GameConstants.h 31 KB

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  1. /*
  2. * GameConstants.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "ConstTransitivePtr.h"
  12. VCMI_LIB_NAMESPACE_BEGIN
  13. class Artifact;
  14. class ArtifactService;
  15. class Creature;
  16. class CreatureService;
  17. namespace spells
  18. {
  19. class Spell;
  20. class Service;
  21. }
  22. class CArtifact;
  23. class CArtifactInstance;
  24. class CCreature;
  25. class CHero;
  26. class CSpell;
  27. class CSkill;
  28. class CGameInfoCallback;
  29. class CNonConstInfoCallback;
  30. struct IdTag
  31. {};
  32. namespace GameConstants
  33. {
  34. DLL_LINKAGE extern const int VCMI_VERSION_MAJOR;
  35. DLL_LINKAGE extern const int VCMI_VERSION_MINOR;
  36. DLL_LINKAGE extern const int VCMI_VERSION_PATCH;
  37. DLL_LINKAGE extern const std::string VCMI_VERSION;
  38. const int PUZZLE_MAP_PIECES = 48;
  39. const int MAX_HEROES_PER_PLAYER = 8;
  40. const int AVAILABLE_HEROES_PER_PLAYER = 2;
  41. const int ALL_PLAYERS = 255; //bitfield
  42. const ui16 BACKPACK_START = 19;
  43. const int CREATURES_PER_TOWN = 7; //without upgrades
  44. const int SPELL_LEVELS = 5;
  45. const int SPELL_SCHOOL_LEVELS = 4;
  46. const int CRE_LEVELS = 10; // number of creature experience levels
  47. const int HERO_GOLD_COST = 2500;
  48. const int SPELLBOOK_GOLD_COST = 500;
  49. const int SKILL_GOLD_COST = 2000;
  50. const int BATTLE_PENALTY_DISTANCE = 10; //if the distance is > than this, then shooting stack has distance penalty
  51. const int ARMY_SIZE = 7;
  52. const int SKILL_PER_HERO = 8;
  53. const ui32 HERO_HIGH_LEVEL = 10; // affects primary skill upgrade order
  54. const int SKILL_QUANTITY=28;
  55. const int PRIMARY_SKILLS=4;
  56. const int RESOURCE_QUANTITY=8;
  57. const int HEROES_PER_TYPE=8; //amount of heroes of each type
  58. // amounts of OH3 objects. Can be changed by mods, should be used only during H3 loading phase
  59. const int F_NUMBER = 9;
  60. const int ARTIFACTS_QUANTITY=171;
  61. const int HEROES_QUANTITY=156;
  62. const int SPELLS_QUANTITY=70;
  63. const int CREATURES_COUNT = 197;
  64. const ui32 BASE_MOVEMENT_COST = 100; //default cost for non-diagonal movement
  65. const int HERO_PORTRAIT_SHIFT = 30;// 2 special frames + some extra portraits
  66. const std::array<int, 11> POSSIBLE_TURNTIME = {1, 2, 4, 6, 8, 10, 15, 20, 25, 30, 0};
  67. }
  68. #define ID_LIKE_CLASS_COMMON(CLASS_NAME, ENUM_NAME) \
  69. CLASS_NAME(const CLASS_NAME & other) \
  70. { \
  71. num = other.num; \
  72. } \
  73. CLASS_NAME & operator=(const CLASS_NAME & other) \
  74. { \
  75. num = other.num; \
  76. return *this; \
  77. } \
  78. explicit CLASS_NAME(si32 id) \
  79. : num(static_cast<ENUM_NAME>(id)) \
  80. {} \
  81. operator ENUM_NAME() const \
  82. { \
  83. return num; \
  84. } \
  85. si32 getNum() const \
  86. { \
  87. return static_cast<si32>(num); \
  88. } \
  89. ENUM_NAME toEnum() const \
  90. { \
  91. return num; \
  92. } \
  93. template <typename Handler> void serialize(Handler &h, const int version) \
  94. { \
  95. h & num; \
  96. } \
  97. CLASS_NAME & advance(int i) \
  98. { \
  99. num = (ENUM_NAME)((int)num + i); \
  100. return *this; \
  101. }
  102. // Operators are performance-critical and to be inlined they must be in header
  103. #define ID_LIKE_OPERATORS_INTERNAL(A, B, AN, BN) \
  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. STRONG_INLINE bool operator>=(const A & a, const B & b) \
  125. { \
  126. return AN >= BN ; \
  127. }
  128. #define ID_LIKE_OPERATORS(CLASS_NAME, ENUM_NAME) \
  129. ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, CLASS_NAME, a.num, b.num) \
  130. ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, ENUM_NAME, a.num, b) \
  131. ID_LIKE_OPERATORS_INTERNAL(ENUM_NAME, CLASS_NAME, a, b.num)
  132. #define OP_DECL_INT(CLASS_NAME, OP) \
  133. bool operator OP (const CLASS_NAME & b) const \
  134. { \
  135. return num OP b.num; \
  136. }
  137. #define INSTID_LIKE_CLASS_COMMON(CLASS_NAME, NUMERIC_NAME) \
  138. public: \
  139. CLASS_NAME() : BaseForID<CLASS_NAME, NUMERIC_NAME>(-1) {} \
  140. CLASS_NAME(const CLASS_NAME & other): \
  141. BaseForID<CLASS_NAME, NUMERIC_NAME>(other) \
  142. { \
  143. } \
  144. CLASS_NAME & operator=(const CLASS_NAME & other) \
  145. { \
  146. num = other.num; \
  147. return *this; \
  148. } \
  149. explicit CLASS_NAME(si32 id) \
  150. : BaseForID<CLASS_NAME, NUMERIC_NAME>(id) \
  151. {}
  152. template < typename Derived, typename NumericType>
  153. class BaseForID : public IdTag
  154. {
  155. protected:
  156. NumericType num;
  157. public:
  158. NumericType getNum() const
  159. {
  160. return num;
  161. }
  162. //to make it more similar to IDLIKE
  163. NumericType toEnum() const
  164. {
  165. return num;
  166. }
  167. template <typename Handler> void serialize(Handler &h, const int version)
  168. {
  169. h & num;
  170. }
  171. explicit BaseForID(NumericType _num = -1)
  172. {
  173. num = _num;
  174. }
  175. void advance(int change)
  176. {
  177. num += change;
  178. }
  179. typedef BaseForID<Derived, NumericType> __SelfType;
  180. OP_DECL_INT(__SelfType, ==)
  181. OP_DECL_INT(__SelfType, !=)
  182. OP_DECL_INT(__SelfType, <)
  183. OP_DECL_INT(__SelfType, >)
  184. OP_DECL_INT(__SelfType, <=)
  185. OP_DECL_INT(__SelfType, >=)
  186. };
  187. template<typename Der, typename Num>
  188. std::ostream & operator << (std::ostream & os, BaseForID<Der, Num> id);
  189. template<typename Der, typename Num>
  190. std::ostream & operator << (std::ostream & os, BaseForID<Der, Num> id)
  191. {
  192. //We use common type with short to force char and unsigned char to be promoted and formatted as numbers.
  193. typedef typename std::common_type<short, Num>::type Number;
  194. return os << static_cast<Number>(id.getNum());
  195. }
  196. class ArtifactInstanceID : public BaseForID<ArtifactInstanceID, si32>
  197. {
  198. INSTID_LIKE_CLASS_COMMON(ArtifactInstanceID, si32)
  199. friend class CGameInfoCallback;
  200. friend class CNonConstInfoCallback;
  201. };
  202. class QueryID : public BaseForID<QueryID, si32>
  203. {
  204. INSTID_LIKE_CLASS_COMMON(QueryID, si32)
  205. QueryID & operator++()
  206. {
  207. ++num;
  208. return *this;
  209. }
  210. };
  211. class ObjectInstanceID : public BaseForID<ObjectInstanceID, si32>
  212. {
  213. INSTID_LIKE_CLASS_COMMON(ObjectInstanceID, si32)
  214. friend class CGameInfoCallback;
  215. friend class CNonConstInfoCallback;
  216. };
  217. class HeroClassID : public BaseForID<HeroClassID, si32>
  218. {
  219. INSTID_LIKE_CLASS_COMMON(HeroClassID, si32)
  220. };
  221. class HeroTypeID : public BaseForID<HeroTypeID, si32>
  222. {
  223. INSTID_LIKE_CLASS_COMMON(HeroTypeID, si32)
  224. ///json serialization helpers
  225. static si32 decode(const std::string & identifier);
  226. static std::string encode(const si32 index);
  227. };
  228. class SlotID : public BaseForID<SlotID, si32>
  229. {
  230. INSTID_LIKE_CLASS_COMMON(SlotID, si32)
  231. friend class CGameInfoCallback;
  232. friend class CNonConstInfoCallback;
  233. DLL_LINKAGE static const SlotID COMMANDER_SLOT_PLACEHOLDER;
  234. DLL_LINKAGE static const SlotID SUMMONED_SLOT_PLACEHOLDER; ///<for all summoned creatures, only during battle
  235. DLL_LINKAGE static const SlotID WAR_MACHINES_SLOT; ///<for all war machines during battle
  236. DLL_LINKAGE static const SlotID ARROW_TOWERS_SLOT; ///<for all arrow towers during battle
  237. bool validSlot() const
  238. {
  239. return getNum() >= 0 && getNum() < GameConstants::ARMY_SIZE;
  240. }
  241. };
  242. class PlayerColor : public BaseForID<PlayerColor, ui8>
  243. {
  244. INSTID_LIKE_CLASS_COMMON(PlayerColor, ui8)
  245. enum EPlayerColor
  246. {
  247. PLAYER_LIMIT_I = 8
  248. };
  249. DLL_LINKAGE static const PlayerColor SPECTATOR; //252
  250. DLL_LINKAGE static const PlayerColor CANNOT_DETERMINE; //253
  251. DLL_LINKAGE static const PlayerColor UNFLAGGABLE; //254 - neutral objects (pandora, banks)
  252. DLL_LINKAGE static const PlayerColor NEUTRAL; //255
  253. DLL_LINKAGE static const PlayerColor PLAYER_LIMIT; //player limit per map
  254. DLL_LINKAGE bool isValidPlayer() const; //valid means < PLAYER_LIMIT (especially non-neutral)
  255. DLL_LINKAGE bool isSpectator() const;
  256. DLL_LINKAGE std::string getStr(bool L10n = false) const;
  257. DLL_LINKAGE std::string getStrCap(bool L10n = false) const;
  258. friend class CGameInfoCallback;
  259. friend class CNonConstInfoCallback;
  260. };
  261. class TeamID : public BaseForID<TeamID, ui8>
  262. {
  263. INSTID_LIKE_CLASS_COMMON(TeamID, ui8)
  264. DLL_LINKAGE static const TeamID NO_TEAM;
  265. friend class CGameInfoCallback;
  266. friend class CNonConstInfoCallback;
  267. };
  268. class TeleportChannelID : public BaseForID<TeleportChannelID, si32>
  269. {
  270. INSTID_LIKE_CLASS_COMMON(TeleportChannelID, si32)
  271. friend class CGameInfoCallback;
  272. friend class CNonConstInfoCallback;
  273. };
  274. // #ifndef INSTANTIATE_BASE_FOR_ID_HERE
  275. // extern template std::ostream & operator << <ArtifactInstanceID>(std::ostream & os, BaseForID<ArtifactInstanceID> id);
  276. // extern template std::ostream & operator << <ObjectInstanceID>(std::ostream & os, BaseForID<ObjectInstanceID> id);
  277. // #endif
  278. // Enum declarations
  279. namespace PrimarySkill
  280. {
  281. enum PrimarySkill { NONE = -1, ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE,
  282. EXPERIENCE = 4}; //for some reason changePrimSkill uses it
  283. }
  284. class SecondarySkill
  285. {
  286. public:
  287. enum ESecondarySkill
  288. {
  289. WRONG = -2,
  290. DEFAULT = -1,
  291. PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,
  292. LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,
  293. SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,
  294. FIRST_AID, SKILL_SIZE
  295. };
  296. static_assert(GameConstants::SKILL_QUANTITY == SKILL_SIZE, "Incorrect number of skills");
  297. SecondarySkill(ESecondarySkill _num = WRONG) : num(_num)
  298. {}
  299. ID_LIKE_CLASS_COMMON(SecondarySkill, ESecondarySkill)
  300. ESecondarySkill num;
  301. };
  302. ID_LIKE_OPERATORS(SecondarySkill, SecondarySkill::ESecondarySkill)
  303. namespace EAlignment
  304. {
  305. enum EAlignment { GOOD, EVIL, NEUTRAL };
  306. }
  307. namespace ETownType//deprecated
  308. {
  309. enum ETownType
  310. {
  311. ANY = -1,
  312. CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX, NEUTRAL
  313. };
  314. }
  315. class FactionID : public BaseForID<FactionID, si32>
  316. {
  317. INSTID_LIKE_CLASS_COMMON(FactionID, si32)
  318. DLL_LINKAGE static const FactionID ANY;
  319. DLL_LINKAGE static const FactionID CASTLE;
  320. DLL_LINKAGE static const FactionID RAMPART;
  321. DLL_LINKAGE static const FactionID TOWER;
  322. DLL_LINKAGE static const FactionID INFERNO;
  323. DLL_LINKAGE static const FactionID NECROPOLIS;
  324. DLL_LINKAGE static const FactionID DUNGEON;
  325. DLL_LINKAGE static const FactionID STRONGHOLD;
  326. DLL_LINKAGE static const FactionID FORTRESS;
  327. DLL_LINKAGE static const FactionID CONFLUX;
  328. DLL_LINKAGE static const FactionID NEUTRAL;
  329. ///json serialization helpers
  330. static si32 decode(const std::string & identifier);
  331. static std::string encode(const si32 index);
  332. };
  333. class BuildingID
  334. {
  335. public:
  336. //Quite useful as long as most of building mechanics hardcoded
  337. // NOTE: all building with completely configurable mechanics will be removed from list
  338. enum EBuildingID
  339. {
  340. DEFAULT = -50,
  341. NONE = -1,
  342. MAGES_GUILD_1 = 0, MAGES_GUILD_2, MAGES_GUILD_3, MAGES_GUILD_4, MAGES_GUILD_5,
  343. TAVERN, SHIPYARD, FORT, CITADEL, CASTLE,
  344. VILLAGE_HALL, TOWN_HALL, CITY_HALL, CAPITOL, MARKETPLACE,
  345. RESOURCE_SILO, BLACKSMITH, SPECIAL_1, HORDE_1, HORDE_1_UPGR,
  346. SHIP, SPECIAL_2, SPECIAL_3, SPECIAL_4, HORDE_2,
  347. HORDE_2_UPGR, GRAIL, EXTRA_TOWN_HALL, EXTRA_CITY_HALL, EXTRA_CAPITOL,
  348. DWELL_FIRST=30, DWELL_LVL_2, DWELL_LVL_3, DWELL_LVL_4, DWELL_LVL_5, DWELL_LVL_6, DWELL_LAST=36,
  349. DWELL_UP_FIRST=37, DWELL_LVL_2_UP, DWELL_LVL_3_UP, DWELL_LVL_4_UP, DWELL_LVL_5_UP,
  350. DWELL_LVL_6_UP, DWELL_UP_LAST=43,
  351. DWELL_LVL_1 = DWELL_FIRST,
  352. DWELL_LVL_7 = DWELL_LAST,
  353. DWELL_LVL_1_UP = DWELL_UP_FIRST,
  354. DWELL_LVL_7_UP = DWELL_UP_LAST,
  355. //Special buildings for towns.
  356. LIGHTHOUSE = SPECIAL_1,
  357. STABLES = SPECIAL_2, //Castle
  358. BROTHERHOOD = SPECIAL_3,
  359. MYSTIC_POND = SPECIAL_1,
  360. FOUNTAIN_OF_FORTUNE = SPECIAL_2, //Rampart
  361. TREASURY = SPECIAL_3,
  362. ARTIFACT_MERCHANT = SPECIAL_1,
  363. LOOKOUT_TOWER = SPECIAL_2, //Tower
  364. LIBRARY = SPECIAL_3,
  365. WALL_OF_KNOWLEDGE = SPECIAL_4,
  366. STORMCLOUDS = SPECIAL_2,
  367. CASTLE_GATE = SPECIAL_3, //Inferno
  368. ORDER_OF_FIRE = SPECIAL_4,
  369. COVER_OF_DARKNESS = SPECIAL_1,
  370. NECROMANCY_AMPLIFIER = SPECIAL_2, //Necropolis
  371. SKELETON_TRANSFORMER = SPECIAL_3,
  372. //ARTIFACT_MERCHANT - same ID as in tower
  373. MANA_VORTEX = SPECIAL_2,
  374. PORTAL_OF_SUMMON = SPECIAL_3, //Dungeon
  375. BATTLE_ACADEMY = SPECIAL_4,
  376. ESCAPE_TUNNEL = SPECIAL_1,
  377. FREELANCERS_GUILD = SPECIAL_2, //Stronghold
  378. BALLISTA_YARD = SPECIAL_3,
  379. HALL_OF_VALHALLA = SPECIAL_4,
  380. CAGE_OF_WARLORDS = SPECIAL_1,
  381. GLYPHS_OF_FEAR = SPECIAL_2, // Fortress
  382. BLOOD_OBELISK = SPECIAL_3,
  383. //ARTIFACT_MERCHANT - same ID as in tower
  384. MAGIC_UNIVERSITY = SPECIAL_2, // Conflux
  385. };
  386. BuildingID(EBuildingID _num = NONE) : num(_num)
  387. {}
  388. STRONG_INLINE
  389. bool IsSpecialOrGrail() const
  390. {
  391. return num == SPECIAL_1 || num == SPECIAL_2 || num == SPECIAL_3 || num == SPECIAL_4 || num == GRAIL;
  392. }
  393. ID_LIKE_CLASS_COMMON(BuildingID, EBuildingID)
  394. EBuildingID num;
  395. };
  396. ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID)
  397. namespace BuildingSubID
  398. {
  399. enum EBuildingSubID
  400. {
  401. DEFAULT = -50,
  402. NONE = -1,
  403. STABLES,
  404. BROTHERHOOD_OF_SWORD,
  405. CASTLE_GATE,
  406. CREATURE_TRANSFORMER,
  407. MYSTIC_POND,
  408. FOUNTAIN_OF_FORTUNE,
  409. ARTIFACT_MERCHANT,
  410. LOOKOUT_TOWER,
  411. LIBRARY,
  412. MANA_VORTEX,
  413. PORTAL_OF_SUMMONING,
  414. ESCAPE_TUNNEL,
  415. FREELANCERS_GUILD,
  416. BALLISTA_YARD,
  417. ATTACK_VISITING_BONUS,
  418. MAGIC_UNIVERSITY,
  419. SPELL_POWER_GARRISON_BONUS,
  420. ATTACK_GARRISON_BONUS,
  421. DEFENSE_GARRISON_BONUS,
  422. DEFENSE_VISITING_BONUS,
  423. SPELL_POWER_VISITING_BONUS,
  424. KNOWLEDGE_VISITING_BONUS,
  425. EXPERIENCE_VISITING_BONUS,
  426. LIGHTHOUSE,
  427. TREASURY,
  428. CUSTOM_VISITING_BONUS
  429. };
  430. }
  431. namespace MappedKeys
  432. {
  433. static const std::map<std::string, BuildingID> BUILDING_NAMES_TO_TYPES =
  434. {
  435. { "special1", BuildingID::SPECIAL_1 },
  436. { "special2", BuildingID::SPECIAL_2 },
  437. { "special3", BuildingID::SPECIAL_3 },
  438. { "special4", BuildingID::SPECIAL_4 },
  439. { "grail", BuildingID::GRAIL }
  440. };
  441. static const std::map<BuildingID, std::string> BUILDING_TYPES_TO_NAMES =
  442. {
  443. { BuildingID::SPECIAL_1, "special1", },
  444. { BuildingID::SPECIAL_2, "special2" },
  445. { BuildingID::SPECIAL_3, "special3" },
  446. { BuildingID::SPECIAL_4, "special4" },
  447. { BuildingID::GRAIL, "grail"}
  448. };
  449. static const std::map<std::string, BuildingSubID::EBuildingSubID> SPECIAL_BUILDINGS =
  450. {
  451. { "mysticPond", BuildingSubID::MYSTIC_POND },
  452. { "artifactMerchant", BuildingSubID::ARTIFACT_MERCHANT },
  453. { "freelancersGuild", BuildingSubID::FREELANCERS_GUILD },
  454. { "magicUniversity", BuildingSubID::MAGIC_UNIVERSITY },
  455. { "castleGate", BuildingSubID::CASTLE_GATE },
  456. { "creatureTransformer", BuildingSubID::CREATURE_TRANSFORMER },//only skeleton transformer yet
  457. { "portalOfSummoning", BuildingSubID::PORTAL_OF_SUMMONING },
  458. { "ballistaYard", BuildingSubID::BALLISTA_YARD },
  459. { "stables", BuildingSubID::STABLES },
  460. { "manaVortex", BuildingSubID::MANA_VORTEX },
  461. { "lookoutTower", BuildingSubID::LOOKOUT_TOWER },
  462. { "library", BuildingSubID::LIBRARY },
  463. { "brotherhoodOfSword", BuildingSubID::BROTHERHOOD_OF_SWORD },//morale garrison bonus
  464. { "fountainOfFortune", BuildingSubID::FOUNTAIN_OF_FORTUNE },//luck garrison bonus
  465. { "spellPowerGarrisonBonus", BuildingSubID::SPELL_POWER_GARRISON_BONUS },//such as 'stormclouds', but this name is not ok for good towns
  466. { "attackGarrisonBonus", BuildingSubID::ATTACK_GARRISON_BONUS },
  467. { "defenseGarrisonBonus", BuildingSubID::DEFENSE_GARRISON_BONUS },
  468. { "escapeTunnel", BuildingSubID::ESCAPE_TUNNEL },
  469. { "attackVisitingBonus", BuildingSubID::ATTACK_VISITING_BONUS },
  470. { "defenceVisitingBonus", BuildingSubID::DEFENSE_VISITING_BONUS },
  471. { "spellPowerVisitingBonus", BuildingSubID::SPELL_POWER_VISITING_BONUS },
  472. { "knowledgeVisitingBonus", BuildingSubID::KNOWLEDGE_VISITING_BONUS },
  473. { "experienceVisitingBonus", BuildingSubID::EXPERIENCE_VISITING_BONUS },
  474. { "lighthouse", BuildingSubID::LIGHTHOUSE },
  475. { "treasury", BuildingSubID::TREASURY }
  476. };
  477. }
  478. namespace EAiTactic
  479. {
  480. enum EAiTactic
  481. {
  482. NONE = -1,
  483. RANDOM,
  484. WARRIOR,
  485. BUILDER,
  486. EXPLORER
  487. };
  488. }
  489. namespace EBuildingState
  490. {
  491. enum EBuildingState
  492. {
  493. HAVE_CAPITAL, NO_WATER, FORBIDDEN, ADD_MAGES_GUILD, ALREADY_PRESENT, CANT_BUILD_TODAY,
  494. NO_RESOURCES, ALLOWED, PREREQUIRES, MISSING_BASE, BUILDING_ERROR, TOWN_NOT_OWNED
  495. };
  496. }
  497. namespace ESpellCastProblem
  498. {
  499. enum ESpellCastProblem
  500. {
  501. OK, NO_HERO_TO_CAST_SPELL, CASTS_PER_TURN_LIMIT, NO_SPELLBOOK,
  502. HERO_DOESNT_KNOW_SPELL, NOT_ENOUGH_MANA, ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL,
  503. SPELL_LEVEL_LIMIT_EXCEEDED, NO_SPELLS_TO_DISPEL,
  504. NO_APPROPRIATE_TARGET, STACK_IMMUNE_TO_SPELL, WRONG_SPELL_TARGET, ONGOING_TACTIC_PHASE,
  505. MAGIC_IS_BLOCKED, //For Orb of Inhibition and similar - no casting at all
  506. INVALID
  507. };
  508. }
  509. namespace EMarketMode
  510. {
  511. enum EMarketMode
  512. {
  513. RESOURCE_RESOURCE, RESOURCE_PLAYER, CREATURE_RESOURCE, RESOURCE_ARTIFACT,
  514. ARTIFACT_RESOURCE, ARTIFACT_EXP, CREATURE_EXP, CREATURE_UNDEAD, RESOURCE_SKILL,
  515. MARTKET_AFTER_LAST_PLACEHOLDER
  516. };
  517. }
  518. namespace ECommander
  519. {
  520. enum SecondarySkills {ATTACK, DEFENSE, HEALTH, DAMAGE, SPEED, SPELL_POWER, CASTS, RESISTANCE};
  521. const int MAX_SKILL_LEVEL = 5;
  522. }
  523. namespace EWallPart
  524. {
  525. enum EWallPart
  526. {
  527. INDESTRUCTIBLE_PART_OF_GATE = -3, INDESTRUCTIBLE_PART = -2, INVALID = -1,
  528. KEEP = 0, BOTTOM_TOWER, BOTTOM_WALL, BELOW_GATE, OVER_GATE, UPPER_WALL, UPPER_TOWER, GATE,
  529. PARTS_COUNT /* This constant SHOULD always stay as the last item in the enum. */
  530. };
  531. }
  532. namespace EWallState
  533. {
  534. enum EWallState
  535. {
  536. NONE = -1, //no wall
  537. DESTROYED,
  538. DAMAGED,
  539. INTACT
  540. };
  541. }
  542. enum class EGateState : ui8
  543. {
  544. NONE,
  545. CLOSED,
  546. BLOCKED, //dead or alive stack blocking from outside
  547. OPENED,
  548. DESTROYED
  549. };
  550. namespace ESiegeHex
  551. {
  552. enum ESiegeHex : si16
  553. {
  554. DESTRUCTIBLE_WALL_1 = 29,
  555. DESTRUCTIBLE_WALL_2 = 78,
  556. DESTRUCTIBLE_WALL_3 = 130,
  557. DESTRUCTIBLE_WALL_4 = 182,
  558. GATE_BRIDGE = 94,
  559. GATE_OUTER = 95,
  560. GATE_INNER = 96
  561. };
  562. }
  563. namespace ETileType
  564. {
  565. enum ETileType
  566. {
  567. FREE,
  568. POSSIBLE,
  569. BLOCKED,
  570. USED
  571. };
  572. }
  573. enum class ETeleportChannelType
  574. {
  575. IMPASSABLE,
  576. BIDIRECTIONAL,
  577. UNIDIRECTIONAL,
  578. MIXED
  579. };
  580. class Obj
  581. {
  582. public:
  583. enum EObj
  584. {
  585. NO_OBJ = -1,
  586. ALTAR_OF_SACRIFICE = 2,
  587. ANCHOR_POINT = 3,
  588. ARENA = 4,
  589. ARTIFACT = 5,
  590. PANDORAS_BOX = 6,
  591. BLACK_MARKET = 7,
  592. BOAT = 8,
  593. BORDERGUARD = 9,
  594. KEYMASTER = 10,
  595. BUOY = 11,
  596. CAMPFIRE = 12,
  597. CARTOGRAPHER = 13,
  598. SWAN_POND = 14,
  599. COVER_OF_DARKNESS = 15,
  600. CREATURE_BANK = 16,
  601. CREATURE_GENERATOR1 = 17,
  602. CREATURE_GENERATOR2 = 18,
  603. CREATURE_GENERATOR3 = 19,
  604. CREATURE_GENERATOR4 = 20,
  605. CURSED_GROUND1 = 21,
  606. CORPSE = 22,
  607. MARLETTO_TOWER = 23,
  608. DERELICT_SHIP = 24,
  609. DRAGON_UTOPIA = 25,
  610. EVENT = 26,
  611. EYE_OF_MAGI = 27,
  612. FAERIE_RING = 28,
  613. FLOTSAM = 29,
  614. FOUNTAIN_OF_FORTUNE = 30,
  615. FOUNTAIN_OF_YOUTH = 31,
  616. GARDEN_OF_REVELATION = 32,
  617. GARRISON = 33,
  618. HERO = 34,
  619. HILL_FORT = 35,
  620. GRAIL = 36,
  621. HUT_OF_MAGI = 37,
  622. IDOL_OF_FORTUNE = 38,
  623. LEAN_TO = 39,
  624. LIBRARY_OF_ENLIGHTENMENT = 41,
  625. LIGHTHOUSE = 42,
  626. MONOLITH_ONE_WAY_ENTRANCE = 43,
  627. MONOLITH_ONE_WAY_EXIT = 44,
  628. MONOLITH_TWO_WAY = 45,
  629. MAGIC_PLAINS1 = 46,
  630. SCHOOL_OF_MAGIC = 47,
  631. MAGIC_SPRING = 48,
  632. MAGIC_WELL = 49,
  633. MERCENARY_CAMP = 51,
  634. MERMAID = 52,
  635. MINE = 53,
  636. MONSTER = 54,
  637. MYSTICAL_GARDEN = 55,
  638. OASIS = 56,
  639. OBELISK = 57,
  640. REDWOOD_OBSERVATORY = 58,
  641. OCEAN_BOTTLE = 59,
  642. PILLAR_OF_FIRE = 60,
  643. STAR_AXIS = 61,
  644. PRISON = 62,
  645. PYRAMID = 63,//subtype 0
  646. WOG_OBJECT = 63,//subtype > 0
  647. RALLY_FLAG = 64,
  648. RANDOM_ART = 65,
  649. RANDOM_TREASURE_ART = 66,
  650. RANDOM_MINOR_ART = 67,
  651. RANDOM_MAJOR_ART = 68,
  652. RANDOM_RELIC_ART = 69,
  653. RANDOM_HERO = 70,
  654. RANDOM_MONSTER = 71,
  655. RANDOM_MONSTER_L1 = 72,
  656. RANDOM_MONSTER_L2 = 73,
  657. RANDOM_MONSTER_L3 = 74,
  658. RANDOM_MONSTER_L4 = 75,
  659. RANDOM_RESOURCE = 76,
  660. RANDOM_TOWN = 77,
  661. REFUGEE_CAMP = 78,
  662. RESOURCE = 79,
  663. SANCTUARY = 80,
  664. SCHOLAR = 81,
  665. SEA_CHEST = 82,
  666. SEER_HUT = 83,
  667. CRYPT = 84,
  668. SHIPWRECK = 85,
  669. SHIPWRECK_SURVIVOR = 86,
  670. SHIPYARD = 87,
  671. SHRINE_OF_MAGIC_INCANTATION = 88,
  672. SHRINE_OF_MAGIC_GESTURE = 89,
  673. SHRINE_OF_MAGIC_THOUGHT = 90,
  674. SIGN = 91,
  675. SIRENS = 92,
  676. SPELL_SCROLL = 93,
  677. STABLES = 94,
  678. TAVERN = 95,
  679. TEMPLE = 96,
  680. DEN_OF_THIEVES = 97,
  681. TOWN = 98,
  682. TRADING_POST = 99,
  683. LEARNING_STONE = 100,
  684. TREASURE_CHEST = 101,
  685. TREE_OF_KNOWLEDGE = 102,
  686. SUBTERRANEAN_GATE = 103,
  687. UNIVERSITY = 104,
  688. WAGON = 105,
  689. WAR_MACHINE_FACTORY = 106,
  690. SCHOOL_OF_WAR = 107,
  691. WARRIORS_TOMB = 108,
  692. WATER_WHEEL = 109,
  693. WATERING_HOLE = 110,
  694. WHIRLPOOL = 111,
  695. WINDMILL = 112,
  696. WITCH_HUT = 113,
  697. HOLE = 124,
  698. RANDOM_MONSTER_L5 = 162,
  699. RANDOM_MONSTER_L6 = 163,
  700. RANDOM_MONSTER_L7 = 164,
  701. BORDER_GATE = 212,
  702. FREELANCERS_GUILD = 213,
  703. HERO_PLACEHOLDER = 214,
  704. QUEST_GUARD = 215,
  705. RANDOM_DWELLING = 216,
  706. RANDOM_DWELLING_LVL = 217, //subtype = creature level
  707. RANDOM_DWELLING_FACTION = 218, //subtype = faction
  708. GARRISON2 = 219,
  709. ABANDONED_MINE = 220,
  710. TRADING_POST_SNOW = 221,
  711. CLOVER_FIELD = 222,
  712. CURSED_GROUND2 = 223,
  713. EVIL_FOG = 224,
  714. FAVORABLE_WINDS = 225,
  715. FIERY_FIELDS = 226,
  716. HOLY_GROUNDS = 227,
  717. LUCID_POOLS = 228,
  718. MAGIC_CLOUDS = 229,
  719. MAGIC_PLAINS2 = 230,
  720. ROCKLANDS = 231,
  721. };
  722. Obj(EObj _num = NO_OBJ) : num(_num)
  723. {}
  724. ID_LIKE_CLASS_COMMON(Obj, EObj)
  725. EObj num;
  726. };
  727. ID_LIKE_OPERATORS(Obj, Obj::EObj)
  728. namespace Terrain
  729. {
  730. enum ETerrain : si8
  731. {
  732. NATIVE_TERRAIN = -4,
  733. ANY_TERRAIN = -3,
  734. WRONG = -2,
  735. BORDER = -1,
  736. FIRST_REGULAR_TERRAIN = 0,
  737. DIRT = 0,
  738. SAND,
  739. GRASS,
  740. SNOW,
  741. SWAMP,
  742. ROUGH,
  743. SUBTERRANEAN,
  744. LAVA,
  745. WATER,
  746. ROCK,
  747. ORIGINAL_TERRAIN_COUNT
  748. };
  749. }
  750. namespace Road
  751. {
  752. enum ERoad : ui8
  753. {
  754. NO_ROAD = 0,
  755. FIRST_REGULAR_ROAD = 1,
  756. DIRT_ROAD = 1,
  757. GRAVEL_ROAD = 2,
  758. COBBLESTONE_ROAD = 3,
  759. ORIGINAL_ROAD_COUNT //+1
  760. };
  761. }
  762. namespace River
  763. {
  764. enum ERiver : ui8
  765. {
  766. NO_RIVER = 0,
  767. FIRST_REGULAR_RIVER = 1,
  768. WATER_RIVER = 1,
  769. ICY_RIVER = 2,
  770. MUD_RIVER = 3,
  771. LAVA_RIVER = 4,
  772. ORIGINAL_RIVER_COUNT //+1
  773. };
  774. }
  775. namespace SecSkillLevel
  776. {
  777. enum SecSkillLevel
  778. {
  779. NONE,
  780. BASIC,
  781. ADVANCED,
  782. EXPERT,
  783. LEVELS_SIZE
  784. };
  785. }
  786. namespace Date
  787. {
  788. enum EDateType
  789. {
  790. DAY = 0,
  791. DAY_OF_WEEK = 1,
  792. WEEK = 2,
  793. MONTH = 3,
  794. DAY_OF_MONTH
  795. };
  796. }
  797. enum class EActionType : int32_t
  798. {
  799. CANCEL = -3,
  800. END_TACTIC_PHASE = -2,
  801. INVALID = -1,
  802. NO_ACTION = 0,
  803. HERO_SPELL,
  804. WALK, DEFEND,
  805. RETREAT,
  806. SURRENDER,
  807. WALK_AND_ATTACK,
  808. SHOOT,
  809. WAIT,
  810. CATAPULT,
  811. MONSTER_SPELL,
  812. BAD_MORALE,
  813. STACK_HEAL,
  814. DAEMON_SUMMONING
  815. };
  816. DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EActionType actionType);
  817. class DLL_LINKAGE EDiggingStatus
  818. {
  819. public:
  820. enum EEDiggingStatus
  821. {
  822. UNKNOWN = -1,
  823. CAN_DIG = 0,
  824. LACK_OF_MOVEMENT,
  825. WRONG_TERRAIN,
  826. TILE_OCCUPIED
  827. };
  828. EDiggingStatus(EEDiggingStatus _num = UNKNOWN) : num(_num)
  829. {}
  830. ID_LIKE_CLASS_COMMON(EDiggingStatus, EEDiggingStatus)
  831. EEDiggingStatus num;
  832. };
  833. ID_LIKE_OPERATORS(EDiggingStatus, EDiggingStatus::EEDiggingStatus)
  834. class DLL_LINKAGE EPathfindingLayer
  835. {
  836. public:
  837. enum EEPathfindingLayer : ui8
  838. {
  839. LAND = 0, SAIL = 1, WATER, AIR, NUM_LAYERS, WRONG, AUTO
  840. };
  841. EPathfindingLayer(EEPathfindingLayer _num = WRONG) : num(_num)
  842. {}
  843. ID_LIKE_CLASS_COMMON(EPathfindingLayer, EEPathfindingLayer)
  844. EEPathfindingLayer num;
  845. };
  846. DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EPathfindingLayer pathfindingLayer);
  847. ID_LIKE_OPERATORS(EPathfindingLayer, EPathfindingLayer::EEPathfindingLayer)
  848. namespace EPlayerStatus
  849. {
  850. enum EStatus {WRONG = -1, INGAME, LOSER, WINNER};
  851. }
  852. namespace PlayerRelations
  853. {
  854. enum PlayerRelations {ENEMIES, ALLIES, SAME_PLAYER};
  855. }
  856. class ArtifactPosition
  857. {
  858. public:
  859. enum EArtifactPosition
  860. {
  861. FIRST_AVAILABLE = -2,
  862. PRE_FIRST = -1, //sometimes used as error, sometimes as first free in backpack
  863. HEAD, SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, //5
  864. RIGHT_RING, LEFT_RING, FEET, //8
  865. MISC1, MISC2, MISC3, MISC4, //12
  866. MACH1, MACH2, MACH3, MACH4, //16
  867. SPELLBOOK, MISC5, //18
  868. AFTER_LAST,
  869. //cres
  870. CREATURE_SLOT = 0,
  871. COMMANDER1 = 0, COMMANDER2, COMMANDER3, COMMANDER4, COMMANDER5, COMMANDER6, COMMANDER_AFTER_LAST
  872. };
  873. static_assert (AFTER_LAST == 19, "incorrect number of artifact slots");
  874. ArtifactPosition(EArtifactPosition _num = PRE_FIRST) : num(_num)
  875. {}
  876. ID_LIKE_CLASS_COMMON(ArtifactPosition, EArtifactPosition)
  877. EArtifactPosition num;
  878. };
  879. ID_LIKE_OPERATORS(ArtifactPosition, ArtifactPosition::EArtifactPosition)
  880. class ArtifactID
  881. {
  882. public:
  883. enum EArtifactID
  884. {
  885. NONE = -1,
  886. SPELLBOOK = 0,
  887. SPELL_SCROLL = 1,
  888. GRAIL = 2,
  889. CATAPULT = 3,
  890. BALLISTA = 4,
  891. AMMO_CART = 5,
  892. FIRST_AID_TENT = 6,
  893. //CENTAUR_AXE = 7,
  894. //BLACKSHARD_OF_THE_DEAD_KNIGHT = 8,
  895. ARMAGEDDONS_BLADE = 128,
  896. TITANS_THUNDER = 135,
  897. //CORNUCOPIA = 140,
  898. //FIXME: the following is only true if WoG is enabled. Otherwise other mod artifacts will take these slots.
  899. ART_SELECTION = 144,
  900. ART_LOCK = 145, // FIXME: We must get rid of this one since it's conflict with artifact from mods. See issue 2455
  901. AXE_OF_SMASHING = 146,
  902. MITHRIL_MAIL = 147,
  903. SWORD_OF_SHARPNESS = 148,
  904. HELM_OF_IMMORTALITY = 149,
  905. PENDANT_OF_SORCERY = 150,
  906. BOOTS_OF_HASTE = 151,
  907. BOW_OF_SEEKING = 152,
  908. DRAGON_EYE_RING = 153
  909. //HARDENED_SHIELD = 154,
  910. //SLAVAS_RING_OF_POWER = 155
  911. };
  912. ArtifactID(EArtifactID _num = NONE) : num(_num)
  913. {}
  914. DLL_LINKAGE const CArtifact * toArtifact() const;
  915. DLL_LINKAGE const Artifact * toArtifact(const ArtifactService * service) const;
  916. ///json serialization helpers
  917. static si32 decode(const std::string & identifier);
  918. static std::string encode(const si32 index);
  919. ID_LIKE_CLASS_COMMON(ArtifactID, EArtifactID)
  920. EArtifactID num;
  921. };
  922. ID_LIKE_OPERATORS(ArtifactID, ArtifactID::EArtifactID)
  923. class CreatureID
  924. {
  925. public:
  926. enum ECreatureID
  927. {
  928. NONE = -1,
  929. ARCHER = 2,
  930. CAVALIER = 10,
  931. CHAMPION = 11,
  932. STONE_GOLEM = 32,
  933. IRON_GOLEM = 33,
  934. IMP = 42,
  935. SKELETON = 56,
  936. WALKING_DEAD = 58,
  937. WIGHTS = 60,
  938. LICHES = 64,
  939. BONE_DRAGON = 68,
  940. TROGLODYTES = 70,
  941. HYDRA = 110,
  942. CHAOS_HYDRA = 111,
  943. AIR_ELEMENTAL = 112,
  944. EARTH_ELEMENTAL = 113,
  945. FIRE_ELEMENTAL = 114,
  946. WATER_ELEMENTAL = 115,
  947. GOLD_GOLEM = 116,
  948. DIAMOND_GOLEM = 117,
  949. PSYCHIC_ELEMENTAL = 120,
  950. CATAPULT = 145,
  951. BALLISTA = 146,
  952. FIRST_AID_TENT = 147,
  953. AMMO_CART = 148,
  954. ARROW_TOWERS = 149
  955. };
  956. CreatureID(ECreatureID _num = NONE) : num(_num)
  957. {}
  958. DLL_LINKAGE const CCreature * toCreature() const;
  959. DLL_LINKAGE const Creature * toCreature(const CreatureService * creatures) const;
  960. ID_LIKE_CLASS_COMMON(CreatureID, ECreatureID)
  961. ECreatureID num;
  962. ///json serialization helpers
  963. static si32 decode(const std::string & identifier);
  964. static std::string encode(const si32 index);
  965. };
  966. ID_LIKE_OPERATORS(CreatureID, CreatureID::ECreatureID)
  967. class SpellID
  968. {
  969. public:
  970. enum ESpellID
  971. {
  972. PRESET = -2,
  973. NONE = -1,
  974. SUMMON_BOAT=0, SCUTTLE_BOAT=1, VISIONS=2, VIEW_EARTH=3, DISGUISE=4, VIEW_AIR=5,
  975. FLY=6, WATER_WALK=7, DIMENSION_DOOR=8, TOWN_PORTAL=9,
  976. QUICKSAND=10, LAND_MINE=11, FORCE_FIELD=12, FIRE_WALL=13, EARTHQUAKE=14,
  977. MAGIC_ARROW=15, ICE_BOLT=16, LIGHTNING_BOLT=17, IMPLOSION=18,
  978. CHAIN_LIGHTNING=19, FROST_RING=20, FIREBALL=21, INFERNO=22,
  979. METEOR_SHOWER=23, DEATH_RIPPLE=24, DESTROY_UNDEAD=25, ARMAGEDDON=26,
  980. SHIELD=27, AIR_SHIELD=28, FIRE_SHIELD=29, PROTECTION_FROM_AIR=30,
  981. PROTECTION_FROM_FIRE=31, PROTECTION_FROM_WATER=32,
  982. PROTECTION_FROM_EARTH=33, ANTI_MAGIC=34, DISPEL=35, MAGIC_MIRROR=36,
  983. CURE=37, RESURRECTION=38, ANIMATE_DEAD=39, SACRIFICE=40, BLESS=41,
  984. CURSE=42, BLOODLUST=43, PRECISION=44, WEAKNESS=45, STONE_SKIN=46,
  985. DISRUPTING_RAY=47, PRAYER=48, MIRTH=49, SORROW=50, FORTUNE=51,
  986. MISFORTUNE=52, HASTE=53, SLOW=54, SLAYER=55, FRENZY=56,
  987. TITANS_LIGHTNING_BOLT=57, COUNTERSTRIKE=58, BERSERK=59, HYPNOTIZE=60,
  988. FORGETFULNESS=61, BLIND=62, TELEPORT=63, REMOVE_OBSTACLE=64, CLONE=65,
  989. SUMMON_FIRE_ELEMENTAL=66, SUMMON_EARTH_ELEMENTAL=67, SUMMON_WATER_ELEMENTAL=68, SUMMON_AIR_ELEMENTAL=69,
  990. STONE_GAZE=70, POISON=71, BIND=72, DISEASE=73, PARALYZE=74, AGE=75, DEATH_CLOUD=76, THUNDERBOLT=77,
  991. DISPEL_HELPFUL_SPELLS=78, DEATH_STARE=79, ACID_BREATH_DEFENSE=80, ACID_BREATH_DAMAGE=81,
  992. FIRST_NON_SPELL = 70, AFTER_LAST = 82
  993. };
  994. SpellID(ESpellID _num = NONE) : num(_num)
  995. {}
  996. DLL_LINKAGE const CSpell * toSpell() const; //deprecated
  997. DLL_LINKAGE const spells::Spell * toSpell(const spells::Service * service) const;
  998. ID_LIKE_CLASS_COMMON(SpellID, ESpellID)
  999. ESpellID num;
  1000. ///json serialization helpers
  1001. static si32 decode(const std::string & identifier);
  1002. static std::string encode(const si32 index);
  1003. };
  1004. ID_LIKE_OPERATORS(SpellID, SpellID::ESpellID)
  1005. class BattleFieldInfo;
  1006. class BattleField : public BaseForID<BattleField, si32>
  1007. {
  1008. INSTID_LIKE_CLASS_COMMON(BattleField, si32)
  1009. DLL_LINKAGE static const BattleField NONE;
  1010. DLL_LINKAGE friend bool operator==(const BattleField & l, const BattleField & r);
  1011. DLL_LINKAGE friend bool operator!=(const BattleField & l, const BattleField & r);
  1012. DLL_LINKAGE friend bool operator<(const BattleField & l, const BattleField & r);
  1013. DLL_LINKAGE operator std::string() const;
  1014. DLL_LINKAGE const BattleFieldInfo * getInfo() const;
  1015. DLL_LINKAGE static BattleField fromString(std::string identifier);
  1016. };
  1017. class ObstacleInfo;
  1018. class Obstacle : public BaseForID<Obstacle, si32>
  1019. {
  1020. INSTID_LIKE_CLASS_COMMON(Obstacle, si32)
  1021. DLL_LINKAGE const ObstacleInfo * getInfo() const;
  1022. DLL_LINKAGE operator std::string() const;
  1023. DLL_LINKAGE static Obstacle fromString(std::string identifier);
  1024. };
  1025. enum class ESpellSchool: ui8
  1026. {
  1027. AIR = 0,
  1028. FIRE = 1,
  1029. WATER = 2,
  1030. EARTH = 3
  1031. };
  1032. enum class EMetaclass: ui8
  1033. {
  1034. INVALID = 0,
  1035. ARTIFACT,
  1036. CREATURE,
  1037. FACTION,
  1038. EXPERIENCE,
  1039. HERO,
  1040. HEROCLASS,
  1041. LUCK,
  1042. MANA,
  1043. MORALE,
  1044. MOVEMENT,
  1045. OBJECT,
  1046. PRIMARY_SKILL,
  1047. SECONDARY_SKILL,
  1048. SPELL,
  1049. RESOURCE
  1050. };
  1051. enum class EHealLevel: ui8
  1052. {
  1053. HEAL,
  1054. RESURRECT,
  1055. OVERHEAL
  1056. };
  1057. enum class EHealPower : ui8
  1058. {
  1059. ONE_BATTLE,
  1060. PERMANENT
  1061. };
  1062. // Typedef declarations
  1063. typedef ui8 TFaction;
  1064. typedef si64 TExpType;
  1065. typedef std::pair<si64, si64> TDmgRange;
  1066. typedef si32 TBonusSubtype;
  1067. typedef si32 TQuantity;
  1068. typedef si8 TerrainId;
  1069. typedef si8 RoadId;
  1070. typedef si8 RiverId;
  1071. typedef int TRmgTemplateZoneId;
  1072. #undef ID_LIKE_CLASS_COMMON
  1073. #undef ID_LIKE_OPERATORS
  1074. #undef ID_LIKE_OPERATORS_INTERNAL
  1075. #undef INSTID_LIKE_CLASS_COMMON
  1076. #undef OP_DECL_INT
  1077. VCMI_LIB_NAMESPACE_END