GameConstants.h 33 KB

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  1. /*
  2. * GameConstants.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "ConstTransitivePtr.h"
  12. VCMI_LIB_NAMESPACE_BEGIN
  13. class Artifact;
  14. class ArtifactService;
  15. class Creature;
  16. class CreatureService;
  17. namespace spells
  18. {
  19. class Spell;
  20. class Service;
  21. }
  22. class CArtifact;
  23. class CArtifactInstance;
  24. class CCreature;
  25. class CHero;
  26. class CSpell;
  27. class CSkill;
  28. class CGameInfoCallback;
  29. class CNonConstInfoCallback;
  30. struct IdTag
  31. {};
  32. namespace GameConstants
  33. {
  34. DLL_LINKAGE extern const std::string VCMI_VERSION;
  35. const int PUZZLE_MAP_PIECES = 48;
  36. const int MAX_HEROES_PER_PLAYER = 8;
  37. const int AVAILABLE_HEROES_PER_PLAYER = 2;
  38. const int ALL_PLAYERS = 255; //bitfield
  39. const ui16 BACKPACK_START = 19;
  40. const int CREATURES_PER_TOWN = 7; //without upgrades
  41. const int SPELL_LEVELS = 5;
  42. const int SPELL_SCHOOL_LEVELS = 4;
  43. const int CRE_LEVELS = 10; // number of creature experience levels
  44. const int HERO_GOLD_COST = 2500;
  45. const int SPELLBOOK_GOLD_COST = 500;
  46. const int SKILL_GOLD_COST = 2000;
  47. const int BATTLE_PENALTY_DISTANCE = 10; //if the distance is > than this, then shooting stack has distance penalty
  48. const int ARMY_SIZE = 7;
  49. const int SKILL_PER_HERO = 8;
  50. const ui32 HERO_HIGH_LEVEL = 10; // affects primary skill upgrade order
  51. const int SKILL_QUANTITY=28;
  52. const int PRIMARY_SKILLS=4;
  53. const int RESOURCE_QUANTITY=8;
  54. const int HEROES_PER_TYPE=8; //amount of heroes of each type
  55. // amounts of OH3 objects. Can be changed by mods, should be used only during H3 loading phase
  56. const int F_NUMBER = 9;
  57. const int ARTIFACTS_QUANTITY=171;
  58. const int HEROES_QUANTITY=156;
  59. const int SPELLS_QUANTITY=70;
  60. const int CREATURES_COUNT = 197;
  61. const ui32 BASE_MOVEMENT_COST = 100; //default cost for non-diagonal movement
  62. const int HERO_PORTRAIT_SHIFT = 30;// 2 special frames + some extra portraits
  63. const std::array<int, 11> POSSIBLE_TURNTIME = {1, 2, 4, 6, 8, 10, 15, 20, 25, 30, 0};
  64. }
  65. #define ID_LIKE_CLASS_COMMON(CLASS_NAME, ENUM_NAME) \
  66. CLASS_NAME(const CLASS_NAME & other) \
  67. { \
  68. num = other.num; \
  69. } \
  70. CLASS_NAME & operator=(const CLASS_NAME & other) \
  71. { \
  72. num = other.num; \
  73. return *this; \
  74. } \
  75. explicit CLASS_NAME(si32 id) \
  76. : num(static_cast<ENUM_NAME>(id)) \
  77. {} \
  78. operator ENUM_NAME() const \
  79. { \
  80. return num; \
  81. } \
  82. si32 getNum() const \
  83. { \
  84. return static_cast<si32>(num); \
  85. } \
  86. ENUM_NAME toEnum() const \
  87. { \
  88. return num; \
  89. } \
  90. template <typename Handler> void serialize(Handler &h, const int version) \
  91. { \
  92. h & num; \
  93. } \
  94. CLASS_NAME & advance(int i) \
  95. { \
  96. num = (ENUM_NAME)((int)num + i); \
  97. return *this; \
  98. }
  99. // Operators are performance-critical and to be inlined they must be in header
  100. #define ID_LIKE_OPERATORS_INTERNAL(A, B, AN, BN) \
  101. STRONG_INLINE bool operator==(const A & a, const B & b) \
  102. { \
  103. return AN == BN ; \
  104. } \
  105. STRONG_INLINE bool operator!=(const A & a, const B & b) \
  106. { \
  107. return AN != BN ; \
  108. } \
  109. STRONG_INLINE bool operator<(const A & a, const B & b) \
  110. { \
  111. return AN < BN ; \
  112. } \
  113. STRONG_INLINE bool operator<=(const A & a, const B & b) \
  114. { \
  115. return AN <= BN ; \
  116. } \
  117. STRONG_INLINE bool operator>(const A & a, const B & b) \
  118. { \
  119. return AN > BN ; \
  120. } \
  121. STRONG_INLINE bool operator>=(const A & a, const B & b) \
  122. { \
  123. return AN >= BN ; \
  124. }
  125. #define ID_LIKE_OPERATORS(CLASS_NAME, ENUM_NAME) \
  126. ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, CLASS_NAME, a.num, b.num) \
  127. ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, ENUM_NAME, a.num, b) \
  128. ID_LIKE_OPERATORS_INTERNAL(ENUM_NAME, CLASS_NAME, a, b.num)
  129. #define INSTID_LIKE_CLASS_COMMON(CLASS_NAME, NUMERIC_NAME) \
  130. public: \
  131. CLASS_NAME() : BaseForID<CLASS_NAME, NUMERIC_NAME>(-1) {} \
  132. CLASS_NAME(const CLASS_NAME & other): \
  133. BaseForID<CLASS_NAME, NUMERIC_NAME>(other) \
  134. { \
  135. } \
  136. CLASS_NAME & operator=(const CLASS_NAME & other) \
  137. { \
  138. num = other.num; \
  139. return *this; \
  140. } \
  141. explicit CLASS_NAME(si32 id) \
  142. : BaseForID<CLASS_NAME, NUMERIC_NAME>(id) \
  143. {}
  144. template < typename Derived, typename NumericType>
  145. class BaseForID : public IdTag
  146. {
  147. protected:
  148. NumericType num;
  149. public:
  150. NumericType getNum() const
  151. {
  152. return num;
  153. }
  154. //to make it more similar to IDLIKE
  155. NumericType toEnum() const
  156. {
  157. return num;
  158. }
  159. template <typename Handler> void serialize(Handler &h, const int version)
  160. {
  161. h & num;
  162. }
  163. explicit BaseForID(NumericType _num = -1)
  164. {
  165. num = _num;
  166. }
  167. void advance(int change)
  168. {
  169. num += change;
  170. }
  171. bool operator == (const BaseForID & b) const { return num == b.num; }
  172. bool operator <= (const BaseForID & b) const { return num <= b.num; }
  173. bool operator >= (const BaseForID & b) const { return num >= b.num; }
  174. bool operator != (const BaseForID & b) const { return num != b.num; }
  175. bool operator < (const BaseForID & b) const { return num < b.num; }
  176. bool operator > (const BaseForID & b) const { return num > b.num; }
  177. BaseForID & operator++() { ++num; return *this; }
  178. };
  179. template < typename T>
  180. class Identifier : public IdTag
  181. {
  182. public:
  183. using EnumType = T;
  184. using NumericType = typename std::underlying_type<EnumType>::type;
  185. private:
  186. NumericType num;
  187. public:
  188. NumericType getNum() const
  189. {
  190. return num;
  191. }
  192. EnumType toEnum() const
  193. {
  194. return static_cast<EnumType>(num);
  195. }
  196. template <typename Handler> void serialize(Handler &h, const int version)
  197. {
  198. h & num;
  199. }
  200. explicit Identifier(NumericType _num = -1)
  201. {
  202. num = _num;
  203. }
  204. /* implicit */ Identifier(EnumType _num)
  205. {
  206. num = static_cast<NumericType>(_num);
  207. }
  208. void advance(int change)
  209. {
  210. num += change;
  211. }
  212. bool operator == (const Identifier & b) const { return num == b.num; }
  213. bool operator <= (const Identifier & b) const { return num >= b.num; }
  214. bool operator >= (const Identifier & b) const { return num <= b.num; }
  215. bool operator != (const Identifier & b) const { return num != b.num; }
  216. bool operator < (const Identifier & b) const { return num < b.num; }
  217. bool operator > (const Identifier & b) const { return num > b.num; }
  218. Identifier & operator++()
  219. {
  220. ++num;
  221. return *this;
  222. }
  223. Identifier operator++(int)
  224. {
  225. Identifier ret(*this);
  226. ++num;
  227. return ret;
  228. }
  229. };
  230. template<typename Der, typename Num>
  231. std::ostream & operator << (std::ostream & os, BaseForID<Der, Num> id);
  232. template<typename Der, typename Num>
  233. std::ostream & operator << (std::ostream & os, BaseForID<Der, Num> id)
  234. {
  235. //We use common type with short to force char and unsigned char to be promoted and formatted as numbers.
  236. typedef typename std::common_type<short, Num>::type Number;
  237. return os << static_cast<Number>(id.getNum());
  238. }
  239. template<typename EnumType>
  240. std::ostream & operator << (std::ostream & os, Identifier<EnumType> id)
  241. {
  242. //We use common type with short to force char and unsigned char to be promoted and formatted as numbers.
  243. typedef typename std::common_type<short, typename Identifier<EnumType>::NumericType>::type Number;
  244. return os << static_cast<Number>(id.getNum());
  245. }
  246. class ArtifactInstanceID : public BaseForID<ArtifactInstanceID, si32>
  247. {
  248. INSTID_LIKE_CLASS_COMMON(ArtifactInstanceID, si32)
  249. friend class CGameInfoCallback;
  250. friend class CNonConstInfoCallback;
  251. };
  252. class QueryID : public BaseForID<QueryID, si32>
  253. {
  254. INSTID_LIKE_CLASS_COMMON(QueryID, si32)
  255. QueryID & operator++()
  256. {
  257. ++num;
  258. return *this;
  259. }
  260. };
  261. class ObjectInstanceID : public BaseForID<ObjectInstanceID, si32>
  262. {
  263. INSTID_LIKE_CLASS_COMMON(ObjectInstanceID, si32)
  264. friend class CGameInfoCallback;
  265. friend class CNonConstInfoCallback;
  266. };
  267. class HeroClassID : public BaseForID<HeroClassID, si32>
  268. {
  269. INSTID_LIKE_CLASS_COMMON(HeroClassID, si32)
  270. };
  271. class HeroTypeID : public BaseForID<HeroTypeID, si32>
  272. {
  273. INSTID_LIKE_CLASS_COMMON(HeroTypeID, si32)
  274. ///json serialization helpers
  275. static si32 decode(const std::string & identifier);
  276. static std::string encode(const si32 index);
  277. };
  278. class SlotID : public BaseForID<SlotID, si32>
  279. {
  280. INSTID_LIKE_CLASS_COMMON(SlotID, si32)
  281. friend class CGameInfoCallback;
  282. friend class CNonConstInfoCallback;
  283. DLL_LINKAGE static const SlotID COMMANDER_SLOT_PLACEHOLDER;
  284. DLL_LINKAGE static const SlotID SUMMONED_SLOT_PLACEHOLDER; ///<for all summoned creatures, only during battle
  285. DLL_LINKAGE static const SlotID WAR_MACHINES_SLOT; ///<for all war machines during battle
  286. DLL_LINKAGE static const SlotID ARROW_TOWERS_SLOT; ///<for all arrow towers during battle
  287. bool validSlot() const
  288. {
  289. return getNum() >= 0 && getNum() < GameConstants::ARMY_SIZE;
  290. }
  291. };
  292. class PlayerColor : public BaseForID<PlayerColor, ui8>
  293. {
  294. INSTID_LIKE_CLASS_COMMON(PlayerColor, ui8)
  295. enum EPlayerColor
  296. {
  297. PLAYER_LIMIT_I = 8
  298. };
  299. DLL_LINKAGE static const PlayerColor SPECTATOR; //252
  300. DLL_LINKAGE static const PlayerColor CANNOT_DETERMINE; //253
  301. DLL_LINKAGE static const PlayerColor UNFLAGGABLE; //254 - neutral objects (pandora, banks)
  302. DLL_LINKAGE static const PlayerColor NEUTRAL; //255
  303. DLL_LINKAGE static const PlayerColor PLAYER_LIMIT; //player limit per map
  304. DLL_LINKAGE bool isValidPlayer() const; //valid means < PLAYER_LIMIT (especially non-neutral)
  305. DLL_LINKAGE bool isSpectator() const;
  306. DLL_LINKAGE std::string getStr(bool L10n = false) const;
  307. DLL_LINKAGE std::string getStrCap(bool L10n = false) const;
  308. friend class CGameInfoCallback;
  309. friend class CNonConstInfoCallback;
  310. };
  311. class TeamID : public BaseForID<TeamID, ui8>
  312. {
  313. INSTID_LIKE_CLASS_COMMON(TeamID, ui8)
  314. DLL_LINKAGE static const TeamID NO_TEAM;
  315. friend class CGameInfoCallback;
  316. friend class CNonConstInfoCallback;
  317. };
  318. class TeleportChannelID : public BaseForID<TeleportChannelID, si32>
  319. {
  320. INSTID_LIKE_CLASS_COMMON(TeleportChannelID, si32)
  321. friend class CGameInfoCallback;
  322. friend class CNonConstInfoCallback;
  323. };
  324. // #ifndef INSTANTIATE_BASE_FOR_ID_HERE
  325. // extern template std::ostream & operator << <ArtifactInstanceID>(std::ostream & os, BaseForID<ArtifactInstanceID> id);
  326. // extern template std::ostream & operator << <ObjectInstanceID>(std::ostream & os, BaseForID<ObjectInstanceID> id);
  327. // #endif
  328. // Enum declarations
  329. namespace PrimarySkill
  330. {
  331. enum PrimarySkill { NONE = -1, ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE,
  332. EXPERIENCE = 4}; //for some reason changePrimSkill uses it
  333. }
  334. class SecondarySkill
  335. {
  336. public:
  337. enum ESecondarySkill
  338. {
  339. WRONG = -2,
  340. DEFAULT = -1,
  341. PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,
  342. LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,
  343. SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,
  344. FIRST_AID, SKILL_SIZE
  345. };
  346. static_assert(GameConstants::SKILL_QUANTITY == SKILL_SIZE, "Incorrect number of skills");
  347. SecondarySkill(ESecondarySkill _num = WRONG) : num(_num)
  348. {}
  349. ID_LIKE_CLASS_COMMON(SecondarySkill, ESecondarySkill)
  350. ESecondarySkill num;
  351. };
  352. ID_LIKE_OPERATORS(SecondarySkill, SecondarySkill::ESecondarySkill)
  353. namespace EAlignment
  354. {
  355. enum EAlignment { GOOD, EVIL, NEUTRAL };
  356. }
  357. namespace ETownType//deprecated
  358. {
  359. enum ETownType
  360. {
  361. ANY = -1,
  362. CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX, NEUTRAL
  363. };
  364. }
  365. class FactionID : public BaseForID<FactionID, si32>
  366. {
  367. INSTID_LIKE_CLASS_COMMON(FactionID, si32)
  368. DLL_LINKAGE static const FactionID ANY;
  369. DLL_LINKAGE static const FactionID CASTLE;
  370. DLL_LINKAGE static const FactionID RAMPART;
  371. DLL_LINKAGE static const FactionID TOWER;
  372. DLL_LINKAGE static const FactionID INFERNO;
  373. DLL_LINKAGE static const FactionID NECROPOLIS;
  374. DLL_LINKAGE static const FactionID DUNGEON;
  375. DLL_LINKAGE static const FactionID STRONGHOLD;
  376. DLL_LINKAGE static const FactionID FORTRESS;
  377. DLL_LINKAGE static const FactionID CONFLUX;
  378. DLL_LINKAGE static const FactionID NEUTRAL;
  379. ///json serialization helpers
  380. static si32 decode(const std::string & identifier);
  381. static std::string encode(const si32 index);
  382. };
  383. class BuildingID
  384. {
  385. public:
  386. //Quite useful as long as most of building mechanics hardcoded
  387. // NOTE: all building with completely configurable mechanics will be removed from list
  388. enum EBuildingID
  389. {
  390. DEFAULT = -50,
  391. NONE = -1,
  392. MAGES_GUILD_1 = 0, MAGES_GUILD_2, MAGES_GUILD_3, MAGES_GUILD_4, MAGES_GUILD_5,
  393. TAVERN, SHIPYARD, FORT, CITADEL, CASTLE,
  394. VILLAGE_HALL, TOWN_HALL, CITY_HALL, CAPITOL, MARKETPLACE,
  395. RESOURCE_SILO, BLACKSMITH, SPECIAL_1, HORDE_1, HORDE_1_UPGR,
  396. SHIP, SPECIAL_2, SPECIAL_3, SPECIAL_4, HORDE_2,
  397. HORDE_2_UPGR, GRAIL, EXTRA_TOWN_HALL, EXTRA_CITY_HALL, EXTRA_CAPITOL,
  398. DWELL_FIRST=30, DWELL_LVL_2, DWELL_LVL_3, DWELL_LVL_4, DWELL_LVL_5, DWELL_LVL_6, DWELL_LAST=36,
  399. DWELL_UP_FIRST=37, DWELL_LVL_2_UP, DWELL_LVL_3_UP, DWELL_LVL_4_UP, DWELL_LVL_5_UP,
  400. DWELL_LVL_6_UP, DWELL_UP_LAST=43,
  401. DWELL_LVL_1 = DWELL_FIRST,
  402. DWELL_LVL_7 = DWELL_LAST,
  403. DWELL_LVL_1_UP = DWELL_UP_FIRST,
  404. DWELL_LVL_7_UP = DWELL_UP_LAST,
  405. //Special buildings for towns.
  406. LIGHTHOUSE = SPECIAL_1,
  407. STABLES = SPECIAL_2, //Castle
  408. BROTHERHOOD = SPECIAL_3,
  409. MYSTIC_POND = SPECIAL_1,
  410. FOUNTAIN_OF_FORTUNE = SPECIAL_2, //Rampart
  411. TREASURY = SPECIAL_3,
  412. ARTIFACT_MERCHANT = SPECIAL_1,
  413. LOOKOUT_TOWER = SPECIAL_2, //Tower
  414. LIBRARY = SPECIAL_3,
  415. WALL_OF_KNOWLEDGE = SPECIAL_4,
  416. STORMCLOUDS = SPECIAL_2,
  417. CASTLE_GATE = SPECIAL_3, //Inferno
  418. ORDER_OF_FIRE = SPECIAL_4,
  419. COVER_OF_DARKNESS = SPECIAL_1,
  420. NECROMANCY_AMPLIFIER = SPECIAL_2, //Necropolis
  421. SKELETON_TRANSFORMER = SPECIAL_3,
  422. //ARTIFACT_MERCHANT - same ID as in tower
  423. MANA_VORTEX = SPECIAL_2,
  424. PORTAL_OF_SUMMON = SPECIAL_3, //Dungeon
  425. BATTLE_ACADEMY = SPECIAL_4,
  426. ESCAPE_TUNNEL = SPECIAL_1,
  427. FREELANCERS_GUILD = SPECIAL_2, //Stronghold
  428. BALLISTA_YARD = SPECIAL_3,
  429. HALL_OF_VALHALLA = SPECIAL_4,
  430. CAGE_OF_WARLORDS = SPECIAL_1,
  431. GLYPHS_OF_FEAR = SPECIAL_2, // Fortress
  432. BLOOD_OBELISK = SPECIAL_3,
  433. //ARTIFACT_MERCHANT - same ID as in tower
  434. MAGIC_UNIVERSITY = SPECIAL_2, // Conflux
  435. };
  436. BuildingID(EBuildingID _num = NONE) : num(_num)
  437. {}
  438. STRONG_INLINE
  439. bool IsSpecialOrGrail() const
  440. {
  441. return num == SPECIAL_1 || num == SPECIAL_2 || num == SPECIAL_3 || num == SPECIAL_4 || num == GRAIL;
  442. }
  443. ID_LIKE_CLASS_COMMON(BuildingID, EBuildingID)
  444. EBuildingID num;
  445. };
  446. ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID)
  447. namespace BuildingSubID
  448. {
  449. enum EBuildingSubID
  450. {
  451. DEFAULT = -50,
  452. NONE = -1,
  453. STABLES,
  454. BROTHERHOOD_OF_SWORD,
  455. CASTLE_GATE,
  456. CREATURE_TRANSFORMER,
  457. MYSTIC_POND,
  458. FOUNTAIN_OF_FORTUNE,
  459. ARTIFACT_MERCHANT,
  460. LOOKOUT_TOWER,
  461. LIBRARY,
  462. MANA_VORTEX,
  463. PORTAL_OF_SUMMONING,
  464. ESCAPE_TUNNEL,
  465. FREELANCERS_GUILD,
  466. BALLISTA_YARD,
  467. ATTACK_VISITING_BONUS,
  468. MAGIC_UNIVERSITY,
  469. SPELL_POWER_GARRISON_BONUS,
  470. ATTACK_GARRISON_BONUS,
  471. DEFENSE_GARRISON_BONUS,
  472. DEFENSE_VISITING_BONUS,
  473. SPELL_POWER_VISITING_BONUS,
  474. KNOWLEDGE_VISITING_BONUS,
  475. EXPERIENCE_VISITING_BONUS,
  476. LIGHTHOUSE,
  477. TREASURY,
  478. CUSTOM_VISITING_BONUS
  479. };
  480. }
  481. namespace MappedKeys
  482. {
  483. static const std::map<std::string, BuildingID> BUILDING_NAMES_TO_TYPES =
  484. {
  485. { "special1", BuildingID::SPECIAL_1 },
  486. { "special2", BuildingID::SPECIAL_2 },
  487. { "special3", BuildingID::SPECIAL_3 },
  488. { "special4", BuildingID::SPECIAL_4 },
  489. { "grail", BuildingID::GRAIL }
  490. };
  491. static const std::map<BuildingID, std::string> BUILDING_TYPES_TO_NAMES =
  492. {
  493. { BuildingID::SPECIAL_1, "special1", },
  494. { BuildingID::SPECIAL_2, "special2" },
  495. { BuildingID::SPECIAL_3, "special3" },
  496. { BuildingID::SPECIAL_4, "special4" },
  497. { BuildingID::GRAIL, "grail"}
  498. };
  499. static const std::map<std::string, BuildingSubID::EBuildingSubID> SPECIAL_BUILDINGS =
  500. {
  501. { "mysticPond", BuildingSubID::MYSTIC_POND },
  502. { "artifactMerchant", BuildingSubID::ARTIFACT_MERCHANT },
  503. { "freelancersGuild", BuildingSubID::FREELANCERS_GUILD },
  504. { "magicUniversity", BuildingSubID::MAGIC_UNIVERSITY },
  505. { "castleGate", BuildingSubID::CASTLE_GATE },
  506. { "creatureTransformer", BuildingSubID::CREATURE_TRANSFORMER },//only skeleton transformer yet
  507. { "portalOfSummoning", BuildingSubID::PORTAL_OF_SUMMONING },
  508. { "ballistaYard", BuildingSubID::BALLISTA_YARD },
  509. { "stables", BuildingSubID::STABLES },
  510. { "manaVortex", BuildingSubID::MANA_VORTEX },
  511. { "lookoutTower", BuildingSubID::LOOKOUT_TOWER },
  512. { "library", BuildingSubID::LIBRARY },
  513. { "brotherhoodOfSword", BuildingSubID::BROTHERHOOD_OF_SWORD },//morale garrison bonus
  514. { "fountainOfFortune", BuildingSubID::FOUNTAIN_OF_FORTUNE },//luck garrison bonus
  515. { "spellPowerGarrisonBonus", BuildingSubID::SPELL_POWER_GARRISON_BONUS },//such as 'stormclouds', but this name is not ok for good towns
  516. { "attackGarrisonBonus", BuildingSubID::ATTACK_GARRISON_BONUS },
  517. { "defenseGarrisonBonus", BuildingSubID::DEFENSE_GARRISON_BONUS },
  518. { "escapeTunnel", BuildingSubID::ESCAPE_TUNNEL },
  519. { "attackVisitingBonus", BuildingSubID::ATTACK_VISITING_BONUS },
  520. { "defenceVisitingBonus", BuildingSubID::DEFENSE_VISITING_BONUS },
  521. { "spellPowerVisitingBonus", BuildingSubID::SPELL_POWER_VISITING_BONUS },
  522. { "knowledgeVisitingBonus", BuildingSubID::KNOWLEDGE_VISITING_BONUS },
  523. { "experienceVisitingBonus", BuildingSubID::EXPERIENCE_VISITING_BONUS },
  524. { "lighthouse", BuildingSubID::LIGHTHOUSE },
  525. { "treasury", BuildingSubID::TREASURY }
  526. };
  527. }
  528. namespace EAiTactic
  529. {
  530. enum EAiTactic
  531. {
  532. NONE = -1,
  533. RANDOM,
  534. WARRIOR,
  535. BUILDER,
  536. EXPLORER
  537. };
  538. }
  539. namespace EBuildingState
  540. {
  541. enum EBuildingState
  542. {
  543. HAVE_CAPITAL, NO_WATER, FORBIDDEN, ADD_MAGES_GUILD, ALREADY_PRESENT, CANT_BUILD_TODAY,
  544. NO_RESOURCES, ALLOWED, PREREQUIRES, MISSING_BASE, BUILDING_ERROR, TOWN_NOT_OWNED
  545. };
  546. }
  547. namespace ESpellCastProblem
  548. {
  549. enum ESpellCastProblem
  550. {
  551. OK, NO_HERO_TO_CAST_SPELL, CASTS_PER_TURN_LIMIT, NO_SPELLBOOK,
  552. HERO_DOESNT_KNOW_SPELL, NOT_ENOUGH_MANA, ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL,
  553. SPELL_LEVEL_LIMIT_EXCEEDED, NO_SPELLS_TO_DISPEL,
  554. NO_APPROPRIATE_TARGET, STACK_IMMUNE_TO_SPELL, WRONG_SPELL_TARGET, ONGOING_TACTIC_PHASE,
  555. MAGIC_IS_BLOCKED, //For Orb of Inhibition and similar - no casting at all
  556. INVALID
  557. };
  558. }
  559. namespace EMarketMode
  560. {
  561. enum EMarketMode
  562. {
  563. RESOURCE_RESOURCE, RESOURCE_PLAYER, CREATURE_RESOURCE, RESOURCE_ARTIFACT,
  564. ARTIFACT_RESOURCE, ARTIFACT_EXP, CREATURE_EXP, CREATURE_UNDEAD, RESOURCE_SKILL,
  565. MARTKET_AFTER_LAST_PLACEHOLDER
  566. };
  567. }
  568. namespace ECommander
  569. {
  570. enum SecondarySkills {ATTACK, DEFENSE, HEALTH, DAMAGE, SPEED, SPELL_POWER, CASTS, RESISTANCE};
  571. const int MAX_SKILL_LEVEL = 5;
  572. }
  573. namespace EWallPart
  574. {
  575. enum EWallPart
  576. {
  577. INDESTRUCTIBLE_PART_OF_GATE = -3, INDESTRUCTIBLE_PART = -2, INVALID = -1,
  578. KEEP = 0, BOTTOM_TOWER, BOTTOM_WALL, BELOW_GATE, OVER_GATE, UPPER_WALL, UPPER_TOWER, GATE,
  579. PARTS_COUNT /* This constant SHOULD always stay as the last item in the enum. */
  580. };
  581. }
  582. namespace EWallState
  583. {
  584. enum EWallState
  585. {
  586. NONE = -1, //no wall
  587. DESTROYED,
  588. DAMAGED,
  589. INTACT
  590. };
  591. }
  592. enum class EGateState : ui8
  593. {
  594. NONE,
  595. CLOSED,
  596. BLOCKED, //dead or alive stack blocking from outside
  597. OPENED,
  598. DESTROYED
  599. };
  600. namespace ESiegeHex
  601. {
  602. enum ESiegeHex : si16
  603. {
  604. DESTRUCTIBLE_WALL_1 = 29,
  605. DESTRUCTIBLE_WALL_2 = 78,
  606. DESTRUCTIBLE_WALL_3 = 130,
  607. DESTRUCTIBLE_WALL_4 = 182,
  608. GATE_BRIDGE = 94,
  609. GATE_OUTER = 95,
  610. GATE_INNER = 96
  611. };
  612. }
  613. namespace ETileType
  614. {
  615. enum ETileType
  616. {
  617. FREE,
  618. POSSIBLE,
  619. BLOCKED,
  620. USED
  621. };
  622. }
  623. enum class ETeleportChannelType
  624. {
  625. IMPASSABLE,
  626. BIDIRECTIONAL,
  627. UNIDIRECTIONAL,
  628. MIXED
  629. };
  630. class Obj
  631. {
  632. public:
  633. enum EObj
  634. {
  635. NO_OBJ = -1,
  636. ALTAR_OF_SACRIFICE = 2,
  637. ANCHOR_POINT = 3,
  638. ARENA = 4,
  639. ARTIFACT = 5,
  640. PANDORAS_BOX = 6,
  641. BLACK_MARKET = 7,
  642. BOAT = 8,
  643. BORDERGUARD = 9,
  644. KEYMASTER = 10,
  645. BUOY = 11,
  646. CAMPFIRE = 12,
  647. CARTOGRAPHER = 13,
  648. SWAN_POND = 14,
  649. COVER_OF_DARKNESS = 15,
  650. CREATURE_BANK = 16,
  651. CREATURE_GENERATOR1 = 17,
  652. CREATURE_GENERATOR2 = 18,
  653. CREATURE_GENERATOR3 = 19,
  654. CREATURE_GENERATOR4 = 20,
  655. CURSED_GROUND1 = 21,
  656. CORPSE = 22,
  657. MARLETTO_TOWER = 23,
  658. DERELICT_SHIP = 24,
  659. DRAGON_UTOPIA = 25,
  660. EVENT = 26,
  661. EYE_OF_MAGI = 27,
  662. FAERIE_RING = 28,
  663. FLOTSAM = 29,
  664. FOUNTAIN_OF_FORTUNE = 30,
  665. FOUNTAIN_OF_YOUTH = 31,
  666. GARDEN_OF_REVELATION = 32,
  667. GARRISON = 33,
  668. HERO = 34,
  669. HILL_FORT = 35,
  670. GRAIL = 36,
  671. HUT_OF_MAGI = 37,
  672. IDOL_OF_FORTUNE = 38,
  673. LEAN_TO = 39,
  674. LIBRARY_OF_ENLIGHTENMENT = 41,
  675. LIGHTHOUSE = 42,
  676. MONOLITH_ONE_WAY_ENTRANCE = 43,
  677. MONOLITH_ONE_WAY_EXIT = 44,
  678. MONOLITH_TWO_WAY = 45,
  679. MAGIC_PLAINS1 = 46,
  680. SCHOOL_OF_MAGIC = 47,
  681. MAGIC_SPRING = 48,
  682. MAGIC_WELL = 49,
  683. MERCENARY_CAMP = 51,
  684. MERMAID = 52,
  685. MINE = 53,
  686. MONSTER = 54,
  687. MYSTICAL_GARDEN = 55,
  688. OASIS = 56,
  689. OBELISK = 57,
  690. REDWOOD_OBSERVATORY = 58,
  691. OCEAN_BOTTLE = 59,
  692. PILLAR_OF_FIRE = 60,
  693. STAR_AXIS = 61,
  694. PRISON = 62,
  695. PYRAMID = 63,//subtype 0
  696. WOG_OBJECT = 63,//subtype > 0
  697. RALLY_FLAG = 64,
  698. RANDOM_ART = 65,
  699. RANDOM_TREASURE_ART = 66,
  700. RANDOM_MINOR_ART = 67,
  701. RANDOM_MAJOR_ART = 68,
  702. RANDOM_RELIC_ART = 69,
  703. RANDOM_HERO = 70,
  704. RANDOM_MONSTER = 71,
  705. RANDOM_MONSTER_L1 = 72,
  706. RANDOM_MONSTER_L2 = 73,
  707. RANDOM_MONSTER_L3 = 74,
  708. RANDOM_MONSTER_L4 = 75,
  709. RANDOM_RESOURCE = 76,
  710. RANDOM_TOWN = 77,
  711. REFUGEE_CAMP = 78,
  712. RESOURCE = 79,
  713. SANCTUARY = 80,
  714. SCHOLAR = 81,
  715. SEA_CHEST = 82,
  716. SEER_HUT = 83,
  717. CRYPT = 84,
  718. SHIPWRECK = 85,
  719. SHIPWRECK_SURVIVOR = 86,
  720. SHIPYARD = 87,
  721. SHRINE_OF_MAGIC_INCANTATION = 88,
  722. SHRINE_OF_MAGIC_GESTURE = 89,
  723. SHRINE_OF_MAGIC_THOUGHT = 90,
  724. SIGN = 91,
  725. SIRENS = 92,
  726. SPELL_SCROLL = 93,
  727. STABLES = 94,
  728. TAVERN = 95,
  729. TEMPLE = 96,
  730. DEN_OF_THIEVES = 97,
  731. TOWN = 98,
  732. TRADING_POST = 99,
  733. LEARNING_STONE = 100,
  734. TREASURE_CHEST = 101,
  735. TREE_OF_KNOWLEDGE = 102,
  736. SUBTERRANEAN_GATE = 103,
  737. UNIVERSITY = 104,
  738. WAGON = 105,
  739. WAR_MACHINE_FACTORY = 106,
  740. SCHOOL_OF_WAR = 107,
  741. WARRIORS_TOMB = 108,
  742. WATER_WHEEL = 109,
  743. WATERING_HOLE = 110,
  744. WHIRLPOOL = 111,
  745. WINDMILL = 112,
  746. WITCH_HUT = 113,
  747. HOLE = 124,
  748. RANDOM_MONSTER_L5 = 162,
  749. RANDOM_MONSTER_L6 = 163,
  750. RANDOM_MONSTER_L7 = 164,
  751. BORDER_GATE = 212,
  752. FREELANCERS_GUILD = 213,
  753. HERO_PLACEHOLDER = 214,
  754. QUEST_GUARD = 215,
  755. RANDOM_DWELLING = 216,
  756. RANDOM_DWELLING_LVL = 217, //subtype = creature level
  757. RANDOM_DWELLING_FACTION = 218, //subtype = faction
  758. GARRISON2 = 219,
  759. ABANDONED_MINE = 220,
  760. TRADING_POST_SNOW = 221,
  761. CLOVER_FIELD = 222,
  762. CURSED_GROUND2 = 223,
  763. EVIL_FOG = 224,
  764. FAVORABLE_WINDS = 225,
  765. FIERY_FIELDS = 226,
  766. HOLY_GROUNDS = 227,
  767. LUCID_POOLS = 228,
  768. MAGIC_CLOUDS = 229,
  769. MAGIC_PLAINS2 = 230,
  770. ROCKLANDS = 231,
  771. };
  772. Obj(EObj _num = NO_OBJ) : num(_num)
  773. {}
  774. ID_LIKE_CLASS_COMMON(Obj, EObj)
  775. EObj num;
  776. };
  777. ID_LIKE_OPERATORS(Obj, Obj::EObj)
  778. enum class Road : int8_t
  779. {
  780. NO_ROAD = 0,
  781. FIRST_REGULAR_ROAD = 1,
  782. DIRT_ROAD = 1,
  783. GRAVEL_ROAD = 2,
  784. COBBLESTONE_ROAD = 3,
  785. ORIGINAL_ROAD_COUNT //+1
  786. };
  787. enum class River : int8_t
  788. {
  789. NO_RIVER = 0,
  790. FIRST_REGULAR_RIVER = 1,
  791. WATER_RIVER = 1,
  792. ICY_RIVER = 2,
  793. MUD_RIVER = 3,
  794. LAVA_RIVER = 4,
  795. ORIGINAL_RIVER_COUNT //+1
  796. };
  797. namespace SecSkillLevel
  798. {
  799. enum SecSkillLevel
  800. {
  801. NONE,
  802. BASIC,
  803. ADVANCED,
  804. EXPERT,
  805. LEVELS_SIZE
  806. };
  807. }
  808. namespace Date
  809. {
  810. enum EDateType
  811. {
  812. DAY = 0,
  813. DAY_OF_WEEK = 1,
  814. WEEK = 2,
  815. MONTH = 3,
  816. DAY_OF_MONTH
  817. };
  818. }
  819. enum class EActionType : int32_t
  820. {
  821. CANCEL = -3,
  822. END_TACTIC_PHASE = -2,
  823. INVALID = -1,
  824. NO_ACTION = 0,
  825. HERO_SPELL,
  826. WALK,
  827. DEFEND,
  828. RETREAT,
  829. SURRENDER,
  830. WALK_AND_ATTACK,
  831. SHOOT,
  832. WAIT,
  833. CATAPULT,
  834. MONSTER_SPELL,
  835. BAD_MORALE,
  836. STACK_HEAL,
  837. };
  838. DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EActionType actionType);
  839. class DLL_LINKAGE EDiggingStatus
  840. {
  841. public:
  842. enum EEDiggingStatus
  843. {
  844. UNKNOWN = -1,
  845. CAN_DIG = 0,
  846. LACK_OF_MOVEMENT,
  847. WRONG_TERRAIN,
  848. TILE_OCCUPIED
  849. };
  850. EDiggingStatus(EEDiggingStatus _num = UNKNOWN) : num(_num)
  851. {}
  852. ID_LIKE_CLASS_COMMON(EDiggingStatus, EEDiggingStatus)
  853. EEDiggingStatus num;
  854. };
  855. ID_LIKE_OPERATORS(EDiggingStatus, EDiggingStatus::EEDiggingStatus)
  856. class DLL_LINKAGE EPathfindingLayer
  857. {
  858. public:
  859. enum EEPathfindingLayer : ui8
  860. {
  861. LAND = 0, SAIL = 1, WATER, AIR, NUM_LAYERS, WRONG, AUTO
  862. };
  863. EPathfindingLayer(EEPathfindingLayer _num = WRONG) : num(_num)
  864. {}
  865. ID_LIKE_CLASS_COMMON(EPathfindingLayer, EEPathfindingLayer)
  866. EEPathfindingLayer num;
  867. };
  868. DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EPathfindingLayer pathfindingLayer);
  869. ID_LIKE_OPERATORS(EPathfindingLayer, EPathfindingLayer::EEPathfindingLayer)
  870. namespace EPlayerStatus
  871. {
  872. enum EStatus {WRONG = -1, INGAME, LOSER, WINNER};
  873. }
  874. namespace PlayerRelations
  875. {
  876. enum PlayerRelations {ENEMIES, ALLIES, SAME_PLAYER};
  877. }
  878. class ArtifactPosition
  879. {
  880. public:
  881. enum EArtifactPosition
  882. {
  883. TRANSITION_POS = -3,
  884. FIRST_AVAILABLE = -2,
  885. PRE_FIRST = -1, //sometimes used as error, sometimes as first free in backpack
  886. HEAD, SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, //5
  887. RIGHT_RING, LEFT_RING, FEET, //8
  888. MISC1, MISC2, MISC3, MISC4, //12
  889. MACH1, MACH2, MACH3, MACH4, //16
  890. SPELLBOOK, MISC5, //18
  891. AFTER_LAST,
  892. //cres
  893. CREATURE_SLOT = 0,
  894. COMMANDER1 = 0, COMMANDER2, COMMANDER3, COMMANDER4, COMMANDER5, COMMANDER6, COMMANDER_AFTER_LAST
  895. };
  896. static_assert (AFTER_LAST == 19, "incorrect number of artifact slots");
  897. ArtifactPosition(EArtifactPosition _num = PRE_FIRST) : num(_num)
  898. {}
  899. ID_LIKE_CLASS_COMMON(ArtifactPosition, EArtifactPosition)
  900. EArtifactPosition num;
  901. };
  902. ID_LIKE_OPERATORS(ArtifactPosition, ArtifactPosition::EArtifactPosition)
  903. class ArtifactID
  904. {
  905. public:
  906. enum EArtifactID
  907. {
  908. NONE = -1,
  909. SPELLBOOK = 0,
  910. SPELL_SCROLL = 1,
  911. GRAIL = 2,
  912. CATAPULT = 3,
  913. BALLISTA = 4,
  914. AMMO_CART = 5,
  915. FIRST_AID_TENT = 6,
  916. //CENTAUR_AXE = 7,
  917. //BLACKSHARD_OF_THE_DEAD_KNIGHT = 8,
  918. ARMAGEDDONS_BLADE = 128,
  919. TITANS_THUNDER = 135,
  920. //CORNUCOPIA = 140,
  921. //FIXME: the following is only true if WoG is enabled. Otherwise other mod artifacts will take these slots.
  922. ART_SELECTION = 144,
  923. ART_LOCK = 145, // FIXME: We must get rid of this one since it's conflict with artifact from mods. See issue 2455
  924. AXE_OF_SMASHING = 146,
  925. MITHRIL_MAIL = 147,
  926. SWORD_OF_SHARPNESS = 148,
  927. HELM_OF_IMMORTALITY = 149,
  928. PENDANT_OF_SORCERY = 150,
  929. BOOTS_OF_HASTE = 151,
  930. BOW_OF_SEEKING = 152,
  931. DRAGON_EYE_RING = 153
  932. //HARDENED_SHIELD = 154,
  933. //SLAVAS_RING_OF_POWER = 155
  934. };
  935. ArtifactID(EArtifactID _num = NONE) : num(_num)
  936. {}
  937. DLL_LINKAGE const CArtifact * toArtifact() const;
  938. DLL_LINKAGE const Artifact * toArtifact(const ArtifactService * service) const;
  939. ///json serialization helpers
  940. static si32 decode(const std::string & identifier);
  941. static std::string encode(const si32 index);
  942. ID_LIKE_CLASS_COMMON(ArtifactID, EArtifactID)
  943. EArtifactID num;
  944. struct hash
  945. {
  946. size_t operator()(const ArtifactID & aid) const
  947. {
  948. return std::hash<int>()(aid.num);
  949. }
  950. };
  951. };
  952. ID_LIKE_OPERATORS(ArtifactID, ArtifactID::EArtifactID)
  953. class CreatureID
  954. {
  955. public:
  956. enum ECreatureID
  957. {
  958. NONE = -1,
  959. ARCHER = 2,
  960. CAVALIER = 10,
  961. CHAMPION = 11,
  962. STONE_GOLEM = 32,
  963. IRON_GOLEM = 33,
  964. IMP = 42,
  965. SKELETON = 56,
  966. WALKING_DEAD = 58,
  967. WIGHTS = 60,
  968. LICHES = 64,
  969. BONE_DRAGON = 68,
  970. TROGLODYTES = 70,
  971. HYDRA = 110,
  972. CHAOS_HYDRA = 111,
  973. AIR_ELEMENTAL = 112,
  974. EARTH_ELEMENTAL = 113,
  975. FIRE_ELEMENTAL = 114,
  976. WATER_ELEMENTAL = 115,
  977. GOLD_GOLEM = 116,
  978. DIAMOND_GOLEM = 117,
  979. PSYCHIC_ELEMENTAL = 120,
  980. CATAPULT = 145,
  981. BALLISTA = 146,
  982. FIRST_AID_TENT = 147,
  983. AMMO_CART = 148,
  984. ARROW_TOWERS = 149
  985. };
  986. CreatureID(ECreatureID _num = NONE) : num(_num)
  987. {}
  988. DLL_LINKAGE const CCreature * toCreature() const;
  989. DLL_LINKAGE const Creature * toCreature(const CreatureService * creatures) const;
  990. ID_LIKE_CLASS_COMMON(CreatureID, ECreatureID)
  991. ECreatureID num;
  992. ///json serialization helpers
  993. static si32 decode(const std::string & identifier);
  994. static std::string encode(const si32 index);
  995. };
  996. ID_LIKE_OPERATORS(CreatureID, CreatureID::ECreatureID)
  997. class SpellID
  998. {
  999. public:
  1000. enum ESpellID
  1001. {
  1002. PRESET = -2,
  1003. NONE = -1,
  1004. SUMMON_BOAT=0, SCUTTLE_BOAT=1, VISIONS=2, VIEW_EARTH=3, DISGUISE=4, VIEW_AIR=5,
  1005. FLY=6, WATER_WALK=7, DIMENSION_DOOR=8, TOWN_PORTAL=9,
  1006. QUICKSAND=10, LAND_MINE=11, FORCE_FIELD=12, FIRE_WALL=13, EARTHQUAKE=14,
  1007. MAGIC_ARROW=15, ICE_BOLT=16, LIGHTNING_BOLT=17, IMPLOSION=18,
  1008. CHAIN_LIGHTNING=19, FROST_RING=20, FIREBALL=21, INFERNO=22,
  1009. METEOR_SHOWER=23, DEATH_RIPPLE=24, DESTROY_UNDEAD=25, ARMAGEDDON=26,
  1010. SHIELD=27, AIR_SHIELD=28, FIRE_SHIELD=29, PROTECTION_FROM_AIR=30,
  1011. PROTECTION_FROM_FIRE=31, PROTECTION_FROM_WATER=32,
  1012. PROTECTION_FROM_EARTH=33, ANTI_MAGIC=34, DISPEL=35, MAGIC_MIRROR=36,
  1013. CURE=37, RESURRECTION=38, ANIMATE_DEAD=39, SACRIFICE=40, BLESS=41,
  1014. CURSE=42, BLOODLUST=43, PRECISION=44, WEAKNESS=45, STONE_SKIN=46,
  1015. DISRUPTING_RAY=47, PRAYER=48, MIRTH=49, SORROW=50, FORTUNE=51,
  1016. MISFORTUNE=52, HASTE=53, SLOW=54, SLAYER=55, FRENZY=56,
  1017. TITANS_LIGHTNING_BOLT=57, COUNTERSTRIKE=58, BERSERK=59, HYPNOTIZE=60,
  1018. FORGETFULNESS=61, BLIND=62, TELEPORT=63, REMOVE_OBSTACLE=64, CLONE=65,
  1019. SUMMON_FIRE_ELEMENTAL=66, SUMMON_EARTH_ELEMENTAL=67, SUMMON_WATER_ELEMENTAL=68, SUMMON_AIR_ELEMENTAL=69,
  1020. STONE_GAZE=70, POISON=71, BIND=72, DISEASE=73, PARALYZE=74, AGE=75, DEATH_CLOUD=76, THUNDERBOLT=77,
  1021. DISPEL_HELPFUL_SPELLS=78, DEATH_STARE=79, ACID_BREATH_DEFENSE=80, ACID_BREATH_DAMAGE=81,
  1022. FIRST_NON_SPELL = 70, AFTER_LAST = 82
  1023. };
  1024. SpellID(ESpellID _num = NONE) : num(_num)
  1025. {}
  1026. DLL_LINKAGE const CSpell * toSpell() const; //deprecated
  1027. DLL_LINKAGE const spells::Spell * toSpell(const spells::Service * service) const;
  1028. ID_LIKE_CLASS_COMMON(SpellID, ESpellID)
  1029. ESpellID num;
  1030. ///json serialization helpers
  1031. static si32 decode(const std::string & identifier);
  1032. static std::string encode(const si32 index);
  1033. };
  1034. ID_LIKE_OPERATORS(SpellID, SpellID::ESpellID)
  1035. class BattleFieldInfo;
  1036. class BattleField : public BaseForID<BattleField, si32>
  1037. {
  1038. INSTID_LIKE_CLASS_COMMON(BattleField, si32)
  1039. DLL_LINKAGE static const BattleField NONE;
  1040. DLL_LINKAGE friend bool operator==(const BattleField & l, const BattleField & r);
  1041. DLL_LINKAGE friend bool operator!=(const BattleField & l, const BattleField & r);
  1042. DLL_LINKAGE friend bool operator<(const BattleField & l, const BattleField & r);
  1043. DLL_LINKAGE operator std::string() const;
  1044. DLL_LINKAGE const BattleFieldInfo * getInfo() const;
  1045. DLL_LINKAGE static BattleField fromString(std::string identifier);
  1046. };
  1047. enum class ETerrainId {
  1048. NATIVE_TERRAIN = -4,
  1049. ANY_TERRAIN = -3,
  1050. NONE = -1,
  1051. FIRST_REGULAR_TERRAIN = 0,
  1052. DIRT = 0,
  1053. SAND,
  1054. GRASS,
  1055. SNOW,
  1056. SWAMP,
  1057. ROUGH,
  1058. SUBTERRANEAN,
  1059. LAVA,
  1060. WATER,
  1061. ROCK,
  1062. ORIGINAL_REGULAR_TERRAIN_COUNT = ROCK
  1063. };
  1064. using TerrainId = Identifier<ETerrainId>;
  1065. using RoadId = Identifier<Road>;
  1066. using RiverId = Identifier<River>;
  1067. class ObstacleInfo;
  1068. class Obstacle : public BaseForID<Obstacle, si32>
  1069. {
  1070. INSTID_LIKE_CLASS_COMMON(Obstacle, si32)
  1071. DLL_LINKAGE const ObstacleInfo * getInfo() const;
  1072. DLL_LINKAGE operator std::string() const;
  1073. DLL_LINKAGE static Obstacle fromString(std::string identifier);
  1074. };
  1075. enum class ESpellSchool: ui8
  1076. {
  1077. AIR = 0,
  1078. FIRE = 1,
  1079. WATER = 2,
  1080. EARTH = 3
  1081. };
  1082. enum class EMetaclass: ui8
  1083. {
  1084. INVALID = 0,
  1085. ARTIFACT,
  1086. CREATURE,
  1087. FACTION,
  1088. EXPERIENCE,
  1089. HERO,
  1090. HEROCLASS,
  1091. LUCK,
  1092. MANA,
  1093. MORALE,
  1094. MOVEMENT,
  1095. OBJECT,
  1096. PRIMARY_SKILL,
  1097. SECONDARY_SKILL,
  1098. SPELL,
  1099. RESOURCE
  1100. };
  1101. enum class EHealLevel: ui8
  1102. {
  1103. HEAL,
  1104. RESURRECT,
  1105. OVERHEAL
  1106. };
  1107. enum class EHealPower : ui8
  1108. {
  1109. ONE_BATTLE,
  1110. PERMANENT
  1111. };
  1112. // Typedef declarations
  1113. typedef ui8 TFaction;
  1114. typedef si64 TExpType;
  1115. typedef std::pair<si64, si64> TDmgRange;
  1116. typedef si32 TBonusSubtype;
  1117. typedef si32 TQuantity;
  1118. typedef int TRmgTemplateZoneId;
  1119. #undef ID_LIKE_CLASS_COMMON
  1120. #undef ID_LIKE_OPERATORS
  1121. #undef ID_LIKE_OPERATORS_INTERNAL
  1122. #undef INSTID_LIKE_CLASS_COMMON
  1123. VCMI_LIB_NAMESPACE_END