GameConstants.h 11 KB

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  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 0.9";
  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. #if defined(_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. #elif defined(__APPLE__)
  27. const std::string DATA_DIR = "../Data";
  28. const std::string BIN_DIR = ".";
  29. const std::string LIB_DIR = ".";
  30. const std::string SERVER_NAME = "./vcmiserver";
  31. const std::string LIB_EXT = "dylib";
  32. const std::string PATH_SEPARATOR = "/";
  33. #else
  34. #ifndef M_DATA_DIR
  35. #error M_DATA_DIR undefined.
  36. #else
  37. const std::string DATA_DIR = M_DATA_DIR;
  38. #endif
  39. #ifndef M_BIN_DIR
  40. #error M_BIN_DIR undefined.
  41. #else
  42. const std::string BIN_DIR = M_BIN_DIR;
  43. #endif
  44. #ifndef M_LIB_DIR
  45. #error M_LIB_DIR undefined.
  46. #else
  47. const std::string LIB_DIR = M_LIB_DIR;
  48. #endif
  49. const std::string SERVER_NAME = "vcmiserver";
  50. const std::string LIB_EXT = "so";
  51. const std::string PATH_SEPARATOR = "/";
  52. #endif
  53. const int BFIELD_WIDTH = 17;
  54. const int BFIELD_HEIGHT = 11;
  55. const int BFIELD_SIZE = BFIELD_WIDTH * BFIELD_HEIGHT;
  56. const int ARMY_SIZE = 7;
  57. const int CREATURES_COUNT = 197;
  58. const int CRE_LEVELS = 10;
  59. const int F_NUMBER = 9; //factions (town types) quantity
  60. const int PLAYER_LIMIT = 8; //player limit per map
  61. const int MAX_HEROES_PER_PLAYER = 8;
  62. const int ALL_PLAYERS = 255; //bitfield
  63. const int HEROES_PER_TYPE=8; //amount of heroes of each type
  64. const int SKILL_QUANTITY=28;
  65. const int SKILL_PER_HERO=8;
  66. const int ARTIFACTS_QUANTITY=171;
  67. const int HEROES_QUANTITY=156;
  68. const int SPELLS_QUANTITY=70;
  69. const int PRIMARY_SKILLS=4;
  70. const int NEUTRAL_PLAYER=255;
  71. const int NAMES_PER_TOWN=16;
  72. const int CREATURES_PER_TOWN = 7; //without upgrades
  73. const int SPELL_LEVELS = 5;
  74. const int AVAILABLE_HEROES_PER_PLAYER = 2;
  75. const int SPELLBOOK_GOLD_COST = 500;
  76. const int PUZZLE_MAP_PIECES = 48;
  77. const int BATTLE_PENALTY_DISTANCE = 10; //if the distance is > than this, then shooting stack has distance penalty
  78. const ui16 BACKPACK_START = 19;
  79. const int ID_CATAPULT = 3, ID_LOCK = 145;
  80. const int TERRAIN_TYPES=10;
  81. const std::string TERRAIN_NAMES [TERRAIN_TYPES] = {
  82. "dirt", "sand", "grass", "snow", "swamp", "rough", "subterra", "lava", "water", "rock"
  83. };
  84. const int RESOURCE_QUANTITY=8;
  85. const std::string RESOURCE_NAMES [RESOURCE_QUANTITY] = {
  86. "wood", "mercury", "ore", "sulfur", "crystal", "gems", "gold", "mithril"
  87. };
  88. }
  89. // Enum declarations
  90. namespace PrimarySkill
  91. {
  92. enum PrimarySkill { ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE};
  93. }
  94. namespace EVictoryConditionType
  95. {
  96. enum EVictoryConditionType { ARTIFACT, GATHERTROOP, GATHERRESOURCE, BUILDCITY, BUILDGRAIL, BEATHERO,
  97. CAPTURECITY, BEATMONSTER, TAKEDWELLINGS, TAKEMINES, TRANSPORTITEM, WINSTANDARD = 255 };
  98. }
  99. namespace ELossConditionType
  100. {
  101. enum ELossConditionType { LOSSCASTLE, LOSSHERO, TIMEEXPIRES, LOSSSTANDARD = 255 };
  102. }
  103. namespace EAlignment
  104. {
  105. enum EAlignment { GOOD, EVIL, NEUTRAL };
  106. const std::string names [3] = {"good", "evil", "neutral"}; //for parsing from config file
  107. }
  108. namespace ETownType
  109. {
  110. enum ETownType
  111. {
  112. ANY = -1,
  113. CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX
  114. };
  115. }
  116. namespace EBuilding
  117. {
  118. //Quite useful as long as most of building mechanics hardcoded
  119. // NOTE: all building with completely configurable mechanics will be removed from list
  120. enum EBuilding
  121. {
  122. MAGES_GUILD_1, MAGES_GUILD_2, MAGES_GUILD_3, MAGES_GUILD_4, MAGES_GUILD_5,
  123. TAVERN, SHIPYARD, FORT, CITADEL, CASTLE,
  124. VILLAGE_HALL, TOWN_HALL, CITY_HALL, CAPITOL, MARKETPLACE,
  125. RESOURCE_SILO, BLACKSMITH, SPECIAL_1, HORDE_1, HORDE_1_UPGR,
  126. SHIP, SPECIAL_2, SPECIAL_3, SPECIAL_4, HORDE_2,
  127. HORDE_2_UPGR, GRAIL, EXTRA_TOWN_HALL, EXTRA_CITY_HALL, EXTRA_CAPITOL,
  128. DWELL_FIRST=30, DWELL_LAST=36, DWELL_UP_FIRST=37, DWELL_UP_LAST=43,
  129. //Special buildings for towns.
  130. LIGHTHOUSE = SPECIAL_1,
  131. STABLES = SPECIAL_2, //Castle
  132. BROTHERHOOD = SPECIAL_3,
  133. MYSTIC_POND = SPECIAL_1,
  134. FOUNTAIN_OF_FORTUNE = SPECIAL_3, //Rampart
  135. TREASURY = SPECIAL_4,
  136. ARTIFACT_MERCHANT = SPECIAL_1,
  137. LOOKOUT_TOWER = SPECIAL_2, //Tower
  138. LIBRARY = SPECIAL_3,
  139. WALL_OF_KNOWLEDGE = SPECIAL_4,
  140. STORMCLOUDS = SPECIAL_2,
  141. CASTLE_GATE = SPECIAL_3, //Inferno
  142. ORDER_OF_FIRE = SPECIAL_4,
  143. COVER_OF_DARKNESS = SPECIAL_1,
  144. NECROMANCY_AMPLIFIER = SPECIAL_2, //Necropolis
  145. SKELETON_TRANSFORMER = SPECIAL_3,
  146. //ARTIFACT_MERCHANT - same ID as in tower
  147. MANA_VORTEX = SPECIAL_2,
  148. PORTAL_OF_SUMMON = SPECIAL_3, //Dungeon
  149. BATTLE_ACADEMY = SPECIAL_4,
  150. ESCAPE_TUNNEL = SPECIAL_1,
  151. FREELANCERS_GUILD = SPECIAL_2, //Stronghold
  152. BALLISTA_YARD = SPECIAL_3,
  153. HALL_OF_VALHALLA = SPECIAL_4,
  154. CAGE_OF_WARLORDS = SPECIAL_1,
  155. GLYPHS_OF_FEAR = SPECIAL_2, // Fortress
  156. BLOOD_OBELISK = SPECIAL_3,
  157. //ARTIFACT_MERCHANT - same ID as in tower
  158. MAGIC_UNIVERSITY = SPECIAL_2, // Conflux
  159. };
  160. }
  161. namespace EBuildingState
  162. {
  163. enum EBuildingState
  164. {
  165. HAVE_CAPITAL, NO_WATER, FORBIDDEN, ADD_MAGES_GUILD, ALREADY_PRESENT, CANT_BUILD_TODAY,
  166. NO_RESOURCES, ALLOWED, PREREQUIRES, BUILDING_ERROR
  167. };
  168. }
  169. namespace ESpellCastProblem
  170. {
  171. enum ESpellCastProblem
  172. {
  173. OK, NO_HERO_TO_CAST_SPELL, ALREADY_CASTED_THIS_TURN, NO_SPELLBOOK, ANOTHER_ELEMENTAL_SUMMONED,
  174. HERO_DOESNT_KNOW_SPELL, NOT_ENOUGH_MANA, ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL,
  175. SECOND_HEROS_SPELL_IMMUNITY, SPELL_LEVEL_LIMIT_EXCEEDED, NO_SPELLS_TO_DISPEL,
  176. NO_APPROPRIATE_TARGET, STACK_IMMUNE_TO_SPELL, WRONG_SPELL_TARGET, ONGOING_TACTIC_PHASE,
  177. MAGIC_IS_BLOCKED, //For Orb of Inhibition and similar - no casting at all
  178. INVALID
  179. };
  180. }
  181. namespace ECastingMode
  182. {
  183. enum ECastingMode {HERO_CASTING, AFTER_ATTACK_CASTING, //also includes cast before attack
  184. MAGIC_MIRROR, CREATURE_ACTIVE_CASTING, ENCHANTER_CASTING};
  185. }
  186. namespace EMarketMode
  187. {
  188. enum EMarketMode
  189. {
  190. RESOURCE_RESOURCE, RESOURCE_PLAYER, CREATURE_RESOURCE, RESOURCE_ARTIFACT,
  191. ARTIFACT_RESOURCE, ARTIFACT_EXP, CREATURE_EXP, CREATURE_UNDEAD, RESOURCE_SKILL,
  192. MARTKET_AFTER_LAST_PLACEHOLDER
  193. };
  194. }
  195. namespace EBattleStackState
  196. {
  197. enum EBattleStackState{ALIVE = 180, SUMMONED, CLONED, HAD_MORALE, WAITING, MOVED, DEFENDING, FEAR,
  198. DRAINED_MANA /*remember to drain mana only once per turn*/};
  199. }
  200. namespace ECommander
  201. {
  202. enum SecondarySkills {ATTACK, DEFENSE, HEALTH, DAMAGE, SPEED, SPELL_POWER, CASTS, RESISTANCE};
  203. const int MAX_SKILL_LEVEL = 5;
  204. }
  205. namespace EWallParts
  206. {
  207. enum EWallParts
  208. {
  209. INDESTRUCTIBLE_PART = -2, INVALID = -1,
  210. KEEP = 0, BOTTOM_TOWER, BOTTOM_WALL, BELOW_GATE, OVER_GATE, UPPER_WAL, UPPER_TOWER, GATE,
  211. PARTS_COUNT
  212. };
  213. }
  214. namespace EWallState
  215. {
  216. enum
  217. {
  218. NONE, //no wall
  219. INTACT,
  220. DAMAGED,
  221. DESTROYED
  222. };
  223. }
  224. namespace Obj
  225. {
  226. enum
  227. {
  228. ALTAR_OF_SACRIFICE = 2,
  229. ANCHOR_POINT = 3,
  230. ARENA = 4,
  231. ARTIFACT = 5,
  232. PANDORAS_BOX = 6,
  233. BLACK_MARKET = 7,
  234. BOAT = 8,
  235. BORDERGUARD = 9,
  236. KEYMASTER = 10,
  237. BUOY = 11,
  238. CAMPFIRE = 12,
  239. CARTOGRAPHER = 13,
  240. SWAN_POND = 14,
  241. COVER_OF_DARKNESS = 15,
  242. CREATURE_BANK = 16,
  243. CREATURE_GENERATOR1 = 17,
  244. CREATURE_GENERATOR2 = 18,
  245. CREATURE_GENERATOR3 = 19,
  246. CREATURE_GENERATOR4 = 20,
  247. CURSED_GROUND1 = 21,
  248. CORPSE = 22,
  249. MARLETTO_TOWER = 23,
  250. DERELICT_SHIP = 24,
  251. DRAGON_UTOPIA = 25,
  252. EVENT = 26,
  253. EYE_OF_MAGI = 27,
  254. FAERIE_RING = 28,
  255. FLOTSAM = 29,
  256. FOUNTAIN_OF_FORTUNE = 30,
  257. FOUNTAIN_OF_YOUTH = 31,
  258. GARDEN_OF_REVELATION = 32,
  259. GARRISON = 33,
  260. HERO = 34,
  261. HILL_FORT = 35,
  262. HUT_OF_MAGI = 37,
  263. IDOL_OF_FORTUNE = 38,
  264. LEAN_TO = 39,
  265. LIBRARY_OF_ENLIGHTENMENT = 41,
  266. MONOLITH1 = 43,
  267. MONOLITH2 = 44,
  268. MONOLITH3 = 45,
  269. MAGIC_PLAINS1 = 46,
  270. SCHOOL_OF_MAGIC = 47,
  271. MAGIC_WELL = 49,
  272. MERCENARY_CAMP = 51,
  273. MERMAID = 52,
  274. MINE = 53,
  275. MONSTER = 54,
  276. MYSTICAL_GARDEN = 55,
  277. OASIS = 56,
  278. OBELISK = 57,
  279. REDWOOD_OBSERVATORY = 58,
  280. OCEAN_BOTTLE = 59,
  281. PILLAR_OF_FIRE = 60,
  282. STAR_AXIS = 61,
  283. PRISON = 62,
  284. PYRAMID = 63,
  285. RALLY_FLAG = 64,
  286. RANDOM_TOWN = 77,
  287. REFUGEE_CAMP = 78,
  288. RESOURCE = 79,
  289. SANCTUARY = 80,
  290. SCHOLAR = 81,
  291. SEA_CHEST = 82,
  292. SEER_HUT = 83,
  293. CRYPT = 84,
  294. SHIPWRECK = 85,
  295. SHIPWRECK_SURVIVOR = 86,
  296. SHIPYARD = 87,
  297. SHRINE_OF_MAGIC_THOUGHT = 90,
  298. SPELL_SCROLL = 93,
  299. STABLES = 94,
  300. TAVERN = 95,
  301. TEMPLE = 96,
  302. DEN_OF_THIEVES = 97,
  303. TOWN = 98,
  304. TRADING_POST = 99,
  305. LEARNING_STONE = 100,
  306. TREASURE_CHEST = 101,
  307. TREE_OF_KNOWLEDGE = 102,
  308. SUBTERRANEAN_GATE = 103,
  309. UNIVERSITY = 104,
  310. WAGON = 105,
  311. WAR_MACHINE_FACTORY = 106,
  312. SCHOOL_OF_WAR = 107,
  313. WARRIORS_TOMB = 108,
  314. WATER_WHEEL = 109,
  315. WATERING_HOLE = 110,
  316. WHIRLPOOL = 111,
  317. WINDMILL = 112,
  318. HOLE = 124,
  319. BORDER_GATE = 212,
  320. FREELANCERS_GUILD = 213,
  321. HERO_PLACEHOLDER = 214,
  322. QUEST_GUARD = 215,
  323. GARRISON2 = 219,
  324. ABANDONED_MINE = 220,
  325. TRADING_POST_SNOW = 221,
  326. CLOVER_FIELD = 222,
  327. CURSED_GROUND2 = 223,
  328. EVIL_FOG = 224,
  329. FAVORABLE_WINDS = 225,
  330. FIERY_FIELDS = 226,
  331. HOLY_GROUNDS = 227,
  332. LUCID_POOLS = 228,
  333. MAGIC_CLOUDS = 229,
  334. MAGIC_PLAINS2 = 230,
  335. ROCKLANDS = 231,
  336. };
  337. }
  338. namespace SecSkillLevel
  339. {
  340. enum SecSkillLevel
  341. {
  342. NONE,
  343. BASIC,
  344. ADVANCED,
  345. EXPERT
  346. };
  347. }
  348. //follows ERM BI (battle image) format
  349. namespace BattlefieldBI
  350. {
  351. enum
  352. {
  353. NONE = -1,
  354. COASTAL,
  355. //Discrepency from ERM BI description - we have magic plains and cursed gronds swapped
  356. MAGIC_PLAINS,
  357. CURSED_GROUND,
  358. //
  359. HOLY_GROUND,
  360. EVIL_FOG,
  361. CLOVER_FIELD,
  362. LUCID_POOLS,
  363. FIERY_FIELDS,
  364. ROCKLANDS,
  365. MAGIC_CLOUDS,
  366. };
  367. }
  368. // Typedef declarations
  369. typedef si8 TFaction;
  370. typedef si64 TExpType;
  371. typedef ui32 TSpell;
  372. typedef std::pair<ui32, ui32> TDmgRange;
  373. typedef ui8 TBonusType;
  374. typedef si32 TBonusSubtype;
  375. typedef si32 TSlot;
  376. typedef si32 TQuantity;
  377. typedef si32 TArtifactID;
  378. typedef si32 TArtifactInstanceID;
  379. typedef ui32 TCreature; //creature id
  380. typedef ui8 TPlayerColor;