSecSkillLevel(CGHeroInstance::DIPLOMACY)) //not enough level
+				if(h->level  <  10 - 2*h->getSecSkillLevel(SecondarySkill::DIPLOMACY)) //not enough level
 				{
 					txt_id += 2;
 				}
@@ -2824,7 +2824,7 @@ const std::string & CGVisitableOPH::getHoverText() const
 void CGVisitableOPH::arenaSelected( int heroID, int primSkill ) const
 {
 	cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors
-	cb->changePrimSkill(heroID,primSkill-1,2);
+	cb->changePrimSkill(heroID, static_cast<PrimarySkill::PrimarySkill>(primSkill-1), 2);
 }
 
 void CGVisitableOPH::setPropertyDer( ui8 what, ui32 val )
@@ -2841,7 +2841,7 @@ void CGVisitableOPH::schoolSelected(int heroID, ui32 which) const
 	int base = (ID == Obj::SCHOOL_OF_MAGIC  ?  2  :  0);
 	cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors
 	cb->giveResource(cb->getOwner(heroID),Res::GOLD,-1000); //take 1000 gold
-	cb->changePrimSkill(heroID, base + which-1, +1); //give appropriate skill
+	cb->changePrimSkill(heroID, static_cast<PrimarySkill::PrimarySkill>(base + which-1), +1); //give appropriate skill
 }
 
 COPWBonus::COPWBonus (int index, CGTownInstance *TOWN)
@@ -2912,32 +2912,33 @@ void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
 	if (town->hasBuilt(ID) && visitors.find(heroID) == visitors.end())
 	{
 		InfoWindow iw;
-		int what=0, val=0, mid=0;
+		PrimarySkill::PrimarySkill what = PrimarySkill::ATTACK;
+		int val=0, mid=0;
 		switch (ID)
 		{
 			case EBuilding::SPECIAL_4:
 				switch(town->subID)
 				{
 					case ETownType::TOWER: //wall
-						what = 3;
+						what = PrimarySkill::KNOWLEDGE;
 						val = 1;
 						mid = 581;
 						iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0));
 						break;
 					case ETownType::INFERNO: //order of fire
-						what = 2;
+						what = PrimarySkill::SPELL_POWER;
 						val = 1;
 						mid = 582;
 						iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0));
 						break;
 					case ETownType::STRONGHOLD://hall of valhalla
-						what = 0;
+						what = PrimarySkill::ATTACK;
 						val = 1;
 						mid = 584;
 						iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0));
 						break;
 					case ETownType::DUNGEON://academy of battle scholars
-						what = 4;
+						what = PrimarySkill::EXPERIENCE;
 						val = h->calculateXp(1000);
 						mid = 583;
 						iw.components.push_back (Component(Component::EXPERIENCE, 0, val, 0));
@@ -2948,7 +2949,7 @@ void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
 				switch(town->subID)
 				{
 					case ETownType::FORTRESS: //cage of warlords
-						what = 1;
+						what = PrimarySkill::DEFENSE;
 						val = 1;
 						mid = 585;
 						iw.components.push_back (Component(Component::PRIM_SKILL, 1, 1, 0));
@@ -3206,17 +3207,17 @@ int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const
 	if(count*2 > totalCount)
 		sympathy++; // 2 - hero have similar creatures more that 50%
 
-	int charisma = powerFactor + h->getSecSkillLevel(CGHeroInstance::DIPLOMACY) + sympathy;
+	int charisma = powerFactor + h->getSecSkillLevel(SecondarySkill::DIPLOMACY) + sympathy;
 
 	if(charisma < character) //creatures will fight
 		return -2;
 
 	if (allowJoin)
 	{
-		if(h->getSecSkillLevel(CGHeroInstance::DIPLOMACY) + sympathy + 1 >= character)
+		if(h->getSecSkillLevel(SecondarySkill::DIPLOMACY) + sympathy + 1 >= character)
 			return 0; //join for free
 
-		else if(h->getSecSkillLevel(CGHeroInstance::DIPLOMACY) * 2  +  sympathy  +  1 >= character)
+		else if(h->getSecSkillLevel(SecondarySkill::DIPLOMACY) * 2  +  sympathy  +  1 >= character)
 			return VLC->creh->creatures[subID]->cost[6] * getStackCount(0); //join for gold
 	}
 
@@ -3270,7 +3271,7 @@ void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) co
 
 		//take gold
 		if(cost)
-			cb->giveResource(h->tempOwner,6,-cost);
+			cb->giveResource(h->tempOwner,Res::GOLD,-cost);
 
 		cb->tryJoiningArmy(this, h, true, true);
 	}
@@ -3401,10 +3402,10 @@ void CGMine::initObj()
 		putStack(0, troglodytes);
 
 		//after map reading tempOwner placeholds bitmask for allowed resources
-		std::vector<int> possibleResources;
+		std::vector<Res::ERes> possibleResources;
 		for (int i = 0; i < 8; i++)
 			if(tempOwner & 1<<i)
-				possibleResources.push_back(i);
+				possibleResources.push_back(static_cast<Res::ERes>(i));
 
 		assert(possibleResources.size());
 		producedResource = possibleResources[ran()%possibleResources.size()];
@@ -3413,7 +3414,7 @@ void CGMine::initObj()
 	}
 	else
 	{
-		producedResource = subID;
+		producedResource = static_cast<Res::ERes>(subID);
 
 		MetaString ms;
 		ms << std::pair<ui8,ui32>(9,producedResource);
@@ -3432,7 +3433,7 @@ void CGMine::fight(ui32 agreed, const CGHeroInstance *h) const
 	cb->startBattleI(h, this, boost::bind(&CGMine::endBattle, this, _1, h->tempOwner));
 }
 
-void CGMine::endBattle(BattleResult *result, ui8 attackingPlayer) const
+void CGMine::endBattle(BattleResult *result, TPlayerColor attackingPlayer) const
 {
 	if(result->winner == 0) //attacker won
 	{
@@ -3444,7 +3445,7 @@ void CGMine::endBattle(BattleResult *result, ui8 attackingPlayer) const
 	}
 }
 
-void CGMine::flagMine(ui8 player) const
+void CGMine::flagMine(TPlayerColor player) const
 {
 	assert(tempOwner != player);
 	cb->setOwner(id,player); //not ours? flag it!
@@ -3533,7 +3534,7 @@ void CGResource::onHeroVisit( const CGHeroInstance * h ) const
 
 void CGResource::collectRes( int player ) const
 {
-	cb->giveResource(player,subID,amount);
+	cb->giveResource(player, static_cast<Res::ERes>(subID), amount);
 	ShowInInfobox sii;
 	sii.player = player;
 	sii.c = Component(Component::RESOURCE,subID,amount,0);
@@ -3601,36 +3602,37 @@ void CGVisitableOPW::onHeroVisit( const CGHeroInstance * h ) const
 	else
 	{
 		Component::EComponentType type = Component::RESOURCE;
-		int sub=0, val=0;
+		Res::ERes sub=Res::WOOD;
+		int val=0;
 
 		switch (ID)
 		{
 		case Obj::MYSTICAL_GARDEN:
 			if (rand()%2)
 			{
-				sub = 5;
+				sub = Res::GEMS;
 				val = 5;
 			}
 			else
 			{
-				sub = 6;
+				sub = Res::GOLD;
 				val = 500;
 			}
 			break;
 		case Obj::WINDMILL:
 			mid = 170;
-			sub = (rand() % 5) + 1;
+			sub = static_cast<Res::ERes>((rand() % 5) + 1);
 			val = (rand() % 4) + 3;
 			break;
 		case Obj::WATER_WHEEL:
 			mid = 164;
-			sub = 6;
+			sub = Res::GOLD;
 			if(cb->getDate(Date::DAY)<8)
 				val = 500;
 			else
 				val = 1000;
 		}
-		cb->giveResource(h->tempOwner,sub,val);
+		cb->giveResource(h->tempOwner, sub, val);
 		InfoWindow iw;
 		iw.soundID = sound;
 		iw.player = h->tempOwner;
@@ -3986,7 +3988,7 @@ void CGPickable::onHeroVisit( const CGHeroInstance * h ) const
 	{
 	case Obj::CAMPFIRE:
 		{
-			cb->giveResource(h->tempOwner,type,val2); //non-gold resource
+			cb->giveResource(h->tempOwner,static_cast<Res::ERes>(type),val2); //non-gold resource
 			cb->giveResource(h->tempOwner,Res::GOLD,val1);//gold
 			InfoWindow iw;
 			iw.soundID = soundBase::experience;
@@ -4023,7 +4025,7 @@ void CGPickable::onHeroVisit( const CGHeroInstance * h ) const
 			if(val1) //there is gold
 			{
 				iw.components.push_back(Component(Component::RESOURCE,Res::GOLD,val1,0));
-				cb->giveResource(h->tempOwner,6,val1);
+				cb->giveResource(h->tempOwner,Res::GOLD,val1);
 			}
 			if(type == 1) //art
 			{
@@ -4091,10 +4093,10 @@ void CGPickable::chosen( int which, int heroID ) const
 	switch(which)
 	{
 	case 1: //player pick gold
-		cb->giveResource(cb->getOwner(heroID),6,val1);
+		cb->giveResource(cb->getOwner(heroID), Res::GOLD, val1);
 		break;
 	case 2: //player pick exp
-		cb->changePrimSkill(heroID, 4, h->calculateXp(val2));
+		cb->changePrimSkill(heroID, PrimarySkill::EXPERIENCE, h->calculateXp(val2));
 		break;
 	default:
 		throw std::runtime_error("Unhandled treasure choice");
@@ -4682,7 +4684,7 @@ void CGSeerHut::finishQuest(const CGHeroInstance * h, ui32 accept) const
 			case CQuest::MISSION_RESOURCES:
 				for (int i = 0; i < 7; ++i)
 				{
-					cb->giveResource(h->getOwner(), i, -quest->m7resources[i]);
+					cb->giveResource(h->getOwner(), static_cast<Res::ERes>(i), -quest->m7resources[i]);
 				}
 				break;
 			default:
@@ -4700,7 +4702,7 @@ void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward
 		case EXPERIENCE:
 		{
 			TExpType expVal = h->calculateXp(rVal);
-			cb->changePrimSkill(h->id, 4, expVal, false);
+			cb->changePrimSkill(h->id, PrimarySkill::EXPERIENCE, expVal, false);
 			break;
 		}
 		case MANA_POINTS:
@@ -4719,13 +4721,13 @@ void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward
 		}
 			break;
 		case RESOURCES:
-			cb->giveResource(h->getOwner(), rID, rVal);
+			cb->giveResource(h->getOwner(), static_cast<Res::ERes>(rID), rVal);
 			break;
 		case PRIMARY_SKILL:
-			cb->changePrimSkill(h->id, rID, rVal, false);
+			cb->changePrimSkill(h->id, static_cast<PrimarySkill::PrimarySkill>(rID), rVal, false);
 			break;
 		case SECONDARY_SKILL:
-			cb->changeSecSkill(h->id, rID, rVal, false);
+			cb->changeSecSkill(h->id, static_cast<SecondarySkill::SecondarySkill>(rID), rVal, false);
 			break;
 		case ARTIFACT:
 			cb->giveHeroNewArtifact(h, VLC->arth->artifacts[rID],-2);
@@ -4801,7 +4803,7 @@ void CGWitchHut::onHeroVisit( const CGHeroInstance * h ) const
 	if(!wasVisited(h->tempOwner))
 		cb->setObjProperty(id,10,h->tempOwner);
 	ui32 txt_id;
-	if(h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(ability))) //you alredy know this skill
+	if(h->getSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(ability))) //you alredy know this skill
 	{
 		txt_id =172;
 	}
@@ -4813,7 +4815,7 @@ void CGWitchHut::onHeroVisit( const CGHeroInstance * h ) const
 	{
 		iw.components.push_back(Component(Component::SEC_SKILL, ability, 1, 0));
 		txt_id = 171;
-		cb->changeSecSkill(h->id,ability,1,true);
+		cb->changeSecSkill(h->id, static_cast<SecondarySkill::SecondarySkill>(ability), 1, true);
 	}
 
 	iw.text.addTxt(MetaString::ADVOB_TXT,txt_id);
@@ -4829,7 +4831,7 @@ const std::string & CGWitchHut::getHoverText() const
 		hoverName += "\n" + VLC->generaltexth->allTexts[356]; // + (learn %s)
 		boost::algorithm::replace_first(hoverName,"%s",VLC->generaltexth->skillName[ability]);
 		const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());
-		if(h && h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(ability))) //hero knows that ability
+		if(h && h->getSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(ability))) //hero knows that ability
 			hoverName += "\n\n" + VLC->generaltexth->allTexts[357]; // (Already learned)
 	}
 	return hoverName;
@@ -5184,16 +5186,16 @@ void CGPandoraBox::giveContents( const CGHeroInstance *h, bool afterBattle ) con
 
 		//give exp
 		if(expVal)
-			cb->changePrimSkill(h->id,4,expVal,false);
+			cb->changePrimSkill(h->id, PrimarySkill::EXPERIENCE, expVal, false);
 		//give prim skills
 		for(int i=0; i<primskills.size(); i++)
 			if(primskills[i])
-				cb->changePrimSkill(h->id,i,primskills[i],false);
+				cb->changePrimSkill(h->id,static_cast<PrimarySkill::PrimarySkill>(i),primskills[i],false);
 
 		//give sec skills
 		for(int i=0; i<abilities.size(); i++)
 		{
-			int curLev = h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(abilities[i]));
+			int curLev = h->getSecSkillLevel(abilities[i]);
 
 			if( (curLev  &&  curLev < abilityLevels[i])	|| (h->canLearnSkill() ))
 			{
@@ -5219,7 +5221,7 @@ void CGPandoraBox::giveContents( const CGHeroInstance *h, bool afterBattle ) con
 		std::vector<ConstTransitivePtr<CSpell> > * sp = &VLC->spellh->spells;
 		for(std::vector<si32>::const_iterator i=spells.begin(); i != spells.end(); i++)
 		{
-			if ((*sp)[*i]->level <= h->getSecSkillLevel(CGHeroInstance::WISDOM) + 2) //enough wisdom
+			if ((*sp)[*i]->level <= h->getSecSkillLevel(SecondarySkill::WISDOM) + 2) //enough wisdom
 			{
 				iw.components.push_back(Component(Component::SPELL,*i,0,0));
 				spellsToGive.insert(*i);
@@ -5310,7 +5312,7 @@ void CGPandoraBox::giveContents( const CGHeroInstance *h, bool afterBattle ) con
 
 	for(int i=0; i<resources.size(); i++)
 		if(resources[i])
-			cb->giveResource(h->getOwner(),i,resources[i]);
+			cb->giveResource(h->getOwner(),static_cast<Res::ERes>(i),resources[i]);
 
 	for(int i=0; i<artifacts.size(); i++)
 		cb->giveHeroNewArtifact(h, VLC->arth->artifacts[artifacts[i]],-2);
@@ -5461,7 +5463,7 @@ void CGShrine::onHeroVisit( const CGHeroInstance * h ) const
 	{
 		iw.text.addTxt(MetaString::ADVOB_TXT,131);
 	}
-	else if(ID == Obj::SHRINE_OF_MAGIC_THOUGHT  && !h->getSecSkillLevel(CGHeroInstance::WISDOM)) //it's third level spell and hero doesn't have wisdom
+	else if(ID == Obj::SHRINE_OF_MAGIC_THOUGHT  && !h->getSecSkillLevel(SecondarySkill::WISDOM)) //it's third level spell and hero doesn't have wisdom
 	{
 		iw.text.addTxt(MetaString::ADVOB_TXT,130);
 	}
@@ -5549,11 +5551,11 @@ void CGScholar::onHeroVisit( const CGHeroInstance * h ) const
 	EBonusType type = bonusType;
 	int bid = bonusID;
 	//check if the bonus if applicable, if not - give primary skill (always possible)
-	int ssl = h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(bid)); //current sec skill level, used if bonusType == 1
+	int ssl = h->getSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(bid)); //current sec skill level, used if bonusType == 1
 	if((type == SECONDARY_SKILL
 			&& ((ssl == 3)  ||  (!ssl  &&  !h->canLearnSkill()))) ////hero already has expert level in the skill or (don't know skill and doesn't have free slot)
 		|| (type == SPELL  &&  (!h->getArt(17) || vstd::contains(h->spells, (ui32) bid)
-		|| (VLC->spellh->spells[bid]->level > h->getSecSkillLevel(CGHeroInstance::WISDOM) + 2)
+		|| (VLC->spellh->spells[bid]->level > h->getSecSkillLevel(SecondarySkill::WISDOM) + 2)
 		))) //hero doesn't have a spellbook or already knows the spell or doesn't have Wisdom
 	{
 		type = PRIM_SKILL;
@@ -5569,11 +5571,11 @@ void CGScholar::onHeroVisit( const CGHeroInstance * h ) const
 	switch (type)
 	{
 	case PRIM_SKILL:
-		cb->changePrimSkill(h->id,bid,+1);
+		cb->changePrimSkill(h->id,static_cast<PrimarySkill::PrimarySkill>(bid),+1);
 		iw.components.push_back(Component(Component::PRIM_SKILL,bid,+1,0));
 		break;
 	case SECONDARY_SKILL:
-		cb->changeSecSkill(h->id,bid,+1);
+		cb->changeSecSkill(h->id,static_cast<SecondarySkill::SecondarySkill>(bid),+1);
 		iw.components.push_back(Component(Component::SEC_SKILL,bid,ssl+1,0));
 		break;
 	case SPELL:
@@ -5724,7 +5726,7 @@ void CGOnceVisitable::onHeroVisit( const CGHeroInstance * h ) const
 		case 2: //res
 			iw.text.addTxt(MetaString::ADVOB_TXT, txtid);
 			iw.components.push_back (Component(Component::RESOURCE, bonusType, bonusVal, 0));
-			cb->giveResource(h->getOwner(), bonusType, bonusVal);
+			cb->giveResource(h->getOwner(), static_cast<Res::ERes>(bonusType), bonusVal);
 			break;
 		}
 		if(ID == Obj::WAGON  &&  artOrRes == 1)
@@ -6150,7 +6152,7 @@ void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) cons
 					loot << "%d %s";
 					loot.addReplacement(iw.components.back().val);
 					loot.addReplacement(MetaString::RES_NAMES, iw.components.back().subtype);
-					cb->giveResource (h->getOwner(), it, bc->resources[it]);
+					cb->giveResource (h->getOwner(), static_cast<Res::ERes>(it), bc->resources[it]);
 				}
 			}
 		}
@@ -6262,7 +6264,7 @@ void CGPyramid::endBattle (const CGHeroInstance *h, const BattleResult *result)
 		iw.text.addTxt (MetaString::SPELL_NAME, spell);
 		if (!h->getArt(17))
 			iw.text.addTxt (MetaString::ADVOB_TXT, 109); //no spellbook
-		else if (h->getSecSkillLevel(CGHeroInstance::WISDOM) < 3)
+		else if (h->getSecSkillLevel(SecondarySkill::WISDOM) < 3)
 			iw.text.addTxt (MetaString::ADVOB_TXT, 108); //no expert Wisdom
 		else
 		{
@@ -6460,7 +6462,7 @@ void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
 	else
 	{
 		giveDummyBonus(h->id, Bonus::ONE_BATTLE);
-		int xp = 0;
+		TExpType xp = 0;
 
 		for (TSlots::const_iterator i = h->Slots().begin(); i != h->Slots().end(); i++)
 		{
@@ -6477,7 +6479,7 @@ void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
 			xp = h->calculateXp(xp);
 			iw.text.addTxt(MetaString::ADVOB_TXT,132);
 			iw.text.addReplacement(xp);
-			cb->changePrimSkill(h->id, 4, xp, false);
+			cb->changePrimSkill(h->id, PrimarySkill::EXPERIENCE, xp, false);
 		}
 		else
 		{
@@ -6679,7 +6681,7 @@ void CCartographer::buyMap (const CGHeroInstance *h, ui32 accept) const
 {
 	if (accept) //if hero wants to buy map
 	{
-		cb->giveResource (h->tempOwner, 6, -1000);
+		cb->giveResource (h->tempOwner, Res::GOLD, -1000);
 		FoWChange fw;
 		fw.mode = 1;
 		fw.player = h->tempOwner;

+ 11 - 17
lib/CObjectHandler.h

@@ -5,6 +5,7 @@
 #include "../lib/ConstTransitivePtr.h"
 #include "int3.h"
 #include "GameConstants.h"
+#include "ResourceSet.h"
 
 /*
  * CObjectHandler.h, part of VCMI engine
@@ -275,13 +276,6 @@ public:
 class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
 {
 public:
-	enum SecondarySkill
-	{
-		PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,
-		LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,
-		SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,
-		FIRST_AID
-	};
 	enum ECanDig
 	{
 		CAN_DIG, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED
@@ -302,7 +296,7 @@ public:
 	std::string biography; //if custom
 	si32 portrait; //may be custom
 	si32 mana; // remaining spell points
-	std::vector<std::pair<ui8,ui8> > secSkills; //first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert); if hero has ability (-1, -1) it meansthat it should have default secondary abilities
+	std::vector<std::pair<SecondarySkill::SecondarySkill,ui8> > secSkills; //first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert); if hero has ability (-1, -1) it meansthat it should have default secondary abilities
 	ui32 movement; //remaining movement points
 	ui8 sex;
 	bool inTownGarrison; // if hero is in town garrison
@@ -382,8 +376,8 @@ public:
 	int getCurrentLuck(int stack=-1, bool town=false) const;
 	int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
 
-	ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
-	void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
+	ui8 getSecSkillLevel(SecondarySkill::SecondarySkill skill) const; //0 - no skill
+	void setSecSkillLevel(SecondarySkill::SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
 	bool canLearnSkill() const; ///true if hero has free secondary skill slot
 
 	int maxMovePoints(bool onLand) const;
@@ -416,9 +410,9 @@ public:
 	void initArmy(IArmyDescriptor *dst = NULL);
 	//void giveArtifact (ui32 aid);
 	void initHeroDefInfo();
-	void pushPrimSkill(int which, int val);
+	void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
 	void Updatespecialty();
-	void updateSkill(SecondarySkill which, int val);
+	void updateSkill(SecondarySkill::SecondarySkill which, int val);
 
 	CGHeroInstance();
 	virtual ~CGHeroInstance();
@@ -686,8 +680,8 @@ public:
 	si32 moraleDiff; //morale modifier
 	si32 luckDiff; //luck modifier
 	std::vector<si32> resources;//gained / lost resources
-	std::vector<si32> primskills;//gained / lost resources
-	std::vector<si32> abilities; //gained abilities
+	std::vector<si32> primskills;//gained / lost prim skills
+	std::vector<SecondarySkill::SecondarySkill> abilities; //gained abilities
 	std::vector<si32> abilityLevels; //levels of gained abilities
 	std::vector<si32> artifacts; //gained artifacts
 	std::vector<si32> spells; //gained spells
@@ -977,16 +971,16 @@ public:
 class DLL_LINKAGE CGMine : public CArmedInstance
 {
 public:
-	ui8 producedResource;
+	Res::ERes producedResource;
 	ui32 producedQuantity;
 
 	void offerLeavingGuards(const CGHeroInstance *h) const;
-	void endBattle(BattleResult *result, ui8 attackingPlayer) const;
+	void endBattle(BattleResult *result, TPlayerColor attackingPlayer) const;
 	void fight(ui32 agreed, const CGHeroInstance *h) const;
 
 	void onHeroVisit(const CGHeroInstance * h) const override;
 
-	void flagMine(ui8 player) const;
+	void flagMine(TPlayerColor player) const;
 	void newTurn() const override;
 	void initObj() override;
 	template <typename Handler> void serialize(Handler &h, const int version)

+ 2 - 2
lib/Connection.h

@@ -141,7 +141,7 @@ struct LoadBoolean
 template<typename Ser>
 struct SaveBooleanVector
 {
-	static void invoke(Ser &s, const bool &data)
+	static void invoke(Ser &s, const std::vector<bool> &data)
 	{
 		s.saveBooleanVector(data);
 	}
@@ -149,7 +149,7 @@ struct SaveBooleanVector
 template<typename Ser>
 struct LoadBooleanVector
 {
-	static void invoke(Ser &s, bool &data)
+	static void invoke(Ser &s, std::vector<bool> &data)
 	{
 		s.loadBooleanVector(data);
 	}

+ 12 - 0
lib/GameConstants.h

@@ -98,6 +98,18 @@ namespace PrimarySkill
 				EXPERIENCE = 4}; //for some reason changePrimSkill uses it
 }
 
+namespace SecondarySkill
+{
+	enum SecondarySkill
+	{
+		DEFAULT = -1,
+		PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,
+		LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,
+		SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,
+		FIRST_AID
+	};
+}
+
 namespace EVictoryConditionType
 {
 	enum EVictoryConditionType { ARTIFACT, GATHERTROOP, GATHERRESOURCE, BUILDCITY, BUILDGRAIL, BEATHERO,

+ 1 - 1
lib/HeroBonus.cpp

@@ -462,7 +462,7 @@ ui32 IBonusBearer::getMaxDamage() const
 si32 IBonusBearer::manaLimit() const
 {
 	return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE) 
-		* (100.0 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::INTELLIGENCE)) 
+		* (100.0 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::INTELLIGENCE)) 
 		/ 10.0);
 }
 

+ 4 - 4
lib/IGameCallback.h

@@ -207,15 +207,15 @@ public:
 	virtual void changeSpells(int hid, bool give, const std::set<ui32> &spells)=0;
 	virtual bool removeObject(int objid)=0;
 	virtual void setBlockVis(int objid, bool bv)=0;
-	virtual void setOwner(int objid, ui8 owner)=0;
+	virtual void setOwner(int objid, TPlayerColor owner)=0;
 	virtual void setHoverName(int objid, MetaString * name)=0;
-	virtual void changePrimSkill(int ID, int which, si64 val, bool abs=false)=0;
-	virtual void changeSecSkill(int ID, int which, int val, bool abs=false)=0; 
+	virtual void changePrimSkill(int ID, PrimarySkill::PrimarySkill which, si64 val, bool abs=false)=0;
+	virtual void changeSecSkill(int ID, SecondarySkill::SecondarySkill which, int val, bool abs=false)=0; 
 	virtual void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback)=0;
 	virtual ui32 showBlockingDialog(BlockingDialog *iw) =0; //synchronous version of above //TODO:
 	virtual void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) =0; //cb will be called when player closes garrison window
 	virtual void showThievesGuildWindow(int player, int requestingObjId) =0;
-	virtual void giveResource(int player, int which, int val)=0;
+	virtual void giveResource(int player, Res::ERes which, int val)=0;
 
 	virtual void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) =0;
 	virtual void takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures) =0;

+ 8 - 8
lib/Mapping/MapFormatH3M.cpp

@@ -610,7 +610,7 @@ void CMapLoaderH3M::readPredefinedHeroes()
 					hero->secSkills.resize(howMany);
 					for(int yy = 0; yy < howMany; ++yy)
 					{
-						hero->secSkills[yy].first = readUI8();
+						hero->secSkills[yy].first = static_cast<SecondarySkill::SecondarySkill>(readUI8());
 						hero->secSkills[yy].second = readUI8();
 					}
 				}
@@ -650,7 +650,7 @@ void CMapLoaderH3M::readPredefinedHeroes()
 				{
 					for(int xx = 0; xx < GameConstants::PRIMARY_SKILLS; xx++)
 					{
-						hero->pushPrimSkill(xx, readUI8());
+						hero->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(xx), readUI8());
 					}
 				}
 				map->predefinedHeroes.push_back(hero);
@@ -932,13 +932,13 @@ void CMapLoaderH3M::readObjects()
 				evnt->primskills.resize(GameConstants::PRIMARY_SKILLS);
 				for(int x = 0; x < 4; ++x)
 				{
-					evnt->primskills[x] = readUI8();
+					evnt->primskills[x] = static_cast<PrimarySkill::PrimarySkill>(readUI8());
 				}
 
 				int gabn = readUI8(); // Number of gained abilities
 				for(int oo = 0; oo < gabn; ++oo)
 				{
-					evnt->abilities.push_back(readUI8());
+					evnt->abilities.push_back(static_cast<SecondarySkill::SecondarySkill>(readUI8()));
 					evnt->abilityLevels.push_back(readUI8());
 				}
 
@@ -1308,13 +1308,13 @@ void CMapLoaderH3M::readObjects()
 				box->primskills.resize(GameConstants::PRIMARY_SKILLS);
 				for(int x = 0; x < 4; ++x)
 				{
-					box->primskills[x] = readUI8();
+					box->primskills[x] = static_cast<PrimarySkill::PrimarySkill>(readUI8());
 				}
 
 				int gabn = readUI8();//number of gained abilities
 				for(int oo = 0; oo < gabn; ++oo)
 				{
-					box->abilities.push_back(readUI8());
+					box->abilities.push_back(static_cast<SecondarySkill::SecondarySkill>(readUI8()));
 					box->abilityLevels.push_back(readUI8());
 				}
 				int gart = readUI8(); //number of gained artifacts
@@ -1712,7 +1712,7 @@ CGObjectInstance * CMapLoaderH3M::readHero(int idToBeGiven)
 		nhi->secSkills.resize(howMany);
 		for(int yy = 0; yy < howMany; ++yy)
 		{
-			nhi->secSkills[yy].first = readUI8();
+			nhi->secSkills[yy].first = static_cast<SecondarySkill::SecondarySkill>(readUI8());
 			nhi->secSkills[yy].second = readUI8();
 		}
 	}
@@ -1798,7 +1798,7 @@ CGObjectInstance * CMapLoaderH3M::readHero(int idToBeGiven)
 		{
 			for(int xx = 0; xx < GameConstants::PRIMARY_SKILLS; ++xx)
 			{
-				nhi->pushPrimSkill(xx, readUI8());
+				nhi->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(xx), readUI8());
 			}
 		}
 	}

+ 35 - 33
lib/NetPacks.h

@@ -65,7 +65,7 @@ struct CPackForClient : public CPack
 
 struct CPackForServer : public CPack
 {
-	ui8 player;
+	TPlayerColor player;
 	CConnection *c;
 	CGameState* GS(CGameHandler *gh);
 	CPackForServer()
@@ -210,7 +210,7 @@ struct PackageApplied : public CPackForClient //94
 	ui8 result; //0 - something went wrong, request hasn't been realized; 1 - OK
 	ui32 packType; //type id of applied package
 	ui32 requestID; //an ID given by client to the request that was applied
-	ui8 player;
+	TPlayerColor player;
 
 
 	template <typename Handler> void serialize(Handler &h, const int version)
@@ -241,7 +241,7 @@ struct PlayerBlocked : public CPackForClient //96
 	enum EReason { UPCOMING_BATTLE };
 
 	ui8 reason;
-	ui8 player;
+	TPlayerColor player;
 
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{
@@ -269,7 +269,8 @@ struct SetResource : public CPackForClient //102
 	void applyCl(CClient *cl);
 	DLL_LINKAGE void applyGs(CGameState *gs);
 
-	ui8 player, resid;
+	TPlayerColor player;
+	Res::ERes resid;
 	TResourceCap val;
 
 	template <typename Handler> void serialize(Handler &h, const int version)
@@ -283,7 +284,7 @@ struct SetResource : public CPackForClient //102
  	void applyCl(CClient *cl);
  	DLL_LINKAGE void applyGs(CGameState *gs);
 
- 	ui8 player;
+ 	TPlayerColor player;
  	TResources res; //res[resid] => res amount
 
  	template <typename Handler> void serialize(Handler &h, const int version)
@@ -300,7 +301,7 @@ struct SetPrimSkill : public CPackForClient //105
 
 	ui8 abs; //0 - changes by value; 1 - sets to value
 	si32 id;
-	ui16 which;
+	PrimarySkill::PrimarySkill which;
 	si64 val;
 
 	template <typename Handler> void serialize(Handler &h, const int version)
@@ -316,7 +317,8 @@ struct SetSecSkill : public CPackForClient //106
 
 	ui8 abs; //0 - changes by value; 1 - sets to value
 	si32 id;
-	ui16 which, val;
+	SecondarySkill::SecondarySkill which;
+	ui16 val;
 
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{
@@ -545,7 +547,7 @@ struct SetCommanderProperty : public CPackForClient //120
 	si32 heroid; //for commander attached to hero
 	StackLocation sl; //for commander not on the hero?
 
-	ui8 which; // use ECommanderProperty
+	ECommanderProperty which;
 	TExpType amount; //0 for dead, >0 for alive
 	si32 additionalInfo; //for secondary skills choice
 	Bonus accumulatedBonus;
@@ -561,7 +563,7 @@ struct AddQuest : public CPackForClient //121
 	void applyCl(CClient *cl){};
 	DLL_LINKAGE void applyGs(CGameState *gs);
 
-	ui8 player;
+	TPlayerColor player;
 	QuestInfo quest;
 
 	template <typename Handler> void serialize(Handler &h, const int version)
@@ -598,7 +600,7 @@ struct TryMoveHero : public CPackForClient //501
 	};
 
 	ui32 id, movePoints;
-	ui8 result; //uses EResult
+	EResult result; //uses EResult
 	int3 start, end; //h3m format
 	boost::unordered_set<int3, ShashInt3> fowRevealed; //revealed tiles
 	int3 attackedFrom; // Set when stepping into endangered tile.
@@ -711,7 +713,7 @@ struct HeroRecruited : public CPackForClient //515
 
 	si32 hid, tid; //subID of hero
 	int3 tile;
-	ui8 player;
+	TPlayerColor player;
 
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{
@@ -727,7 +729,7 @@ struct GiveHero : public CPackForClient //516
 	DLL_LINKAGE void applyGs(CGameState *gs);
 
 	ui32 id; //object id
-	ui8 player;
+	TPlayerColor player;
 
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{
@@ -1059,7 +1061,7 @@ struct NewTurn : public CPackForClient //101
 
 	std::set<Hero> heroes; //updates movement and mana points
 	//std::vector<SetResources> res;//resource list
-	std::map<ui8, TResources> res; //player ID => resource value[res_id]
+	std::map<TPlayerColor, TResources> res; //player ID => resource value[res_id]
 	std::vector<SetAvailableCreatures> cres;//creatures to be placed in towns
 	ui32 day;
 	bool resetBuilded;
@@ -1103,7 +1105,7 @@ struct InfoWindow : public CPackForClient //103  - displays simple info window
 
 	MetaString text;
 	std::vector<Component> components;
-	ui8 player;
+	TPlayerColor player;
 	ui16 soundID;
 
 	template <typename Handler> void serialize(Handler &h, const int version)
@@ -1161,8 +1163,9 @@ struct HeroLevelUp : public Query//2000
 	DLL_LINKAGE void applyGs(CGameState *gs);
 
 	si32 heroid;
-	ui8 primskill, level;
-	std::vector<ui16> skills;
+	PrimarySkill::PrimarySkill primskill;
+	ui8 level;
+	std::vector<SecondarySkill::SecondarySkill> skills;
 
 	HeroLevelUp(){type = 2000;};
 
@@ -1217,7 +1220,7 @@ struct BlockingDialog : public Query//2003
 
 	MetaString text;
 	std::vector<Component> components;
-	ui8 player;
+	TPlayerColor player;
 	ui8 flags;
 	ui16 soundID;
 
@@ -1319,7 +1322,7 @@ struct BattleResult : public CPackForClient//3003
 	void applyFirstCl(CClient *cl);
 	void applyGs(CGameState *gs);
 
-	ui8 result; //EResult values
+	EResult result;
 	ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
 	std::map<ui32,si32> casualties[2]; //first => casualties of attackers - map crid => number
 	TExpType exp[2]; //exp for attacker and defender
@@ -1511,7 +1514,7 @@ struct BattleSpellCast : public CPackForClient//3009
 	std::vector<ui32> resisted; //ids of creatures that resisted this spell
 	std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
 	TCreature attackerType;//id of caster to generate console message; -1 if not set (eg. spell casted by artifact)
-	ui8 castedByHero; //if true - spell has been casted by hero, otherwise by a creature
+	bool castedByHero; //if true - spell has been casted by hero, otherwise by a creature
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{
 		h & dmgToDisplay & side & id & skill & spellCost & manaGained & tile & resisted & affectedCres & attackerType & castedByHero;
@@ -1637,7 +1640,7 @@ struct BattleSetStackProperty : public CPackForClient //3018
 	//void applyCl(CClient *cl){};
 
 	int stackID;
-	int which; //using enum values
+	BattleStackProperty which;
 	int val;
 	int absolute;
 
@@ -1932,7 +1935,7 @@ struct TradeOnMarketplace : public CPackForServer
 
 	const CGObjectInstance *market;
 	const CGHeroInstance *hero; //needed when trading artifacts / creatures
-	ui8 mode;//enum EEMarketMode
+	EMarketMode::EMarketMode mode;
 	ui32 r1, r2; //mode 0: r1 - sold resource, r2 - bought res (exception: when sacrificing art r1 is art id [todo: make r2 preferred slot?]
 	ui32 val; //units of sold resource
 
@@ -1962,7 +1965,7 @@ struct HireHero : public CPackForServer
 	HireHero(){};
 	HireHero(si32 HID, si32 TID):hid(HID),tid(TID){};
 	si32 hid, tid; //available hero serial and town (tavern) id
-	ui8 player;
+	TPlayerColor player;
 
 	bool applyGh(CGameHandler *gh);
 	template <typename Handler> void serialize(Handler &h, const int version)
@@ -1989,7 +1992,7 @@ struct QueryReply : public CPackForServer
 	QueryReply(){type = 6000;};
 	QueryReply(ui32 QID, ui32 Answer):qid(QID),answer(Answer){type = 6000;};
 	ui32 qid, answer; //hero and artifact id
-	ui8 player;
+	TPlayerColor player;
 
 	bool applyGh(CGameHandler *gh);
 	template <typename Handler> void serialize(Handler &h, const int version)
@@ -2077,7 +2080,7 @@ struct PlayerMessage : public CPackForClient, public CPackForServer //513
 	void applyGs(CGameState *gs){};
 	bool applyGh(CGameHandler *gh);
 
-	ui8 player;
+	TPlayerColor player;
 	std::string text;
 
 	template <typename Handler> void serialize(Handler &h, const int version)
@@ -2094,7 +2097,7 @@ struct SetSelection : public CPackForClient, public CPackForServer //514
 	bool applyGh(CGameHandler *gh);
 	void applyCl(CClient *cl);
 
-	ui8 player;
+	TPlayerColor player;
 	ui32 id;
 
 	template <typename Handler> void serialize(Handler &h, const int version)
@@ -2108,7 +2111,7 @@ struct CenterView : public CPackForClient//515
 	CenterView(){CPackForClient::type = 515;};
 	void applyCl(CClient *cl);
 
-	ui8 player;
+	TPlayerColor player;
 	int3 pos;
 	ui32 focusTime; //ms
 
@@ -2225,9 +2228,8 @@ struct UpdateStartOptions : public CPregamePackToPropagate
 
 struct PregameGuiAction : public CPregamePackToPropagate
 {
-    enum {NO_TAB, OPEN_OPTIONS, OPEN_SCENARIO_LIST, OPEN_RANDOM_MAP_OPTIONS};
-
-	ui8 action;
+	enum {NO_TAB, OPEN_OPTIONS, OPEN_SCENARIO_LIST, OPEN_RANDOM_MAP_OPTIONS} 
+		action;
 
 	void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
 
@@ -2239,12 +2241,12 @@ struct PregameGuiAction : public CPregamePackToPropagate
 
 struct RequestOptionsChange : public CPregamePackToHost
 {
-	enum {TOWN, HERO, BONUS};
+	enum EWhat {TOWN, HERO, BONUS};
 	ui8 what;
 	si8 direction; //-1 or +1
-	ui8 playerID;
+	TPlayerColor playerID;
 
-	RequestOptionsChange(ui8 What, si8 Dir, ui8 Player)
+	RequestOptionsChange(ui8 What, si8 Dir, TPlayerColor Player)
 		:what(What), direction(Dir), playerID(Player)
 	{}
 	RequestOptionsChange(){}
@@ -2259,7 +2261,7 @@ struct RequestOptionsChange : public CPregamePackToHost
 
 struct PlayerLeft : public CPregamePackToPropagate
 {
-	ui8 playerID;
+	TPlayerColor playerID;
 
 	void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
 

+ 3 - 3
lib/NetPacksLib.cpp

@@ -52,7 +52,7 @@ DLL_LINKAGE void SetPrimSkill::applyGs( CGameState *gs )
 	CGHeroInstance *hero = gs->getHero(id);
 	assert(hero);
 
-	if(which <4)
+	if(which < PrimarySkill::EXPERIENCE)
 	{
 		Bonus *skill = hero->getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL) && Selector::subtype(which) && Selector::sourceType(Bonus::HERO_BASE_SKILL));
 		assert(skill);
@@ -62,7 +62,7 @@ DLL_LINKAGE void SetPrimSkill::applyGs( CGameState *gs )
 		else
 			skill->val += val;
 	}
-	else if(which == 4) //XP
+	else if(which == PrimarySkill::EXPERIENCE)
 	{
 		if(abs)
 			hero->exp = val;
@@ -74,7 +74,7 @@ DLL_LINKAGE void SetPrimSkill::applyGs( CGameState *gs )
 DLL_LINKAGE void SetSecSkill::applyGs( CGameState *gs )
 {
 	CGHeroInstance *hero = gs->getHero(id);
-	hero->setSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(which), val, abs);
+	hero->setSecSkillLevel(which, val, abs);
 }
 
 DLL_LINKAGE void SetCommanderProperty::applyGs(CGameState *gs)

+ 46 - 45
server/CGameHandler.cpp

@@ -195,7 +195,7 @@ void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
 	fun(args[which]);
 }
 
-void CGameHandler::levelUpHero(int ID, int skill)
+void CGameHandler::levelUpHero(int ID, SecondarySkill::SecondarySkill skill)
 {
 	changeSecSkill(ID, skill, 1, 0);
 	levelUpHero(ID);
@@ -227,21 +227,21 @@ void CGameHandler::levelUpHero(int ID)
 	tlog5 << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%." <<  std::endl;
 	SetPrimSkill sps;
 	sps.id = ID;
-	sps.which = x;
+	sps.which = static_cast<PrimarySkill::PrimarySkill>(x);
 	sps.abs = false;
 	sps.val = 1;
 	sendAndApply(&sps);
 
 	HeroLevelUp hlu;
 	hlu.heroid = ID;
-	hlu.primskill = x;
+	hlu.primskill = static_cast<PrimarySkill::PrimarySkill>(x);
 	hlu.level = hero->level+1;
 
 	//picking sec. skills for choice
-	std::set<int> basicAndAdv, expert, none;
+	std::set<SecondarySkill::SecondarySkill> basicAndAdv, expert, none;
 	for(int i=0;i<GameConstants::SKILL_QUANTITY;i++)
 		if (isAllowed(2,i))
-			none.insert(i);
+			none.insert(static_cast<SecondarySkill::SecondarySkill>(i));
 
 	for(unsigned i=0;i<hero->secSkills.size();i++)
 	{
@@ -255,7 +255,7 @@ void CGameHandler::levelUpHero(int ID)
 	//first offered skill
 	if(basicAndAdv.size())
 	{
-		int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);//upgrade existing
+		SecondarySkill::SecondarySkill s = hero->type->heroClass->chooseSecSkill(basicAndAdv);//upgrade existing
 		hlu.skills.push_back(s);
 		basicAndAdv.erase(s);
 	}
@@ -292,8 +292,9 @@ void CGameHandler::levelUpHero(int ID)
 		if(hlu.skills.size() > 1) //apply and ask for secondary skill
 		{
 			boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind 
-					(callWith<ui16>, hlu.skills, boost::function<void(ui16)>(boost::bind
-					(&CGameHandler::levelUpHero, this, ID,_1) ), _1));
+					(callWith<SecondarySkill::SecondarySkill>, hlu.skills,
+					boost::function<void(SecondarySkill::SecondarySkill)>(boost::bind
+						(&CGameHandler::levelUpHero, this, ID,_1) ), _1));
 			applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds
 		}
 		else if(hlu.skills.size() == 1) //apply, give only possible skill  and send info
@@ -456,7 +457,7 @@ void CGameHandler::levelUpCommander(const CCommanderInstance * c)
 	}
 }
 
-void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
+void CGameHandler::changePrimSkill(int ID, PrimarySkill::PrimarySkill which, si64 val, bool abs)
 {
 	SetPrimSkill sps;
 	sps.id = ID;
@@ -466,7 +467,7 @@ void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
 	sendAndApply(&sps);
 
 	//only for exp - hero may level up
-	if (which == 4)
+	if (which == PrimarySkill::EXPERIENCE)
 	{
 		levelUpHero(ID);
 		CGHeroInstance *h = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
@@ -483,7 +484,7 @@ void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
 	}
 }
 
-void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
+void CGameHandler::changeSecSkill( int ID, SecondarySkill::SecondarySkill which, int val, bool abs/*=false*/ )
 {
 	SetSecSkill sss;
 	sss.id = ID;
@@ -492,7 +493,7 @@ void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*
 	sss.abs = abs;
 	sendAndApply(&sss);
 
-	if(which == 7) //Wisdom
+	if(which == SecondarySkill::WISDOM)
 	{
 		const CGHeroInstance *h = getHero(ID);
 		if(h && h->visitedTown)
@@ -551,10 +552,10 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
 
 	if(victoriousHero)
 	{
-		if(int eagleEyeLevel = victoriousHero->getSecSkillLevel(CGHeroInstance::EAGLE_EYE))
+		if(int eagleEyeLevel = victoriousHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
 		{
 			int maxLevel = eagleEyeLevel + 1;
-			double eagleEyeChance = victoriousHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::EAGLE_EYE);
+			double eagleEyeChance = victoriousHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
 			BOOST_FOREACH(const CSpell *sp, gs->curB->usedSpellsHistory[!battleResult.data->winner])
 				if(sp->level <= maxLevel && !vstd::contains(victoriousHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
 					cs.spells.insert(sp->id);
@@ -712,9 +713,9 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
 
 		//give exp
 		if (battleResult.data->exp[0] && hero1)
-			changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
+			changePrimSkill(hero1->id, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
 		else if (battleResult.data->exp[1] && hero2)
-			changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
+			changePrimSkill(hero2->id, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
 		else
 			afterBattleCallback();
 	}
@@ -798,7 +799,7 @@ void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CSt
 	{
 		static const int artilleryLvlToChance[] = {0, 50, 75, 100};
 		const CGHeroInstance * owner = gs->curB->getHero(att->owner);
-		int chance = artilleryLvlToChance[owner->getSecSkillLevel(CGHeroInstance::ARTILLERY)];
+		int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
 		if(chance > rand() % 100)
 		{
 			bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
@@ -1284,7 +1285,7 @@ void CGameHandler::newTurn()
 
 			if(!firstTurn) //not first day
 			{
-				n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ESTATES)); //estates
+				n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
 
 				for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
 				{
@@ -1613,18 +1614,18 @@ void CGameHandler::checkForBattleEnd()
 	}
 	if(!hasStack[0] || !hasStack[1]) //somebody has won
 	{
-		setBattleResult(0, hasStack[1]);
+		setBattleResult(BattleResult::NORMAL, hasStack[1]);
 	}
 }
 
 void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
 {
 	if(!h->hasSpellbook())
-		return; //hero hasn't spellbok
+		return; //hero hasn't spellbook
 	ChangeSpells cs;
 	cs.hid = h->id;
 	cs.learn = true;
-	for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(CGHeroInstance::WISDOM)+2);i++)
+	for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
 	{
 		if (t->hasBuilt(EBuilding::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
 		{
@@ -1917,7 +1918,7 @@ ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
 	return 0;
 }
 
-void CGameHandler::giveResource(int player, int which, int val) //TODO: cap according to Bersy's suggestion
+void CGameHandler::giveResource(int player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
 {
 	if(!val) return; //don't waste time on empty call
 	SetResource sr;
@@ -2109,18 +2110,18 @@ void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
 	const CGHeroInstance * h1 = getHero(fromHero);
 	const CGHeroInstance * h2 = getHero(toHero);
 
-	if ( h1->getSecSkillLevel(CGHeroInstance::SCHOLAR) < h2->getSecSkillLevel(CGHeroInstance::SCHOLAR) )
+	if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
 	{
 		std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
 		std::swap(fromHero, toHero);
 	}
 
-	int ScholarLevel = h1->getSecSkillLevel(CGHeroInstance::SCHOLAR);//heroes can trade up to this level
+	int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
 	if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
 		return;//no scholar skill or no spellbook
 
-	int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(CGHeroInstance::WISDOM)+2),
-	    h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(CGHeroInstance::WISDOM)+2);//heroes can receive this levels
+	int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
+	    h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
 
 	ChangeSpells cs1;
 	cs1.learn = true;
@@ -2962,7 +2963,7 @@ bool CGameHandler::buyArtifact( ui32 hid, TArtifactID aid )
 	return false;
 }
 
-bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, int rid, int aid)
+bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, TArtifactID aid)
 {
 	if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
 		COMPLAIN_RET("That artifact is unavailable!");
@@ -3014,7 +3015,7 @@ bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, int ri
 	return true;
 }
 
-bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactInstanceID aid, TResource rid )
+bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactInstanceID aid, Res::ERes rid )
 {
 	const CArtifactInstance *art = h->getArtByInstanceId(aid);
 	if(!art)
@@ -3038,12 +3039,12 @@ bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, TArt
 //	}
 //}
 
-bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill)
+bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill::SecondarySkill skill)
 {
 	if (!h)
 		COMPLAIN_RET("You need hero to buy a skill!");
 
-	if (h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(skill)))
+	if (h->getSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(skill)))
 		COMPLAIN_RET("Hero already know this skill");
 
 	if (!h->canLearnSkill())
@@ -3087,18 +3088,18 @@ bool CGameHandler::tradeResources(const IMarket *market, ui32 val, ui8 player, u
 
 	SetResource sr;
 	sr.player = player;
-	sr.resid = id1;
+	sr.resid = static_cast<Res::ERes>(id1);
 	sr.val = r1 - b1 * units;
 	sendAndApply(&sr);
 
-	sr.resid = id2;
+	sr.resid = static_cast<Res::ERes>(id2);
 	sr.val = r2 + b2 * units;
 	sendAndApply(&sr);
 
 	return true;
 }
 
-bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID)
+bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, Res::ERes resourceID)
 {
 	if(!vstd::contains(hero->Slots(), slot))
 		COMPLAIN_RET("Hero doesn't have any creature in that slot!");
@@ -3158,7 +3159,7 @@ bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance
 	return true;
 }
 
-bool CGameHandler::sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2)
+bool CGameHandler::sendResources(ui32 val, TPlayerColor player, Res::ERes r1, TPlayerColor r2)
 {
 	const PlayerState *p2 = gs->getPlayer(r2, false);
 	if(!p2  ||  p2->status != PlayerState::INGAME)
@@ -3379,7 +3380,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
 			if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side]))
 				complain("Cannot retreat!");
 			else
-				setBattleResult(1, !ba.side); //surrendering side loses
+				setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
 			break;
 		}
 	case Battle::SURRENDER:
@@ -3393,7 +3394,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
 			else
 			{
 				giveResource(player, Res::GOLD, -cost);
-				setBattleResult(2, !ba.side); //surrendering side loses
+				setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
 			}
 			break;
 		}
@@ -3545,7 +3546,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
 			StartAction start_action(ba);
 			sendAndApply(&start_action);
 			const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
-			CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(CGHeroInstance::BALLISTICS)];
+			CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS)];
 
 			int attackedPart = gs->curB->battleHexToWallPart(ba.destinationTile);
 			if(attackedPart < 0)
@@ -3656,7 +3657,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
 				complain("There is either no healer, no destination, or healer cannot heal :P");
 			}
 			int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
-			int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::FIRST_AID));
+			int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
 
 			int healed = std::min(maxHealable, maxiumHeal);
 
@@ -3881,7 +3882,7 @@ void CGameHandler::playerMessage( TPlayerColor player, const std::string &messag
 	else if(message == "vcmiglorfindel") //selected hero gains a new level
 	{
 		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
-		changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
+		changePrimSkill(hero->id, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
 	}
 	else if(message == "vcmisilmaril") //player wins
 	{
@@ -5617,7 +5618,7 @@ bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstanc
 	int dump, exp;
 	market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
 	exp *= count;
-	changePrimSkill(hero->id, 4, hero->calculateXp(exp));
+	changePrimSkill(hero->id, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
 
 	return true;
 }
@@ -5635,7 +5636,7 @@ bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * h
 	m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
 
 	removeArtifact(al);
-	changePrimSkill(hero->id, 4, expToGive);
+	changePrimSkill(hero->id, PrimarySkill::EXPERIENCE, expToGive);
 	return true;
 }
 
@@ -5895,7 +5896,7 @@ void CGameHandler::runBattle()
 			const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
 
 			if( (next->position < 0 || next->getCreature()->idNumber == 146)	//arrow turret or ballista
-				&& (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::ARTILLERY) == 0)) //hero has no artillery
+				&& (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
 			{
 				BattleAction attack;
 				attack.actionType = Battle::SHOOT;
@@ -5915,7 +5916,7 @@ void CGameHandler::runBattle()
 				continue;
 			}
 
-			if(next->getCreature()->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::BALLISTICS) == 0)) //catapult, hero has no ballistics
+			if(next->getCreature()->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)) //catapult, hero has no ballistics
 			{
 				BattleAction attack;
 				static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
@@ -5946,7 +5947,7 @@ void CGameHandler::runBattle()
 					continue;
 				}
 
-				if(!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::FIRST_AID) == 0) //no hero or hero has no first aid
+				if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
 				{
 					range::random_shuffle(possibleStacks);
 					const CStack * toBeHealed = possibleStacks.front();
@@ -6106,7 +6107,7 @@ void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact
 	giveHeroArtifact(h, a, pos);
 }
 
-void CGameHandler::setBattleResult(int resultType, int victoriusSide)
+void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
 {
 	if(battleResult.get())
 	{

+ 10 - 10
server/CGameHandler.h

@@ -121,7 +121,7 @@ public:
 	void applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary); //damage, drain life & fire shield
 	void checkForBattleEnd();
 	void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
-	void setBattleResult(int resultType, int victoriusSide);
+	void setBattleResult(BattleResult::EResult resultType, int victoriusSide);
 
 	CGameHandler(void);
 	~CGameHandler(void);
@@ -134,14 +134,14 @@ public:
 	void setBlockVis(int objid, bool bv) OVERRIDE;
 	void setOwner(int objid, ui8 owner) OVERRIDE;
 	void setHoverName(int objid, MetaString * name) OVERRIDE;
-	void changePrimSkill(int ID, int which, si64 val, bool abs=false) OVERRIDE;
-	void changeSecSkill(int ID, int which, int val, bool abs=false) OVERRIDE; 
+	void changePrimSkill(int ID, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) OVERRIDE;
+	void changeSecSkill(int ID, SecondarySkill::SecondarySkill which, int val, bool abs=false) OVERRIDE; 
 	//void showInfoDialog(InfoWindow *iw) OVERRIDE;
 	void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE;
 	ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE; //synchronous version of above
 	void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE;
 	void showThievesGuildWindow(int player, int requestingObjId) OVERRIDE;
-	void giveResource(int player, int which, int val) OVERRIDE;
+	void giveResource(int player, Res::ERes which, int val) OVERRIDE;
 
 	void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE;
 	void takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE;
@@ -182,7 +182,7 @@ public:
 	void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
 	bool teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker = 255);
 	void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
-	void levelUpHero(int ID, int skill);//handle client respond and send one more request if needed
+	void levelUpHero(int ID, SecondarySkill::SecondarySkill skill);//handle client respond and send one more request if needed
 	void levelUpHero(int ID);//initial call - check if hero have remaining levelups & handle them
 	void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
 	void levelUpCommander (const CCommanderInstance * c);
@@ -210,15 +210,15 @@ public:
 	bool setFormation( si32 hid, ui8 formation );
 	bool tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2);
 	bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count);
-	bool sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2);
-	bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID);
+	bool sendResources(ui32 val, TPlayerColor player, Res::ERes r1, TPlayerColor r2);
+	bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, Res::ERes resourceID);
 	bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot);
 	bool assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo);
 	bool buyArtifact( ui32 hid, TArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
-	bool buyArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactID rid, TArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
-	bool sellArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactInstanceID aid, TResource rid); //for artifact merchant selling
+	bool buyArtifact( const IMarket *m, const CGHeroInstance *h, Res::ERes rid, TArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
+	bool sellArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactInstanceID aid, Res::ERes rid); //for artifact merchant selling
 	//void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
-	bool buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill);
+	bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill::SecondarySkill skill);
 	bool garrisonSwap(si32 tid);
 	bool upgradeCreature( ui32 objid, ui8 pos, ui32 upgID );
 	bool recruitCreatures(si32 objid, ui32 crid, ui32 cram, si32 level);

+ 5 - 5
server/NetPacksServer.cpp

@@ -176,23 +176,23 @@ bool TradeOnMarketplace::applyGh( CGameHandler *gh )
 	case EMarketMode::RESOURCE_RESOURCE:
 		return gh->tradeResources(m, val, player, r1, r2);
 	case EMarketMode::RESOURCE_PLAYER:
-		return gh->sendResources(val, player, r1, r2);
+		return gh->sendResources(val, player, static_cast<Res::ERes>(r1), static_cast<Res::ERes>(r2));
 	case EMarketMode::CREATURE_RESOURCE:
 		if(!hero)
 			COMPLAIN_AND_RETURN("Only hero can sell creatures!");
-		return gh->sellCreatures(val, m, hero, r1, r2);
+		return gh->sellCreatures(val, m, hero, r1, static_cast<Res::ERes>(r2));
 	case EMarketMode::RESOURCE_ARTIFACT:
 		if(!hero)
 			COMPLAIN_AND_RETURN("Only hero can buy artifacts!");
-		return gh->buyArtifact(m, hero, r1, r2);
+		return gh->buyArtifact(m, hero, static_cast<Res::ERes>(r1), static_cast<Res::ERes>(r2));
 	case EMarketMode::ARTIFACT_RESOURCE:
 		if(!hero)
 			COMPLAIN_AND_RETURN("Only hero can sell artifacts!");
-		return gh->sellArtifact(m, hero, r1, r2);
+		return gh->sellArtifact(m, hero, r1, static_cast<Res::ERes>(r2));
 	case EMarketMode::CREATURE_UNDEAD:
 		return gh->transformInUndead(m, hero, r1);
 	case EMarketMode::RESOURCE_SKILL:
-		return gh->buySecSkill(m, hero, r2);
+		return gh->buySecSkill(m, hero, static_cast<SecondarySkill::SecondarySkill>(r2));
 	case EMarketMode::CREATURE_EXP:
 		return gh->sacrificeCreatures(m, hero, r1, val);
 	case EMarketMode::ARTIFACT_EXP: