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 int CREATURES_PER_TOWN = 7; //without upgrades
  40. const int SPELL_LEVELS = 5;
  41. const int SPELL_SCHOOL_LEVELS = 4;
  42. const int CRE_LEVELS = 10; // number of creature experience levels
  43. const int HERO_GOLD_COST = 2500;
  44. const int SPELLBOOK_GOLD_COST = 500;
  45. const int SKILL_GOLD_COST = 2000;
  46. const int BATTLE_PENALTY_DISTANCE = 10; //if the distance is > than this, then shooting stack has distance penalty
  47. const int ARMY_SIZE = 7;
  48. const int SKILL_PER_HERO = 8;
  49. const ui32 HERO_HIGH_LEVEL = 10; // affects primary skill upgrade order
  50. const int SKILL_QUANTITY=28;
  51. const int PRIMARY_SKILLS=4;
  52. const int RESOURCE_QUANTITY=8;
  53. const int HEROES_PER_TYPE=8; //amount of heroes of each type
  54. // amounts of OH3 objects. Can be changed by mods, should be used only during H3 loading phase
  55. const int F_NUMBER = 9;
  56. const int ARTIFACTS_QUANTITY=171;
  57. const int HEROES_QUANTITY=156;
  58. const int SPELLS_QUANTITY=70;
  59. const int CREATURES_COUNT = 197;
  60. const ui32 BASE_MOVEMENT_COST = 100; //default cost for non-diagonal movement
  61. const int HERO_PORTRAIT_SHIFT = 30;// 2 special frames + some extra portraits
  62. const std::array<int, 11> POSSIBLE_TURNTIME = {1, 2, 4, 6, 8, 10, 15, 20, 25, 30, 0};
  63. }
  64. #define ID_LIKE_CLASS_COMMON(CLASS_NAME, ENUM_NAME) \
  65. CLASS_NAME(const CLASS_NAME & other) \
  66. { \
  67. num = other.num; \
  68. } \
  69. CLASS_NAME & operator=(const CLASS_NAME & other) \
  70. { \
  71. num = other.num; \
  72. return *this; \
  73. } \
  74. explicit CLASS_NAME(si32 id) \
  75. : num(static_cast<ENUM_NAME>(id)) \
  76. {} \
  77. operator ENUM_NAME() const \
  78. { \
  79. return num; \
  80. } \
  81. si32 getNum() const \
  82. { \
  83. return static_cast<si32>(num); \
  84. } \
  85. ENUM_NAME toEnum() const \
  86. { \
  87. return num; \
  88. } \
  89. template <typename Handler> void serialize(Handler &h, const int version) \
  90. { \
  91. h & num; \
  92. } \
  93. CLASS_NAME & advance(int i) \
  94. { \
  95. num = (ENUM_NAME)((int)num + i); \
  96. return *this; \
  97. }
  98. // Operators are performance-critical and to be inlined they must be in header
  99. #define ID_LIKE_OPERATORS_INTERNAL(A, B, AN, BN) \
  100. STRONG_INLINE bool operator==(const A & a, const B & b) \
  101. { \
  102. return AN == BN ; \
  103. } \
  104. STRONG_INLINE bool operator!=(const A & a, const B & b) \
  105. { \
  106. return AN != BN ; \
  107. } \
  108. STRONG_INLINE bool operator<(const A & a, const B & b) \
  109. { \
  110. return AN < BN ; \
  111. } \
  112. STRONG_INLINE bool operator<=(const A & a, const B & b) \
  113. { \
  114. return AN <= BN ; \
  115. } \
  116. STRONG_INLINE bool operator>(const A & a, const B & b) \
  117. { \
  118. return AN > BN ; \
  119. } \
  120. STRONG_INLINE bool operator>=(const A & a, const B & b) \
  121. { \
  122. return AN >= BN ; \
  123. }
  124. #define ID_LIKE_OPERATORS(CLASS_NAME, ENUM_NAME) \
  125. ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, CLASS_NAME, a.num, b.num) \
  126. ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, ENUM_NAME, a.num, b) \
  127. ID_LIKE_OPERATORS_INTERNAL(ENUM_NAME, CLASS_NAME, a, b.num)
  128. #define INSTID_LIKE_CLASS_COMMON(CLASS_NAME, NUMERIC_NAME) \
  129. public: \
  130. CLASS_NAME() : BaseForID<CLASS_NAME, NUMERIC_NAME>(-1) {} \
  131. CLASS_NAME(const CLASS_NAME & other): \
  132. BaseForID<CLASS_NAME, NUMERIC_NAME>(other) \
  133. { \
  134. } \
  135. CLASS_NAME & operator=(const CLASS_NAME & other) \
  136. { \
  137. num = other.num; \
  138. return *this; \
  139. } \
  140. explicit CLASS_NAME(si32 id) \
  141. : BaseForID<CLASS_NAME, NUMERIC_NAME>(id) \
  142. {}
  143. template < typename Derived, typename NumericType>
  144. class BaseForID : public IdTag
  145. {
  146. protected:
  147. NumericType num;
  148. public:
  149. NumericType getNum() const
  150. {
  151. return num;
  152. }
  153. //to make it more similar to IDLIKE
  154. NumericType toEnum() const
  155. {
  156. return num;
  157. }
  158. template <typename Handler> void serialize(Handler &h, const int version)
  159. {
  160. h & num;
  161. }
  162. explicit BaseForID(NumericType _num = -1)
  163. {
  164. num = _num;
  165. }
  166. void advance(int change)
  167. {
  168. num += change;
  169. }
  170. bool operator == (const BaseForID & b) const { return num == b.num; }
  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. BaseForID & operator++() { ++num; return *this; }
  177. operator NumericType() const
  178. {
  179. return num;
  180. }
  181. };
  182. template < typename T>
  183. class Identifier : public IdTag
  184. {
  185. public:
  186. using EnumType = T;
  187. using NumericType = typename std::underlying_type<EnumType>::type;
  188. private:
  189. NumericType num;
  190. public:
  191. NumericType getNum() const
  192. {
  193. return num;
  194. }
  195. EnumType toEnum() const
  196. {
  197. return static_cast<EnumType>(num);
  198. }
  199. template <typename Handler> void serialize(Handler &h, const int version)
  200. {
  201. h & num;
  202. }
  203. explicit Identifier(NumericType _num = -1)
  204. {
  205. num = _num;
  206. }
  207. /* implicit */ Identifier(EnumType _num)
  208. {
  209. num = static_cast<NumericType>(_num);
  210. }
  211. void advance(int change)
  212. {
  213. num += change;
  214. }
  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. bool operator != (const Identifier & b) const { return num != b.num; }
  219. bool operator < (const Identifier & b) const { return num < b.num; }
  220. bool operator > (const Identifier & b) const { return num > b.num; }
  221. Identifier & operator++()
  222. {
  223. ++num;
  224. return *this;
  225. }
  226. Identifier operator++(int)
  227. {
  228. Identifier ret(*this);
  229. ++num;
  230. return ret;
  231. }
  232. operator NumericType() const
  233. {
  234. return num;
  235. }
  236. };
  237. template<typename Der, typename Num>
  238. std::ostream & operator << (std::ostream & os, BaseForID<Der, Num> id);
  239. template<typename Der, typename Num>
  240. std::ostream & operator << (std::ostream & os, BaseForID<Der, Num> 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, Num>::type Number;
  244. return os << static_cast<Number>(id.getNum());
  245. }
  246. template<typename EnumType>
  247. std::ostream & operator << (std::ostream & os, Identifier<EnumType> id)
  248. {
  249. //We use common type with short to force char and unsigned char to be promoted and formatted as numbers.
  250. typedef typename std::common_type<short, typename Identifier<EnumType>::NumericType>::type Number;
  251. return os << static_cast<Number>(id.getNum());
  252. }
  253. class ArtifactInstanceID : public BaseForID<ArtifactInstanceID, si32>
  254. {
  255. INSTID_LIKE_CLASS_COMMON(ArtifactInstanceID, si32)
  256. friend class CGameInfoCallback;
  257. friend class CNonConstInfoCallback;
  258. };
  259. class QueryID : public BaseForID<QueryID, si32>
  260. {
  261. INSTID_LIKE_CLASS_COMMON(QueryID, si32)
  262. QueryID & operator++()
  263. {
  264. ++num;
  265. return *this;
  266. }
  267. };
  268. class ObjectInstanceID : public BaseForID<ObjectInstanceID, si32>
  269. {
  270. INSTID_LIKE_CLASS_COMMON(ObjectInstanceID, si32)
  271. friend class CGameInfoCallback;
  272. friend class CNonConstInfoCallback;
  273. };
  274. class HeroClassID : public BaseForID<HeroClassID, si32>
  275. {
  276. INSTID_LIKE_CLASS_COMMON(HeroClassID, si32)
  277. };
  278. class HeroTypeID : public BaseForID<HeroTypeID, si32>
  279. {
  280. INSTID_LIKE_CLASS_COMMON(HeroTypeID, si32)
  281. ///json serialization helpers
  282. static si32 decode(const std::string & identifier);
  283. static std::string encode(const si32 index);
  284. };
  285. class SlotID : public BaseForID<SlotID, si32>
  286. {
  287. INSTID_LIKE_CLASS_COMMON(SlotID, si32)
  288. friend class CGameInfoCallback;
  289. friend class CNonConstInfoCallback;
  290. DLL_LINKAGE static const SlotID COMMANDER_SLOT_PLACEHOLDER;
  291. DLL_LINKAGE static const SlotID SUMMONED_SLOT_PLACEHOLDER; ///<for all summoned creatures, only during battle
  292. DLL_LINKAGE static const SlotID WAR_MACHINES_SLOT; ///<for all war machines during battle
  293. DLL_LINKAGE static const SlotID ARROW_TOWERS_SLOT; ///<for all arrow towers during battle
  294. bool validSlot() const
  295. {
  296. return getNum() >= 0 && getNum() < GameConstants::ARMY_SIZE;
  297. }
  298. };
  299. class PlayerColor : public BaseForID<PlayerColor, ui8>
  300. {
  301. INSTID_LIKE_CLASS_COMMON(PlayerColor, ui8)
  302. enum EPlayerColor
  303. {
  304. PLAYER_LIMIT_I = 8
  305. };
  306. DLL_LINKAGE static const PlayerColor SPECTATOR; //252
  307. DLL_LINKAGE static const PlayerColor CANNOT_DETERMINE; //253
  308. DLL_LINKAGE static const PlayerColor UNFLAGGABLE; //254 - neutral objects (pandora, banks)
  309. DLL_LINKAGE static const PlayerColor NEUTRAL; //255
  310. DLL_LINKAGE static const PlayerColor PLAYER_LIMIT; //player limit per map
  311. DLL_LINKAGE bool isValidPlayer() const; //valid means < PLAYER_LIMIT (especially non-neutral)
  312. DLL_LINKAGE bool isSpectator() const;
  313. DLL_LINKAGE std::string getStr(bool L10n = false) const;
  314. DLL_LINKAGE std::string getStrCap(bool L10n = false) const;
  315. friend class CGameInfoCallback;
  316. friend class CNonConstInfoCallback;
  317. };
  318. class TeamID : public BaseForID<TeamID, ui8>
  319. {
  320. INSTID_LIKE_CLASS_COMMON(TeamID, ui8)
  321. DLL_LINKAGE static const TeamID NO_TEAM;
  322. friend class CGameInfoCallback;
  323. friend class CNonConstInfoCallback;
  324. };
  325. class TeleportChannelID : public BaseForID<TeleportChannelID, si32>
  326. {
  327. INSTID_LIKE_CLASS_COMMON(TeleportChannelID, si32)
  328. friend class CGameInfoCallback;
  329. friend class CNonConstInfoCallback;
  330. };
  331. // #ifndef INSTANTIATE_BASE_FOR_ID_HERE
  332. // extern template std::ostream & operator << <ArtifactInstanceID>(std::ostream & os, BaseForID<ArtifactInstanceID> id);
  333. // extern template std::ostream & operator << <ObjectInstanceID>(std::ostream & os, BaseForID<ObjectInstanceID> id);
  334. // #endif
  335. // Enum declarations
  336. namespace PrimarySkill
  337. {
  338. enum PrimarySkill { NONE = -1, ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE,
  339. EXPERIENCE = 4}; //for some reason changePrimSkill uses it
  340. }
  341. class SecondarySkill
  342. {
  343. public:
  344. enum ESecondarySkill
  345. {
  346. WRONG = -2,
  347. DEFAULT = -1,
  348. PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,
  349. LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,
  350. SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,
  351. FIRST_AID, SKILL_SIZE
  352. };
  353. static_assert(GameConstants::SKILL_QUANTITY == SKILL_SIZE, "Incorrect number of skills");
  354. SecondarySkill(ESecondarySkill _num = WRONG) : num(_num)
  355. {}
  356. ID_LIKE_CLASS_COMMON(SecondarySkill, ESecondarySkill)
  357. ESecondarySkill num;
  358. };
  359. ID_LIKE_OPERATORS(SecondarySkill, SecondarySkill::ESecondarySkill)
  360. enum class EAlignment : uint8_t { GOOD, EVIL, NEUTRAL };
  361. namespace ETownType//deprecated
  362. {
  363. enum ETownType
  364. {
  365. ANY = -1,
  366. CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX, NEUTRAL
  367. };
  368. }
  369. class FactionID : public BaseForID<FactionID, si32>
  370. {
  371. INSTID_LIKE_CLASS_COMMON(FactionID, si32)
  372. DLL_LINKAGE static const FactionID ANY;
  373. DLL_LINKAGE static const FactionID CASTLE;
  374. DLL_LINKAGE static const FactionID RAMPART;
  375. DLL_LINKAGE static const FactionID TOWER;
  376. DLL_LINKAGE static const FactionID INFERNO;
  377. DLL_LINKAGE static const FactionID NECROPOLIS;
  378. DLL_LINKAGE static const FactionID DUNGEON;
  379. DLL_LINKAGE static const FactionID STRONGHOLD;
  380. DLL_LINKAGE static const FactionID FORTRESS;
  381. DLL_LINKAGE static const FactionID CONFLUX;
  382. DLL_LINKAGE static const FactionID NEUTRAL;
  383. ///json serialization helpers
  384. static si32 decode(const std::string & identifier);
  385. static std::string encode(const si32 index);
  386. };
  387. class BuildingID
  388. {
  389. public:
  390. //Quite useful as long as most of building mechanics hardcoded
  391. // NOTE: all building with completely configurable mechanics will be removed from list
  392. enum EBuildingID
  393. {
  394. DEFAULT = -50,
  395. HORDE_PLACEHOLDER7 = -36,
  396. HORDE_PLACEHOLDER6 = -35,
  397. HORDE_PLACEHOLDER5 = -34,
  398. HORDE_PLACEHOLDER4 = -33,
  399. HORDE_PLACEHOLDER3 = -32,
  400. HORDE_PLACEHOLDER2 = -31,
  401. HORDE_PLACEHOLDER1 = -30,
  402. HORDE_BUILDING_CONVERTER = -29, //-1 => -30
  403. NONE = -1,
  404. FIRST_REGULAR_ID = 0,
  405. MAGES_GUILD_1 = 0, MAGES_GUILD_2, MAGES_GUILD_3, MAGES_GUILD_4, MAGES_GUILD_5,
  406. TAVERN, SHIPYARD, FORT, CITADEL, CASTLE,
  407. VILLAGE_HALL, TOWN_HALL, CITY_HALL, CAPITOL, MARKETPLACE,
  408. RESOURCE_SILO, BLACKSMITH, SPECIAL_1, HORDE_1, HORDE_1_UPGR,
  409. SHIP, SPECIAL_2, SPECIAL_3, SPECIAL_4, HORDE_2,
  410. HORDE_2_UPGR, GRAIL, EXTRA_TOWN_HALL, EXTRA_CITY_HALL, EXTRA_CAPITOL,
  411. DWELL_FIRST=30, DWELL_LVL_2, DWELL_LVL_3, DWELL_LVL_4, DWELL_LVL_5, DWELL_LVL_6, DWELL_LAST=36,
  412. DWELL_UP_FIRST=37, DWELL_LVL_2_UP, DWELL_LVL_3_UP, DWELL_LVL_4_UP, DWELL_LVL_5_UP,
  413. DWELL_LVL_6_UP, DWELL_UP_LAST=43,
  414. DWELL_LVL_1 = DWELL_FIRST,
  415. DWELL_LVL_7 = DWELL_LAST,
  416. DWELL_LVL_1_UP = DWELL_UP_FIRST,
  417. DWELL_LVL_7_UP = DWELL_UP_LAST,
  418. //Special buildings for towns.
  419. LIGHTHOUSE = SPECIAL_1,
  420. STABLES = SPECIAL_2, //Castle
  421. BROTHERHOOD = SPECIAL_3,
  422. MYSTIC_POND = SPECIAL_1,
  423. FOUNTAIN_OF_FORTUNE = SPECIAL_2, //Rampart
  424. TREASURY = SPECIAL_3,
  425. ARTIFACT_MERCHANT = SPECIAL_1,
  426. LOOKOUT_TOWER = SPECIAL_2, //Tower
  427. LIBRARY = SPECIAL_3,
  428. WALL_OF_KNOWLEDGE = SPECIAL_4,
  429. STORMCLOUDS = SPECIAL_2,
  430. CASTLE_GATE = SPECIAL_3, //Inferno
  431. ORDER_OF_FIRE = SPECIAL_4,
  432. COVER_OF_DARKNESS = SPECIAL_1,
  433. NECROMANCY_AMPLIFIER = SPECIAL_2, //Necropolis
  434. SKELETON_TRANSFORMER = SPECIAL_3,
  435. //ARTIFACT_MERCHANT - same ID as in tower
  436. MANA_VORTEX = SPECIAL_2,
  437. PORTAL_OF_SUMMON = SPECIAL_3, //Dungeon
  438. BATTLE_ACADEMY = SPECIAL_4,
  439. ESCAPE_TUNNEL = SPECIAL_1,
  440. FREELANCERS_GUILD = SPECIAL_2, //Stronghold
  441. BALLISTA_YARD = SPECIAL_3,
  442. HALL_OF_VALHALLA = SPECIAL_4,
  443. CAGE_OF_WARLORDS = SPECIAL_1,
  444. GLYPHS_OF_FEAR = SPECIAL_2, // Fortress
  445. BLOOD_OBELISK = SPECIAL_3,
  446. //ARTIFACT_MERCHANT - same ID as in tower
  447. MAGIC_UNIVERSITY = SPECIAL_2, // Conflux
  448. };
  449. BuildingID(EBuildingID _num = NONE) : num(_num)
  450. {}
  451. STRONG_INLINE
  452. bool IsSpecialOrGrail() const
  453. {
  454. return num == SPECIAL_1 || num == SPECIAL_2 || num == SPECIAL_3 || num == SPECIAL_4 || num == GRAIL;
  455. }
  456. ID_LIKE_CLASS_COMMON(BuildingID, EBuildingID)
  457. EBuildingID num;
  458. };
  459. ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID)
  460. namespace BuildingSubID
  461. {
  462. enum EBuildingSubID
  463. {
  464. DEFAULT = -50,
  465. NONE = -1,
  466. STABLES,
  467. BROTHERHOOD_OF_SWORD,
  468. CASTLE_GATE,
  469. CREATURE_TRANSFORMER,
  470. MYSTIC_POND,
  471. FOUNTAIN_OF_FORTUNE,
  472. ARTIFACT_MERCHANT,
  473. LOOKOUT_TOWER,
  474. LIBRARY,
  475. MANA_VORTEX,
  476. PORTAL_OF_SUMMONING,
  477. ESCAPE_TUNNEL,
  478. FREELANCERS_GUILD,
  479. BALLISTA_YARD,
  480. ATTACK_VISITING_BONUS,
  481. MAGIC_UNIVERSITY,
  482. SPELL_POWER_GARRISON_BONUS,
  483. ATTACK_GARRISON_BONUS,
  484. DEFENSE_GARRISON_BONUS,
  485. DEFENSE_VISITING_BONUS,
  486. SPELL_POWER_VISITING_BONUS,
  487. KNOWLEDGE_VISITING_BONUS,
  488. EXPERIENCE_VISITING_BONUS,
  489. LIGHTHOUSE,
  490. TREASURY,
  491. CUSTOM_VISITING_BONUS
  492. };
  493. }
  494. namespace MappedKeys
  495. {
  496. static const std::map<std::string, BuildingID> BUILDING_NAMES_TO_TYPES =
  497. {
  498. { "special1", BuildingID::SPECIAL_1 },
  499. { "special2", BuildingID::SPECIAL_2 },
  500. { "special3", BuildingID::SPECIAL_3 },
  501. { "special4", BuildingID::SPECIAL_4 },
  502. { "grail", BuildingID::GRAIL }
  503. };
  504. static const std::map<BuildingID, std::string> BUILDING_TYPES_TO_NAMES =
  505. {
  506. { BuildingID::SPECIAL_1, "special1", },
  507. { BuildingID::SPECIAL_2, "special2" },
  508. { BuildingID::SPECIAL_3, "special3" },
  509. { BuildingID::SPECIAL_4, "special4" },
  510. { BuildingID::GRAIL, "grail"}
  511. };
  512. static const std::map<std::string, BuildingSubID::EBuildingSubID> SPECIAL_BUILDINGS =
  513. {
  514. { "mysticPond", BuildingSubID::MYSTIC_POND },
  515. { "artifactMerchant", BuildingSubID::ARTIFACT_MERCHANT },
  516. { "freelancersGuild", BuildingSubID::FREELANCERS_GUILD },
  517. { "magicUniversity", BuildingSubID::MAGIC_UNIVERSITY },
  518. { "castleGate", BuildingSubID::CASTLE_GATE },
  519. { "creatureTransformer", BuildingSubID::CREATURE_TRANSFORMER },//only skeleton transformer yet
  520. { "portalOfSummoning", BuildingSubID::PORTAL_OF_SUMMONING },
  521. { "ballistaYard", BuildingSubID::BALLISTA_YARD },
  522. { "stables", BuildingSubID::STABLES },
  523. { "manaVortex", BuildingSubID::MANA_VORTEX },
  524. { "lookoutTower", BuildingSubID::LOOKOUT_TOWER },
  525. { "library", BuildingSubID::LIBRARY },
  526. { "brotherhoodOfSword", BuildingSubID::BROTHERHOOD_OF_SWORD },//morale garrison bonus
  527. { "fountainOfFortune", BuildingSubID::FOUNTAIN_OF_FORTUNE },//luck garrison bonus
  528. { "spellPowerGarrisonBonus", BuildingSubID::SPELL_POWER_GARRISON_BONUS },//such as 'stormclouds', but this name is not ok for good towns
  529. { "attackGarrisonBonus", BuildingSubID::ATTACK_GARRISON_BONUS },
  530. { "defenseGarrisonBonus", BuildingSubID::DEFENSE_GARRISON_BONUS },
  531. { "escapeTunnel", BuildingSubID::ESCAPE_TUNNEL },
  532. { "attackVisitingBonus", BuildingSubID::ATTACK_VISITING_BONUS },
  533. { "defenceVisitingBonus", BuildingSubID::DEFENSE_VISITING_BONUS },
  534. { "spellPowerVisitingBonus", BuildingSubID::SPELL_POWER_VISITING_BONUS },
  535. { "knowledgeVisitingBonus", BuildingSubID::KNOWLEDGE_VISITING_BONUS },
  536. { "experienceVisitingBonus", BuildingSubID::EXPERIENCE_VISITING_BONUS },
  537. { "lighthouse", BuildingSubID::LIGHTHOUSE },
  538. { "treasury", BuildingSubID::TREASURY }
  539. };
  540. }
  541. namespace EAiTactic
  542. {
  543. enum EAiTactic
  544. {
  545. NONE = -1,
  546. RANDOM,
  547. WARRIOR,
  548. BUILDER,
  549. EXPLORER
  550. };
  551. }
  552. namespace EBuildingState
  553. {
  554. enum EBuildingState
  555. {
  556. HAVE_CAPITAL, NO_WATER, FORBIDDEN, ADD_MAGES_GUILD, ALREADY_PRESENT, CANT_BUILD_TODAY,
  557. NO_RESOURCES, ALLOWED, PREREQUIRES, MISSING_BASE, BUILDING_ERROR, TOWN_NOT_OWNED
  558. };
  559. }
  560. namespace ESpellCastProblem
  561. {
  562. enum ESpellCastProblem
  563. {
  564. OK, NO_HERO_TO_CAST_SPELL, CASTS_PER_TURN_LIMIT, NO_SPELLBOOK,
  565. HERO_DOESNT_KNOW_SPELL, NOT_ENOUGH_MANA, ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL,
  566. SPELL_LEVEL_LIMIT_EXCEEDED, NO_SPELLS_TO_DISPEL,
  567. NO_APPROPRIATE_TARGET, STACK_IMMUNE_TO_SPELL, WRONG_SPELL_TARGET, ONGOING_TACTIC_PHASE,
  568. MAGIC_IS_BLOCKED, //For Orb of Inhibition and similar - no casting at all
  569. INVALID
  570. };
  571. }
  572. namespace EMarketMode
  573. {
  574. enum EMarketMode
  575. {
  576. RESOURCE_RESOURCE, RESOURCE_PLAYER, CREATURE_RESOURCE, RESOURCE_ARTIFACT,
  577. ARTIFACT_RESOURCE, ARTIFACT_EXP, CREATURE_EXP, CREATURE_UNDEAD, RESOURCE_SKILL,
  578. MARTKET_AFTER_LAST_PLACEHOLDER
  579. };
  580. }
  581. namespace ECommander
  582. {
  583. enum SecondarySkills {ATTACK, DEFENSE, HEALTH, DAMAGE, SPEED, SPELL_POWER, CASTS, RESISTANCE};
  584. const int MAX_SKILL_LEVEL = 5;
  585. }
  586. enum class EWallPart : int8_t
  587. {
  588. INDESTRUCTIBLE_PART_OF_GATE = -3, INDESTRUCTIBLE_PART = -2, INVALID = -1,
  589. KEEP = 0, BOTTOM_TOWER, BOTTOM_WALL, BELOW_GATE, OVER_GATE, UPPER_WALL, UPPER_TOWER, GATE,
  590. PARTS_COUNT /* This constant SHOULD always stay as the last item in the enum. */
  591. };
  592. enum class EWallState : int8_t
  593. {
  594. NONE = -1, //no wall
  595. DESTROYED,
  596. DAMAGED,
  597. INTACT,
  598. REINFORCED, // walls in towns with castle
  599. };
  600. enum class EGateState : uint8_t
  601. {
  602. NONE,
  603. CLOSED,
  604. BLOCKED, // gate is blocked in closed state, e.g. by creature
  605. OPENED,
  606. DESTROYED
  607. };
  608. namespace ESiegeHex
  609. {
  610. enum ESiegeHex : si16
  611. {
  612. DESTRUCTIBLE_WALL_1 = 29,
  613. DESTRUCTIBLE_WALL_2 = 78,
  614. DESTRUCTIBLE_WALL_3 = 130,
  615. DESTRUCTIBLE_WALL_4 = 182,
  616. GATE_BRIDGE = 94,
  617. GATE_OUTER = 95,
  618. GATE_INNER = 96
  619. };
  620. }
  621. namespace ETileType
  622. {
  623. enum ETileType
  624. {
  625. FREE,
  626. POSSIBLE,
  627. BLOCKED,
  628. USED
  629. };
  630. }
  631. enum class ETeleportChannelType
  632. {
  633. IMPASSABLE,
  634. BIDIRECTIONAL,
  635. UNIDIRECTIONAL,
  636. MIXED
  637. };
  638. class Obj
  639. {
  640. public:
  641. enum EObj
  642. {
  643. NO_OBJ = -1,
  644. ALTAR_OF_SACRIFICE = 2,
  645. ANCHOR_POINT = 3,
  646. ARENA = 4,
  647. ARTIFACT = 5,
  648. PANDORAS_BOX = 6,
  649. BLACK_MARKET = 7,
  650. BOAT = 8,
  651. BORDERGUARD = 9,
  652. KEYMASTER = 10,
  653. BUOY = 11,
  654. CAMPFIRE = 12,
  655. CARTOGRAPHER = 13,
  656. SWAN_POND = 14,
  657. COVER_OF_DARKNESS = 15,
  658. CREATURE_BANK = 16,
  659. CREATURE_GENERATOR1 = 17,
  660. CREATURE_GENERATOR2 = 18,
  661. CREATURE_GENERATOR3 = 19,
  662. CREATURE_GENERATOR4 = 20,
  663. CURSED_GROUND1 = 21,
  664. CORPSE = 22,
  665. MARLETTO_TOWER = 23,
  666. DERELICT_SHIP = 24,
  667. DRAGON_UTOPIA = 25,
  668. EVENT = 26,
  669. EYE_OF_MAGI = 27,
  670. FAERIE_RING = 28,
  671. FLOTSAM = 29,
  672. FOUNTAIN_OF_FORTUNE = 30,
  673. FOUNTAIN_OF_YOUTH = 31,
  674. GARDEN_OF_REVELATION = 32,
  675. GARRISON = 33,
  676. HERO = 34,
  677. HILL_FORT = 35,
  678. GRAIL = 36,
  679. HUT_OF_MAGI = 37,
  680. IDOL_OF_FORTUNE = 38,
  681. LEAN_TO = 39,
  682. LIBRARY_OF_ENLIGHTENMENT = 41,
  683. LIGHTHOUSE = 42,
  684. MONOLITH_ONE_WAY_ENTRANCE = 43,
  685. MONOLITH_ONE_WAY_EXIT = 44,
  686. MONOLITH_TWO_WAY = 45,
  687. MAGIC_PLAINS1 = 46,
  688. SCHOOL_OF_MAGIC = 47,
  689. MAGIC_SPRING = 48,
  690. MAGIC_WELL = 49,
  691. MARKET_OF_TIME = 50,
  692. MERCENARY_CAMP = 51,
  693. MERMAID = 52,
  694. MINE = 53,
  695. MONSTER = 54,
  696. MYSTICAL_GARDEN = 55,
  697. OASIS = 56,
  698. OBELISK = 57,
  699. REDWOOD_OBSERVATORY = 58,
  700. OCEAN_BOTTLE = 59,
  701. PILLAR_OF_FIRE = 60,
  702. STAR_AXIS = 61,
  703. PRISON = 62,
  704. PYRAMID = 63,//subtype 0
  705. WOG_OBJECT = 63,//subtype > 0
  706. RALLY_FLAG = 64,
  707. RANDOM_ART = 65,
  708. RANDOM_TREASURE_ART = 66,
  709. RANDOM_MINOR_ART = 67,
  710. RANDOM_MAJOR_ART = 68,
  711. RANDOM_RELIC_ART = 69,
  712. RANDOM_HERO = 70,
  713. RANDOM_MONSTER = 71,
  714. RANDOM_MONSTER_L1 = 72,
  715. RANDOM_MONSTER_L2 = 73,
  716. RANDOM_MONSTER_L3 = 74,
  717. RANDOM_MONSTER_L4 = 75,
  718. RANDOM_RESOURCE = 76,
  719. RANDOM_TOWN = 77,
  720. REFUGEE_CAMP = 78,
  721. RESOURCE = 79,
  722. SANCTUARY = 80,
  723. SCHOLAR = 81,
  724. SEA_CHEST = 82,
  725. SEER_HUT = 83,
  726. CRYPT = 84,
  727. SHIPWRECK = 85,
  728. SHIPWRECK_SURVIVOR = 86,
  729. SHIPYARD = 87,
  730. SHRINE_OF_MAGIC_INCANTATION = 88,
  731. SHRINE_OF_MAGIC_GESTURE = 89,
  732. SHRINE_OF_MAGIC_THOUGHT = 90,
  733. SIGN = 91,
  734. SIRENS = 92,
  735. SPELL_SCROLL = 93,
  736. STABLES = 94,
  737. TAVERN = 95,
  738. TEMPLE = 96,
  739. DEN_OF_THIEVES = 97,
  740. TOWN = 98,
  741. TRADING_POST = 99,
  742. LEARNING_STONE = 100,
  743. TREASURE_CHEST = 101,
  744. TREE_OF_KNOWLEDGE = 102,
  745. SUBTERRANEAN_GATE = 103,
  746. UNIVERSITY = 104,
  747. WAGON = 105,
  748. WAR_MACHINE_FACTORY = 106,
  749. SCHOOL_OF_WAR = 107,
  750. WARRIORS_TOMB = 108,
  751. WATER_WHEEL = 109,
  752. WATERING_HOLE = 110,
  753. WHIRLPOOL = 111,
  754. WINDMILL = 112,
  755. WITCH_HUT = 113,
  756. HOLE = 124,
  757. RANDOM_MONSTER_L5 = 162,
  758. RANDOM_MONSTER_L6 = 163,
  759. RANDOM_MONSTER_L7 = 164,
  760. BORDER_GATE = 212,
  761. FREELANCERS_GUILD = 213,
  762. HERO_PLACEHOLDER = 214,
  763. QUEST_GUARD = 215,
  764. RANDOM_DWELLING = 216,
  765. RANDOM_DWELLING_LVL = 217, //subtype = creature level
  766. RANDOM_DWELLING_FACTION = 218, //subtype = faction
  767. GARRISON2 = 219,
  768. ABANDONED_MINE = 220,
  769. TRADING_POST_SNOW = 221,
  770. CLOVER_FIELD = 222,
  771. CURSED_GROUND2 = 223,
  772. EVIL_FOG = 224,
  773. FAVORABLE_WINDS = 225,
  774. FIERY_FIELDS = 226,
  775. HOLY_GROUNDS = 227,
  776. LUCID_POOLS = 228,
  777. MAGIC_CLOUDS = 229,
  778. MAGIC_PLAINS2 = 230,
  779. ROCKLANDS = 231,
  780. };
  781. Obj(EObj _num = NO_OBJ) : num(_num)
  782. {}
  783. ID_LIKE_CLASS_COMMON(Obj, EObj)
  784. EObj num;
  785. };
  786. ID_LIKE_OPERATORS(Obj, Obj::EObj)
  787. enum class Road : int8_t
  788. {
  789. NO_ROAD = 0,
  790. FIRST_REGULAR_ROAD = 1,
  791. DIRT_ROAD = 1,
  792. GRAVEL_ROAD = 2,
  793. COBBLESTONE_ROAD = 3,
  794. ORIGINAL_ROAD_COUNT //+1
  795. };
  796. enum class River : int8_t
  797. {
  798. NO_RIVER = 0,
  799. FIRST_REGULAR_RIVER = 1,
  800. WATER_RIVER = 1,
  801. ICY_RIVER = 2,
  802. MUD_RIVER = 3,
  803. LAVA_RIVER = 4,
  804. ORIGINAL_RIVER_COUNT //+1
  805. };
  806. namespace SecSkillLevel
  807. {
  808. enum SecSkillLevel
  809. {
  810. NONE,
  811. BASIC,
  812. ADVANCED,
  813. EXPERT,
  814. LEVELS_SIZE
  815. };
  816. }
  817. namespace Date
  818. {
  819. enum EDateType
  820. {
  821. DAY = 0,
  822. DAY_OF_WEEK = 1,
  823. WEEK = 2,
  824. MONTH = 3,
  825. DAY_OF_MONTH
  826. };
  827. }
  828. enum class EActionType : int32_t
  829. {
  830. CANCEL = -3,
  831. END_TACTIC_PHASE = -2,
  832. INVALID = -1,
  833. NO_ACTION = 0,
  834. HERO_SPELL,
  835. WALK,
  836. DEFEND,
  837. RETREAT,
  838. SURRENDER,
  839. WALK_AND_ATTACK,
  840. SHOOT,
  841. WAIT,
  842. CATAPULT,
  843. MONSTER_SPELL,
  844. BAD_MORALE,
  845. STACK_HEAL,
  846. };
  847. DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EActionType actionType);
  848. class DLL_LINKAGE EDiggingStatus
  849. {
  850. public:
  851. enum EEDiggingStatus
  852. {
  853. UNKNOWN = -1,
  854. CAN_DIG = 0,
  855. LACK_OF_MOVEMENT,
  856. WRONG_TERRAIN,
  857. TILE_OCCUPIED,
  858. BACKPACK_IS_FULL
  859. };
  860. EDiggingStatus(EEDiggingStatus _num = UNKNOWN) : num(_num)
  861. {}
  862. ID_LIKE_CLASS_COMMON(EDiggingStatus, EEDiggingStatus)
  863. EEDiggingStatus num;
  864. };
  865. ID_LIKE_OPERATORS(EDiggingStatus, EDiggingStatus::EEDiggingStatus)
  866. class DLL_LINKAGE EPathfindingLayer
  867. {
  868. public:
  869. enum EEPathfindingLayer : ui8
  870. {
  871. LAND = 0, SAIL = 1, WATER, AIR, NUM_LAYERS, WRONG, AUTO
  872. };
  873. EPathfindingLayer(EEPathfindingLayer _num = WRONG) : num(_num)
  874. {}
  875. ID_LIKE_CLASS_COMMON(EPathfindingLayer, EEPathfindingLayer)
  876. EEPathfindingLayer num;
  877. };
  878. DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EPathfindingLayer & pathfindingLayer);
  879. ID_LIKE_OPERATORS(EPathfindingLayer, EPathfindingLayer::EEPathfindingLayer)
  880. namespace EPlayerStatus
  881. {
  882. enum EStatus {WRONG = -1, INGAME, LOSER, WINNER};
  883. }
  884. namespace PlayerRelations
  885. {
  886. enum PlayerRelations {ENEMIES, ALLIES, SAME_PLAYER};
  887. }
  888. class ArtifactPosition
  889. {
  890. public:
  891. enum EArtifactPosition
  892. {
  893. TRANSITION_POS = -3,
  894. FIRST_AVAILABLE = -2,
  895. PRE_FIRST = -1, //sometimes used as error, sometimes as first free in backpack
  896. HEAD, SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, //5
  897. RIGHT_RING, LEFT_RING, FEET, //8
  898. MISC1, MISC2, MISC3, MISC4, //12
  899. MACH1, MACH2, MACH3, MACH4, //16
  900. SPELLBOOK, MISC5, //18
  901. AFTER_LAST,
  902. //cres
  903. CREATURE_SLOT = 0,
  904. COMMANDER1 = 0, COMMANDER2, COMMANDER3, COMMANDER4, COMMANDER5, COMMANDER6, COMMANDER_AFTER_LAST
  905. };
  906. static_assert (AFTER_LAST == 19, "incorrect number of artifact slots");
  907. ArtifactPosition(EArtifactPosition _num = PRE_FIRST) : num(_num)
  908. {}
  909. ArtifactPosition(std::string slotName);
  910. ID_LIKE_CLASS_COMMON(ArtifactPosition, EArtifactPosition)
  911. EArtifactPosition num;
  912. STRONG_INLINE EArtifactPosition operator+(const int arg)
  913. {
  914. return EArtifactPosition(static_cast<int>(num) + arg);
  915. }
  916. STRONG_INLINE EArtifactPosition operator+(const EArtifactPosition & arg)
  917. {
  918. return EArtifactPosition(static_cast<int>(num) + static_cast<int>(arg));
  919. }
  920. };
  921. ID_LIKE_OPERATORS(ArtifactPosition, ArtifactPosition::EArtifactPosition)
  922. namespace GameConstants
  923. {
  924. const auto BACKPACK_START = ArtifactPosition::AFTER_LAST;
  925. }
  926. class ArtifactID
  927. {
  928. public:
  929. enum EArtifactID
  930. {
  931. NONE = -1,
  932. SPELLBOOK = 0,
  933. SPELL_SCROLL = 1,
  934. GRAIL = 2,
  935. CATAPULT = 3,
  936. BALLISTA = 4,
  937. AMMO_CART = 5,
  938. FIRST_AID_TENT = 6,
  939. //CENTAUR_AXE = 7,
  940. //BLACKSHARD_OF_THE_DEAD_KNIGHT = 8,
  941. ARMAGEDDONS_BLADE = 128,
  942. TITANS_THUNDER = 135,
  943. //CORNUCOPIA = 140,
  944. //FIXME: the following is only true if WoG is enabled. Otherwise other mod artifacts will take these slots.
  945. ART_SELECTION = 144,
  946. ART_LOCK = 145, // FIXME: We must get rid of this one since it's conflict with artifact from mods. See issue 2455
  947. AXE_OF_SMASHING = 146,
  948. MITHRIL_MAIL = 147,
  949. SWORD_OF_SHARPNESS = 148,
  950. HELM_OF_IMMORTALITY = 149,
  951. PENDANT_OF_SORCERY = 150,
  952. BOOTS_OF_HASTE = 151,
  953. BOW_OF_SEEKING = 152,
  954. DRAGON_EYE_RING = 153
  955. //HARDENED_SHIELD = 154,
  956. //SLAVAS_RING_OF_POWER = 155
  957. };
  958. ArtifactID(EArtifactID _num = NONE) : num(_num)
  959. {}
  960. DLL_LINKAGE const CArtifact * toArtifact() const;
  961. DLL_LINKAGE const Artifact * toArtifact(const ArtifactService * service) const;
  962. ///json serialization helpers
  963. static si32 decode(const std::string & identifier);
  964. static std::string encode(const si32 index);
  965. ID_LIKE_CLASS_COMMON(ArtifactID, EArtifactID)
  966. EArtifactID num;
  967. struct hash
  968. {
  969. size_t operator()(const ArtifactID & aid) const
  970. {
  971. return std::hash<int>()(aid.num);
  972. }
  973. };
  974. };
  975. ID_LIKE_OPERATORS(ArtifactID, ArtifactID::EArtifactID)
  976. class CreatureID
  977. {
  978. public:
  979. enum ECreatureID
  980. {
  981. NONE = -1,
  982. ARCHER = 2,
  983. CAVALIER = 10,
  984. CHAMPION = 11,
  985. STONE_GOLEM = 32,
  986. IRON_GOLEM = 33,
  987. IMP = 42,
  988. SKELETON = 56,
  989. WALKING_DEAD = 58,
  990. WIGHTS = 60,
  991. LICHES = 64,
  992. BONE_DRAGON = 68,
  993. TROGLODYTES = 70,
  994. MEDUSA = 76,
  995. HYDRA = 110,
  996. CHAOS_HYDRA = 111,
  997. AIR_ELEMENTAL = 112,
  998. EARTH_ELEMENTAL = 113,
  999. FIRE_ELEMENTAL = 114,
  1000. WATER_ELEMENTAL = 115,
  1001. GOLD_GOLEM = 116,
  1002. DIAMOND_GOLEM = 117,
  1003. PSYCHIC_ELEMENTAL = 120,
  1004. MAGIC_ELEMENTAL = 121,
  1005. CATAPULT = 145,
  1006. BALLISTA = 146,
  1007. FIRST_AID_TENT = 147,
  1008. AMMO_CART = 148,
  1009. ARROW_TOWERS = 149
  1010. };
  1011. CreatureID(ECreatureID _num = NONE) : num(_num)
  1012. {}
  1013. DLL_LINKAGE const CCreature * toCreature() const;
  1014. DLL_LINKAGE const Creature * toCreature(const CreatureService * creatures) const;
  1015. ID_LIKE_CLASS_COMMON(CreatureID, ECreatureID)
  1016. ECreatureID num;
  1017. ///json serialization helpers
  1018. static si32 decode(const std::string & identifier);
  1019. static std::string encode(const si32 index);
  1020. };
  1021. ID_LIKE_OPERATORS(CreatureID, CreatureID::ECreatureID)
  1022. class SpellID
  1023. {
  1024. public:
  1025. enum ESpellID
  1026. {
  1027. PRESET = -2,
  1028. NONE = -1,
  1029. SUMMON_BOAT=0, SCUTTLE_BOAT=1, VISIONS=2, VIEW_EARTH=3, DISGUISE=4, VIEW_AIR=5,
  1030. FLY=6, WATER_WALK=7, DIMENSION_DOOR=8, TOWN_PORTAL=9,
  1031. QUICKSAND=10, LAND_MINE=11, FORCE_FIELD=12, FIRE_WALL=13, EARTHQUAKE=14,
  1032. MAGIC_ARROW=15, ICE_BOLT=16, LIGHTNING_BOLT=17, IMPLOSION=18,
  1033. CHAIN_LIGHTNING=19, FROST_RING=20, FIREBALL=21, INFERNO=22,
  1034. METEOR_SHOWER=23, DEATH_RIPPLE=24, DESTROY_UNDEAD=25, ARMAGEDDON=26,
  1035. SHIELD=27, AIR_SHIELD=28, FIRE_SHIELD=29, PROTECTION_FROM_AIR=30,
  1036. PROTECTION_FROM_FIRE=31, PROTECTION_FROM_WATER=32,
  1037. PROTECTION_FROM_EARTH=33, ANTI_MAGIC=34, DISPEL=35, MAGIC_MIRROR=36,
  1038. CURE=37, RESURRECTION=38, ANIMATE_DEAD=39, SACRIFICE=40, BLESS=41,
  1039. CURSE=42, BLOODLUST=43, PRECISION=44, WEAKNESS=45, STONE_SKIN=46,
  1040. DISRUPTING_RAY=47, PRAYER=48, MIRTH=49, SORROW=50, FORTUNE=51,
  1041. MISFORTUNE=52, HASTE=53, SLOW=54, SLAYER=55, FRENZY=56,
  1042. TITANS_LIGHTNING_BOLT=57, COUNTERSTRIKE=58, BERSERK=59, HYPNOTIZE=60,
  1043. FORGETFULNESS=61, BLIND=62, TELEPORT=63, REMOVE_OBSTACLE=64, CLONE=65,
  1044. SUMMON_FIRE_ELEMENTAL=66, SUMMON_EARTH_ELEMENTAL=67, SUMMON_WATER_ELEMENTAL=68, SUMMON_AIR_ELEMENTAL=69,
  1045. STONE_GAZE=70, POISON=71, BIND=72, DISEASE=73, PARALYZE=74, AGE=75, DEATH_CLOUD=76, THUNDERBOLT=77,
  1046. DISPEL_HELPFUL_SPELLS=78, DEATH_STARE=79, ACID_BREATH_DEFENSE=80, ACID_BREATH_DAMAGE=81,
  1047. FIRST_NON_SPELL = 70, AFTER_LAST = 82
  1048. };
  1049. SpellID(ESpellID _num = NONE) : num(_num)
  1050. {}
  1051. DLL_LINKAGE const CSpell * toSpell() const; //deprecated
  1052. DLL_LINKAGE const spells::Spell * toSpell(const spells::Service * service) const;
  1053. ID_LIKE_CLASS_COMMON(SpellID, ESpellID)
  1054. ESpellID num;
  1055. ///json serialization helpers
  1056. static si32 decode(const std::string & identifier);
  1057. static std::string encode(const si32 index);
  1058. };
  1059. ID_LIKE_OPERATORS(SpellID, SpellID::ESpellID)
  1060. class BattleFieldInfo;
  1061. class BattleField : public BaseForID<BattleField, si32>
  1062. {
  1063. INSTID_LIKE_CLASS_COMMON(BattleField, si32)
  1064. DLL_LINKAGE static const BattleField NONE;
  1065. DLL_LINKAGE friend bool operator==(const BattleField & l, const BattleField & r);
  1066. DLL_LINKAGE friend bool operator!=(const BattleField & l, const BattleField & r);
  1067. DLL_LINKAGE friend bool operator<(const BattleField & l, const BattleField & r);
  1068. DLL_LINKAGE operator std::string() const;
  1069. DLL_LINKAGE const BattleFieldInfo * getInfo() const;
  1070. DLL_LINKAGE static BattleField fromString(const std::string & identifier);
  1071. };
  1072. enum class ETerrainId {
  1073. NATIVE_TERRAIN = -4,
  1074. ANY_TERRAIN = -3,
  1075. NONE = -1,
  1076. FIRST_REGULAR_TERRAIN = 0,
  1077. DIRT = 0,
  1078. SAND,
  1079. GRASS,
  1080. SNOW,
  1081. SWAMP,
  1082. ROUGH,
  1083. SUBTERRANEAN,
  1084. LAVA,
  1085. WATER,
  1086. ROCK,
  1087. ORIGINAL_REGULAR_TERRAIN_COUNT = ROCK
  1088. };
  1089. using TerrainId = Identifier<ETerrainId>;
  1090. using RoadId = Identifier<Road>;
  1091. using RiverId = Identifier<River>;
  1092. class ObstacleInfo;
  1093. class Obstacle : public BaseForID<Obstacle, si32>
  1094. {
  1095. INSTID_LIKE_CLASS_COMMON(Obstacle, si32)
  1096. DLL_LINKAGE const ObstacleInfo * getInfo() const;
  1097. DLL_LINKAGE operator std::string() const;
  1098. DLL_LINKAGE static Obstacle fromString(const std::string & identifier);
  1099. };
  1100. enum class ESpellSchool: ui8
  1101. {
  1102. AIR = 0,
  1103. FIRE = 1,
  1104. WATER = 2,
  1105. EARTH = 3
  1106. };
  1107. enum class EMetaclass: ui8
  1108. {
  1109. INVALID = 0,
  1110. ARTIFACT,
  1111. CREATURE,
  1112. FACTION,
  1113. EXPERIENCE,
  1114. HERO,
  1115. HEROCLASS,
  1116. LUCK,
  1117. MANA,
  1118. MORALE,
  1119. MOVEMENT,
  1120. OBJECT,
  1121. PRIMARY_SKILL,
  1122. SECONDARY_SKILL,
  1123. SPELL,
  1124. RESOURCE
  1125. };
  1126. enum class EHealLevel: ui8
  1127. {
  1128. HEAL,
  1129. RESURRECT,
  1130. OVERHEAL
  1131. };
  1132. enum class EHealPower : ui8
  1133. {
  1134. ONE_BATTLE,
  1135. PERMANENT
  1136. };
  1137. // Typedef declarations
  1138. typedef ui8 TFaction;
  1139. typedef si64 TExpType;
  1140. typedef si32 TBonusSubtype;
  1141. typedef si32 TQuantity;
  1142. typedef int TRmgTemplateZoneId;
  1143. #undef ID_LIKE_CLASS_COMMON
  1144. #undef ID_LIKE_OPERATORS
  1145. #undef ID_LIKE_OPERATORS_INTERNAL
  1146. #undef INSTID_LIKE_CLASS_COMMON
  1147. VCMI_LIB_NAMESPACE_END