GameConstants.h 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408
  1. #pragma once
  2. /*
  3. * GameConstants.h, part of VCMI engine
  4. *
  5. * Authors: listed in file AUTHORS in main folder
  6. *
  7. * License: GNU General Public License v2.0 or later
  8. * Full text of license available in license.txt file, in main folder
  9. *
  10. */
  11. namespace GameConstants
  12. {
  13. const std::string VCMI_VERSION = "VCMI 0.89c";
  14. /*
  15. * DATA_DIR contains the game data (Data/, MP3/, ...).
  16. * BIN_DIR is where the vcmiclient/vcmiserver binaries reside
  17. * LIB_DIR is where the AI libraries reside (linux only)
  18. */
  19. #ifdef _WIN32
  20. const std::string DATA_DIR = ".";
  21. const std::string BIN_DIR = ".";
  22. const std::string LIB_DIR = ".";
  23. const std::string SERVER_NAME = "VCMI_server.exe";
  24. const std::string LIB_EXT = "dll";
  25. const std::string PATH_SEPARATOR = "\\";
  26. #else
  27. #ifndef M_DATA_DIR
  28. #error M_DATA_DIR undefined.
  29. #else
  30. const std::string DATA_DIR = M_DATA_DIR;
  31. #endif
  32. #ifndef M_BIN_DIR
  33. #error M_BIN_DIR undefined.
  34. #else
  35. const std::string BIN_DIR = M_BIN_DIR;
  36. #endif
  37. #ifndef M_LIB_DIR
  38. #error M_LIB_DIR undefined.
  39. #else
  40. const std::string LIB_DIR = M_LIB_DIR;
  41. #endif
  42. const std::string SERVER_NAME = "vcmiserver";
  43. const std::string LIB_EXT = "so";
  44. const std::string PATH_SEPARATOR = "/";
  45. #endif
  46. const int BFIELD_WIDTH = 17;
  47. const int BFIELD_HEIGHT = 11;
  48. const int BFIELD_SIZE = BFIELD_WIDTH * BFIELD_HEIGHT;
  49. const int ARMY_SIZE = 7;
  50. const int CREATURES_COUNT = 197;
  51. const int CRE_LEVELS = 10;
  52. const int F_NUMBER = 9; //factions (town types) quantity
  53. const int PLAYER_LIMIT = 8; //player limit per map
  54. const int MAX_HEROES_PER_PLAYER = 8;
  55. const int ALL_PLAYERS = 255; //bitfield
  56. const int HEROES_PER_TYPE=8; //amount of heroes of each type
  57. const int SKILL_QUANTITY=28;
  58. const int SKILL_PER_HERO=8;
  59. const int ARTIFACTS_QUANTITY=171;
  60. const int HEROES_QUANTITY=156;
  61. const int SPELLS_QUANTITY=70;
  62. const int PRIMARY_SKILLS=4;
  63. const int NEUTRAL_PLAYER=255;
  64. const int NAMES_PER_TOWN=16;
  65. const int CREATURES_PER_TOWN = 7; //without upgrades
  66. const int SPELL_LEVELS = 5;
  67. const int AVAILABLE_HEROES_PER_PLAYER = 2;
  68. const int SPELLBOOK_GOLD_COST = 500;
  69. const int PUZZLE_MAP_PIECES = 48;
  70. const int BATTLE_PENALTY_DISTANCE = 10; //if the distance is > than this, then shooting stack has distance penalty
  71. const ui16 BACKPACK_START = 19;
  72. const int ID_CATAPULT = 3, ID_LOCK = 145;
  73. const int TERRAIN_TYPES=10;
  74. const std::string TERRAIN_NAMES [TERRAIN_TYPES] = {
  75. "dirt", "sand", "grass", "snow", "swamp", "rough", "subterra", "lava", "water", "rock"
  76. };
  77. const int RESOURCE_QUANTITY=8;
  78. const std::string RESOURCE_NAMES [RESOURCE_QUANTITY] = {
  79. "wood", "mercury", "ore", "sulfur", "crystal", "gems", "gold", "mithril"
  80. };
  81. }
  82. // Enum declarations
  83. namespace PrimarySkill
  84. {
  85. enum PrimarySkill { ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE};
  86. }
  87. namespace EVictoryConditionType
  88. {
  89. enum EVictoryConditionType { ARTIFACT, GATHERTROOP, GATHERRESOURCE, BUILDCITY, BUILDGRAIL, BEATHERO,
  90. CAPTURECITY, BEATMONSTER, TAKEDWELLINGS, TAKEMINES, TRANSPORTITEM, WINSTANDARD = 255 };
  91. }
  92. namespace ELossConditionType
  93. {
  94. enum ELossConditionType { LOSSCASTLE, LOSSHERO, TIMEEXPIRES, LOSSSTANDARD = 255 };
  95. }
  96. namespace EAlignment
  97. {
  98. enum EAlignment { GOOD, EVIL, NEUTRAL };
  99. }
  100. namespace ETownType
  101. {
  102. enum ETownType
  103. {
  104. ANY = -1,
  105. CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX
  106. };
  107. }
  108. namespace EBuilding
  109. {
  110. //Quite useful as long as most of building mechanics hardcoded
  111. // NOTE: all building with completely configurable mechanics will be removed from list
  112. enum EBuilding
  113. {
  114. MAGES_GUILD_1, MAGES_GUILD_2, MAGES_GUILD_3, MAGES_GUILD_4, MAGES_GUILD_5,
  115. TAVERN, SHIPYARD, FORT, CITADEL, CASTLE,
  116. VILLAGE_HALL, TOWN_HALL, CITY_HALL, CAPITOL, MARKETPLACE,
  117. RESOURCE_SILO, BLACKSMITH, SPECIAL_1, HORDE_1, HORDE_1_UPGR,
  118. SHIP, SPECIAL_2, SPECIAL_3, SPECIAL_4, HORDE_2,
  119. HORDE_2_UPGR, GRAIL, EXTRA_TOWN_HALL, EXTRA_CITY_HALL, EXTRA_CAPITOL,
  120. DWELL_FIRST=30, DWELL_LAST=36, DWELL_UP_FIRST=37, DWELL_UP_LAST=43,
  121. //Special buildings for towns.
  122. LIGHTHOUSE = SPECIAL_1,
  123. STABLES = SPECIAL_2, //Castle
  124. BROTHERHOOD = SPECIAL_3,
  125. MYSTIC_POND = SPECIAL_1,
  126. FOUNTAIN_OF_FORTUNE = SPECIAL_3, //Rampart
  127. TREASURY = SPECIAL_4,
  128. ARTIFACT_MERCHANT = SPECIAL_1,
  129. LOOKOUT_TOWER = SPECIAL_2, //Tower
  130. LIBRARY = SPECIAL_3,
  131. WALL_OF_KNOWLEDGE = SPECIAL_4,
  132. STORMCLOUDS = SPECIAL_2,
  133. CASTLE_GATE = SPECIAL_3, //Inferno
  134. ORDER_OF_FIRE = SPECIAL_4,
  135. COVER_OF_DARKNESS = SPECIAL_1,
  136. NECROMANCY_AMPLIFIER = SPECIAL_2, //Necropolis
  137. SKELETON_TRANSFORMER = SPECIAL_3,
  138. //ARTIFACT_MERCHANT - same ID as in tower
  139. MANA_VORTEX = SPECIAL_2,
  140. PORTAL_OF_SUMMON = SPECIAL_3, //Dungeon
  141. BATTLE_ACADEMY = SPECIAL_4,
  142. ESCAPE_TUNNEL = SPECIAL_1,
  143. FREELANCERS_GUILD = SPECIAL_2, //Stronghold
  144. BALLISTA_YARD = SPECIAL_3,
  145. HALL_OF_VALHALLA = SPECIAL_4,
  146. CAGE_OF_WARLORDS = SPECIAL_1,
  147. GLYPHS_OF_FEAR = SPECIAL_2, // Fortress
  148. BLOOD_OBELISK = SPECIAL_3,
  149. //ARTIFACT_MERCHANT - same ID as in tower
  150. MAGIC_UNIVERSITY = SPECIAL_2, // Conflux
  151. };
  152. }
  153. namespace EBuildingState
  154. {
  155. enum EBuildingState
  156. {
  157. HAVE_CAPITAL, NO_WATER, FORBIDDEN, ADD_MAGES_GUILD, ALREADY_PRESENT, CANT_BUILD_TODAY,
  158. NO_RESOURCES, ALLOWED, PREREQUIRES, BUILDING_ERROR
  159. };
  160. }
  161. namespace ESpellCastProblem
  162. {
  163. enum ESpellCastProblem
  164. {
  165. OK, NO_HERO_TO_CAST_SPELL, ALREADY_CASTED_THIS_TURN, NO_SPELLBOOK, ANOTHER_ELEMENTAL_SUMMONED,
  166. HERO_DOESNT_KNOW_SPELL, NOT_ENOUGH_MANA, ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL,
  167. SECOND_HEROS_SPELL_IMMUNITY, SPELL_LEVEL_LIMIT_EXCEEDED, NO_SPELLS_TO_DISPEL,
  168. NO_APPROPRIATE_TARGET, STACK_IMMUNE_TO_SPELL, WRONG_SPELL_TARGET, ONGOING_TACTIC_PHASE,
  169. MAGIC_IS_BLOCKED, //For Orb of Inhibition and similar - no casting at all
  170. INVALID
  171. };
  172. }
  173. namespace ECastingMode
  174. {
  175. enum ECastingMode {HERO_CASTING, AFTER_ATTACK_CASTING, //also includes cast before attack
  176. MAGIC_MIRROR, CREATURE_ACTIVE_CASTING, ENCHANTER_CASTING};
  177. }
  178. namespace EMarketMode
  179. {
  180. enum EMarketMode
  181. {
  182. RESOURCE_RESOURCE, RESOURCE_PLAYER, CREATURE_RESOURCE, RESOURCE_ARTIFACT,
  183. ARTIFACT_RESOURCE, ARTIFACT_EXP, CREATURE_EXP, CREATURE_UNDEAD, RESOURCE_SKILL,
  184. MARTKET_AFTER_LAST_PLACEHOLDER
  185. };
  186. }
  187. namespace EBattleStackState
  188. {
  189. enum EBattleStackState{ALIVE = 180, SUMMONED, CLONED, HAD_MORALE, WAITING, MOVED, DEFENDING, FEAR,
  190. DRAINED_MANA /*remember to drain mana only once per turn*/};
  191. }
  192. namespace ECommander
  193. {
  194. enum SecondarySkills {ATTACK, DEFENSE, HEALTH, DAMAGE, SPEED, SPELL_POWER, CASTS, RESISTANCE};
  195. const int MAX_SKILL_LEVEL = 5;
  196. }
  197. namespace EWallParts
  198. {
  199. enum EWallParts
  200. {
  201. INDESTRUCTIBLE_PART = -2, INVALID = -1,
  202. KEEP = 0, BOTTOM_TOWER, BOTTOM_WALL, BELOW_GATE, OVER_GATE, UPPER_WAL, UPPER_TOWER, GATE,
  203. PARTS_COUNT
  204. };
  205. }
  206. namespace EWallState
  207. {
  208. enum
  209. {
  210. NONE, //no wall
  211. INTACT,
  212. DAMAGED,
  213. DESTROYED
  214. };
  215. }
  216. namespace Obj
  217. {
  218. enum
  219. {
  220. ALTAR_OF_SACRIFICE = 2,
  221. ANCHOR_POINT = 3,
  222. ARENA = 4,
  223. ARTIFACT = 5,
  224. PANDORAS_BOX = 6,
  225. BLACK_MARKET = 7,
  226. BOAT = 8,
  227. BORDERGUARD = 9,
  228. KEYMASTER = 10,
  229. BUOY = 11,
  230. CAMPFIRE = 12,
  231. CARTOGRAPHER = 13,
  232. SWAN_POND = 14,
  233. COVER_OF_DARKNESS = 15,
  234. CREATURE_BANK = 16,
  235. CREATURE_GENERATOR1 = 17,
  236. CREATURE_GENERATOR2 = 18,
  237. CREATURE_GENERATOR3 = 19,
  238. CREATURE_GENERATOR4 = 20,
  239. CURSED_GROUND1 = 21,
  240. CORPSE = 22,
  241. MARLETTO_TOWER = 23,
  242. DERELICT_SHIP = 24,
  243. DRAGON_UTOPIA = 25,
  244. EVENT = 26,
  245. EYE_OF_MAGI = 27,
  246. FAERIE_RING = 28,
  247. FLOTSAM = 29,
  248. FOUNTAIN_OF_FORTUNE = 30,
  249. FOUNTAIN_OF_YOUTH = 31,
  250. GARDEN_OF_REVELATION = 32,
  251. GARRISON = 33,
  252. HERO = 34,
  253. HILL_FORT = 35,
  254. HUT_OF_MAGI = 37,
  255. IDOL_OF_FORTUNE = 38,
  256. LEAN_TO = 39,
  257. LIBRARY_OF_ENLIGHTENMENT = 41,
  258. MONOLITH1 = 43,
  259. MONOLITH2 = 44,
  260. MONOLITH3 = 45,
  261. MAGIC_PLAINS1 = 46,
  262. SCHOOL_OF_MAGIC = 47,
  263. MAGIC_WELL = 49,
  264. MERCENARY_CAMP = 51,
  265. MERMAID = 52,
  266. MINE = 53,
  267. MONSTER = 54,
  268. MYSTICAL_GARDEN = 55,
  269. OASIS = 56,
  270. OBELISK = 57,
  271. REDWOOD_OBSERVATORY = 58,
  272. OCEAN_BOTTLE = 59,
  273. PILLAR_OF_FIRE = 60,
  274. STAR_AXIS = 61,
  275. PRISON = 62,
  276. PYRAMID = 63,
  277. RALLY_FLAG = 64,
  278. RANDOM_TOWN = 77,
  279. REFUGEE_CAMP = 78,
  280. RESOURCE = 79,
  281. SANCTUARY = 80,
  282. SCHOLAR = 81,
  283. SEA_CHEST = 82,
  284. SEER_HUT = 83,
  285. CRYPT = 84,
  286. SHIPWRECK = 85,
  287. SHIPWRECK_SURVIVOR = 86,
  288. SHIPYARD = 87,
  289. SHRINE_OF_MAGIC_THOUGHT = 90,
  290. SPELL_SCROLL = 93,
  291. STABLES = 94,
  292. TAVERN = 95,
  293. TEMPLE = 96,
  294. DEN_OF_THIEVES = 97,
  295. TOWN = 98,
  296. TRADING_POST = 99,
  297. LEARNING_STONE = 100,
  298. TREASURE_CHEST = 101,
  299. TREE_OF_KNOWLEDGE = 102,
  300. SUBTERRANEAN_GATE = 103,
  301. UNIVERSITY = 104,
  302. WAGON = 105,
  303. WAR_MACHINE_FACTORY = 106,
  304. SCHOOL_OF_WAR = 107,
  305. WARRIORS_TOMB = 108,
  306. WATER_WHEEL = 109,
  307. WATERING_HOLE = 110,
  308. WHIRLPOOL = 111,
  309. WINDMILL = 112,
  310. HOLE = 124,
  311. BORDER_GATE = 212,
  312. FREELANCERS_GUILD = 213,
  313. HERO_PLACEHOLDER = 214,
  314. QUEST_GUARD = 215,
  315. GARRISON2 = 219,
  316. ABANDONED_MINE = 220,
  317. TRADING_POST_SNOW = 221,
  318. CLOVER_FIELD = 222,
  319. CURSED_GROUND2 = 223,
  320. EVIL_FOG = 224,
  321. FAVORABLE_WINDS = 225,
  322. FIERY_FIELDS = 226,
  323. HOLY_GROUNDS = 227,
  324. LUCID_POOLS = 228,
  325. MAGIC_CLOUDS = 229,
  326. MAGIC_PLAINS2 = 230,
  327. ROCKLANDS = 231,
  328. };
  329. }
  330. namespace SecSkillLevel
  331. {
  332. enum SecSkillLevel
  333. {
  334. NONE,
  335. BASIC,
  336. ADVANCED,
  337. EXPERT
  338. };
  339. }
  340. //follows ERM BI (battle image) format
  341. namespace BattlefieldBI
  342. {
  343. enum
  344. {
  345. NONE = -1,
  346. COASTAL,
  347. //Discrepency from ERM BI description - we have magic plains and cursed gronds swapped
  348. MAGIC_PLAINS,
  349. CURSED_GROUND,
  350. //
  351. HOLY_GROUND,
  352. EVIL_FOG,
  353. CLOVER_FIELD,
  354. LUCID_POOLS,
  355. FIERY_FIELDS,
  356. ROCKLANDS,
  357. MAGIC_CLOUDS,
  358. };
  359. }
  360. // Typedef declarations
  361. typedef si8 TFaction;
  362. typedef si64 TExpType;
  363. typedef ui32 TSpell;
  364. typedef std::pair<ui32, ui32> TDmgRange;
  365. typedef ui8 TBonusType;
  366. typedef si32 TBonusSubtype;
  367. typedef si32 TSlot;
  368. typedef si32 TQuantity;
  369. typedef si32 TArtifactID;
  370. typedef ui32 TCreature; //creature id