GameConstants.h 23 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911
  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. #include "ConstTransitivePtr.h"
  12. namespace GameConstants
  13. {
  14. const std::string VCMI_VERSION = "VCMI 0.95b";
  15. const int BFIELD_WIDTH = 17;
  16. const int BFIELD_HEIGHT = 11;
  17. const int BFIELD_SIZE = BFIELD_WIDTH * BFIELD_HEIGHT;
  18. const int PUZZLE_MAP_PIECES = 48;
  19. const int MAX_HEROES_PER_PLAYER = 8;
  20. const int AVAILABLE_HEROES_PER_PLAYER = 2;
  21. const int ALL_PLAYERS = 255; //bitfield
  22. const ui16 BACKPACK_START = 19;
  23. const int CREATURES_PER_TOWN = 7; //without upgrades
  24. const int SPELL_LEVELS = 5;
  25. const int SPELL_SCHOOL_LEVELS = 4;
  26. const int CRE_LEVELS = 10; // number of creature experience levels
  27. const int SPELLBOOK_GOLD_COST = 500;
  28. const int BATTLE_PENALTY_DISTANCE = 10; //if the distance is > than this, then shooting stack has distance penalty
  29. const int ARMY_SIZE = 7;
  30. const int SKILL_PER_HERO=8;
  31. const int SKILL_QUANTITY=28;
  32. const int PRIMARY_SKILLS=4;
  33. const int TERRAIN_TYPES=10;
  34. const int RESOURCE_QUANTITY=8;
  35. const int HEROES_PER_TYPE=8; //amount of heroes of each type
  36. // amounts of OH3 objects. Can be changed by mods, should be used only during H3 loading phase
  37. const int F_NUMBER = 9;
  38. const int ARTIFACTS_QUANTITY=171;
  39. const int HEROES_QUANTITY=156;
  40. const int SPELLS_QUANTITY=70;
  41. const int CREATURES_COUNT = 197;
  42. }
  43. class CArtifact;
  44. class CArtifactInstance;
  45. class CCreature;
  46. class CSpell;
  47. class CGameInfoCallback;
  48. class CNonConstInfoCallback;
  49. #define ID_LIKE_CLASS_COMMON(CLASS_NAME, ENUM_NAME) \
  50. CLASS_NAME(const CLASS_NAME & other) \
  51. { \
  52. num = other.num; \
  53. } \
  54. CLASS_NAME & operator=(const CLASS_NAME & other) \
  55. { \
  56. num = other.num; \
  57. return *this; \
  58. } \
  59. explicit CLASS_NAME(si32 id) \
  60. : num(static_cast<ENUM_NAME>(id)) \
  61. {} \
  62. operator ENUM_NAME() const \
  63. { \
  64. return num; \
  65. } \
  66. ENUM_NAME toEnum() const \
  67. { \
  68. return num; \
  69. } \
  70. template <typename Handler> void serialize(Handler &h, const int version) \
  71. { \
  72. h & num; \
  73. } \
  74. CLASS_NAME & advance(int i) \
  75. { \
  76. num = (ENUM_NAME)((int)num + i); \
  77. return *this; \
  78. }
  79. #define ID_LIKE_OPERATORS_INTERNAL_DECLS(A, B) \
  80. bool DLL_LINKAGE operator==(const A & a, const B & b); \
  81. bool DLL_LINKAGE operator!=(const A & a, const B & b); \
  82. bool DLL_LINKAGE operator<(const A & a, const B & b); \
  83. bool DLL_LINKAGE operator<=(const A & a, const B & b); \
  84. bool DLL_LINKAGE operator>(const A & a, const B & b); \
  85. bool DLL_LINKAGE operator>=(const A & a, const B & b);
  86. #define ID_LIKE_OPERATORS_DECLS(CLASS_NAME, ENUM_NAME) \
  87. ID_LIKE_OPERATORS_INTERNAL_DECLS(CLASS_NAME, CLASS_NAME) \
  88. ID_LIKE_OPERATORS_INTERNAL_DECLS(CLASS_NAME, ENUM_NAME) \
  89. ID_LIKE_OPERATORS_INTERNAL_DECLS(ENUM_NAME, CLASS_NAME)
  90. #define OP_DECL_INT(CLASS_NAME, OP) \
  91. bool operator OP (const CLASS_NAME & b) const \
  92. { \
  93. return num OP b.num; \
  94. }
  95. #define INSTID_LIKE_CLASS_COMMON(CLASS_NAME, NUMERIC_NAME) \
  96. public: \
  97. CLASS_NAME() : BaseForID<CLASS_NAME, NUMERIC_NAME>(-1) {} \
  98. CLASS_NAME(const CLASS_NAME & other): \
  99. BaseForID<CLASS_NAME, NUMERIC_NAME>(other) \
  100. { \
  101. } \
  102. CLASS_NAME & operator=(const CLASS_NAME & other) \
  103. { \
  104. num = other.num; \
  105. return *this; \
  106. } \
  107. explicit CLASS_NAME(si32 id) \
  108. : BaseForID<CLASS_NAME, NUMERIC_NAME>(id) \
  109. {}
  110. template < typename Derived, typename NumericType>
  111. class BaseForID
  112. {
  113. protected:
  114. NumericType num;
  115. public:
  116. NumericType getNum() const
  117. {
  118. return num;
  119. }
  120. template <typename Handler> void serialize(Handler &h, const int version)
  121. {
  122. h & num;
  123. }
  124. explicit BaseForID(NumericType _num = -1)
  125. {
  126. num = _num;
  127. }
  128. void advance(int change)
  129. {
  130. num += change;
  131. }
  132. typedef BaseForID<Derived, NumericType> __SelfType;
  133. OP_DECL_INT(__SelfType, ==)
  134. OP_DECL_INT(__SelfType, !=)
  135. OP_DECL_INT(__SelfType, <)
  136. OP_DECL_INT(__SelfType, >)
  137. OP_DECL_INT(__SelfType, <=)
  138. OP_DECL_INT(__SelfType, >=)
  139. };
  140. template<typename Der, typename Num>
  141. std::ostream & operator << (std::ostream & os, BaseForID<Der, Num> id);
  142. template<typename Der, typename Num>
  143. std::ostream & operator << (std::ostream & os, BaseForID<Der, Num> id)
  144. {
  145. //We use common type with short to force char and unsigned char to be promoted and formatted as numbers.
  146. typedef typename std::common_type<short, Num>::type Number;
  147. return os << static_cast<Number>(id.getNum());
  148. }
  149. class ArtifactInstanceID : public BaseForID<ArtifactInstanceID, si32>
  150. {
  151. INSTID_LIKE_CLASS_COMMON(ArtifactInstanceID, si32)
  152. friend class CGameInfoCallback;
  153. friend class CNonConstInfoCallback;
  154. };
  155. class QueryID : public BaseForID<QueryID, si32>
  156. {
  157. INSTID_LIKE_CLASS_COMMON(QueryID, si32)
  158. QueryID & operator++()
  159. {
  160. ++num;
  161. return *this;
  162. }
  163. };
  164. class ObjectInstanceID : public BaseForID<ObjectInstanceID, si32>
  165. {
  166. INSTID_LIKE_CLASS_COMMON(ObjectInstanceID, si32)
  167. friend class CGameInfoCallback;
  168. friend class CNonConstInfoCallback;
  169. };
  170. class HeroTypeID : public BaseForID<HeroTypeID, si32>
  171. {
  172. INSTID_LIKE_CLASS_COMMON(HeroTypeID, si32)
  173. };
  174. class SlotID : public BaseForID<SlotID, si32>
  175. {
  176. INSTID_LIKE_CLASS_COMMON(SlotID, si32)
  177. friend class CGameInfoCallback;
  178. friend class CNonConstInfoCallback;
  179. DLL_LINKAGE static const SlotID COMMANDER_SLOT_PLACEHOLDER;
  180. bool validSlot() const
  181. {
  182. return getNum() >= 0 && getNum() < GameConstants::ARMY_SIZE;
  183. }
  184. };
  185. class PlayerColor : public BaseForID<PlayerColor, ui8>
  186. {
  187. INSTID_LIKE_CLASS_COMMON(PlayerColor, ui8)
  188. enum EPlayerColor
  189. {
  190. PLAYER_LIMIT_I = 8
  191. };
  192. DLL_LINKAGE static const PlayerColor CANNOT_DETERMINE; //253
  193. DLL_LINKAGE static const PlayerColor UNFLAGGABLE; //254 - neutral objects (pandora, banks)
  194. DLL_LINKAGE static const PlayerColor NEUTRAL; //255
  195. DLL_LINKAGE static const PlayerColor PLAYER_LIMIT; //player limit per map
  196. DLL_LINKAGE bool isValidPlayer() const; //valid means < PLAYER_LIMIT (especially non-neutral)
  197. friend class CGameInfoCallback;
  198. friend class CNonConstInfoCallback;
  199. };
  200. class TeamID : public BaseForID<TeamID, ui8>
  201. {
  202. INSTID_LIKE_CLASS_COMMON(TeamID, ui8)
  203. DLL_LINKAGE static const TeamID NO_TEAM;
  204. friend class CGameInfoCallback;
  205. friend class CNonConstInfoCallback;
  206. };
  207. // #ifndef INSTANTIATE_BASE_FOR_ID_HERE
  208. // extern template std::ostream & operator << <ArtifactInstanceID>(std::ostream & os, BaseForID<ArtifactInstanceID> id);
  209. // extern template std::ostream & operator << <ObjectInstanceID>(std::ostream & os, BaseForID<ObjectInstanceID> id);
  210. // #endif
  211. // Enum declarations
  212. namespace PrimarySkill
  213. {
  214. enum PrimarySkill { ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE,
  215. EXPERIENCE = 4}; //for some reason changePrimSkill uses it
  216. }
  217. class SecondarySkill
  218. {
  219. public:
  220. enum ESecondarySkill
  221. {
  222. WRONG = -2,
  223. DEFAULT = -1,
  224. PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,
  225. LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,
  226. SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,
  227. FIRST_AID, SKILL_SIZE
  228. };
  229. static_assert(GameConstants::SKILL_QUANTITY == SKILL_SIZE, "Incorrect number of skills");
  230. SecondarySkill(ESecondarySkill _num = WRONG) : num(_num)
  231. {}
  232. ID_LIKE_CLASS_COMMON(SecondarySkill, ESecondarySkill)
  233. ESecondarySkill num;
  234. };
  235. ID_LIKE_OPERATORS_DECLS(SecondarySkill, SecondarySkill::ESecondarySkill)
  236. namespace EAlignment
  237. {
  238. enum EAlignment { GOOD, EVIL, NEUTRAL };
  239. }
  240. namespace ETownType
  241. {
  242. enum ETownType
  243. {
  244. ANY = -1,
  245. CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX
  246. };
  247. }
  248. class BuildingID
  249. {
  250. public:
  251. //Quite useful as long as most of building mechanics hardcoded
  252. // NOTE: all building with completely configurable mechanics will be removed from list
  253. enum EBuildingID
  254. {
  255. DEFAULT = -50,
  256. NONE = -1,
  257. MAGES_GUILD_1 = 0, MAGES_GUILD_2, MAGES_GUILD_3, MAGES_GUILD_4, MAGES_GUILD_5,
  258. TAVERN, SHIPYARD, FORT, CITADEL, CASTLE,
  259. VILLAGE_HALL, TOWN_HALL, CITY_HALL, CAPITOL, MARKETPLACE,
  260. RESOURCE_SILO, BLACKSMITH, SPECIAL_1, HORDE_1, HORDE_1_UPGR,
  261. SHIP, SPECIAL_2, SPECIAL_3, SPECIAL_4, HORDE_2,
  262. HORDE_2_UPGR, GRAIL, EXTRA_TOWN_HALL, EXTRA_CITY_HALL, EXTRA_CAPITOL,
  263. DWELL_FIRST=30, DWELL_LVL_2, DWELL_LVL_3, DWELL_LVL_4, DWELL_LVL_5, DWELL_LVL_6, DWELL_LAST=36,
  264. DWELL_UP_FIRST=37, DWELL_LVL_2_UP, DWELL_LVL_3_UP, DWELL_LVL_4_UP, DWELL_LVL_5_UP,
  265. DWELL_LVL_6_UP, DWELL_UP_LAST=43,
  266. DWELL_LVL_1 = DWELL_FIRST,
  267. DWELL_LVL_7 = DWELL_LAST,
  268. DWELL_LVL_1_UP = DWELL_UP_FIRST,
  269. DWELL_LVL_7_UP = DWELL_UP_LAST,
  270. //Special buildings for towns.
  271. LIGHTHOUSE = SPECIAL_1,
  272. STABLES = SPECIAL_2, //Castle
  273. BROTHERHOOD = SPECIAL_3,
  274. MYSTIC_POND = SPECIAL_1,
  275. FOUNTAIN_OF_FORTUNE = SPECIAL_3, //Rampart
  276. TREASURY = SPECIAL_4,
  277. ARTIFACT_MERCHANT = SPECIAL_1,
  278. LOOKOUT_TOWER = SPECIAL_2, //Tower
  279. LIBRARY = SPECIAL_3,
  280. WALL_OF_KNOWLEDGE = SPECIAL_4,
  281. STORMCLOUDS = SPECIAL_2,
  282. CASTLE_GATE = SPECIAL_3, //Inferno
  283. ORDER_OF_FIRE = SPECIAL_4,
  284. COVER_OF_DARKNESS = SPECIAL_1,
  285. NECROMANCY_AMPLIFIER = SPECIAL_2, //Necropolis
  286. SKELETON_TRANSFORMER = SPECIAL_3,
  287. //ARTIFACT_MERCHANT - same ID as in tower
  288. MANA_VORTEX = SPECIAL_2,
  289. PORTAL_OF_SUMMON = SPECIAL_3, //Dungeon
  290. BATTLE_ACADEMY = SPECIAL_4,
  291. ESCAPE_TUNNEL = SPECIAL_1,
  292. FREELANCERS_GUILD = SPECIAL_2, //Stronghold
  293. BALLISTA_YARD = SPECIAL_3,
  294. HALL_OF_VALHALLA = SPECIAL_4,
  295. CAGE_OF_WARLORDS = SPECIAL_1,
  296. GLYPHS_OF_FEAR = SPECIAL_2, // Fortress
  297. BLOOD_OBELISK = SPECIAL_3,
  298. //ARTIFACT_MERCHANT - same ID as in tower
  299. MAGIC_UNIVERSITY = SPECIAL_2, // Conflux
  300. };
  301. BuildingID(EBuildingID _num = NONE) : num(_num)
  302. {}
  303. ID_LIKE_CLASS_COMMON(BuildingID, EBuildingID)
  304. EBuildingID num;
  305. };
  306. ID_LIKE_OPERATORS_DECLS(BuildingID, BuildingID::EBuildingID)
  307. namespace EBuildingState
  308. {
  309. enum EBuildingState
  310. {
  311. HAVE_CAPITAL, NO_WATER, FORBIDDEN, ADD_MAGES_GUILD, ALREADY_PRESENT, CANT_BUILD_TODAY,
  312. NO_RESOURCES, ALLOWED, PREREQUIRES, MISSING_BASE, BUILDING_ERROR, TOWN_NOT_OWNED
  313. };
  314. }
  315. namespace ESpellCastProblem
  316. {
  317. enum ESpellCastProblem
  318. {
  319. OK, NO_HERO_TO_CAST_SPELL, ALREADY_CASTED_THIS_TURN, NO_SPELLBOOK, ANOTHER_ELEMENTAL_SUMMONED,
  320. HERO_DOESNT_KNOW_SPELL, NOT_ENOUGH_MANA, ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL,
  321. SECOND_HEROS_SPELL_IMMUNITY, SPELL_LEVEL_LIMIT_EXCEEDED, NO_SPELLS_TO_DISPEL,
  322. NO_APPROPRIATE_TARGET, STACK_IMMUNE_TO_SPELL, WRONG_SPELL_TARGET, ONGOING_TACTIC_PHASE,
  323. MAGIC_IS_BLOCKED, //For Orb of Inhibition and similar - no casting at all
  324. INVALID
  325. };
  326. }
  327. namespace ECastingMode
  328. {
  329. enum ECastingMode {HERO_CASTING, AFTER_ATTACK_CASTING, //also includes cast before attack
  330. MAGIC_MIRROR, CREATURE_ACTIVE_CASTING, ENCHANTER_CASTING};
  331. }
  332. namespace EMarketMode
  333. {
  334. enum EMarketMode
  335. {
  336. RESOURCE_RESOURCE, RESOURCE_PLAYER, CREATURE_RESOURCE, RESOURCE_ARTIFACT,
  337. ARTIFACT_RESOURCE, ARTIFACT_EXP, CREATURE_EXP, CREATURE_UNDEAD, RESOURCE_SKILL,
  338. MARTKET_AFTER_LAST_PLACEHOLDER
  339. };
  340. }
  341. namespace EBattleStackState
  342. {
  343. enum EBattleStackState{ALIVE = 180, SUMMONED, CLONED, DEAD_CLONE, HAD_MORALE, WAITING, MOVED, DEFENDING, FEAR,
  344. DRAINED_MANA /*remember to drain mana only once per turn*/};
  345. }
  346. namespace ECommander
  347. {
  348. enum SecondarySkills {ATTACK, DEFENSE, HEALTH, DAMAGE, SPEED, SPELL_POWER, CASTS, RESISTANCE};
  349. const int MAX_SKILL_LEVEL = 5;
  350. }
  351. namespace EWallPart
  352. {
  353. enum EWallPart
  354. {
  355. INDESTRUCTIBLE_PART_OF_GATE = -3, INDESTRUCTIBLE_PART = -2, INVALID = -1,
  356. KEEP = 0, BOTTOM_TOWER, BOTTOM_WALL, BELOW_GATE, OVER_GATE, UPPER_WALL, UPPER_TOWER, GATE,
  357. PARTS_COUNT /* This constant SHOULD always stay as the last item in the enum. */
  358. };
  359. }
  360. namespace EWallState
  361. {
  362. enum EWallState
  363. {
  364. NONE = -1, //no wall
  365. DESTROYED,
  366. DAMAGED,
  367. INTACT
  368. };
  369. }
  370. namespace ETileType
  371. {
  372. enum ETileType
  373. {
  374. FREE,
  375. POSSIBLE,
  376. BLOCKED,
  377. USED
  378. };
  379. }
  380. class Obj
  381. {
  382. public:
  383. enum EObj
  384. {
  385. NO_OBJ = -1,
  386. ALTAR_OF_SACRIFICE = 2,
  387. ANCHOR_POINT = 3,
  388. ARENA = 4,
  389. ARTIFACT = 5,
  390. PANDORAS_BOX = 6,
  391. BLACK_MARKET = 7,
  392. BOAT = 8,
  393. BORDERGUARD = 9,
  394. KEYMASTER = 10,
  395. BUOY = 11,
  396. CAMPFIRE = 12,
  397. CARTOGRAPHER = 13,
  398. SWAN_POND = 14,
  399. COVER_OF_DARKNESS = 15,
  400. CREATURE_BANK = 16,
  401. CREATURE_GENERATOR1 = 17,
  402. CREATURE_GENERATOR2 = 18,
  403. CREATURE_GENERATOR3 = 19,
  404. CREATURE_GENERATOR4 = 20,
  405. CURSED_GROUND1 = 21,
  406. CORPSE = 22,
  407. MARLETTO_TOWER = 23,
  408. DERELICT_SHIP = 24,
  409. DRAGON_UTOPIA = 25,
  410. EVENT = 26,
  411. EYE_OF_MAGI = 27,
  412. FAERIE_RING = 28,
  413. FLOTSAM = 29,
  414. FOUNTAIN_OF_FORTUNE = 30,
  415. FOUNTAIN_OF_YOUTH = 31,
  416. GARDEN_OF_REVELATION = 32,
  417. GARRISON = 33,
  418. HERO = 34,
  419. HILL_FORT = 35,
  420. GRAIL = 36,
  421. HUT_OF_MAGI = 37,
  422. IDOL_OF_FORTUNE = 38,
  423. LEAN_TO = 39,
  424. LIBRARY_OF_ENLIGHTENMENT = 41,
  425. LIGHTHOUSE = 42,
  426. MONOLITH1 = 43,
  427. MONOLITH2 = 44,
  428. MONOLITH3 = 45,
  429. MAGIC_PLAINS1 = 46,
  430. SCHOOL_OF_MAGIC = 47,
  431. MAGIC_SPRING = 48,
  432. MAGIC_WELL = 49,
  433. MERCENARY_CAMP = 51,
  434. MERMAID = 52,
  435. MINE = 53,
  436. MONSTER = 54,
  437. MYSTICAL_GARDEN = 55,
  438. OASIS = 56,
  439. OBELISK = 57,
  440. REDWOOD_OBSERVATORY = 58,
  441. OCEAN_BOTTLE = 59,
  442. PILLAR_OF_FIRE = 60,
  443. STAR_AXIS = 61,
  444. PRISON = 62,
  445. PYRAMID = 63,//subtype 0
  446. WOG_OBJECT = 63,//subtype > 0
  447. RALLY_FLAG = 64,
  448. RANDOM_ART = 65,
  449. RANDOM_TREASURE_ART = 66,
  450. RANDOM_MINOR_ART = 67,
  451. RANDOM_MAJOR_ART = 68,
  452. RANDOM_RELIC_ART = 69,
  453. RANDOM_HERO = 70,
  454. RANDOM_MONSTER = 71,
  455. RANDOM_MONSTER_L1 = 72,
  456. RANDOM_MONSTER_L2 = 73,
  457. RANDOM_MONSTER_L3 = 74,
  458. RANDOM_MONSTER_L4 = 75,
  459. RANDOM_RESOURCE = 76,
  460. RANDOM_TOWN = 77,
  461. REFUGEE_CAMP = 78,
  462. RESOURCE = 79,
  463. SANCTUARY = 80,
  464. SCHOLAR = 81,
  465. SEA_CHEST = 82,
  466. SEER_HUT = 83,
  467. CRYPT = 84,
  468. SHIPWRECK = 85,
  469. SHIPWRECK_SURVIVOR = 86,
  470. SHIPYARD = 87,
  471. SHRINE_OF_MAGIC_INCANTATION = 88,
  472. SHRINE_OF_MAGIC_GESTURE = 89,
  473. SHRINE_OF_MAGIC_THOUGHT = 90,
  474. SIGN = 91,
  475. SIRENS = 92,
  476. SPELL_SCROLL = 93,
  477. STABLES = 94,
  478. TAVERN = 95,
  479. TEMPLE = 96,
  480. DEN_OF_THIEVES = 97,
  481. TOWN = 98,
  482. TRADING_POST = 99,
  483. LEARNING_STONE = 100,
  484. TREASURE_CHEST = 101,
  485. TREE_OF_KNOWLEDGE = 102,
  486. SUBTERRANEAN_GATE = 103,
  487. UNIVERSITY = 104,
  488. WAGON = 105,
  489. WAR_MACHINE_FACTORY = 106,
  490. SCHOOL_OF_WAR = 107,
  491. WARRIORS_TOMB = 108,
  492. WATER_WHEEL = 109,
  493. WATERING_HOLE = 110,
  494. WHIRLPOOL = 111,
  495. WINDMILL = 112,
  496. WITCH_HUT = 113,
  497. HOLE = 124,
  498. RANDOM_MONSTER_L5 = 162,
  499. RANDOM_MONSTER_L6 = 163,
  500. RANDOM_MONSTER_L7 = 164,
  501. BORDER_GATE = 212,
  502. FREELANCERS_GUILD = 213,
  503. HERO_PLACEHOLDER = 214,
  504. QUEST_GUARD = 215,
  505. RANDOM_DWELLING = 216,
  506. RANDOM_DWELLING_LVL = 217, //subtype = creature level
  507. RANDOM_DWELLING_FACTION = 218, //subtype = faction
  508. GARRISON2 = 219,
  509. ABANDONED_MINE = 220,
  510. TRADING_POST_SNOW = 221,
  511. CLOVER_FIELD = 222,
  512. CURSED_GROUND2 = 223,
  513. EVIL_FOG = 224,
  514. FAVORABLE_WINDS = 225,
  515. FIERY_FIELDS = 226,
  516. HOLY_GROUNDS = 227,
  517. LUCID_POOLS = 228,
  518. MAGIC_CLOUDS = 229,
  519. MAGIC_PLAINS2 = 230,
  520. ROCKLANDS = 231,
  521. };
  522. Obj(EObj _num = NO_OBJ) : num(_num)
  523. {}
  524. ID_LIKE_CLASS_COMMON(Obj, EObj)
  525. EObj num;
  526. };
  527. ID_LIKE_OPERATORS_DECLS(Obj, Obj::EObj)
  528. namespace SecSkillLevel
  529. {
  530. enum SecSkillLevel
  531. {
  532. NONE,
  533. BASIC,
  534. ADVANCED,
  535. EXPERT,
  536. LEVELS_SIZE
  537. };
  538. }
  539. //follows ERM BI (battle image) format
  540. namespace BattlefieldBI
  541. {
  542. enum BattlefieldBI
  543. {
  544. NONE = -1,
  545. COASTAL,
  546. CURSED_GROUND,
  547. MAGIC_PLAINS,
  548. HOLY_GROUND,
  549. EVIL_FOG,
  550. CLOVER_FIELD,
  551. LUCID_POOLS,
  552. FIERY_FIELDS,
  553. ROCKLANDS,
  554. MAGIC_CLOUDS
  555. };
  556. }
  557. namespace Date
  558. {
  559. enum EDateType
  560. {
  561. DAY = 0,
  562. DAY_OF_WEEK = 1,
  563. WEEK = 2,
  564. MONTH = 3,
  565. DAY_OF_MONTH
  566. };
  567. }
  568. namespace Battle
  569. {
  570. enum ActionType
  571. {
  572. END_TACTIC_PHASE = -2,
  573. INVALID = -1,
  574. NO_ACTION = 0,
  575. HERO_SPELL,
  576. WALK, DEFEND,
  577. RETREAT,
  578. SURRENDER,
  579. WALK_AND_ATTACK,
  580. SHOOT,
  581. WAIT,
  582. CATAPULT,
  583. MONSTER_SPELL,
  584. BAD_MORALE,
  585. STACK_HEAL,
  586. DAEMON_SUMMONING
  587. };
  588. }
  589. std::ostream & operator<<(std::ostream & os, const Battle::ActionType actionType);
  590. class ETerrainType
  591. {
  592. public:
  593. enum EETerrainType
  594. {
  595. WRONG = -2, BORDER = -1, DIRT, SAND, GRASS, SNOW, SWAMP,
  596. ROUGH, SUBTERRANEAN, LAVA, WATER, ROCK
  597. };
  598. ETerrainType(EETerrainType _num = WRONG) : num(_num)
  599. {}
  600. ID_LIKE_CLASS_COMMON(ETerrainType, EETerrainType)
  601. EETerrainType num;
  602. };
  603. ID_LIKE_OPERATORS_DECLS(ETerrainType, ETerrainType::EETerrainType)
  604. class BFieldType
  605. {
  606. public:
  607. // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines
  608. //8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields
  609. //15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog
  610. //21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
  611. enum EBFieldType {NONE = -1, NONE2, SAND_SHORE, SAND_MESAS, DIRT_BIRCHES, DIRT_HILLS, DIRT_PINES, GRASS_HILLS,
  612. GRASS_PINES, LAVA, MAGIC_PLAINS, SNOW_MOUNTAINS, SNOW_TREES, SUBTERRANEAN, SWAMP_TREES, FIERY_FIELDS,
  613. ROCKLANDS, MAGIC_CLOUDS, LUCID_POOLS, HOLY_GROUND, CLOVER_FIELD, EVIL_FOG, FAVOURABLE_WINDS, CURSED_GROUND,
  614. ROUGH, SHIP_TO_SHIP, SHIP
  615. };
  616. BFieldType(EBFieldType _num = NONE) : num(_num)
  617. {}
  618. ID_LIKE_CLASS_COMMON(BFieldType, EBFieldType)
  619. EBFieldType num;
  620. };
  621. ID_LIKE_OPERATORS_DECLS(BFieldType, BFieldType::EBFieldType)
  622. namespace EPlayerStatus
  623. {
  624. enum EStatus {WRONG = -1, INGAME, LOSER, WINNER};
  625. }
  626. namespace PlayerRelations
  627. {
  628. enum PlayerRelations {ENEMIES, ALLIES, SAME_PLAYER};
  629. }
  630. class ArtifactPosition
  631. {
  632. public:
  633. enum EArtifactPosition
  634. {
  635. FIRST_AVAILABLE = -2,
  636. PRE_FIRST = -1, //sometimes used as error, sometimes as first free in backpack
  637. HEAD, SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, //5
  638. RIGHT_RING, LEFT_RING, FEET, //8
  639. MISC1, MISC2, MISC3, MISC4, //12
  640. MACH1, MACH2, MACH3, MACH4, //16
  641. SPELLBOOK, MISC5, //18
  642. AFTER_LAST,
  643. //cres
  644. CREATURE_SLOT = 0,
  645. COMMANDER1 = 0, COMMANDER2, COMMANDER3, COMMANDER4, COMMANDER5, COMMANDER6, COMMANDER_AFTER_LAST
  646. };
  647. static_assert (AFTER_LAST == 19, "incorrect number of artifact slots");
  648. ArtifactPosition(EArtifactPosition _num = PRE_FIRST) : num(_num)
  649. {}
  650. ID_LIKE_CLASS_COMMON(ArtifactPosition, EArtifactPosition)
  651. EArtifactPosition num;
  652. };
  653. ID_LIKE_OPERATORS_DECLS(ArtifactPosition, ArtifactPosition::EArtifactPosition)
  654. class ArtifactID
  655. {
  656. public:
  657. enum EArtifactID
  658. {
  659. NONE = -1,
  660. SPELLBOOK = 0,
  661. SPELL_SCROLL = 1,
  662. GRAIL = 2,
  663. CATAPULT = 3,
  664. BALLISTA = 4,
  665. AMMO_CART = 5,
  666. FIRST_AID_TENT = 6,
  667. //CENTAUR_AXE = 7,
  668. //BLACKSHARD_OF_THE_DEAD_KNIGHT = 8,
  669. //CORNUCOPIA = 140,
  670. ART_SELECTION = 144,
  671. ART_LOCK = 145,
  672. AXE_OF_SMASHING = 146,
  673. MITHRIL_MAIL = 147,
  674. SWORD_OF_SHARPNESS = 148,
  675. HELM_OF_IMMORTALITY = 149,
  676. PENDANT_OF_SORCERY = 150,
  677. BOOTS_OF_HASTE = 151,
  678. BOW_OF_SEEKING = 152,
  679. DRAGON_EYE_RING = 153
  680. //HARDENED_SHIELD = 154,
  681. //SLAVAS_RING_OF_POWER = 155
  682. };
  683. ArtifactID(EArtifactID _num = NONE) : num(_num)
  684. {}
  685. DLL_LINKAGE CArtifact * toArtifact() const;
  686. ID_LIKE_CLASS_COMMON(ArtifactID, EArtifactID)
  687. EArtifactID num;
  688. };
  689. ID_LIKE_OPERATORS_DECLS(ArtifactID, ArtifactID::EArtifactID)
  690. class CreatureID
  691. {
  692. public:
  693. enum ECreatureID
  694. {
  695. NONE = -1,
  696. CAVALIER = 10,
  697. CHAMPION = 11,
  698. STONE_GOLEM = 32,
  699. IRON_GOLEM = 33,
  700. IMP = 42,
  701. SKELETON = 56,
  702. WALKING_DEAD = 58,
  703. WIGHTS = 60,
  704. LICHES = 64,
  705. TROGLODYTES = 70,
  706. AIR_ELEMENTAL = 112,
  707. EARTH_ELEMENTAL = 113,
  708. FIRE_ELEMENTAL = 114,
  709. WATER_ELEMENTAL = 115,
  710. GOLD_GOLEM = 116,
  711. DIAMOND_GOLEM = 117,
  712. CATAPULT = 145,
  713. BALLISTA = 146,
  714. FIRST_AID_TENT = 147,
  715. AMMO_CART = 148,
  716. ARROW_TOWERS = 149
  717. };
  718. CreatureID(ECreatureID _num = NONE) : num(_num)
  719. {}
  720. DLL_LINKAGE CCreature * toCreature() const;
  721. ID_LIKE_CLASS_COMMON(CreatureID, ECreatureID)
  722. ECreatureID num;
  723. };
  724. ID_LIKE_OPERATORS_DECLS(CreatureID, CreatureID::ECreatureID)
  725. class SpellID
  726. {
  727. public:
  728. enum ESpellID
  729. {
  730. PRESET = -2,
  731. NONE = -1,
  732. SUMMON_BOAT=0, SCUTTLE_BOAT=1, VISIONS=2, VIEW_EARTH=3, DISGUISE=4, VIEW_AIR=5,
  733. FLY=6, WATER_WALK=7, DIMENSION_DOOR=8, TOWN_PORTAL=9,
  734. QUICKSAND=10, LAND_MINE=11, FORCE_FIELD=12, FIRE_WALL=13, EARTHQUAKE=14,
  735. MAGIC_ARROW=15, ICE_BOLT=16, LIGHTNING_BOLT=17, IMPLOSION=18,
  736. CHAIN_LIGHTNING=19, FROST_RING=20, FIREBALL=21, INFERNO=22,
  737. METEOR_SHOWER=23, DEATH_RIPPLE=24, DESTROY_UNDEAD=25, ARMAGEDDON=26,
  738. SHIELD=27, AIR_SHIELD=28, FIRE_SHIELD=29, PROTECTION_FROM_AIR=30,
  739. PROTECTION_FROM_FIRE=31, PROTECTION_FROM_WATER=32,
  740. PROTECTION_FROM_EARTH=33, ANTI_MAGIC=34, DISPEL=35, MAGIC_MIRROR=36,
  741. CURE=37, RESURRECTION=38, ANIMATE_DEAD=39, SACRIFICE=40, BLESS=41,
  742. CURSE=42, BLOODLUST=43, PRECISION=44, WEAKNESS=45, STONE_SKIN=46,
  743. DISRUPTING_RAY=47, PRAYER=48, MIRTH=49, SORROW=50, FORTUNE=51,
  744. MISFORTUNE=52, HASTE=53, SLOW=54, SLAYER=55, FRENZY=56,
  745. TITANS_LIGHTNING_BOLT=57, COUNTERSTRIKE=58, BERSERK=59, HYPNOTIZE=60,
  746. FORGETFULNESS=61, BLIND=62, TELEPORT=63, REMOVE_OBSTACLE=64, CLONE=65,
  747. SUMMON_FIRE_ELEMENTAL=66, SUMMON_EARTH_ELEMENTAL=67, SUMMON_WATER_ELEMENTAL=68, SUMMON_AIR_ELEMENTAL=69,
  748. STONE_GAZE=70, POISON=71, BIND=72, DISEASE=73, PARALYZE=74, AGE=75, DEATH_CLOUD=76, THUNDERBOLT=77,
  749. DISPEL_HELPFUL_SPELLS=78, DEATH_STARE=79, ACID_BREATH_DEFENSE=80, ACID_BREATH_DAMAGE=81,
  750. FIRST_NON_SPELL = 70, AFTER_LAST = 82
  751. };
  752. SpellID(ESpellID _num = NONE) : num(_num)
  753. {}
  754. //TODO: should this be const?
  755. DLL_LINKAGE CSpell * toSpell() const;
  756. ID_LIKE_CLASS_COMMON(SpellID, ESpellID)
  757. ESpellID num;
  758. };
  759. ID_LIKE_OPERATORS_DECLS(SpellID, SpellID::ESpellID)
  760. // Typedef declarations
  761. typedef ui8 TFaction;
  762. typedef si64 TExpType;
  763. typedef std::pair<ui32, ui32> TDmgRange;
  764. typedef si32 TBonusSubtype;
  765. typedef si32 TQuantity;
  766. typedef int TRmgTemplateZoneId;
  767. #undef ID_LIKE_CLASS_COMMON
  768. #undef ID_LIKE_OPERATORS_DECLS
  769. #undef ID_LIKE_OPERATORS_INTERNAL_DECLS
  770. #undef INSTID_LIKE_CLASS_COMMON
  771. #undef OP_DECL_INT