GameConstants.h 31 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 OP_DECL_INT(CLASS_NAME, OP) \
  130. bool operator OP (const CLASS_NAME & b) const \
  131. { \
  132. return num OP b.num; \
  133. }
  134. #define INSTID_LIKE_CLASS_COMMON(CLASS_NAME, NUMERIC_NAME) \
  135. public: \
  136. CLASS_NAME() : BaseForID<CLASS_NAME, NUMERIC_NAME>(-1) {} \
  137. CLASS_NAME(const CLASS_NAME & other): \
  138. BaseForID<CLASS_NAME, NUMERIC_NAME>(other) \
  139. { \
  140. } \
  141. CLASS_NAME & operator=(const CLASS_NAME & other) \
  142. { \
  143. num = other.num; \
  144. return *this; \
  145. } \
  146. explicit CLASS_NAME(si32 id) \
  147. : BaseForID<CLASS_NAME, NUMERIC_NAME>(id) \
  148. {}
  149. template < typename Derived, typename NumericType>
  150. class BaseForID : public IdTag
  151. {
  152. protected:
  153. NumericType num;
  154. public:
  155. NumericType getNum() const
  156. {
  157. return num;
  158. }
  159. //to make it more similar to IDLIKE
  160. NumericType toEnum() const
  161. {
  162. return num;
  163. }
  164. template <typename Handler> void serialize(Handler &h, const int version)
  165. {
  166. h & num;
  167. }
  168. explicit BaseForID(NumericType _num = -1)
  169. {
  170. num = _num;
  171. }
  172. void advance(int change)
  173. {
  174. num += change;
  175. }
  176. typedef BaseForID<Derived, NumericType> __SelfType;
  177. OP_DECL_INT(__SelfType, ==)
  178. OP_DECL_INT(__SelfType, !=)
  179. OP_DECL_INT(__SelfType, <)
  180. OP_DECL_INT(__SelfType, >)
  181. OP_DECL_INT(__SelfType, <=)
  182. OP_DECL_INT(__SelfType, >=)
  183. };
  184. template<typename Der, typename Num>
  185. std::ostream & operator << (std::ostream & os, BaseForID<Der, Num> id);
  186. template<typename Der, typename Num>
  187. std::ostream & operator << (std::ostream & os, BaseForID<Der, Num> id)
  188. {
  189. //We use common type with short to force char and unsigned char to be promoted and formatted as numbers.
  190. typedef typename std::common_type<short, Num>::type Number;
  191. return os << static_cast<Number>(id.getNum());
  192. }
  193. class ArtifactInstanceID : public BaseForID<ArtifactInstanceID, si32>
  194. {
  195. INSTID_LIKE_CLASS_COMMON(ArtifactInstanceID, si32)
  196. friend class CGameInfoCallback;
  197. friend class CNonConstInfoCallback;
  198. };
  199. class QueryID : public BaseForID<QueryID, si32>
  200. {
  201. INSTID_LIKE_CLASS_COMMON(QueryID, si32)
  202. QueryID & operator++()
  203. {
  204. ++num;
  205. return *this;
  206. }
  207. };
  208. class ObjectInstanceID : public BaseForID<ObjectInstanceID, si32>
  209. {
  210. INSTID_LIKE_CLASS_COMMON(ObjectInstanceID, si32)
  211. friend class CGameInfoCallback;
  212. friend class CNonConstInfoCallback;
  213. };
  214. class HeroClassID : public BaseForID<HeroClassID, si32>
  215. {
  216. INSTID_LIKE_CLASS_COMMON(HeroClassID, si32)
  217. };
  218. class HeroTypeID : public BaseForID<HeroTypeID, si32>
  219. {
  220. INSTID_LIKE_CLASS_COMMON(HeroTypeID, si32)
  221. ///json serialization helpers
  222. static si32 decode(const std::string & identifier);
  223. static std::string encode(const si32 index);
  224. };
  225. class SlotID : public BaseForID<SlotID, si32>
  226. {
  227. INSTID_LIKE_CLASS_COMMON(SlotID, si32)
  228. friend class CGameInfoCallback;
  229. friend class CNonConstInfoCallback;
  230. DLL_LINKAGE static const SlotID COMMANDER_SLOT_PLACEHOLDER;
  231. DLL_LINKAGE static const SlotID SUMMONED_SLOT_PLACEHOLDER; ///<for all summoned creatures, only during battle
  232. DLL_LINKAGE static const SlotID WAR_MACHINES_SLOT; ///<for all war machines during battle
  233. DLL_LINKAGE static const SlotID ARROW_TOWERS_SLOT; ///<for all arrow towers during battle
  234. bool validSlot() const
  235. {
  236. return getNum() >= 0 && getNum() < GameConstants::ARMY_SIZE;
  237. }
  238. };
  239. class PlayerColor : public BaseForID<PlayerColor, ui8>
  240. {
  241. INSTID_LIKE_CLASS_COMMON(PlayerColor, ui8)
  242. enum EPlayerColor
  243. {
  244. PLAYER_LIMIT_I = 8
  245. };
  246. DLL_LINKAGE static const PlayerColor SPECTATOR; //252
  247. DLL_LINKAGE static const PlayerColor CANNOT_DETERMINE; //253
  248. DLL_LINKAGE static const PlayerColor UNFLAGGABLE; //254 - neutral objects (pandora, banks)
  249. DLL_LINKAGE static const PlayerColor NEUTRAL; //255
  250. DLL_LINKAGE static const PlayerColor PLAYER_LIMIT; //player limit per map
  251. DLL_LINKAGE bool isValidPlayer() const; //valid means < PLAYER_LIMIT (especially non-neutral)
  252. DLL_LINKAGE bool isSpectator() const;
  253. DLL_LINKAGE std::string getStr(bool L10n = false) const;
  254. DLL_LINKAGE std::string getStrCap(bool L10n = false) const;
  255. friend class CGameInfoCallback;
  256. friend class CNonConstInfoCallback;
  257. };
  258. class TeamID : public BaseForID<TeamID, ui8>
  259. {
  260. INSTID_LIKE_CLASS_COMMON(TeamID, ui8)
  261. DLL_LINKAGE static const TeamID NO_TEAM;
  262. friend class CGameInfoCallback;
  263. friend class CNonConstInfoCallback;
  264. };
  265. class TeleportChannelID : public BaseForID<TeleportChannelID, si32>
  266. {
  267. INSTID_LIKE_CLASS_COMMON(TeleportChannelID, si32)
  268. friend class CGameInfoCallback;
  269. friend class CNonConstInfoCallback;
  270. };
  271. // #ifndef INSTANTIATE_BASE_FOR_ID_HERE
  272. // extern template std::ostream & operator << <ArtifactInstanceID>(std::ostream & os, BaseForID<ArtifactInstanceID> id);
  273. // extern template std::ostream & operator << <ObjectInstanceID>(std::ostream & os, BaseForID<ObjectInstanceID> id);
  274. // #endif
  275. // Enum declarations
  276. namespace PrimarySkill
  277. {
  278. enum PrimarySkill { NONE = -1, ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE,
  279. EXPERIENCE = 4}; //for some reason changePrimSkill uses it
  280. }
  281. class SecondarySkill
  282. {
  283. public:
  284. enum ESecondarySkill
  285. {
  286. WRONG = -2,
  287. DEFAULT = -1,
  288. PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,
  289. LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,
  290. SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,
  291. FIRST_AID, SKILL_SIZE
  292. };
  293. static_assert(GameConstants::SKILL_QUANTITY == SKILL_SIZE, "Incorrect number of skills");
  294. SecondarySkill(ESecondarySkill _num = WRONG) : num(_num)
  295. {}
  296. ID_LIKE_CLASS_COMMON(SecondarySkill, ESecondarySkill)
  297. ESecondarySkill num;
  298. };
  299. ID_LIKE_OPERATORS(SecondarySkill, SecondarySkill::ESecondarySkill)
  300. namespace EAlignment
  301. {
  302. enum EAlignment { GOOD, EVIL, NEUTRAL };
  303. }
  304. namespace ETownType//deprecated
  305. {
  306. enum ETownType
  307. {
  308. ANY = -1,
  309. CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX, NEUTRAL
  310. };
  311. }
  312. class FactionID : public BaseForID<FactionID, si32>
  313. {
  314. INSTID_LIKE_CLASS_COMMON(FactionID, si32)
  315. DLL_LINKAGE static const FactionID ANY;
  316. DLL_LINKAGE static const FactionID CASTLE;
  317. DLL_LINKAGE static const FactionID RAMPART;
  318. DLL_LINKAGE static const FactionID TOWER;
  319. DLL_LINKAGE static const FactionID INFERNO;
  320. DLL_LINKAGE static const FactionID NECROPOLIS;
  321. DLL_LINKAGE static const FactionID DUNGEON;
  322. DLL_LINKAGE static const FactionID STRONGHOLD;
  323. DLL_LINKAGE static const FactionID FORTRESS;
  324. DLL_LINKAGE static const FactionID CONFLUX;
  325. DLL_LINKAGE static const FactionID NEUTRAL;
  326. ///json serialization helpers
  327. static si32 decode(const std::string & identifier);
  328. static std::string encode(const si32 index);
  329. };
  330. class BuildingID
  331. {
  332. public:
  333. //Quite useful as long as most of building mechanics hardcoded
  334. // NOTE: all building with completely configurable mechanics will be removed from list
  335. enum EBuildingID
  336. {
  337. DEFAULT = -50,
  338. NONE = -1,
  339. MAGES_GUILD_1 = 0, MAGES_GUILD_2, MAGES_GUILD_3, MAGES_GUILD_4, MAGES_GUILD_5,
  340. TAVERN, SHIPYARD, FORT, CITADEL, CASTLE,
  341. VILLAGE_HALL, TOWN_HALL, CITY_HALL, CAPITOL, MARKETPLACE,
  342. RESOURCE_SILO, BLACKSMITH, SPECIAL_1, HORDE_1, HORDE_1_UPGR,
  343. SHIP, SPECIAL_2, SPECIAL_3, SPECIAL_4, HORDE_2,
  344. HORDE_2_UPGR, GRAIL, EXTRA_TOWN_HALL, EXTRA_CITY_HALL, EXTRA_CAPITOL,
  345. DWELL_FIRST=30, DWELL_LVL_2, DWELL_LVL_3, DWELL_LVL_4, DWELL_LVL_5, DWELL_LVL_6, DWELL_LAST=36,
  346. DWELL_UP_FIRST=37, DWELL_LVL_2_UP, DWELL_LVL_3_UP, DWELL_LVL_4_UP, DWELL_LVL_5_UP,
  347. DWELL_LVL_6_UP, DWELL_UP_LAST=43,
  348. DWELL_LVL_1 = DWELL_FIRST,
  349. DWELL_LVL_7 = DWELL_LAST,
  350. DWELL_LVL_1_UP = DWELL_UP_FIRST,
  351. DWELL_LVL_7_UP = DWELL_UP_LAST,
  352. //Special buildings for towns.
  353. LIGHTHOUSE = SPECIAL_1,
  354. STABLES = SPECIAL_2, //Castle
  355. BROTHERHOOD = SPECIAL_3,
  356. MYSTIC_POND = SPECIAL_1,
  357. FOUNTAIN_OF_FORTUNE = SPECIAL_2, //Rampart
  358. TREASURY = SPECIAL_3,
  359. ARTIFACT_MERCHANT = SPECIAL_1,
  360. LOOKOUT_TOWER = SPECIAL_2, //Tower
  361. LIBRARY = SPECIAL_3,
  362. WALL_OF_KNOWLEDGE = SPECIAL_4,
  363. STORMCLOUDS = SPECIAL_2,
  364. CASTLE_GATE = SPECIAL_3, //Inferno
  365. ORDER_OF_FIRE = SPECIAL_4,
  366. COVER_OF_DARKNESS = SPECIAL_1,
  367. NECROMANCY_AMPLIFIER = SPECIAL_2, //Necropolis
  368. SKELETON_TRANSFORMER = SPECIAL_3,
  369. //ARTIFACT_MERCHANT - same ID as in tower
  370. MANA_VORTEX = SPECIAL_2,
  371. PORTAL_OF_SUMMON = SPECIAL_3, //Dungeon
  372. BATTLE_ACADEMY = SPECIAL_4,
  373. ESCAPE_TUNNEL = SPECIAL_1,
  374. FREELANCERS_GUILD = SPECIAL_2, //Stronghold
  375. BALLISTA_YARD = SPECIAL_3,
  376. HALL_OF_VALHALLA = SPECIAL_4,
  377. CAGE_OF_WARLORDS = SPECIAL_1,
  378. GLYPHS_OF_FEAR = SPECIAL_2, // Fortress
  379. BLOOD_OBELISK = SPECIAL_3,
  380. //ARTIFACT_MERCHANT - same ID as in tower
  381. MAGIC_UNIVERSITY = SPECIAL_2, // Conflux
  382. };
  383. BuildingID(EBuildingID _num = NONE) : num(_num)
  384. {}
  385. STRONG_INLINE
  386. bool IsSpecialOrGrail() const
  387. {
  388. return num == SPECIAL_1 || num == SPECIAL_2 || num == SPECIAL_3 || num == SPECIAL_4 || num == GRAIL;
  389. }
  390. ID_LIKE_CLASS_COMMON(BuildingID, EBuildingID)
  391. EBuildingID num;
  392. };
  393. ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID)
  394. namespace BuildingSubID
  395. {
  396. enum EBuildingSubID
  397. {
  398. DEFAULT = -50,
  399. NONE = -1,
  400. STABLES,
  401. BROTHERHOOD_OF_SWORD,
  402. CASTLE_GATE,
  403. CREATURE_TRANSFORMER,
  404. MYSTIC_POND,
  405. FOUNTAIN_OF_FORTUNE,
  406. ARTIFACT_MERCHANT,
  407. LOOKOUT_TOWER,
  408. LIBRARY,
  409. MANA_VORTEX,
  410. PORTAL_OF_SUMMONING,
  411. ESCAPE_TUNNEL,
  412. FREELANCERS_GUILD,
  413. BALLISTA_YARD,
  414. ATTACK_VISITING_BONUS,
  415. MAGIC_UNIVERSITY,
  416. SPELL_POWER_GARRISON_BONUS,
  417. ATTACK_GARRISON_BONUS,
  418. DEFENSE_GARRISON_BONUS,
  419. DEFENSE_VISITING_BONUS,
  420. SPELL_POWER_VISITING_BONUS,
  421. KNOWLEDGE_VISITING_BONUS,
  422. EXPERIENCE_VISITING_BONUS,
  423. LIGHTHOUSE,
  424. TREASURY,
  425. CUSTOM_VISITING_BONUS
  426. };
  427. }
  428. namespace MappedKeys
  429. {
  430. static const std::map<std::string, BuildingID> BUILDING_NAMES_TO_TYPES =
  431. {
  432. { "special1", BuildingID::SPECIAL_1 },
  433. { "special2", BuildingID::SPECIAL_2 },
  434. { "special3", BuildingID::SPECIAL_3 },
  435. { "special4", BuildingID::SPECIAL_4 },
  436. { "grail", BuildingID::GRAIL }
  437. };
  438. static const std::map<BuildingID, std::string> BUILDING_TYPES_TO_NAMES =
  439. {
  440. { BuildingID::SPECIAL_1, "special1", },
  441. { BuildingID::SPECIAL_2, "special2" },
  442. { BuildingID::SPECIAL_3, "special3" },
  443. { BuildingID::SPECIAL_4, "special4" },
  444. { BuildingID::GRAIL, "grail"}
  445. };
  446. static const std::map<std::string, BuildingSubID::EBuildingSubID> SPECIAL_BUILDINGS =
  447. {
  448. { "mysticPond", BuildingSubID::MYSTIC_POND },
  449. { "artifactMerchant", BuildingSubID::ARTIFACT_MERCHANT },
  450. { "freelancersGuild", BuildingSubID::FREELANCERS_GUILD },
  451. { "magicUniversity", BuildingSubID::MAGIC_UNIVERSITY },
  452. { "castleGate", BuildingSubID::CASTLE_GATE },
  453. { "creatureTransformer", BuildingSubID::CREATURE_TRANSFORMER },//only skeleton transformer yet
  454. { "portalOfSummoning", BuildingSubID::PORTAL_OF_SUMMONING },
  455. { "ballistaYard", BuildingSubID::BALLISTA_YARD },
  456. { "stables", BuildingSubID::STABLES },
  457. { "manaVortex", BuildingSubID::MANA_VORTEX },
  458. { "lookoutTower", BuildingSubID::LOOKOUT_TOWER },
  459. { "library", BuildingSubID::LIBRARY },
  460. { "brotherhoodOfSword", BuildingSubID::BROTHERHOOD_OF_SWORD },//morale garrison bonus
  461. { "fountainOfFortune", BuildingSubID::FOUNTAIN_OF_FORTUNE },//luck garrison bonus
  462. { "spellPowerGarrisonBonus", BuildingSubID::SPELL_POWER_GARRISON_BONUS },//such as 'stormclouds', but this name is not ok for good towns
  463. { "attackGarrisonBonus", BuildingSubID::ATTACK_GARRISON_BONUS },
  464. { "defenseGarrisonBonus", BuildingSubID::DEFENSE_GARRISON_BONUS },
  465. { "escapeTunnel", BuildingSubID::ESCAPE_TUNNEL },
  466. { "attackVisitingBonus", BuildingSubID::ATTACK_VISITING_BONUS },
  467. { "defenceVisitingBonus", BuildingSubID::DEFENSE_VISITING_BONUS },
  468. { "spellPowerVisitingBonus", BuildingSubID::SPELL_POWER_VISITING_BONUS },
  469. { "knowledgeVisitingBonus", BuildingSubID::KNOWLEDGE_VISITING_BONUS },
  470. { "experienceVisitingBonus", BuildingSubID::EXPERIENCE_VISITING_BONUS },
  471. { "lighthouse", BuildingSubID::LIGHTHOUSE },
  472. { "treasury", BuildingSubID::TREASURY }
  473. };
  474. }
  475. namespace EAiTactic
  476. {
  477. enum EAiTactic
  478. {
  479. NONE = -1,
  480. RANDOM,
  481. WARRIOR,
  482. BUILDER,
  483. EXPLORER
  484. };
  485. }
  486. namespace EBuildingState
  487. {
  488. enum EBuildingState
  489. {
  490. HAVE_CAPITAL, NO_WATER, FORBIDDEN, ADD_MAGES_GUILD, ALREADY_PRESENT, CANT_BUILD_TODAY,
  491. NO_RESOURCES, ALLOWED, PREREQUIRES, MISSING_BASE, BUILDING_ERROR, TOWN_NOT_OWNED
  492. };
  493. }
  494. namespace ESpellCastProblem
  495. {
  496. enum ESpellCastProblem
  497. {
  498. OK, NO_HERO_TO_CAST_SPELL, CASTS_PER_TURN_LIMIT, NO_SPELLBOOK,
  499. HERO_DOESNT_KNOW_SPELL, NOT_ENOUGH_MANA, ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL,
  500. SPELL_LEVEL_LIMIT_EXCEEDED, NO_SPELLS_TO_DISPEL,
  501. NO_APPROPRIATE_TARGET, STACK_IMMUNE_TO_SPELL, WRONG_SPELL_TARGET, ONGOING_TACTIC_PHASE,
  502. MAGIC_IS_BLOCKED, //For Orb of Inhibition and similar - no casting at all
  503. INVALID
  504. };
  505. }
  506. namespace EMarketMode
  507. {
  508. enum EMarketMode
  509. {
  510. RESOURCE_RESOURCE, RESOURCE_PLAYER, CREATURE_RESOURCE, RESOURCE_ARTIFACT,
  511. ARTIFACT_RESOURCE, ARTIFACT_EXP, CREATURE_EXP, CREATURE_UNDEAD, RESOURCE_SKILL,
  512. MARTKET_AFTER_LAST_PLACEHOLDER
  513. };
  514. }
  515. namespace ECommander
  516. {
  517. enum SecondarySkills {ATTACK, DEFENSE, HEALTH, DAMAGE, SPEED, SPELL_POWER, CASTS, RESISTANCE};
  518. const int MAX_SKILL_LEVEL = 5;
  519. }
  520. namespace EWallPart
  521. {
  522. enum EWallPart
  523. {
  524. INDESTRUCTIBLE_PART_OF_GATE = -3, INDESTRUCTIBLE_PART = -2, INVALID = -1,
  525. KEEP = 0, BOTTOM_TOWER, BOTTOM_WALL, BELOW_GATE, OVER_GATE, UPPER_WALL, UPPER_TOWER, GATE,
  526. PARTS_COUNT /* This constant SHOULD always stay as the last item in the enum. */
  527. };
  528. }
  529. namespace EWallState
  530. {
  531. enum EWallState
  532. {
  533. NONE = -1, //no wall
  534. DESTROYED,
  535. DAMAGED,
  536. INTACT
  537. };
  538. }
  539. enum class EGateState : ui8
  540. {
  541. NONE,
  542. CLOSED,
  543. BLOCKED, //dead or alive stack blocking from outside
  544. OPENED,
  545. DESTROYED
  546. };
  547. namespace ESiegeHex
  548. {
  549. enum ESiegeHex : si16
  550. {
  551. DESTRUCTIBLE_WALL_1 = 29,
  552. DESTRUCTIBLE_WALL_2 = 78,
  553. DESTRUCTIBLE_WALL_3 = 130,
  554. DESTRUCTIBLE_WALL_4 = 182,
  555. GATE_BRIDGE = 94,
  556. GATE_OUTER = 95,
  557. GATE_INNER = 96
  558. };
  559. }
  560. namespace ETileType
  561. {
  562. enum ETileType
  563. {
  564. FREE,
  565. POSSIBLE,
  566. BLOCKED,
  567. USED
  568. };
  569. }
  570. enum class ETeleportChannelType
  571. {
  572. IMPASSABLE,
  573. BIDIRECTIONAL,
  574. UNIDIRECTIONAL,
  575. MIXED
  576. };
  577. class Obj
  578. {
  579. public:
  580. enum EObj
  581. {
  582. NO_OBJ = -1,
  583. ALTAR_OF_SACRIFICE = 2,
  584. ANCHOR_POINT = 3,
  585. ARENA = 4,
  586. ARTIFACT = 5,
  587. PANDORAS_BOX = 6,
  588. BLACK_MARKET = 7,
  589. BOAT = 8,
  590. BORDERGUARD = 9,
  591. KEYMASTER = 10,
  592. BUOY = 11,
  593. CAMPFIRE = 12,
  594. CARTOGRAPHER = 13,
  595. SWAN_POND = 14,
  596. COVER_OF_DARKNESS = 15,
  597. CREATURE_BANK = 16,
  598. CREATURE_GENERATOR1 = 17,
  599. CREATURE_GENERATOR2 = 18,
  600. CREATURE_GENERATOR3 = 19,
  601. CREATURE_GENERATOR4 = 20,
  602. CURSED_GROUND1 = 21,
  603. CORPSE = 22,
  604. MARLETTO_TOWER = 23,
  605. DERELICT_SHIP = 24,
  606. DRAGON_UTOPIA = 25,
  607. EVENT = 26,
  608. EYE_OF_MAGI = 27,
  609. FAERIE_RING = 28,
  610. FLOTSAM = 29,
  611. FOUNTAIN_OF_FORTUNE = 30,
  612. FOUNTAIN_OF_YOUTH = 31,
  613. GARDEN_OF_REVELATION = 32,
  614. GARRISON = 33,
  615. HERO = 34,
  616. HILL_FORT = 35,
  617. GRAIL = 36,
  618. HUT_OF_MAGI = 37,
  619. IDOL_OF_FORTUNE = 38,
  620. LEAN_TO = 39,
  621. LIBRARY_OF_ENLIGHTENMENT = 41,
  622. LIGHTHOUSE = 42,
  623. MONOLITH_ONE_WAY_ENTRANCE = 43,
  624. MONOLITH_ONE_WAY_EXIT = 44,
  625. MONOLITH_TWO_WAY = 45,
  626. MAGIC_PLAINS1 = 46,
  627. SCHOOL_OF_MAGIC = 47,
  628. MAGIC_SPRING = 48,
  629. MAGIC_WELL = 49,
  630. MERCENARY_CAMP = 51,
  631. MERMAID = 52,
  632. MINE = 53,
  633. MONSTER = 54,
  634. MYSTICAL_GARDEN = 55,
  635. OASIS = 56,
  636. OBELISK = 57,
  637. REDWOOD_OBSERVATORY = 58,
  638. OCEAN_BOTTLE = 59,
  639. PILLAR_OF_FIRE = 60,
  640. STAR_AXIS = 61,
  641. PRISON = 62,
  642. PYRAMID = 63,//subtype 0
  643. WOG_OBJECT = 63,//subtype > 0
  644. RALLY_FLAG = 64,
  645. RANDOM_ART = 65,
  646. RANDOM_TREASURE_ART = 66,
  647. RANDOM_MINOR_ART = 67,
  648. RANDOM_MAJOR_ART = 68,
  649. RANDOM_RELIC_ART = 69,
  650. RANDOM_HERO = 70,
  651. RANDOM_MONSTER = 71,
  652. RANDOM_MONSTER_L1 = 72,
  653. RANDOM_MONSTER_L2 = 73,
  654. RANDOM_MONSTER_L3 = 74,
  655. RANDOM_MONSTER_L4 = 75,
  656. RANDOM_RESOURCE = 76,
  657. RANDOM_TOWN = 77,
  658. REFUGEE_CAMP = 78,
  659. RESOURCE = 79,
  660. SANCTUARY = 80,
  661. SCHOLAR = 81,
  662. SEA_CHEST = 82,
  663. SEER_HUT = 83,
  664. CRYPT = 84,
  665. SHIPWRECK = 85,
  666. SHIPWRECK_SURVIVOR = 86,
  667. SHIPYARD = 87,
  668. SHRINE_OF_MAGIC_INCANTATION = 88,
  669. SHRINE_OF_MAGIC_GESTURE = 89,
  670. SHRINE_OF_MAGIC_THOUGHT = 90,
  671. SIGN = 91,
  672. SIRENS = 92,
  673. SPELL_SCROLL = 93,
  674. STABLES = 94,
  675. TAVERN = 95,
  676. TEMPLE = 96,
  677. DEN_OF_THIEVES = 97,
  678. TOWN = 98,
  679. TRADING_POST = 99,
  680. LEARNING_STONE = 100,
  681. TREASURE_CHEST = 101,
  682. TREE_OF_KNOWLEDGE = 102,
  683. SUBTERRANEAN_GATE = 103,
  684. UNIVERSITY = 104,
  685. WAGON = 105,
  686. WAR_MACHINE_FACTORY = 106,
  687. SCHOOL_OF_WAR = 107,
  688. WARRIORS_TOMB = 108,
  689. WATER_WHEEL = 109,
  690. WATERING_HOLE = 110,
  691. WHIRLPOOL = 111,
  692. WINDMILL = 112,
  693. WITCH_HUT = 113,
  694. HOLE = 124,
  695. RANDOM_MONSTER_L5 = 162,
  696. RANDOM_MONSTER_L6 = 163,
  697. RANDOM_MONSTER_L7 = 164,
  698. BORDER_GATE = 212,
  699. FREELANCERS_GUILD = 213,
  700. HERO_PLACEHOLDER = 214,
  701. QUEST_GUARD = 215,
  702. RANDOM_DWELLING = 216,
  703. RANDOM_DWELLING_LVL = 217, //subtype = creature level
  704. RANDOM_DWELLING_FACTION = 218, //subtype = faction
  705. GARRISON2 = 219,
  706. ABANDONED_MINE = 220,
  707. TRADING_POST_SNOW = 221,
  708. CLOVER_FIELD = 222,
  709. CURSED_GROUND2 = 223,
  710. EVIL_FOG = 224,
  711. FAVORABLE_WINDS = 225,
  712. FIERY_FIELDS = 226,
  713. HOLY_GROUNDS = 227,
  714. LUCID_POOLS = 228,
  715. MAGIC_CLOUDS = 229,
  716. MAGIC_PLAINS2 = 230,
  717. ROCKLANDS = 231,
  718. };
  719. Obj(EObj _num = NO_OBJ) : num(_num)
  720. {}
  721. ID_LIKE_CLASS_COMMON(Obj, EObj)
  722. EObj num;
  723. };
  724. ID_LIKE_OPERATORS(Obj, Obj::EObj)
  725. namespace Road
  726. {
  727. enum ERoad : ui8
  728. {
  729. NO_ROAD = 0,
  730. FIRST_REGULAR_ROAD = 1,
  731. DIRT_ROAD = 1,
  732. GRAVEL_ROAD = 2,
  733. COBBLESTONE_ROAD = 3,
  734. ORIGINAL_ROAD_COUNT //+1
  735. };
  736. }
  737. namespace River
  738. {
  739. enum ERiver : ui8
  740. {
  741. NO_RIVER = 0,
  742. FIRST_REGULAR_RIVER = 1,
  743. WATER_RIVER = 1,
  744. ICY_RIVER = 2,
  745. MUD_RIVER = 3,
  746. LAVA_RIVER = 4,
  747. ORIGINAL_RIVER_COUNT //+1
  748. };
  749. }
  750. namespace SecSkillLevel
  751. {
  752. enum SecSkillLevel
  753. {
  754. NONE,
  755. BASIC,
  756. ADVANCED,
  757. EXPERT,
  758. LEVELS_SIZE
  759. };
  760. }
  761. namespace Date
  762. {
  763. enum EDateType
  764. {
  765. DAY = 0,
  766. DAY_OF_WEEK = 1,
  767. WEEK = 2,
  768. MONTH = 3,
  769. DAY_OF_MONTH
  770. };
  771. }
  772. enum class EActionType : int32_t
  773. {
  774. CANCEL = -3,
  775. END_TACTIC_PHASE = -2,
  776. INVALID = -1,
  777. NO_ACTION = 0,
  778. HERO_SPELL,
  779. WALK,
  780. DEFEND,
  781. RETREAT,
  782. SURRENDER,
  783. WALK_AND_ATTACK,
  784. SHOOT,
  785. WAIT,
  786. CATAPULT,
  787. MONSTER_SPELL,
  788. BAD_MORALE,
  789. STACK_HEAL,
  790. };
  791. DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EActionType actionType);
  792. class DLL_LINKAGE EDiggingStatus
  793. {
  794. public:
  795. enum EEDiggingStatus
  796. {
  797. UNKNOWN = -1,
  798. CAN_DIG = 0,
  799. LACK_OF_MOVEMENT,
  800. WRONG_TERRAIN,
  801. TILE_OCCUPIED
  802. };
  803. EDiggingStatus(EEDiggingStatus _num = UNKNOWN) : num(_num)
  804. {}
  805. ID_LIKE_CLASS_COMMON(EDiggingStatus, EEDiggingStatus)
  806. EEDiggingStatus num;
  807. };
  808. ID_LIKE_OPERATORS(EDiggingStatus, EDiggingStatus::EEDiggingStatus)
  809. class DLL_LINKAGE EPathfindingLayer
  810. {
  811. public:
  812. enum EEPathfindingLayer : ui8
  813. {
  814. LAND = 0, SAIL = 1, WATER, AIR, NUM_LAYERS, WRONG, AUTO
  815. };
  816. EPathfindingLayer(EEPathfindingLayer _num = WRONG) : num(_num)
  817. {}
  818. ID_LIKE_CLASS_COMMON(EPathfindingLayer, EEPathfindingLayer)
  819. EEPathfindingLayer num;
  820. };
  821. DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EPathfindingLayer pathfindingLayer);
  822. ID_LIKE_OPERATORS(EPathfindingLayer, EPathfindingLayer::EEPathfindingLayer)
  823. namespace EPlayerStatus
  824. {
  825. enum EStatus {WRONG = -1, INGAME, LOSER, WINNER};
  826. }
  827. namespace PlayerRelations
  828. {
  829. enum PlayerRelations {ENEMIES, ALLIES, SAME_PLAYER};
  830. }
  831. class ArtifactPosition
  832. {
  833. public:
  834. enum EArtifactPosition
  835. {
  836. FIRST_AVAILABLE = -2,
  837. PRE_FIRST = -1, //sometimes used as error, sometimes as first free in backpack
  838. HEAD, SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, //5
  839. RIGHT_RING, LEFT_RING, FEET, //8
  840. MISC1, MISC2, MISC3, MISC4, //12
  841. MACH1, MACH2, MACH3, MACH4, //16
  842. SPELLBOOK, MISC5, //18
  843. AFTER_LAST,
  844. //cres
  845. CREATURE_SLOT = 0,
  846. COMMANDER1 = 0, COMMANDER2, COMMANDER3, COMMANDER4, COMMANDER5, COMMANDER6, COMMANDER_AFTER_LAST
  847. };
  848. static_assert (AFTER_LAST == 19, "incorrect number of artifact slots");
  849. ArtifactPosition(EArtifactPosition _num = PRE_FIRST) : num(_num)
  850. {}
  851. ID_LIKE_CLASS_COMMON(ArtifactPosition, EArtifactPosition)
  852. EArtifactPosition num;
  853. };
  854. ID_LIKE_OPERATORS(ArtifactPosition, ArtifactPosition::EArtifactPosition)
  855. class ArtifactID
  856. {
  857. public:
  858. enum EArtifactID
  859. {
  860. NONE = -1,
  861. SPELLBOOK = 0,
  862. SPELL_SCROLL = 1,
  863. GRAIL = 2,
  864. CATAPULT = 3,
  865. BALLISTA = 4,
  866. AMMO_CART = 5,
  867. FIRST_AID_TENT = 6,
  868. //CENTAUR_AXE = 7,
  869. //BLACKSHARD_OF_THE_DEAD_KNIGHT = 8,
  870. ARMAGEDDONS_BLADE = 128,
  871. TITANS_THUNDER = 135,
  872. //CORNUCOPIA = 140,
  873. //FIXME: the following is only true if WoG is enabled. Otherwise other mod artifacts will take these slots.
  874. ART_SELECTION = 144,
  875. ART_LOCK = 145, // FIXME: We must get rid of this one since it's conflict with artifact from mods. See issue 2455
  876. AXE_OF_SMASHING = 146,
  877. MITHRIL_MAIL = 147,
  878. SWORD_OF_SHARPNESS = 148,
  879. HELM_OF_IMMORTALITY = 149,
  880. PENDANT_OF_SORCERY = 150,
  881. BOOTS_OF_HASTE = 151,
  882. BOW_OF_SEEKING = 152,
  883. DRAGON_EYE_RING = 153
  884. //HARDENED_SHIELD = 154,
  885. //SLAVAS_RING_OF_POWER = 155
  886. };
  887. ArtifactID(EArtifactID _num = NONE) : num(_num)
  888. {}
  889. DLL_LINKAGE const CArtifact * toArtifact() const;
  890. DLL_LINKAGE const Artifact * toArtifact(const ArtifactService * service) const;
  891. ///json serialization helpers
  892. static si32 decode(const std::string & identifier);
  893. static std::string encode(const si32 index);
  894. ID_LIKE_CLASS_COMMON(ArtifactID, EArtifactID)
  895. EArtifactID num;
  896. struct hash
  897. {
  898. size_t operator()(const ArtifactID & aid) const
  899. {
  900. return std::hash<int>()(aid.num);
  901. }
  902. };
  903. };
  904. ID_LIKE_OPERATORS(ArtifactID, ArtifactID::EArtifactID)
  905. class CreatureID
  906. {
  907. public:
  908. enum ECreatureID
  909. {
  910. NONE = -1,
  911. ARCHER = 2,
  912. CAVALIER = 10,
  913. CHAMPION = 11,
  914. STONE_GOLEM = 32,
  915. IRON_GOLEM = 33,
  916. IMP = 42,
  917. SKELETON = 56,
  918. WALKING_DEAD = 58,
  919. WIGHTS = 60,
  920. LICHES = 64,
  921. BONE_DRAGON = 68,
  922. TROGLODYTES = 70,
  923. HYDRA = 110,
  924. CHAOS_HYDRA = 111,
  925. AIR_ELEMENTAL = 112,
  926. EARTH_ELEMENTAL = 113,
  927. FIRE_ELEMENTAL = 114,
  928. WATER_ELEMENTAL = 115,
  929. GOLD_GOLEM = 116,
  930. DIAMOND_GOLEM = 117,
  931. PSYCHIC_ELEMENTAL = 120,
  932. CATAPULT = 145,
  933. BALLISTA = 146,
  934. FIRST_AID_TENT = 147,
  935. AMMO_CART = 148,
  936. ARROW_TOWERS = 149
  937. };
  938. CreatureID(ECreatureID _num = NONE) : num(_num)
  939. {}
  940. DLL_LINKAGE const CCreature * toCreature() const;
  941. DLL_LINKAGE const Creature * toCreature(const CreatureService * creatures) const;
  942. ID_LIKE_CLASS_COMMON(CreatureID, ECreatureID)
  943. ECreatureID num;
  944. ///json serialization helpers
  945. static si32 decode(const std::string & identifier);
  946. static std::string encode(const si32 index);
  947. };
  948. ID_LIKE_OPERATORS(CreatureID, CreatureID::ECreatureID)
  949. class SpellID
  950. {
  951. public:
  952. enum ESpellID
  953. {
  954. PRESET = -2,
  955. NONE = -1,
  956. SUMMON_BOAT=0, SCUTTLE_BOAT=1, VISIONS=2, VIEW_EARTH=3, DISGUISE=4, VIEW_AIR=5,
  957. FLY=6, WATER_WALK=7, DIMENSION_DOOR=8, TOWN_PORTAL=9,
  958. QUICKSAND=10, LAND_MINE=11, FORCE_FIELD=12, FIRE_WALL=13, EARTHQUAKE=14,
  959. MAGIC_ARROW=15, ICE_BOLT=16, LIGHTNING_BOLT=17, IMPLOSION=18,
  960. CHAIN_LIGHTNING=19, FROST_RING=20, FIREBALL=21, INFERNO=22,
  961. METEOR_SHOWER=23, DEATH_RIPPLE=24, DESTROY_UNDEAD=25, ARMAGEDDON=26,
  962. SHIELD=27, AIR_SHIELD=28, FIRE_SHIELD=29, PROTECTION_FROM_AIR=30,
  963. PROTECTION_FROM_FIRE=31, PROTECTION_FROM_WATER=32,
  964. PROTECTION_FROM_EARTH=33, ANTI_MAGIC=34, DISPEL=35, MAGIC_MIRROR=36,
  965. CURE=37, RESURRECTION=38, ANIMATE_DEAD=39, SACRIFICE=40, BLESS=41,
  966. CURSE=42, BLOODLUST=43, PRECISION=44, WEAKNESS=45, STONE_SKIN=46,
  967. DISRUPTING_RAY=47, PRAYER=48, MIRTH=49, SORROW=50, FORTUNE=51,
  968. MISFORTUNE=52, HASTE=53, SLOW=54, SLAYER=55, FRENZY=56,
  969. TITANS_LIGHTNING_BOLT=57, COUNTERSTRIKE=58, BERSERK=59, HYPNOTIZE=60,
  970. FORGETFULNESS=61, BLIND=62, TELEPORT=63, REMOVE_OBSTACLE=64, CLONE=65,
  971. SUMMON_FIRE_ELEMENTAL=66, SUMMON_EARTH_ELEMENTAL=67, SUMMON_WATER_ELEMENTAL=68, SUMMON_AIR_ELEMENTAL=69,
  972. STONE_GAZE=70, POISON=71, BIND=72, DISEASE=73, PARALYZE=74, AGE=75, DEATH_CLOUD=76, THUNDERBOLT=77,
  973. DISPEL_HELPFUL_SPELLS=78, DEATH_STARE=79, ACID_BREATH_DEFENSE=80, ACID_BREATH_DAMAGE=81,
  974. FIRST_NON_SPELL = 70, AFTER_LAST = 82
  975. };
  976. SpellID(ESpellID _num = NONE) : num(_num)
  977. {}
  978. DLL_LINKAGE const CSpell * toSpell() const; //deprecated
  979. DLL_LINKAGE const spells::Spell * toSpell(const spells::Service * service) const;
  980. ID_LIKE_CLASS_COMMON(SpellID, ESpellID)
  981. ESpellID num;
  982. ///json serialization helpers
  983. static si32 decode(const std::string & identifier);
  984. static std::string encode(const si32 index);
  985. };
  986. ID_LIKE_OPERATORS(SpellID, SpellID::ESpellID)
  987. class BattleFieldInfo;
  988. class BattleField : public BaseForID<BattleField, si32>
  989. {
  990. INSTID_LIKE_CLASS_COMMON(BattleField, si32)
  991. DLL_LINKAGE static const BattleField NONE;
  992. DLL_LINKAGE friend bool operator==(const BattleField & l, const BattleField & r);
  993. DLL_LINKAGE friend bool operator!=(const BattleField & l, const BattleField & r);
  994. DLL_LINKAGE friend bool operator<(const BattleField & l, const BattleField & r);
  995. DLL_LINKAGE operator std::string() const;
  996. DLL_LINKAGE const BattleFieldInfo * getInfo() const;
  997. DLL_LINKAGE static BattleField fromString(std::string identifier);
  998. };
  999. class TerrainId
  1000. {
  1001. public:
  1002. enum ETerrainID {
  1003. NATIVE_TERRAIN = -4,
  1004. ANY_TERRAIN = -3,
  1005. WRONG = -2,
  1006. BORDER = -1,
  1007. FIRST_REGULAR_TERRAIN = 0,
  1008. DIRT,
  1009. SAND,
  1010. GRASS,
  1011. SNOW,
  1012. SWAMP,
  1013. ROUGH,
  1014. SUBTERRANEAN,
  1015. LAVA,
  1016. WATER,
  1017. ROCK,
  1018. ORIGINAL_TERRAIN_COUNT
  1019. };
  1020. TerrainId(ETerrainID _num = WRONG) : num(_num)
  1021. {}
  1022. ETerrainID num;
  1023. ID_LIKE_CLASS_COMMON(TerrainId, ETerrainID)
  1024. DLL_LINKAGE operator std::string() const;
  1025. DLL_LINKAGE const TerrainId * getInfo() const;
  1026. DLL_LINKAGE static ETerrainID fromString(std::string identifier);
  1027. TerrainId & operator++()
  1028. {
  1029. num = static_cast<ETerrainID>(static_cast<int>(num) + 1);
  1030. return *this;
  1031. }
  1032. };
  1033. ID_LIKE_OPERATORS(TerrainId, TerrainId::ETerrainID)
  1034. class ObstacleInfo;
  1035. class Obstacle : public BaseForID<Obstacle, si32>
  1036. {
  1037. INSTID_LIKE_CLASS_COMMON(Obstacle, si32)
  1038. DLL_LINKAGE const ObstacleInfo * getInfo() const;
  1039. DLL_LINKAGE operator std::string() const;
  1040. DLL_LINKAGE static Obstacle fromString(std::string identifier);
  1041. };
  1042. enum class ESpellSchool: ui8
  1043. {
  1044. AIR = 0,
  1045. FIRE = 1,
  1046. WATER = 2,
  1047. EARTH = 3
  1048. };
  1049. enum class EMetaclass: ui8
  1050. {
  1051. INVALID = 0,
  1052. ARTIFACT,
  1053. CREATURE,
  1054. FACTION,
  1055. EXPERIENCE,
  1056. HERO,
  1057. HEROCLASS,
  1058. LUCK,
  1059. MANA,
  1060. MORALE,
  1061. MOVEMENT,
  1062. OBJECT,
  1063. PRIMARY_SKILL,
  1064. SECONDARY_SKILL,
  1065. SPELL,
  1066. RESOURCE
  1067. };
  1068. enum class EHealLevel: ui8
  1069. {
  1070. HEAL,
  1071. RESURRECT,
  1072. OVERHEAL
  1073. };
  1074. enum class EHealPower : ui8
  1075. {
  1076. ONE_BATTLE,
  1077. PERMANENT
  1078. };
  1079. // Typedef declarations
  1080. typedef ui8 TFaction;
  1081. typedef si64 TExpType;
  1082. typedef std::pair<si64, si64> TDmgRange;
  1083. typedef si32 TBonusSubtype;
  1084. typedef si32 TQuantity;
  1085. //typedef si8 TerrainId;
  1086. typedef si8 RoadId;
  1087. typedef si8 RiverId;
  1088. typedef int TRmgTemplateZoneId;
  1089. #undef ID_LIKE_CLASS_COMMON
  1090. #undef ID_LIKE_OPERATORS
  1091. #undef ID_LIKE_OPERATORS_INTERNAL
  1092. #undef INSTID_LIKE_CLASS_COMMON
  1093. #undef OP_DECL_INT
  1094. VCMI_LIB_NAMESPACE_END