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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Converted remaining identifier to new system

This commit is contained in:
Ivan Savenko 2023-08-20 00:22:31 +03:00
parent 0240ee886d
commit e54287ea5d
91 changed files with 1590 additions and 1654 deletions

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@ -1097,7 +1097,7 @@ void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
battlename.clear();
if (queryID != -1)
if (queryID != QueryID::NONE)
{
status.addQuery(queryID, "Combat result dialog");
const int confirmAction = 0;

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@ -24,7 +24,7 @@ void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo)
for(auto &pair : townInfo->buildings)
{
if(pair.second->upgrade != -1)
if(pair.second->upgrade != BuildingID::NONE)
{
parentMap[pair.second->upgrade] = pair.first;
}

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@ -10,7 +10,7 @@
#include "StdInc.h"
#include "AbstractGoal.h"
#include "../AIGateway.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
namespace NKAI
{

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@ -11,7 +11,7 @@
#include "BuildThis.h"
#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
namespace NKAI

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@ -11,7 +11,7 @@
#include "Composition.h"
#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
namespace NKAI

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@ -11,7 +11,7 @@
#include "Goals.h"
#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
namespace NKAI

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@ -222,7 +222,7 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
std::vector<BuildingID> extraBuildings;
for (auto buildingInfo : t->town->buildings)
{
if (buildingInfo.first > 43)
if (buildingInfo.first > BuildingID::DWELL_UP2_FIRST)
extraBuildings.push_back(buildingInfo.first);
}
return tryBuildAnyStructure(t, extraBuildings);

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@ -14,7 +14,7 @@
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -17,7 +17,7 @@
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/mapObjects/CGTownInstance.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -16,7 +16,7 @@
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/mapObjects/CGTownInstance.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -16,7 +16,7 @@
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/mapObjects/CGMarket.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -15,7 +15,7 @@
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -15,7 +15,7 @@
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
#include "../../../lib/CPlayerState.h"
using namespace Goals;

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@ -16,7 +16,7 @@
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/mapObjects/CGTownInstance.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -16,7 +16,7 @@
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/mapObjects/CGTownInstance.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -15,7 +15,7 @@
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -15,7 +15,7 @@
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -15,7 +15,7 @@
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -17,7 +17,7 @@
#include "../BuildingManager.h"
#include "../../../lib/mapping/CMapHeader.h" //for victory conditions
#include "../../../lib/mapObjects/CGTownInstance.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -1594,7 +1594,7 @@ void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
battlename.clear();
if (queryID != -1)
if (queryID != QueryID::NONE)
{
status.addQuery(queryID, "Combat result dialog");
const int confirmAction = 0;

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@ -19,7 +19,7 @@
#include "../lib/JsonNode.h"
#include "../lib/GameConstants.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/StringConstants.h"
#include "../lib/constants/StringConstants.h"
#include "../lib/CRandomGenerator.h"
#include "../lib/VCMIDirs.h"
#include "../lib/TerrainHandler.h"

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@ -854,7 +854,7 @@ void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
if(!battleInt)
{
bool allowManualReplay = queryID != -1;
bool allowManualReplay = queryID != QueryID::NONE;
auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);

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@ -22,7 +22,7 @@
#include "../lib/CConfigHandler.h"
#include "../lib/gameState/CGameState.h"
#include "../lib/CPlayerState.h"
#include "../lib/StringConstants.h"
#include "../lib/constants/StringConstants.h"
#include "../lib/campaign/CampaignHandler.h"
#include "../lib/mapping/CMapService.h"
#include "../lib/mapping/CMap.h"

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@ -29,7 +29,7 @@
#include "../CPlayerInterface.h"
#include "../PlayerLocalState.h"
#include "../../lib/StringConstants.h"
#include "../../lib/constants/StringConstants.h"
#include "../../lib/filesystem/ResourceID.h"
AdventureMapWidget::AdventureMapWidget( std::shared_ptr<AdventureMapShortcuts> shortcuts )

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@ -117,9 +117,9 @@ size_t OptionsTab::CPlayerSettingsHelper::getImageIndex(bool big)
return HERO_RANDOM;
default:
{
if(settings.heroPortrait >= 0)
if(settings.heroPortrait != HeroTypeID::NONE)
return settings.heroPortrait;
auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
auto index = settings.hero.getNum() >= CGI->heroh->size() ? 0 : settings.hero.getNum();
return (*CGI->heroh)[index]->imageIndex;
}
}
@ -208,7 +208,7 @@ std::string OptionsTab::CPlayerSettingsHelper::getName()
{
if(!settings.heroName.empty())
return settings.heroName;
auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
auto index = settings.hero.getNum() >= CGI->heroh->size() ? 0 : settings.hero.getNum();
return (*CGI->heroh)[index]->getNameTranslated();
}
}
@ -235,7 +235,7 @@ std::string OptionsTab::CPlayerSettingsHelper::getTitle()
case OptionsTab::TOWN:
return (settings.castle.getNum() < 0) ? CGI->generaltexth->allTexts[103] : CGI->generaltexth->allTexts[80];
case OptionsTab::HERO:
return (settings.hero < 0) ? CGI->generaltexth->allTexts[101] : CGI->generaltexth->allTexts[77];
return (settings.hero.getNum() < 0) ? CGI->generaltexth->allTexts[101] : CGI->generaltexth->allTexts[77];
case OptionsTab::BONUS:
{
switch(settings.bonus)
@ -256,7 +256,7 @@ std::string OptionsTab::CPlayerSettingsHelper::getTitle()
std::string OptionsTab::CPlayerSettingsHelper::getSubtitle()
{
auto factionIndex = settings.castle.getNum() >= CGI->townh->size() ? 0 : settings.castle.getNum();
auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
auto heroIndex = settings.hero.getNum() >= CGI->heroh->size() ? 0 : settings.hero.getNum();
switch(type)
{
@ -264,7 +264,7 @@ std::string OptionsTab::CPlayerSettingsHelper::getSubtitle()
return getName();
case HERO:
{
if(settings.hero >= 0)
if(settings.hero.getNum() >= 0)
return getName() + " - " + (*CGI->heroh)[heroIndex]->heroClass->getNameTranslated();
return getName();
}
@ -403,7 +403,7 @@ void OptionsTab::CPlayerOptionTooltipBox::genHeroWindow()
pos = Rect(0, 0, 292, 226);
genHeader();
labelHeroSpeciality = std::make_shared<CLabel>(pos.w / 2 + 4, 117, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[78]);
auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
auto heroIndex = settings.hero.getNum() >= CGI->heroh->size() ? 0 : settings.hero.getNum();
imageSpeciality = std::make_shared<CAnimImage>("UN44", (*CGI->heroh)[heroIndex]->imageIndex, 0, pos.w / 2 - 22, 134);
labelSpecialityName = std::make_shared<CLabel>(pos.w / 2, 188, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, (*CGI->heroh)[heroIndex]->getSpecialtyNameTranslated());
@ -438,7 +438,7 @@ OptionsTab::SelectionWindow::SelectionWindow(PlayerColor _color, SelType _type)
allowedHeroes.insert(HeroTypeID(i));
allowedBonus.push_back(-1); // random
if(initialHero >= -1)
if(initialHero.getNum() >= -1)
allowedBonus.push_back(0); // artifact
allowedBonus.push_back(1); // gold
if(initialFaction.getNum() >= 0)
@ -600,8 +600,8 @@ void OptionsTab::SelectionWindow::genContentHeroes()
set.hero = PlayerSettings::RANDOM;
CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO);
components.push_back(std::make_shared<CAnimImage>(helper.getImageName(), helper.getImageIndex(), 0, 6, (ICON_SMALL_HEIGHT/2)));
drawOutlinedText(TEXT_POS_X, TEXT_POS_Y, (selectedHero == PlayerSettings::RANDOM) ? Colors::YELLOW : Colors::WHITE, helper.getName());
if(selectedHero == PlayerSettings::RANDOM)
drawOutlinedText(TEXT_POS_X, TEXT_POS_Y, (selectedHero.getNum() == PlayerSettings::RANDOM) ? Colors::YELLOW : Colors::WHITE, helper.getName());
if(selectedHero.getNum() == PlayerSettings::RANDOM)
components.push_back(std::make_shared<CPicture>("lobby/townBorderSmallActivated", 6, (ICON_SMALL_HEIGHT/2)));
for(auto & elem : allowedHeroes)
@ -701,7 +701,7 @@ void OptionsTab::SelectionWindow::setElement(int elem, bool doApply)
{
set.hero = PlayerSettings::RANDOM;
}
if(set.hero != PlayerSettings::NONE)
if(set.hero.getNum() != PlayerSettings::NONE)
{
if(!doApply)
{
@ -786,7 +786,7 @@ void OptionsTab::SelectedBox::showPopupWindow(const Point & cursorPosition)
// cases when we do not need to display a message
if(settings.castle.getNum() == PlayerSettings::NONE && CPlayerSettingsHelper::type == TOWN)
return;
if(settings.hero == PlayerSettings::NONE && !SEL->getPlayerInfo(settings.color.getNum()).hasCustomMainHero() && CPlayerSettingsHelper::type == HERO)
if(settings.hero.getNum() == PlayerSettings::NONE && !SEL->getPlayerInfo(settings.color.getNum()).hasCustomMainHero() && CPlayerSettingsHelper::type == HERO)
return;
GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(*this);

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@ -77,7 +77,7 @@ void CArtifactsOfHeroBackpack::scrollBackpack(int offset)
if(backpackListBox)
backpackListBox->resize(getActiveSlotLinesNum());
backpackPos += offset;
auto slot = ArtifactPosition(GameConstants::BACKPACK_START + backpackPos);
auto slot = ArtifactPosition::BACKPACK_START + backpackPos;
for(auto artPlace : backpack)
{
setSlotData(artPlace, slot, *curHero);

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@ -63,7 +63,7 @@ void CArtifactsOfHeroBase::init(
// CArtifactsOfHeroBase::init may be transform to CArtifactsOfHeroBase::CArtifactsOfHeroBase if OBJECT_CONSTRUCTION_CAPTURING is removed
OBJECT_CONSTRUCTION_CAPTURING(255 - DISPOSE);
pos += position;
for(int g = 0; g < GameConstants::BACKPACK_START; g++)
for(int g = 0; g < ArtifactPosition::BACKPACK_START; g++)
{
artWorn[ArtifactPosition(g)] = std::make_shared<CHeroArtPlace>(slotPos[g]);
}
@ -143,7 +143,7 @@ void CArtifactsOfHeroBase::scrollBackpackForArtSet(int offset, const CArtifactSe
};
slotInc inc_ring = [artsInBackpack](ArtifactPosition & slot) -> ArtifactPosition
{
return ArtifactPosition(GameConstants::BACKPACK_START + (slot - GameConstants::BACKPACK_START + 1) % artsInBackpack);
return ArtifactPosition::BACKPACK_START + (slot - ArtifactPosition::BACKPACK_START + 1) % artsInBackpack;
};
slotInc inc;
if(scrollingPossible)
@ -158,7 +158,7 @@ void CArtifactsOfHeroBase::scrollBackpackForArtSet(int offset, const CArtifactSe
if(artsInBackpack)
backpackPos %= artsInBackpack;
auto slot = ArtifactPosition(GameConstants::BACKPACK_START + backpackPos);
auto slot = ArtifactPosition(ArtifactPosition::BACKPACK_START + backpackPos);
for(auto artPlace : backpack)
{
setSlotData(artPlace, slot, artSet);

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@ -651,7 +651,7 @@ const CGHeroInstance * CCastleBuildings::getHero()
return town->garrisonHero;
}
void CCastleBuildings::buildingClicked(BuildingID building, BuildingSubID::EBuildingSubID subID, BuildingID::EBuildingID upgrades)
void CCastleBuildings::buildingClicked(BuildingID building, BuildingSubID::EBuildingSubID subID, BuildingID upgrades)
{
logGlobal->trace("You've clicked on %d", (int)building.toEnum());
const CBuilding *b = town->town->buildings.find(building)->second;
@ -876,7 +876,7 @@ void CCastleBuildings::enterToTheQuickRecruitmentWindow()
CInfoWindow::showInfoDialog(CGI->generaltexth->translate("vcmi.townHall.noCreaturesToRecruit"), {});
}
void CCastleBuildings::enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID::EBuildingID upgrades)
void CCastleBuildings::enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID upgrades)
{
std::vector<std::shared_ptr<CComponent>> comps(1, std::make_shared<CComponent>(CComponent::building,town->subID,building));
std::string descr = town->town->buildings.find(building)->second->getDescriptionTranslated();
@ -1613,7 +1613,9 @@ CFortScreen::CFortScreen(const CGTownInstance * town):
BuildingID buildingID;
if(fortSize == GameConstants::CREATURES_PER_TOWN)
{
if(vstd::contains(town->builtBuildings, BuildingID::DWELL_UP_FIRST+i))
BuildingID dwelling = BuildingID::DWELL_UP_FIRST+i;
if(vstd::contains(town->builtBuildings, dwelling))
buildingID = BuildingID(BuildingID::DWELL_UP_FIRST+i);
else
buildingID = BuildingID(BuildingID::DWELL_FIRST+i);
@ -1718,7 +1720,7 @@ const CCreature * CFortScreen::RecruitArea::getMyCreature()
const CBuilding * CFortScreen::RecruitArea::getMyBuilding()
{
BuildingID myID = BuildingID(BuildingID::DWELL_FIRST).advance(level);
BuildingID myID = BuildingID(BuildingID::DWELL_FIRST + level);
if (level == GameConstants::CREATURES_PER_TOWN)
return town->town->getSpecialBuilding(BuildingSubID::PORTAL_OF_SUMMONING);

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@ -152,7 +152,7 @@ class CCastleBuildings : public CIntObject
void enterBlacksmith(ArtifactID artifactID);//support for blacksmith + ballista yard
void enterBuilding(BuildingID building);//for buildings with simple description + pic left-click messages
void enterCastleGate();
void enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID::EBuildingID upgrades);//Rampart's fountains
void enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID upgrades);//Rampart's fountains
void enterMagesGuild();
void enterTownHall();
@ -169,7 +169,7 @@ public:
void enterDwelling(int level);
void enterToTheQuickRecruitmentWindow();
void buildingClicked(BuildingID building, BuildingSubID::EBuildingSubID subID = BuildingSubID::NONE, BuildingID::EBuildingID upgrades = BuildingID::NONE);
void buildingClicked(BuildingID building, BuildingSubID::EBuildingSubID subID = BuildingSubID::NONE, BuildingID upgrades = BuildingID::NONE);
void addBuilding(BuildingID building);
void removeBuilding(BuildingID building);//FIXME: not tested!!!
};

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@ -369,6 +369,11 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/campaign/CampaignScenarioPrologEpilog.h
${MAIN_LIB_DIR}/campaign/CampaignState.h
${MAIN_LIB_DIR}/constants/EntityIdentifiers.h
${MAIN_LIB_DIR}/constants/Enumerations.h
${MAIN_LIB_DIR}/constants/NumericConstants.h
${MAIN_LIB_DIR}/constants/StringConstants.h
${MAIN_LIB_DIR}/events/ApplyDamage.h
${MAIN_LIB_DIR}/events/GameResumed.h
${MAIN_LIB_DIR}/events/ObjectVisitEnded.h
@ -621,7 +626,6 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/ScriptHandler.h
${MAIN_LIB_DIR}/ScopeGuard.h
${MAIN_LIB_DIR}/StartInfo.h
${MAIN_LIB_DIR}/StringConstants.h
${MAIN_LIB_DIR}/TerrainHandler.h
${MAIN_LIB_DIR}/TextOperations.h
${MAIN_LIB_DIR}/TurnTimerInfo.h

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@ -15,7 +15,7 @@
VCMI_LIB_NAMESPACE_BEGIN
class FactionID;
enum class EAlignment : uint8_t;
enum class EAlignment : int8_t;
class BoatId;
class DLL_LINKAGE Faction : public EntityT<FactionID>, public INativeTerrainProvider

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@ -33,16 +33,16 @@ DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtAnyPosition(const CArtifactSet
DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtBackpackPosition(const CArtifactSet * target, const ArtifactID & aid)
{
const auto * art = aid.toArtifact();
if(art->canBePutAt(target, GameConstants::BACKPACK_START))
if(art->canBePutAt(target, ArtifactPosition::BACKPACK_START))
{
return GameConstants::BACKPACK_START;
return ArtifactPosition::BACKPACK_START;
}
return ArtifactPosition::PRE_FIRST;
}
DLL_LINKAGE const std::vector<ArtifactPosition::EArtifactPosition> & ArtifactUtils::unmovableSlots()
DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::unmovableSlots()
{
static const std::vector<ArtifactPosition::EArtifactPosition> positions =
static const std::vector<ArtifactPosition> positions =
{
ArtifactPosition::SPELLBOOK,
ArtifactPosition::MACH4
@ -51,9 +51,9 @@ DLL_LINKAGE const std::vector<ArtifactPosition::EArtifactPosition> & ArtifactUti
return positions;
}
DLL_LINKAGE const std::vector<ArtifactPosition::EArtifactPosition> & ArtifactUtils::constituentWornSlots()
DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::constituentWornSlots()
{
static const std::vector<ArtifactPosition::EArtifactPosition> positions =
static const std::vector<ArtifactPosition> positions =
{
ArtifactPosition::HEAD,
ArtifactPosition::SHOULDERS,
@ -98,12 +98,12 @@ DLL_LINKAGE bool ArtifactUtils::checkSpellbookIsNeeded(const CGHeroInstance * he
DLL_LINKAGE bool ArtifactUtils::isSlotBackpack(const ArtifactPosition & slot)
{
return slot >= GameConstants::BACKPACK_START;
return slot >= ArtifactPosition::BACKPACK_START;
}
DLL_LINKAGE bool ArtifactUtils::isSlotEquipment(const ArtifactPosition & slot)
{
return slot < GameConstants::BACKPACK_START && slot >= 0;
return slot < ArtifactPosition::BACKPACK_START && slot >= ArtifactPosition(0);
}
DLL_LINKAGE bool ArtifactUtils::isBackpackFreeSlots(const CArtifactSet * target, const size_t reqSlots)

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@ -29,8 +29,8 @@ namespace ArtifactUtils
DLL_LINKAGE ArtifactPosition getArtAnyPosition(const CArtifactSet * target, const ArtifactID & aid);
DLL_LINKAGE ArtifactPosition getArtBackpackPosition(const CArtifactSet * target, const ArtifactID & aid);
// TODO: Make this constexpr when the toolset is upgraded
DLL_LINKAGE const std::vector<ArtifactPosition::EArtifactPosition> & unmovableSlots();
DLL_LINKAGE const std::vector<ArtifactPosition::EArtifactPosition> & constituentWornSlots();
DLL_LINKAGE const std::vector<ArtifactPosition> & unmovableSlots();
DLL_LINKAGE const std::vector<ArtifactPosition> & constituentWornSlots();
DLL_LINKAGE bool isArtRemovable(const std::pair<ArtifactPosition, ArtSlotInfo> & slot);
DLL_LINKAGE bool checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, const ArtifactID & artID, const ArtifactPosition & slot);
DLL_LINKAGE bool isSlotBackpack(const ArtifactPosition & slot);

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@ -15,7 +15,7 @@
#include "CGeneralTextHandler.h"
#include "GameSettings.h"
#include "mapObjects/MapObjects.h"
#include "StringConstants.h"
#include "constants/StringConstants.h"
#include "mapObjectConstructors/AObjectTypeHandler.h"
#include "mapObjectConstructors/CObjectClassesHandler.h"
@ -239,11 +239,11 @@ bool CArtifact::canBePutAt(const CArtifactSet * artSet, ArtifactPosition slot, b
if(artCanBePutAt(artSet, slot, assumeDestRemoved))
return true;
}
return artCanBePutAt(artSet, GameConstants::BACKPACK_START, assumeDestRemoved);
return artCanBePutAt(artSet, ArtifactPosition::BACKPACK_START, assumeDestRemoved);
}
else if(ArtifactUtils::isSlotBackpack(slot))
{
return artCanBePutAt(artSet, GameConstants::BACKPACK_START, assumeDestRemoved);
return artCanBePutAt(artSet, ArtifactPosition::BACKPACK_START, assumeDestRemoved);
}
else
{
@ -483,17 +483,16 @@ CArtifact * CArtHandler::loadFromJson(const std::string & scope, const JsonNode
return art;
}
ArtifactPosition::ArtifactPosition(std::string slotName):
num(ArtifactPosition::PRE_FIRST)
int32_t ArtifactPositionBase::decode(const std::string & slotName)
{
#define ART_POS(x) { #x, ArtifactPosition::x },
static const std::map<std::string, ArtifactPosition> artifactPositionMap = { ART_POS_LIST };
#undef ART_POS
auto it = artifactPositionMap.find (slotName);
if (it != artifactPositionMap.end())
num = it->second;
return it->second;
else
logMod->warn("Warning! Artifact slot %s not recognized!", slotName);
return PRE_FIRST;
}
void CArtHandler::addSlot(CArtifact * art, const std::string & slotID) const
@ -518,7 +517,7 @@ void CArtHandler::addSlot(CArtifact * art, const std::string & slotID) const
}
else
{
auto slot = ArtifactPosition(slotID);
auto slot = ArtifactPosition::decode(slotID);
if (slot != ArtifactPosition::PRE_FIRST)
art->possibleSlots[ArtBearer::HERO].push_back(slot);
}
@ -848,7 +847,7 @@ std::vector<ArtifactPosition> CArtifactSet::getBackpackArtPositions(const Artifa
{
std::vector<ArtifactPosition> result;
si32 backpackPosition = GameConstants::BACKPACK_START;
si32 backpackPosition = ArtifactPosition::BACKPACK_START;
for(const auto & artInfo : artifactsInBackpack)
{
const auto * art = artInfo.getArt();
@ -867,7 +866,7 @@ ArtifactPosition CArtifactSet::getArtPos(const CArtifactInstance *art) const
for(int i = 0; i < artifactsInBackpack.size(); i++)
if(artifactsInBackpack[i].artifact == art)
return ArtifactPosition(GameConstants::BACKPACK_START + i);
return ArtifactPosition::BACKPACK_START + i;
return ArtifactPosition::PRE_FIRST;
}
@ -893,7 +892,7 @@ const ArtifactPosition CArtifactSet::getSlotByInstance(const CArtifactInstance *
if(getArt(slot) == artInst)
return slot;
auto backpackSlot = GameConstants::BACKPACK_START;
ArtifactPosition backpackSlot = ArtifactPosition::BACKPACK_START;
for(auto & slotInfo : artifactsInBackpack)
{
if(slotInfo.getArt() == artInst)
@ -1014,7 +1013,7 @@ const ArtSlotInfo * CArtifactSet::getSlot(const ArtifactPosition & pos) const
return &artifactsWorn.at(pos);
if(pos >= ArtifactPosition::AFTER_LAST )
{
int backpackPos = (int)pos - GameConstants::BACKPACK_START;
int backpackPos = (int)pos - ArtifactPosition::BACKPACK_START;
if(backpackPos < 0 || backpackPos >= artifactsInBackpack.size())
return nullptr;
else
@ -1049,7 +1048,7 @@ void CArtifactSet::setNewArtSlot(const ArtifactPosition & slot, CArtifactInstanc
}
else
{
auto position = artifactsInBackpack.begin() + slot - GameConstants::BACKPACK_START;
auto position = artifactsInBackpack.begin() + slot - ArtifactPosition::BACKPACK_START;
slotInfo = &(*artifactsInBackpack.emplace(position, ArtSlotInfo()));
}
slotInfo->artifact = art;
@ -1065,7 +1064,7 @@ void CArtifactSet::eraseArtSlot(const ArtifactPosition & slot)
}
else if(ArtifactUtils::isSlotBackpack(slot))
{
auto backpackSlot = ArtifactPosition(slot - GameConstants::BACKPACK_START);
auto backpackSlot = ArtifactPosition(slot - ArtifactPosition::BACKPACK_START);
assert(artifactsInBackpack.begin() + backpackSlot < artifactsInBackpack.end());
artifactsInBackpack.erase(artifactsInBackpack.begin() + backpackSlot);
@ -1136,7 +1135,7 @@ void CArtifactSet::serializeJsonHero(JsonSerializeFormat & handler, CMap * map)
for(const ArtifactID & artifactID : backpackTemp)
{
auto * artifact = ArtifactUtils::createArtifact(map, artifactID.toEnum());
auto slot = ArtifactPosition(GameConstants::BACKPACK_START + (si32)artifactsInBackpack.size());
auto slot = ArtifactPosition::BACKPACK_START + (si32)artifactsInBackpack.size();
if(artifact->artType->canBePutAt(this, slot))
putArtifact(slot, artifact);
}

View File

@ -11,6 +11,7 @@
#include "bonuses/CBonusSystemNode.h"
#include "GameConstants.h"
#include "ConstTransitivePtr.h"
VCMI_LIB_NAMESPACE_BEGIN

View File

@ -53,7 +53,9 @@ BuildingID CBuildingHandler::campToERMU(int camp, int townType, const std::set<B
{
if (hordeLvlsPerTType[townType][0] == i)
{
if(vstd::contains(builtBuildings, 37 + hordeLvlsPerTType[townType][0])) //if upgraded dwelling is built
BuildingID dwellingID(BuildingID::DWELL_UP_FIRST + hordeLvlsPerTType[townType][0]);
if(vstd::contains(builtBuildings, dwellingID)) //if upgraded dwelling is built
return BuildingID::HORDE_1_UPGR;
else //upgraded dwelling not presents
return BuildingID::HORDE_1;
@ -62,7 +64,9 @@ BuildingID CBuildingHandler::campToERMU(int camp, int townType, const std::set<B
{
if(hordeLvlsPerTType[townType].size() > 1)
{
if(vstd::contains(builtBuildings, 37 + hordeLvlsPerTType[townType][1])) //if upgraded dwelling is built
BuildingID dwellingID(BuildingID::DWELL_UP_FIRST + hordeLvlsPerTType[townType][1]);
if(vstd::contains(builtBuildings, dwellingID)) //if upgraded dwelling is built
return BuildingID::HORDE_2_UPGR;
else //upgraded dwelling not presents
return BuildingID::HORDE_2;

View File

@ -16,7 +16,7 @@
#include "VCMI_Lib.h"
#include "CTownHandler.h"
#include "GameSettings.h"
#include "StringConstants.h"
#include "constants/StringConstants.h"
#include "bonuses/Limiters.h"
#include "bonuses/Updaters.h"
#include "serializer/JsonDeserializer.h"

View File

@ -14,7 +14,7 @@
#include "filesystem/Filesystem.h"
#include "VCMI_Lib.h"
#include "JsonNode.h"
#include "StringConstants.h"
#include "constants/StringConstants.h"
#include "battle/BattleHex.h"
#include "CCreatureHandler.h"
#include "GameSettings.h"

View File

@ -16,6 +16,7 @@
#include "bonuses/CBonusSystemNode.h"
#include "ResourceSet.h"
#include "TurnTimerInfo.h"
#include "ConstTransitivePtr.h"
VCMI_LIB_NAMESPACE_BEGIN

View File

@ -22,7 +22,7 @@
#include "JsonNode.h"
#include "StringConstants.h"
#include "constants/StringConstants.h"
VCMI_LIB_NAMESPACE_BEGIN

View File

@ -13,7 +13,7 @@
#include "VCMI_Lib.h"
#include "CGeneralTextHandler.h"
#include "JsonNode.h"
#include "StringConstants.h"
#include "constants/StringConstants.h"
#include "CCreatureHandler.h"
#include "CHeroHandler.h"
#include "CArtHandler.h"
@ -82,7 +82,7 @@ std::string CBuilding::getDescriptionTextID() const
BuildingID CBuilding::getBase() const
{
const CBuilding * build = this;
while (build->upgrade >= 0)
while (build->upgrade != BuildingID::NONE)
{
build = build->town->buildings.at(build->upgrade);
}
@ -94,7 +94,7 @@ si32 CBuilding::getDistance(const BuildingID & buildID) const
{
const CBuilding * build = town->buildings.at(buildID);
int distance = 0;
while (build->upgrade >= 0 && build != this)
while (build->upgrade != BuildingID::NONE && build != this)
{
build = build->town->buildings.at(build->upgrade);
distance++;
@ -265,7 +265,7 @@ const CBuilding * CTown::getSpecialBuilding(BuildingSubID::EBuildingSubID subID)
return nullptr;
}
BuildingID::EBuildingID CTown::getBuildingType(BuildingSubID::EBuildingSubID subID) const
BuildingID CTown::getBuildingType(BuildingSubID::EBuildingSubID subID) const
{
const auto * building = getSpecialBuilding(subID);
return building == nullptr ? BuildingID::NONE : building->bid.num;

View File

@ -266,7 +266,7 @@ public:
const CBuilding * getSpecialBuilding(BuildingSubID::EBuildingSubID subID) const;
std::string getGreeting(BuildingSubID::EBuildingSubID subID) const;
void setGreeting(BuildingSubID::EBuildingSubID subID, const std::string & message) const; //may affect only mutable field
BuildingID::EBuildingID getBuildingType(BuildingSubID::EBuildingSubID subID) const;
BuildingID getBuildingType(BuildingSubID::EBuildingSubID subID) const;
std::string getRandomNameTranslated(size_t index) const;
std::string getRandomNameTextID(size_t index) const;

View File

@ -32,7 +32,7 @@
#include "CCreatureHandler.h"//todo: remove
#include "spells/CSpellHandler.h" //todo: remove
#include "CSkillHandler.h"//todo: remove
#include "StringConstants.h"
#include "constants/StringConstants.h"
#include "CGeneralTextHandler.h"
#include "TerrainHandler.h" //TODO: remove
#include "BattleFieldHandler.h"
@ -40,6 +40,7 @@
VCMI_LIB_NAMESPACE_BEGIN
const QueryID QueryID::NONE = QueryID(-1);
const HeroTypeID HeroTypeID::NONE = HeroTypeID(-1);
const ObjectInstanceID ObjectInstanceID::NONE = ObjectInstanceID(-1);
@ -257,7 +258,7 @@ std::ostream & operator<<(std::ostream & os, const EActionType actionType)
std::ostream & operator<<(std::ostream & os, const EPathfindingLayer & pathfindingLayer)
{
static const std::map<EPathfindingLayer::EEPathfindingLayer, std::string> pathfinderLayerToString
static const std::map<EPathfindingLayer, std::string> pathfinderLayerToString
{
#define DEFINE_ELEMENT(element) {EPathfindingLayer::element, #element}
DEFINE_ELEMENT(WRONG),

File diff suppressed because it is too large Load Diff

View File

@ -23,7 +23,7 @@
#include "VCMI_Lib.h" //for identifier resolution
#include "CGeneralTextHandler.h"
#include "JsonDetail.h"
#include "StringConstants.h"
#include "constants/StringConstants.h"
#include "battle/BattleHex.h"
namespace

View File

@ -15,7 +15,7 @@
#include "JsonNode.h"
#include "CRandomGenerator.h"
#include "StringConstants.h"
#include "constants/StringConstants.h"
#include "VCMI_Lib.h"
#include "CArtHandler.h"
#include "CCreatureHandler.h"
@ -195,10 +195,10 @@ namespace JsonRandom
allowedClasses.insert(CArtHandler::stringToClass(entry.String()));
if (value["slot"].getType() == JsonNode::JsonType::DATA_STRING)
allowedPositions.insert(ArtifactPosition(value["class"].String()));
allowedPositions.insert(ArtifactPosition::decode(value["class"].String()));
else
for(const auto & entry : value["slot"].Vector())
allowedPositions.insert(ArtifactPosition(entry.String()));
allowedPositions.insert(ArtifactPosition::decode(entry.String()));
if (!value["minValue"].isNull()) minValue = static_cast<ui32>(value["minValue"].Float());
if (!value["maxValue"].isNull()) maxValue = static_cast<ui32>(value["maxValue"].Float());

View File

@ -1382,7 +1382,7 @@ void HeroRecruited::applyGs(CGameState * gs) const
CGTownInstance *t = gs->getTown(tid);
PlayerState *p = gs->getPlayerState(player);
if (boatId >= 0)
if (boatId != ObjectInstanceID::NONE)
{
CGObjectInstance *obj = gs->getObjInstance(boatId);
auto * boat = dynamic_cast<CGBoat *>(obj);
@ -1418,7 +1418,7 @@ void GiveHero::applyGs(CGameState * gs) const
{
CGHeroInstance *h = gs->getHero(id);
if (boatId >= 0)
if (boatId != ObjectInstanceID::NONE)
{
CGObjectInstance *obj = gs->getObjInstance(boatId);
auto * boat = dynamic_cast<CGBoat *>(obj);
@ -1880,7 +1880,7 @@ void BulkMoveArtifacts::applyGs(CGameState * gs)
break;
}
if(srcPos >= GameConstants::BACKPACK_START)
if(srcPos >= ArtifactPosition::BACKPACK_START)
{
numBackpackArtifactsMoved++;
}
@ -1925,7 +1925,7 @@ void AssembledArtifact::applyGs(CGameState *gs)
{
ArtifactPosition pos = combineEquipped ? artSet->getArtPos(constituent->getId(), true, false) :
artSet->getArtBackpackPos(constituent->getId());
assert(pos >= 0);
assert(pos != ArtifactPosition::PRE_FIRST);
CArtifactInstance * constituentInstance = artSet->getArt(pos);
//move constituent from hero to be part of new, combined artifact

View File

@ -11,7 +11,7 @@
#include "StdInc.h"
#include "GameConstants.h"
#include "ResourceSet.h"
#include "StringConstants.h"
#include "constants/StringConstants.h"
#include "JsonNode.h"
#include "serializer/JsonSerializeFormat.h"
#include "mapObjects/CObjectHandler.h"

View File

@ -1,125 +0,0 @@
/*
* StringConstants.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "GameConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
///
/// String ID which are pointless to move to config file - these types are mostly hardcoded
///
namespace GameConstants
{
const std::string RESOURCE_NAMES [RESOURCE_QUANTITY] = {
"wood", "mercury", "ore", "sulfur", "crystal", "gems", "gold", "mithril"
};
const std::string PLAYER_COLOR_NAMES [PlayerColor::PLAYER_LIMIT_I] = {
"red", "blue", "tan", "green", "orange", "purple", "teal", "pink"
};
const std::string ALIGNMENT_NAMES [3] = {"good", "evil", "neutral"};
}
namespace NPrimarySkill
{
const std::string names [GameConstants::PRIMARY_SKILLS] = { "attack", "defence", "spellpower", "knowledge" };
}
namespace NSecondarySkill
{
const std::string names [GameConstants::SKILL_QUANTITY] =
{
"pathfinding", "archery", "logistics", "scouting", "diplomacy", // 5
"navigation", "leadership", "wisdom", "mysticism", "luck", // 10
"ballistics", "eagleEye", "necromancy", "estates", "fireMagic", // 15
"airMagic", "waterMagic", "earthMagic", "scholar", "tactics", // 20
"artillery", "learning", "offence", "armorer", "intelligence", // 25
"sorcery", "resistance", "firstAid"
};
const std::vector<std::string> levels =
{
"none", "basic", "advanced", "expert"
};
}
namespace EBuildingType
{
const std::string names [44] =
{
"mageGuild1", "mageGuild2", "mageGuild3", "mageGuild4", "mageGuild5", // 5
"tavern", "shipyard", "fort", "citadel", "castle", // 10
"villageHall", "townHall", "cityHall", "capitol", "marketplace", // 15
"resourceSilo", "blacksmith", "special1", "horde1", "horde1Upgr", // 20
"ship", "special2", "special3", "special4", "horde2", // 25
"horde2Upgr", "grail", "extraTownHall", "extraCityHall", "extraCapitol", // 30
"dwellingLvl1", "dwellingLvl2", "dwellingLvl3", "dwellingLvl4", "dwellingLvl5", // 35
"dwellingLvl6", "dwellingLvl7", "dwellingUpLvl1", "dwellingUpLvl2", "dwellingUpLvl3", // 40
"dwellingUpLvl4", "dwellingUpLvl5", "dwellingUpLvl6", "dwellingUpLvl7"
};
}
namespace NFaction
{
const std::string names [GameConstants::F_NUMBER] =
{
"castle", "rampart", "tower",
"inferno", "necropolis", "dungeon",
"stronghold", "fortress", "conflux"
};
}
namespace NArtifactPosition
{
const std::string namesHero [19] =
{
"head", "shoulders", "neck", "rightHand", "leftHand", "torso", //5
"rightRing", "leftRing", "feet", //8
"misc1", "misc2", "misc3", "misc4", //12
"mach1", "mach2", "mach3", "mach4", //16
"spellbook", "misc5" //18
};
const std::string namesCreature[1] =
{
"creature1"
};
const std::string namesCommander[6] =
{
"commander1", "commander2", "commander3", "commander4", "commander5", "commander6",
};
const std::string backpack = "backpack";
}
namespace NMetaclass
{
const std::string names [16] =
{
"",
"artifact", "creature", "faction", "experience", "hero",
"heroClass", "luck", "mana", "morale", "movement",
"object", "primarySkill", "secondarySkill", "spell", "resource"
};
}
namespace NPathfindingLayer
{
const std::string names[EPathfindingLayer::NUM_LAYERS] =
{
"land", "sail", "water", "air"
};
}
VCMI_LIB_NAMESPACE_END

View File

@ -122,9 +122,6 @@ BattleAction BattleAction::makeRetreat(ui8 side)
std::string BattleAction::toString() const
{
std::stringstream actionTypeStream;
actionTypeStream << actionType;
std::stringstream targetStream;
for(const DestinationInfo & info : target)
@ -143,7 +140,7 @@ std::string BattleAction::toString() const
}
boost::format fmt("{BattleAction: side '%d', stackNumber '%d', actionType '%s', actionSubtype '%d', target {%s}}");
fmt % static_cast<int>(side) % stackNumber % actionTypeStream.str() % spell.getNum() % targetStream.str();
fmt % static_cast<int>(side) % stackNumber % static_cast<int>(actionType) % spell.getNum() % targetStream.str();
return fmt.str();
}

View File

@ -25,7 +25,7 @@
#include "../CSkillHandler.h"
#include "../CArtHandler.h"
#include "../TerrainHandler.h"
#include "../StringConstants.h"
#include "../constants/StringConstants.h"
#include "../battle/BattleInfo.h"
#include "../modding/ModUtility.h"

View File

@ -22,7 +22,7 @@
#include "../CStack.h"
#include "../CArtHandler.h"
#include "../TerrainHandler.h"
#include "../StringConstants.h"
#include "../constants/StringConstants.h"
#include "../battle/BattleInfo.h"
VCMI_LIB_NAMESPACE_BEGIN

View File

@ -21,7 +21,7 @@
#include "../CGeneralTextHandler.h"
#include "../TextOperations.h"
#include "../Languages.h"
#include "../StringConstants.h"
#include "../constants/StringConstants.h"
#include "../mapping/CMapHeader.h"
#include "../mapping/CMapService.h"
#include "../modding/CModHandler.h"

View File

@ -0,0 +1,896 @@
/*
* GameConstants.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "NumericConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
class Artifact;
class ArtifactService;
class Creature;
class CreatureService;
namespace spells
{
class Spell;
class Service;
}
class CArtifact;
class CArtifactInstance;
class CCreature;
class CHero;
class CSpell;
class CSkill;
class CGameInfoCallback;
class CNonConstInfoCallback;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class IdentifierBase
{
protected:
constexpr IdentifierBase(int32_t value = -1 ):
num(value)
{}
public:
int32_t num;
constexpr int32_t getNum() const
{
return num;
}
struct hash
{
size_t operator()(const IdentifierBase & id) const
{
return std::hash<int>()(id.num);
}
};
friend std::ostream& operator<<(std::ostream& os, const IdentifierBase& dt)
{
return os << dt.num;
}
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Note: use template to force different type, blocking any Identifier<A> <=> Identifier<B> comparisons
template<typename FinalClass>
class Identifier : public IdentifierBase
{
using T = IdentifierBase;
public:
constexpr Identifier(int32_t _num = -1)
:IdentifierBase(_num)
{}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & T::num;
}
constexpr bool operator == (const Identifier & b) const { return T::num == b.num; }
constexpr bool operator <= (const Identifier & b) const { return T::num <= b.num; }
constexpr bool operator >= (const Identifier & b) const { return T::num >= b.num; }
constexpr bool operator != (const Identifier & b) const { return T::num != b.num; }
constexpr bool operator < (const Identifier & b) const { return T::num < b.num; }
constexpr bool operator > (const Identifier & b) const { return T::num > b.num; }
constexpr FinalClass & operator++()
{
++T::num;
return static_cast<FinalClass&>(*this);
}
constexpr FinalClass operator++(int)
{
FinalClass ret(num);
++T::num;
return ret;
}
constexpr operator int32_t () const
{
return T::num;
}
constexpr void advance(int change)
{
T::num += change;
}
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
template<typename T>
class IdentifierWithEnum : public T
{
using EnumType = typename T::Type;
static_assert(std::is_same_v<std::underlying_type_t<EnumType>, int32_t>, "Entity Identifier must use int32_t");
public:
constexpr int32_t getNum() const
{
return T::num;
}
constexpr EnumType toEnum() const
{
return static_cast<EnumType>(T::num);
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & T::num;
}
constexpr IdentifierWithEnum(const EnumType & enumValue)
{
T::num = static_cast<int32_t>(enumValue);
}
constexpr IdentifierWithEnum(int32_t _num = -1)
{
T::num = _num;
}
constexpr void advance(int change)
{
T::num += change;
}
constexpr bool operator == (const EnumType & b) const { return T::num == static_cast<int32_t>(b); }
constexpr bool operator <= (const EnumType & b) const { return T::num <= static_cast<int32_t>(b); }
constexpr bool operator >= (const EnumType & b) const { return T::num >= static_cast<int32_t>(b); }
constexpr bool operator != (const EnumType & b) const { return T::num != static_cast<int32_t>(b); }
constexpr bool operator < (const EnumType & b) const { return T::num < static_cast<int32_t>(b); }
constexpr bool operator > (const EnumType & b) const { return T::num > static_cast<int32_t>(b); }
constexpr bool operator == (const IdentifierWithEnum & b) const { return T::num == b.num; }
constexpr bool operator <= (const IdentifierWithEnum & b) const { return T::num <= b.num; }
constexpr bool operator >= (const IdentifierWithEnum & b) const { return T::num >= b.num; }
constexpr bool operator != (const IdentifierWithEnum & b) const { return T::num != b.num; }
constexpr bool operator < (const IdentifierWithEnum & b) const { return T::num < b.num; }
constexpr bool operator > (const IdentifierWithEnum & b) const { return T::num > b.num; }
constexpr IdentifierWithEnum & operator++()
{
++T::num;
return *this;
}
constexpr IdentifierWithEnum operator++(int)
{
IdentifierWithEnum ret(*this);
++T::num;
return ret;
}
constexpr operator int32_t () const
{
return T::num;
}
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class ArtifactInstanceID : public Identifier<ArtifactInstanceID>
{
public:
using Identifier<ArtifactInstanceID>::Identifier;
};
class QueryID : public Identifier<QueryID>
{
public:
using Identifier<QueryID>::Identifier;
DLL_LINKAGE static const QueryID NONE;
};
class ObjectInstanceID : public Identifier<ObjectInstanceID>
{
public:
using Identifier<ObjectInstanceID>::Identifier;
DLL_LINKAGE static const ObjectInstanceID NONE;
};
class HeroClassID : public Identifier<HeroClassID>
{
public:
using Identifier<HeroClassID>::Identifier;
};
class HeroTypeID : public Identifier<HeroTypeID>
{
public:
using Identifier<HeroTypeID>::Identifier;
///json serialization helpers
static si32 decode(const std::string & identifier);
static std::string encode(const si32 index);
DLL_LINKAGE static const HeroTypeID NONE;
};
class SlotID : public Identifier<SlotID>
{
public:
using Identifier<SlotID>::Identifier;
DLL_LINKAGE static const SlotID COMMANDER_SLOT_PLACEHOLDER;
DLL_LINKAGE static const SlotID SUMMONED_SLOT_PLACEHOLDER; ///<for all summoned creatures, only during battle
DLL_LINKAGE static const SlotID WAR_MACHINES_SLOT; ///<for all war machines during battle
DLL_LINKAGE static const SlotID ARROW_TOWERS_SLOT; ///<for all arrow towers during battle
bool validSlot() const
{
return getNum() >= 0 && getNum() < GameConstants::ARMY_SIZE;
}
};
class PlayerColor : public Identifier<PlayerColor>
{
public:
using Identifier<PlayerColor>::Identifier;
enum EPlayerColor
{
PLAYER_LIMIT_I = 8,
};
using Mask = uint8_t;
DLL_LINKAGE static const PlayerColor SPECTATOR; //252
DLL_LINKAGE static const PlayerColor CANNOT_DETERMINE; //253
DLL_LINKAGE static const PlayerColor UNFLAGGABLE; //254 - neutral objects (pandora, banks)
DLL_LINKAGE static const PlayerColor NEUTRAL; //255
DLL_LINKAGE static const PlayerColor PLAYER_LIMIT; //player limit per map
DLL_LINKAGE bool isValidPlayer() const; //valid means < PLAYER_LIMIT (especially non-neutral)
DLL_LINKAGE bool isSpectator() const;
DLL_LINKAGE std::string getStr(bool L10n = false) const;
DLL_LINKAGE std::string getStrCap(bool L10n = false) const;
};
class TeamID : public Identifier<TeamID>
{
public:
using Identifier<TeamID>::Identifier;
DLL_LINKAGE static const TeamID NO_TEAM;
};
class TeleportChannelID : public Identifier<TeleportChannelID>
{
public:
using Identifier<TeleportChannelID>::Identifier;
};
class SecondarySkillBase : public IdentifierBase
{
public:
enum Type : int32_t
{
WRONG = -2,
DEFAULT = -1,
PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,
LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,
SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,
FIRST_AID, SKILL_SIZE
};
static_assert(GameConstants::SKILL_QUANTITY == SKILL_SIZE, "Incorrect number of skills");
};
class SecondarySkill : public IdentifierWithEnum<SecondarySkillBase>
{
public:
using IdentifierWithEnum<SecondarySkillBase>::IdentifierWithEnum;
};
class FactionIDBase : public IdentifierBase
{
public:
enum Type : int32_t
{
NONE = -2,
DEFAULT = -1,
RANDOM = -1,
ANY = -1,
CASTLE,
RAMPART,
TOWER,
INFERNO,
NECROPOLIS,
DUNGEON,
STRONGHOLD,
FORTRESS,
CONFLUX,
NEUTRAL
};
static si32 decode(const std::string& identifier);
static std::string encode(const si32 index);
static std::string entityType();
};
class FactionID : public IdentifierWithEnum<FactionIDBase>
{
public:
using IdentifierWithEnum<FactionIDBase>::IdentifierWithEnum;
};
using ETownType = FactionID;
class BuildingIDBase : public IdentifierBase
{
public:
//Quite useful as long as most of building mechanics hardcoded
// NOTE: all building with completely configurable mechanics will be removed from list
enum Type
{
DEFAULT = -50,
HORDE_PLACEHOLDER7 = -36,
HORDE_PLACEHOLDER6 = -35,
HORDE_PLACEHOLDER5 = -34,
HORDE_PLACEHOLDER4 = -33,
HORDE_PLACEHOLDER3 = -32,
HORDE_PLACEHOLDER2 = -31,
HORDE_PLACEHOLDER1 = -30,
NONE = -1,
FIRST_REGULAR_ID = 0,
MAGES_GUILD_1 = 0, MAGES_GUILD_2, MAGES_GUILD_3, MAGES_GUILD_4, MAGES_GUILD_5,
TAVERN, SHIPYARD, FORT, CITADEL, CASTLE,
VILLAGE_HALL, TOWN_HALL, CITY_HALL, CAPITOL, MARKETPLACE,
RESOURCE_SILO, BLACKSMITH, SPECIAL_1, HORDE_1, HORDE_1_UPGR,
SHIP, SPECIAL_2, SPECIAL_3, SPECIAL_4, HORDE_2,
HORDE_2_UPGR, GRAIL, EXTRA_TOWN_HALL, EXTRA_CITY_HALL, EXTRA_CAPITOL,
DWELL_FIRST=30, DWELL_LVL_2, DWELL_LVL_3, DWELL_LVL_4, DWELL_LVL_5, DWELL_LVL_6, DWELL_LAST=36,
DWELL_UP_FIRST=37, DWELL_LVL_2_UP, DWELL_LVL_3_UP, DWELL_LVL_4_UP, DWELL_LVL_5_UP,
DWELL_LVL_6_UP, DWELL_UP_LAST=43,
DWELL_LVL_1 = DWELL_FIRST,
DWELL_LVL_7 = DWELL_LAST,
DWELL_LVL_1_UP = DWELL_UP_FIRST,
DWELL_LVL_7_UP = DWELL_UP_LAST,
DWELL_UP2_FIRST = DWELL_LVL_7_UP + 1,
//Special buildings for towns.
LIGHTHOUSE = SPECIAL_1,
STABLES = SPECIAL_2, //Castle
BROTHERHOOD = SPECIAL_3,
MYSTIC_POND = SPECIAL_1,
FOUNTAIN_OF_FORTUNE = SPECIAL_2, //Rampart
TREASURY = SPECIAL_3,
ARTIFACT_MERCHANT = SPECIAL_1,
LOOKOUT_TOWER = SPECIAL_2, //Tower
LIBRARY = SPECIAL_3,
WALL_OF_KNOWLEDGE = SPECIAL_4,
STORMCLOUDS = SPECIAL_2,
CASTLE_GATE = SPECIAL_3, //Inferno
ORDER_OF_FIRE = SPECIAL_4,
COVER_OF_DARKNESS = SPECIAL_1,
NECROMANCY_AMPLIFIER = SPECIAL_2, //Necropolis
SKELETON_TRANSFORMER = SPECIAL_3,
//ARTIFACT_MERCHANT - same ID as in tower
MANA_VORTEX = SPECIAL_2,
PORTAL_OF_SUMMON = SPECIAL_3, //Dungeon
BATTLE_ACADEMY = SPECIAL_4,
ESCAPE_TUNNEL = SPECIAL_1,
FREELANCERS_GUILD = SPECIAL_2, //Stronghold
BALLISTA_YARD = SPECIAL_3,
HALL_OF_VALHALLA = SPECIAL_4,
CAGE_OF_WARLORDS = SPECIAL_1,
GLYPHS_OF_FEAR = SPECIAL_2, // Fortress
BLOOD_OBELISK = SPECIAL_3,
//ARTIFACT_MERCHANT - same ID as in tower
MAGIC_UNIVERSITY = SPECIAL_2, // Conflux
};
bool IsSpecialOrGrail() const
{
return num == SPECIAL_1 || num == SPECIAL_2 || num == SPECIAL_3 || num == SPECIAL_4 || num == GRAIL;
}
};
class BuildingID : public IdentifierWithEnum<BuildingIDBase>
{
public:
using IdentifierWithEnum<BuildingIDBase>::IdentifierWithEnum;
};
class ObjBase : public IdentifierBase
{
public:
enum Type
{
NO_OBJ = -1,
ALTAR_OF_SACRIFICE [[deprecated]] = 2,
ANCHOR_POINT = 3,
ARENA = 4,
ARTIFACT = 5,
PANDORAS_BOX = 6,
BLACK_MARKET [[deprecated]] = 7,
BOAT = 8,
BORDERGUARD = 9,
KEYMASTER = 10,
BUOY = 11,
CAMPFIRE = 12,
CARTOGRAPHER = 13,
SWAN_POND = 14,
COVER_OF_DARKNESS = 15,
CREATURE_BANK = 16,
CREATURE_GENERATOR1 = 17,
CREATURE_GENERATOR2 = 18,
CREATURE_GENERATOR3 = 19,
CREATURE_GENERATOR4 = 20,
CURSED_GROUND1 = 21,
CORPSE = 22,
MARLETTO_TOWER = 23,
DERELICT_SHIP = 24,
DRAGON_UTOPIA = 25,
EVENT = 26,
EYE_OF_MAGI = 27,
FAERIE_RING = 28,
FLOTSAM = 29,
FOUNTAIN_OF_FORTUNE = 30,
FOUNTAIN_OF_YOUTH = 31,
GARDEN_OF_REVELATION = 32,
GARRISON = 33,
HERO = 34,
HILL_FORT = 35,
GRAIL = 36,
HUT_OF_MAGI = 37,
IDOL_OF_FORTUNE = 38,
LEAN_TO = 39,
LIBRARY_OF_ENLIGHTENMENT = 41,
LIGHTHOUSE = 42,
MONOLITH_ONE_WAY_ENTRANCE = 43,
MONOLITH_ONE_WAY_EXIT = 44,
MONOLITH_TWO_WAY = 45,
MAGIC_PLAINS1 = 46,
SCHOOL_OF_MAGIC = 47,
MAGIC_SPRING = 48,
MAGIC_WELL = 49,
MARKET_OF_TIME = 50,
MERCENARY_CAMP = 51,
MERMAID = 52,
MINE = 53,
MONSTER = 54,
MYSTICAL_GARDEN = 55,
OASIS = 56,
OBELISK = 57,
REDWOOD_OBSERVATORY = 58,
OCEAN_BOTTLE = 59,
PILLAR_OF_FIRE = 60,
STAR_AXIS = 61,
PRISON = 62,
PYRAMID = 63,//subtype 0
WOG_OBJECT = 63,//subtype > 0
RALLY_FLAG = 64,
RANDOM_ART = 65,
RANDOM_TREASURE_ART = 66,
RANDOM_MINOR_ART = 67,
RANDOM_MAJOR_ART = 68,
RANDOM_RELIC_ART = 69,
RANDOM_HERO = 70,
RANDOM_MONSTER = 71,
RANDOM_MONSTER_L1 = 72,
RANDOM_MONSTER_L2 = 73,
RANDOM_MONSTER_L3 = 74,
RANDOM_MONSTER_L4 = 75,
RANDOM_RESOURCE = 76,
RANDOM_TOWN = 77,
REFUGEE_CAMP = 78,
RESOURCE = 79,
SANCTUARY = 80,
SCHOLAR = 81,
SEA_CHEST = 82,
SEER_HUT = 83,
CRYPT = 84,
SHIPWRECK = 85,
SHIPWRECK_SURVIVOR = 86,
SHIPYARD = 87,
SHRINE_OF_MAGIC_INCANTATION = 88,
SHRINE_OF_MAGIC_GESTURE = 89,
SHRINE_OF_MAGIC_THOUGHT = 90,
SIGN = 91,
SIRENS = 92,
SPELL_SCROLL = 93,
STABLES = 94,
TAVERN = 95,
TEMPLE = 96,
DEN_OF_THIEVES = 97,
TOWN = 98,
TRADING_POST [[deprecated]] = 99,
LEARNING_STONE = 100,
TREASURE_CHEST = 101,
TREE_OF_KNOWLEDGE = 102,
SUBTERRANEAN_GATE = 103,
UNIVERSITY [[deprecated]] = 104,
WAGON = 105,
WAR_MACHINE_FACTORY = 106,
SCHOOL_OF_WAR = 107,
WARRIORS_TOMB = 108,
WATER_WHEEL = 109,
WATERING_HOLE = 110,
WHIRLPOOL = 111,
WINDMILL = 112,
WITCH_HUT = 113,
HOLE = 124,
RANDOM_MONSTER_L5 = 162,
RANDOM_MONSTER_L6 = 163,
RANDOM_MONSTER_L7 = 164,
BORDER_GATE = 212,
FREELANCERS_GUILD [[deprecated]] = 213,
HERO_PLACEHOLDER = 214,
QUEST_GUARD = 215,
RANDOM_DWELLING = 216,
RANDOM_DWELLING_LVL = 217, //subtype = creature level
RANDOM_DWELLING_FACTION = 218, //subtype = faction
GARRISON2 = 219,
ABANDONED_MINE = 220,
TRADING_POST_SNOW [[deprecated]] = 221,
CLOVER_FIELD = 222,
CURSED_GROUND2 = 223,
EVIL_FOG = 224,
FAVORABLE_WINDS = 225,
FIERY_FIELDS = 226,
HOLY_GROUNDS = 227,
LUCID_POOLS = 228,
MAGIC_CLOUDS = 229,
MAGIC_PLAINS2 = 230,
ROCKLANDS = 231,
};
};
class Obj : public IdentifierWithEnum<ObjBase>
{
public:
using IdentifierWithEnum<ObjBase>::IdentifierWithEnum;
};
class RoadIdBase : public IdentifierBase
{
public:
enum Type : int32_t
{
NO_ROAD = 0,
FIRST_REGULAR_ROAD = 1,
DIRT_ROAD = 1,
GRAVEL_ROAD = 2,
COBBLESTONE_ROAD = 3,
ORIGINAL_ROAD_COUNT //+1
};
};
class RoadId : public IdentifierWithEnum<RoadIdBase>
{
public:
using IdentifierWithEnum<RoadIdBase>::IdentifierWithEnum;
};
class RiverIdBase : public IdentifierBase
{
public:
enum Type : int32_t
{
NO_RIVER = 0,
FIRST_REGULAR_RIVER = 1,
WATER_RIVER = 1,
ICY_RIVER = 2,
MUD_RIVER = 3,
LAVA_RIVER = 4,
ORIGINAL_RIVER_COUNT //+1
};
};
class RiverId : public IdentifierWithEnum<RiverIdBase>
{
public:
using IdentifierWithEnum<RiverIdBase>::IdentifierWithEnum;
};
using River = RiverId;
using Road = RoadId;
class DLL_LINKAGE EPathfindingLayerBase : public IdentifierBase
{
public:
enum Type : int32_t
{
LAND = 0, SAIL = 1, WATER, AIR, NUM_LAYERS, WRONG, AUTO
};
};
class EPathfindingLayer : public IdentifierWithEnum<EPathfindingLayerBase>
{
public:
using IdentifierWithEnum<EPathfindingLayerBase>::IdentifierWithEnum;
};
class ArtifactPositionBase : public IdentifierBase
{
public:
enum Type
{
TRANSITION_POS = -3,
FIRST_AVAILABLE = -2,
PRE_FIRST = -1, //sometimes used as error, sometimes as first free in backpack
HEAD, SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, //5
RIGHT_RING, LEFT_RING, FEET, //8
MISC1, MISC2, MISC3, MISC4, //12
MACH1, MACH2, MACH3, MACH4, //16
SPELLBOOK, MISC5, //18
AFTER_LAST,
//cres
CREATURE_SLOT = 0,
COMMANDER1 = 0, COMMANDER2, COMMANDER3, COMMANDER4, COMMANDER5, COMMANDER6, COMMANDER_AFTER_LAST,
BACKPACK_START = 19
};
static_assert (AFTER_LAST == BACKPACK_START, "incorrect number of artifact slots");
static si32 decode(const std::string & identifier);
static std::string encode(const si32 index);
};
class ArtifactPosition : public IdentifierWithEnum<ArtifactPositionBase>
{
public:
using IdentifierWithEnum<ArtifactPositionBase>::IdentifierWithEnum;
};
class ArtifactIDBase : public IdentifierBase
{
public:
enum Type
{
NONE = -1,
SPELLBOOK = 0,
SPELL_SCROLL = 1,
GRAIL = 2,
CATAPULT = 3,
BALLISTA = 4,
AMMO_CART = 5,
FIRST_AID_TENT = 6,
VIAL_OF_DRAGON_BLOOD = 127,
ARMAGEDDONS_BLADE = 128,
TITANS_THUNDER = 135,
ART_SELECTION = 144,
ART_LOCK = 145, // FIXME: We must get rid of this one since it's conflict with artifact from mods. See issue 2455
};
DLL_LINKAGE const CArtifact * toArtifact() const;
DLL_LINKAGE const Artifact * toArtifact(const ArtifactService * service) const;
///json serialization helpers
static si32 decode(const std::string & identifier);
static std::string encode(const si32 index);
};
class ArtifactID : public IdentifierWithEnum<ArtifactIDBase>
{
public:
using IdentifierWithEnum<ArtifactIDBase>::IdentifierWithEnum;
};
class CreatureIDBase : public IdentifierBase
{
public:
enum Type
{
NONE = -1,
ARCHER = 2, // for debug / fallback
IMP = 42, // for Deity of Fire
SKELETON = 56, // for Skeleton Transformer
BONE_DRAGON = 68, // for Skeleton Transformer
TROGLODYTES = 70, // for Abandoned Mine
MEDUSA = 76, // for Siege UI workaround
HYDRA = 110, // for Skeleton Transformer
CHAOS_HYDRA = 111, // for Skeleton Transformer
AIR_ELEMENTAL = 112, // for tests
FIRE_ELEMENTAL = 114, // for tests
PSYCHIC_ELEMENTAL = 120, // for hardcoded ability
MAGIC_ELEMENTAL = 121, // for hardcoded ability
CATAPULT = 145,
BALLISTA = 146,
FIRST_AID_TENT = 147,
AMMO_CART = 148,
ARROW_TOWERS = 149
};
DLL_LINKAGE const CCreature * toCreature() const;
DLL_LINKAGE const Creature * toCreature(const CreatureService * creatures) const;
///json serialization helpers
static si32 decode(const std::string & identifier);
static std::string encode(const si32 index);
};
class CreatureID : public IdentifierWithEnum<CreatureIDBase>
{
public:
using IdentifierWithEnum<CreatureIDBase>::IdentifierWithEnum;
};
class SpellIDBase : public IdentifierBase
{
public:
enum Type
{
SPELLBOOK_PRESET = -3,
PRESET = -2,
NONE = -1,
SUMMON_BOAT=0, SCUTTLE_BOAT=1, VISIONS=2, VIEW_EARTH=3, DISGUISE=4, VIEW_AIR=5,
FLY=6, WATER_WALK=7, DIMENSION_DOOR=8, TOWN_PORTAL=9,
QUICKSAND=10, LAND_MINE=11, FORCE_FIELD=12, FIRE_WALL=13, EARTHQUAKE=14,
MAGIC_ARROW=15, ICE_BOLT=16, LIGHTNING_BOLT=17, IMPLOSION=18,
CHAIN_LIGHTNING=19, FROST_RING=20, FIREBALL=21, INFERNO=22,
METEOR_SHOWER=23, DEATH_RIPPLE=24, DESTROY_UNDEAD=25, ARMAGEDDON=26,
SHIELD=27, AIR_SHIELD=28, FIRE_SHIELD=29, PROTECTION_FROM_AIR=30,
PROTECTION_FROM_FIRE=31, PROTECTION_FROM_WATER=32,
PROTECTION_FROM_EARTH=33, ANTI_MAGIC=34, DISPEL=35, MAGIC_MIRROR=36,
CURE=37, RESURRECTION=38, ANIMATE_DEAD=39, SACRIFICE=40, BLESS=41,
CURSE=42, BLOODLUST=43, PRECISION=44, WEAKNESS=45, STONE_SKIN=46,
DISRUPTING_RAY=47, PRAYER=48, MIRTH=49, SORROW=50, FORTUNE=51,
MISFORTUNE=52, HASTE=53, SLOW=54, SLAYER=55, FRENZY=56,
TITANS_LIGHTNING_BOLT=57, COUNTERSTRIKE=58, BERSERK=59, HYPNOTIZE=60,
FORGETFULNESS=61, BLIND=62, TELEPORT=63, REMOVE_OBSTACLE=64, CLONE=65,
SUMMON_FIRE_ELEMENTAL=66, SUMMON_EARTH_ELEMENTAL=67, SUMMON_WATER_ELEMENTAL=68, SUMMON_AIR_ELEMENTAL=69,
STONE_GAZE=70, POISON=71, BIND=72, DISEASE=73, PARALYZE=74, AGE=75, DEATH_CLOUD=76, THUNDERBOLT=77,
DISPEL_HELPFUL_SPELLS=78, DEATH_STARE=79, ACID_BREATH_DEFENSE=80, ACID_BREATH_DAMAGE=81,
FIRST_NON_SPELL = 70, AFTER_LAST = 82
};
DLL_LINKAGE const CSpell * toSpell() const; //deprecated
DLL_LINKAGE const spells::Spell * toSpell(const spells::Service * service) const;
///json serialization helpers
static si32 decode(const std::string & identifier);
static std::string encode(const si32 index);
};
class SpellID : public IdentifierWithEnum<SpellIDBase>
{
public:
using IdentifierWithEnum<SpellIDBase>::IdentifierWithEnum;
};
class BattleFieldInfo;
class BattleField : public Identifier<BattleField>
{
public:
using Identifier<BattleField>::Identifier;
DLL_LINKAGE static const BattleField NONE;
DLL_LINKAGE const BattleFieldInfo * getInfo() const;
};
class BoatIdBase : public IdentifierBase
{
public:
enum Type : int32_t
{
NONE = -1,
NECROPOLIS = 0,
CASTLE,
FORTRESS
};
};
class BoatId : public IdentifierWithEnum<BoatIdBase>
{
public:
using IdentifierWithEnum<BoatIdBase>::IdentifierWithEnum;
};
class TerrainIdBase : public IdentifierBase
{
public:
enum Type : int32_t
{
NATIVE_TERRAIN = -4,
ANY_TERRAIN = -3,
NONE = -1,
FIRST_REGULAR_TERRAIN = 0,
DIRT = 0,
SAND,
GRASS,
SNOW,
SWAMP,
ROUGH,
SUBTERRANEAN,
LAVA,
WATER,
ROCK,
ORIGINAL_REGULAR_TERRAIN_COUNT = ROCK
};
static si32 decode(const std::string & identifier);
static std::string encode(const si32 index);
static std::string entityType();
};
class TerrainId : public IdentifierWithEnum<TerrainIdBase>
{
public:
using IdentifierWithEnum<TerrainIdBase>::IdentifierWithEnum;
};
using ETerrainId = TerrainId;
class ObstacleInfo;
class Obstacle : public Identifier<Obstacle>
{
public:
using Identifier<Obstacle>::Identifier;
DLL_LINKAGE const ObstacleInfo * getInfo() const;
};
class SpellSchoolBase : public IdentifierBase
{
public:
enum Type : int32_t
{
ANY = -1,
AIR = 0,
FIRE = 1,
WATER = 2,
EARTH = 3,
};
};
class SpellSchool : public IdentifierWithEnum<SpellSchoolBase>
{
public:
using IdentifierWithEnum<SpellSchoolBase>::IdentifierWithEnum;
};
using ESpellSchool = SpellSchool;
class GameResIDBase : public IdentifierBase
{
public:
enum Type : int32_t
{
WOOD = 0, MERCURY, ORE, SULFUR, CRYSTAL, GEMS, GOLD, MITHRIL,
COUNT,
WOOD_AND_ORE = 127, // special case for town bonus resource
INVALID = -1
};
};
class GameResID : public IdentifierWithEnum<GameResIDBase>
{
public:
using IdentifierWithEnum<GameResIDBase>::IdentifierWithEnum;
};
using EGameResID = GameResID;
VCMI_LIB_NAMESPACE_END

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/*
* GameConstants.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
enum class PrimarySkill : int8_t
{
NONE = -1,
ATTACK,
DEFENSE,
SPELL_POWER,
KNOWLEDGE,
EXPERIENCE = 4 //for some reason changePrimSkill uses it
};
enum class EAlignment : int8_t
{
GOOD,
EVIL,
NEUTRAL
};
namespace BuildingSubID
{
enum EBuildingSubID
{
DEFAULT = -50,
NONE = -1,
STABLES,
BROTHERHOOD_OF_SWORD,
CASTLE_GATE,
CREATURE_TRANSFORMER,
MYSTIC_POND,
FOUNTAIN_OF_FORTUNE,
ARTIFACT_MERCHANT,
LOOKOUT_TOWER,
LIBRARY,
MANA_VORTEX,
PORTAL_OF_SUMMONING,
ESCAPE_TUNNEL,
FREELANCERS_GUILD,
BALLISTA_YARD,
ATTACK_VISITING_BONUS,
MAGIC_UNIVERSITY,
SPELL_POWER_GARRISON_BONUS,
ATTACK_GARRISON_BONUS,
DEFENSE_GARRISON_BONUS,
DEFENSE_VISITING_BONUS,
SPELL_POWER_VISITING_BONUS,
KNOWLEDGE_VISITING_BONUS,
EXPERIENCE_VISITING_BONUS,
LIGHTHOUSE,
TREASURY,
CUSTOM_VISITING_BONUS,
CUSTOM_VISITING_REWARD
};
}
enum class EMarketMode : int8_t
{
RESOURCE_RESOURCE, RESOURCE_PLAYER, CREATURE_RESOURCE, RESOURCE_ARTIFACT,
ARTIFACT_RESOURCE, ARTIFACT_EXP, CREATURE_EXP, CREATURE_UNDEAD, RESOURCE_SKILL,
MARTKET_AFTER_LAST_PLACEHOLDER
};
enum class EAiTactic : int8_t
{
NONE = -1,
RANDOM,
WARRIOR,
BUILDER,
EXPLORER
};
enum class EBuildingState : int8_t
{
HAVE_CAPITAL, NO_WATER, FORBIDDEN, ADD_MAGES_GUILD, ALREADY_PRESENT, CANT_BUILD_TODAY,
NO_RESOURCES, ALLOWED, PREREQUIRES, MISSING_BASE, BUILDING_ERROR, TOWN_NOT_OWNED
};
enum class ESpellCastProblem : int8_t
{
OK, NO_HERO_TO_CAST_SPELL, CASTS_PER_TURN_LIMIT, NO_SPELLBOOK,
HERO_DOESNT_KNOW_SPELL, NOT_ENOUGH_MANA, ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL,
SPELL_LEVEL_LIMIT_EXCEEDED, NO_SPELLS_TO_DISPEL,
NO_APPROPRIATE_TARGET, STACK_IMMUNE_TO_SPELL, WRONG_SPELL_TARGET, ONGOING_TACTIC_PHASE,
MAGIC_IS_BLOCKED, //For Orb of Inhibition and similar - no casting at all
INVALID
};
namespace ECommander
{
enum SecondarySkills {ATTACK, DEFENSE, HEALTH, DAMAGE, SPEED, SPELL_POWER, CASTS, RESISTANCE};
const int MAX_SKILL_LEVEL = 5;
}
enum class EWallPart : int8_t
{
INDESTRUCTIBLE_PART_OF_GATE = -3, INDESTRUCTIBLE_PART = -2, INVALID = -1,
KEEP = 0, BOTTOM_TOWER, BOTTOM_WALL, BELOW_GATE, OVER_GATE, UPPER_WALL, UPPER_TOWER, GATE,
PARTS_COUNT /* This constant SHOULD always stay as the last item in the enum. */
};
enum class EWallState : int8_t
{
NONE = -1, //no wall
DESTROYED,
DAMAGED,
INTACT,
REINFORCED, // walls in towns with castle
};
enum class EGateState : int8_t
{
NONE,
CLOSED,
BLOCKED, // gate is blocked in closed state, e.g. by creature
OPENED,
DESTROYED
};
enum class ETileType : int8_t
{
FREE,
POSSIBLE,
BLOCKED,
USED
};
enum class ETeleportChannelType : int8_t
{
IMPASSABLE,
BIDIRECTIONAL,
UNIDIRECTIONAL,
MIXED
};
namespace SecSkillLevel
{
enum SecSkillLevel
{
NONE,
BASIC,
ADVANCED,
EXPERT,
LEVELS_SIZE
};
}
enum class Date : int8_t
{
DAY = 0,
DAY_OF_WEEK = 1,
WEEK = 2,
MONTH = 3,
DAY_OF_MONTH
};
enum class EActionType : int8_t
{
NO_ACTION,
END_TACTIC_PHASE,
RETREAT,
SURRENDER,
HERO_SPELL,
WALK,
WAIT,
DEFEND,
WALK_AND_ATTACK,
SHOOT,
CATAPULT,
MONSTER_SPELL,
BAD_MORALE,
STACK_HEAL,
};
enum class EDiggingStatus : int8_t
{
UNKNOWN = -1,
CAN_DIG = 0,
LACK_OF_MOVEMENT,
WRONG_TERRAIN,
TILE_OCCUPIED,
BACKPACK_IS_FULL
};
enum class EPlayerStatus : int8_t
{
WRONG = -1,
INGAME,
LOSER,
WINNER
};
enum class PlayerRelations : int8_t
{
ENEMIES,
ALLIES,
SAME_PLAYER
};
enum class EMetaclass : int8_t
{
INVALID = 0,
ARTIFACT,
CREATURE,
FACTION,
EXPERIENCE,
HERO,
HEROCLASS,
LUCK,
MANA,
MORALE,
MOVEMENT,
OBJECT,
PRIMARY_SKILL,
SECONDARY_SKILL,
SPELL,
RESOURCE
};
enum class EHealLevel: int8_t
{
HEAL,
RESURRECT,
OVERHEAL
};
enum class EHealPower : int8_t
{
ONE_BATTLE,
PERMANENT
};
enum class EBattleResult : int8_t
{
NORMAL = 0,
ESCAPE = 1,
SURRENDER = 2,
};
VCMI_LIB_NAMESPACE_END

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/*
* GameConstants.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
VCMI_LIB_NAMESPACE_BEGIN
namespace GameConstants
{
DLL_LINKAGE extern const std::string VCMI_VERSION;
constexpr int PUZZLE_MAP_PIECES = 48;
constexpr int MAX_HEROES_PER_PLAYER = 8;
constexpr int AVAILABLE_HEROES_PER_PLAYER = 2;
constexpr int ALL_PLAYERS = 255; //bitfield
constexpr int CREATURES_PER_TOWN = 7; //without upgrades
constexpr int SPELL_LEVELS = 5;
constexpr int SPELL_SCHOOL_LEVELS = 4;
constexpr int DEFAULT_SCHOOLS = 4;
constexpr int CRE_LEVELS = 10; // number of creature experience levels
constexpr int HERO_GOLD_COST = 2500;
constexpr int SPELLBOOK_GOLD_COST = 500;
constexpr int SKILL_GOLD_COST = 2000;
constexpr int BATTLE_SHOOTING_PENALTY_DISTANCE = 10; //if the distance is > than this, then shooting stack has distance penalty
constexpr int BATTLE_SHOOTING_RANGE_DISTANCE = std::numeric_limits<uint8_t>::max(); // used when shooting stack has no shooting range limit
constexpr int ARMY_SIZE = 7;
constexpr int SKILL_PER_HERO = 8;
constexpr ui32 HERO_HIGH_LEVEL = 10; // affects primary skill upgrade order
constexpr int SKILL_QUANTITY=28;
constexpr int PRIMARY_SKILLS=4;
constexpr int RESOURCE_QUANTITY=8;
constexpr int HEROES_PER_TYPE=8; //amount of heroes of each type
// amounts of OH3 objects. Can be changed by mods, should be used only during H3 loading phase
constexpr int F_NUMBER = 9;
constexpr int ARTIFACTS_QUANTITY=171;
constexpr int HEROES_QUANTITY=156;
constexpr int SPELLS_QUANTITY=70;
constexpr int CREATURES_COUNT = 197;
constexpr ui32 BASE_MOVEMENT_COST = 100; //default cost for non-diagonal movement
constexpr int HERO_PORTRAIT_SHIFT = 9;// 2 special frames + 7 extra portraits
constexpr std::array<int, 11> POSSIBLE_TURNTIME = {1, 2, 4, 6, 8, 10, 15, 20, 25, 30, 0};
}
VCMI_LIB_NAMESPACE_END

View File

@ -0,0 +1,217 @@
/*
* constants/StringConstants.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "GameConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
///
/// String ID which are pointless to move to config file - these types are mostly hardcoded
///
namespace GameConstants
{
const std::string RESOURCE_NAMES [RESOURCE_QUANTITY] = {
"wood", "mercury", "ore", "sulfur", "crystal", "gems", "gold", "mithril"
};
const std::string PLAYER_COLOR_NAMES [PlayerColor::PLAYER_LIMIT_I] = {
"red", "blue", "tan", "green", "orange", "purple", "teal", "pink"
};
const std::string ALIGNMENT_NAMES [3] = {"good", "evil", "neutral"};
}
namespace NPrimarySkill
{
const std::string names [GameConstants::PRIMARY_SKILLS] = { "attack", "defence", "spellpower", "knowledge" };
}
namespace NSecondarySkill
{
const std::string names [GameConstants::SKILL_QUANTITY] =
{
"pathfinding", "archery", "logistics", "scouting", "diplomacy", // 5
"navigation", "leadership", "wisdom", "mysticism", "luck", // 10
"ballistics", "eagleEye", "necromancy", "estates", "fireMagic", // 15
"airMagic", "waterMagic", "earthMagic", "scholar", "tactics", // 20
"artillery", "learning", "offence", "armorer", "intelligence", // 25
"sorcery", "resistance", "firstAid"
};
const std::vector<std::string> levels =
{
"none", "basic", "advanced", "expert"
};
}
namespace EBuildingType
{
const std::string names [44] =
{
"mageGuild1", "mageGuild2", "mageGuild3", "mageGuild4", "mageGuild5", // 5
"tavern", "shipyard", "fort", "citadel", "castle", // 10
"villageHall", "townHall", "cityHall", "capitol", "marketplace", // 15
"resourceSilo", "blacksmith", "special1", "horde1", "horde1Upgr", // 20
"ship", "special2", "special3", "special4", "horde2", // 25
"horde2Upgr", "grail", "extraTownHall", "extraCityHall", "extraCapitol", // 30
"dwellingLvl1", "dwellingLvl2", "dwellingLvl3", "dwellingLvl4", "dwellingLvl5", // 35
"dwellingLvl6", "dwellingLvl7", "dwellingUpLvl1", "dwellingUpLvl2", "dwellingUpLvl3", // 40
"dwellingUpLvl4", "dwellingUpLvl5", "dwellingUpLvl6", "dwellingUpLvl7"
};
}
namespace NFaction
{
const std::string names [GameConstants::F_NUMBER] =
{
"castle", "rampart", "tower",
"inferno", "necropolis", "dungeon",
"stronghold", "fortress", "conflux"
};
}
namespace NArtifactPosition
{
const std::string namesHero [19] =
{
"head", "shoulders", "neck", "rightHand", "leftHand", "torso", //5
"rightRing", "leftRing", "feet", //8
"misc1", "misc2", "misc3", "misc4", //12
"mach1", "mach2", "mach3", "mach4", //16
"spellbook", "misc5" //18
};
const std::string namesCreature[1] =
{
"creature1"
};
const std::string namesCommander[6] =
{
"commander1", "commander2", "commander3", "commander4", "commander5", "commander6",
};
const std::string backpack = "backpack";
}
namespace NMetaclass
{
const std::string names [16] =
{
"",
"artifact", "creature", "faction", "experience", "hero",
"heroClass", "luck", "mana", "morale", "movement",
"object", "primarySkill", "secondarySkill", "spell", "resource"
};
}
namespace NPathfindingLayer
{
const std::string names[EPathfindingLayer::NUM_LAYERS] =
{
"land", "sail", "water", "air"
};
}
namespace MappedKeys
{
static const std::map<std::string, BuildingID> BUILDING_NAMES_TO_TYPES =
{
{ "special1", BuildingID::SPECIAL_1 },
{ "special2", BuildingID::SPECIAL_2 },
{ "special3", BuildingID::SPECIAL_3 },
{ "special4", BuildingID::SPECIAL_4 },
{ "grail", BuildingID::GRAIL },
{ "mageGuild1", BuildingID::MAGES_GUILD_1 },
{ "mageGuild2", BuildingID::MAGES_GUILD_2 },
{ "mageGuild3", BuildingID::MAGES_GUILD_3 },
{ "mageGuild4", BuildingID::MAGES_GUILD_4 },
{ "mageGuild5", BuildingID::MAGES_GUILD_5 },
{ "tavern", BuildingID::TAVERN },
{ "shipyard", BuildingID::SHIPYARD },
{ "fort", BuildingID::FORT },
{ "citadel", BuildingID::CITADEL },
{ "castle", BuildingID::CASTLE },
{ "villageHall", BuildingID::VILLAGE_HALL },
{ "townHall", BuildingID::TOWN_HALL },
{ "cityHall", BuildingID::CITY_HALL },
{ "capitol", BuildingID::CAPITOL },
{ "marketplace", BuildingID::MARKETPLACE },
{ "resourceSilo", BuildingID::RESOURCE_SILO },
{ "blacksmith", BuildingID::BLACKSMITH },
{ "horde1", BuildingID::HORDE_1 },
{ "horde1Upgr", BuildingID::HORDE_1_UPGR },
{ "horde2", BuildingID::HORDE_2 },
{ "horde2Upgr", BuildingID::HORDE_2_UPGR },
{ "ship", BuildingID::SHIP },
{ "dwellingLvl1", BuildingID::DWELL_LVL_1 },
{ "dwellingLvl2", BuildingID::DWELL_LVL_2 },
{ "dwellingLvl3", BuildingID::DWELL_LVL_3 },
{ "dwellingLvl4", BuildingID::DWELL_LVL_4 },
{ "dwellingLvl5", BuildingID::DWELL_LVL_5 },
{ "dwellingLvl6", BuildingID::DWELL_LVL_6 },
{ "dwellingLvl7", BuildingID::DWELL_LVL_7 },
{ "dwellingUpLvl1", BuildingID::DWELL_LVL_1_UP },
{ "dwellingUpLvl2", BuildingID::DWELL_LVL_2_UP },
{ "dwellingUpLvl3", BuildingID::DWELL_LVL_3_UP },
{ "dwellingUpLvl4", BuildingID::DWELL_LVL_4_UP },
{ "dwellingUpLvl5", BuildingID::DWELL_LVL_5_UP },
{ "dwellingUpLvl6", BuildingID::DWELL_LVL_6_UP },
{ "dwellingUpLvl7", BuildingID::DWELL_LVL_7_UP },
};
static const std::map<std::string, BuildingSubID::EBuildingSubID> SPECIAL_BUILDINGS =
{
{ "mysticPond", BuildingSubID::MYSTIC_POND },
{ "artifactMerchant", BuildingSubID::ARTIFACT_MERCHANT },
{ "freelancersGuild", BuildingSubID::FREELANCERS_GUILD },
{ "magicUniversity", BuildingSubID::MAGIC_UNIVERSITY },
{ "castleGate", BuildingSubID::CASTLE_GATE },
{ "creatureTransformer", BuildingSubID::CREATURE_TRANSFORMER },//only skeleton transformer yet
{ "portalOfSummoning", BuildingSubID::PORTAL_OF_SUMMONING },
{ "ballistaYard", BuildingSubID::BALLISTA_YARD },
{ "stables", BuildingSubID::STABLES },
{ "manaVortex", BuildingSubID::MANA_VORTEX },
{ "lookoutTower", BuildingSubID::LOOKOUT_TOWER },
{ "library", BuildingSubID::LIBRARY },
{ "brotherhoodOfSword", BuildingSubID::BROTHERHOOD_OF_SWORD },//morale garrison bonus
{ "fountainOfFortune", BuildingSubID::FOUNTAIN_OF_FORTUNE },//luck garrison bonus
{ "spellPowerGarrisonBonus", BuildingSubID::SPELL_POWER_GARRISON_BONUS },//such as 'stormclouds', but this name is not ok for good towns
{ "attackGarrisonBonus", BuildingSubID::ATTACK_GARRISON_BONUS },
{ "defenseGarrisonBonus", BuildingSubID::DEFENSE_GARRISON_BONUS },
{ "escapeTunnel", BuildingSubID::ESCAPE_TUNNEL },
{ "attackVisitingBonus", BuildingSubID::ATTACK_VISITING_BONUS },
{ "defenceVisitingBonus", BuildingSubID::DEFENSE_VISITING_BONUS },
{ "spellPowerVisitingBonus", BuildingSubID::SPELL_POWER_VISITING_BONUS },
{ "knowledgeVisitingBonus", BuildingSubID::KNOWLEDGE_VISITING_BONUS },
{ "experienceVisitingBonus", BuildingSubID::EXPERIENCE_VISITING_BONUS },
{ "lighthouse", BuildingSubID::LIGHTHOUSE },
{ "treasury", BuildingSubID::TREASURY }
};
static const std::map<std::string, EMarketMode> MARKET_NAMES_TO_TYPES =
{
{ "resource-resource", EMarketMode::RESOURCE_RESOURCE },
{ "resource-player", EMarketMode::RESOURCE_PLAYER },
{ "creature-resource", EMarketMode::CREATURE_RESOURCE },
{ "resource-artifact", EMarketMode::RESOURCE_ARTIFACT },
{ "artifact-resource", EMarketMode::ARTIFACT_RESOURCE },
{ "artifact-experience", EMarketMode::ARTIFACT_EXP },
{ "creature-experience", EMarketMode::CREATURE_EXP },
{ "creature-undead", EMarketMode::CREATURE_UNDEAD },
{ "resource-skill", EMarketMode::RESOURCE_SKILL },
};
}
VCMI_LIB_NAMESPACE_END

View File

@ -107,7 +107,7 @@ static CGObjectInstance * createObject(const Obj & id, int subid, const int3 & p
HeroTypeID CGameState::pickNextHeroType(const PlayerColor & owner)
{
const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
if(ps.hero >= 0 && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
if(ps.hero >= HeroTypeID(0) && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
{
return HeroTypeID(ps.hero);
}
@ -777,7 +777,7 @@ void CGameState::placeStartingHeroes()
continue;
int heroTypeId = pickNextHeroType(playerColor);
if(playerSettingPair.second.hero == -1)
if(playerSettingPair.second.hero == HeroTypeID::NONE)
playerSettingPair.second.hero = heroTypeId;
placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
@ -2063,7 +2063,7 @@ std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllow
for(const auto & playerSettingPair : scenarioOps->playerInfos) //remove uninitialized yet heroes picked for start by other players
{
if(playerSettingPair.second.hero != PlayerSettings::RANDOM)
if(playerSettingPair.second.hero.getNum() != PlayerSettings::RANDOM)
ret -= HeroTypeID(playerSettingPair.second.hero);
}

View File

@ -12,6 +12,7 @@
#include "bonuses/CBonusSystemNode.h"
#include "IGameCallback.h"
#include "LoadProgress.h"
#include "ConstTransitivePtr.h"
namespace boost
{

View File

@ -146,7 +146,7 @@ void CGameStateCampaign::trimCrossoverHeroesParameters(std::vector<CampaignHeroR
// process in reverse - removal of artifact will shift all artifacts after this one
for(int slotNumber = hero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
checkAndRemoveArtifact(ArtifactPosition(GameConstants::BACKPACK_START + slotNumber));
checkAndRemoveArtifact(ArtifactPosition::BACKPACK_START + slotNumber);
}
}

View File

@ -14,7 +14,7 @@
#include "../filesystem/CBinaryReader.h"
#include "../VCMI_Lib.h"
#include "../GameConstants.h"
#include "../StringConstants.h"
#include "../constants/StringConstants.h"
#include "../CGeneralTextHandler.h"
#include "../GameSettings.h"
#include "../JsonNode.h"

View File

@ -15,7 +15,7 @@
#include "../CTownHandler.h"
#include "../IGameCallback.h"
#include "../JsonRandom.h"
#include "../StringConstants.h"
#include "../constants/StringConstants.h"
#include "../TerrainHandler.h"
#include "../VCMI_Lib.h"

View File

@ -35,7 +35,7 @@
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../modding/ModScope.h"
#include "../StringConstants.h"
#include "../constants/StringConstants.h"
#include "../battle/Unit.h"
VCMI_LIB_NAMESPACE_BEGIN

View File

@ -18,7 +18,7 @@
#include "../CGeneralTextHandler.h"
#include "../IGameCallback.h"
#include "../NetPacks.h"
#include "../StringConstants.h"
#include "../constants/StringConstants.h"
#include "../TerrainHandler.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"

View File

@ -20,7 +20,7 @@
#include "../CSkillHandler.h"
#include "../StartInfo.h"
#include "../IGameCallback.h"
#include "../StringConstants.h"
#include "../constants/StringConstants.h"
#include "../serializer/JsonSerializeFormat.h"
VCMI_LIB_NAMESPACE_BEGIN

View File

@ -364,7 +364,7 @@ void CGTownInstance::initOverriddenBids()
}
}
bool CGTownInstance::isBonusingBuildingAdded(BuildingID::EBuildingID bid) const
bool CGTownInstance::isBonusingBuildingAdded(BuildingID bid) const
{
auto present = std::find_if(bonusingBuildings.begin(), bonusingBuildings.end(), [&](CGTownBuilding* building)
{
@ -428,7 +428,7 @@ DamageRange CGTownInstance::getKeepDamageRange() const
};
}
void CGTownInstance::deleteTownBonus(BuildingID::EBuildingID bid)
void CGTownInstance::deleteTownBonus(BuildingID bid)
{
size_t i = 0;
CGTownBuilding * freeIt = nullptr;
@ -467,7 +467,7 @@ void CGTownInstance::initObj(CRandomGenerator & rand) ///initialize town structu
for (int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++)
{
BuildingID buildID = BuildingID(BuildingID::DWELL_FIRST).advance(level);
BuildingID buildID = BuildingID(BuildingID::DWELL_FIRST + level);
int upgradeNum = 0;
for (; town->buildings.count(buildID); upgradeNum++, buildID.advance(GameConstants::CREATURES_PER_TOWN))

View File

@ -175,7 +175,7 @@ public:
void removeCapitols(const PlayerColor & owner) const;
void clearArmy() const;
void addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID) const; //hero must be visiting or garrisoned in town
void deleteTownBonus(BuildingID::EBuildingID bid);
void deleteTownBonus(BuildingID bid);
/// Returns damage range for secondary towers of this town
DamageRange getTowerDamageRange() const;
@ -220,7 +220,7 @@ private:
void onTownCaptured(const PlayerColor & winner) const;
int getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<ConstTransitivePtr<CGDwelling> >& dwellings) const;
bool townEnvisagesBuilding(BuildingSubID::EBuildingSubID bid) const;
bool isBonusingBuildingAdded(BuildingID::EBuildingID bid) const;
bool isBonusingBuildingAdded(BuildingID bid) const;
void initOverriddenBids();
void addTownBonuses(CRandomGenerator & rand);
};

View File

@ -23,7 +23,7 @@
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../serializer/JsonSerializeFormat.h"
#include "../GameConstants.h"
#include "../StringConstants.h"
#include "../constants/StringConstants.h"
#include "../CSkillHandler.h"
#include "../mapping/CMap.h"
#include "../modding/ModScope.h"
@ -814,7 +814,7 @@ void CGSeerHut::finishQuest(const CGHeroInstance * h, ui32 accept) const
for(const auto & ci : parts)
{
if(ci.art->getTypeId() != elem)
cb->giveHeroNewArtifact(h, ci.art->artType, GameConstants::BACKPACK_START);
cb->giveHeroNewArtifact(h, ci.art->artType, ArtifactPosition::BACKPACK_START);
}
}
}

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@ -11,7 +11,7 @@
#include "StdInc.h"
#include "MiscObjects.h"
#include "../StringConstants.h"
#include "../constants/StringConstants.h"
#include "../NetPacks.h"
#include "../CGeneralTextHandler.h"
#include "../CSoundBase.h"
@ -1291,7 +1291,7 @@ CGBoat::CGBoat()
{
hero = nullptr;
direction = 4;
layer = EPathfindingLayer::EEPathfindingLayer::SAIL;
layer = EPathfindingLayer::SAIL;
}
bool CGBoat::isCoastVisitable() const

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@ -351,7 +351,7 @@ public:
const CGHeroInstance *hero; //hero on board
bool onboardAssaultAllowed; //if true, hero can attack units from transport
bool onboardVisitAllowed; //if true, hero can visit objects from transport
EPathfindingLayer::EEPathfindingLayer layer;
EPathfindingLayer layer;
//animation filenames. If empty - animations won't be used
std::string actualAnimation; //for OH3 boats those have actual animations

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@ -14,7 +14,7 @@
#include "../filesystem/CBinaryReader.h"
#include "../VCMI_Lib.h"
#include "../GameConstants.h"
#include "../StringConstants.h"
#include "../constants/StringConstants.h"
#include "../CGeneralTextHandler.h"
#include "../JsonNode.h"
#include "../TerrainHandler.h"

View File

@ -898,7 +898,7 @@ void CMapLoaderH3M::loadArtifactsOfHero(CGHeroInstance * hero)
int amount = reader->readUInt16();
for(int i = 0; i < amount; ++i)
{
loadArtifactToSlot(hero, GameConstants::BACKPACK_START + static_cast<int>(hero->artifactsInBackpack.size()));
loadArtifactToSlot(hero, ArtifactPosition::BACKPACK_START + static_cast<int>(hero->artifactsInBackpack.size()));
}
}
@ -917,7 +917,7 @@ bool CMapLoaderH3M::loadArtifactToSlot(CGHeroInstance * hero, int slot)
return false;
}
if(art->isBig() && slot >= GameConstants::BACKPACK_START)
if(art->isBig() && slot >= ArtifactPosition::BACKPACK_START)
{
logGlobal->warn("Map '%s': A big artifact (war machine) in hero's backpack, ignoring...", mapName);
return false;
@ -1652,7 +1652,7 @@ CGObjectInstance * CMapLoaderH3M::readHero(const int3 & mapPosition, const Objec
for(auto & elem : map->disposedHeroes)
{
if(elem.heroId == object->subID)
if(elem.heroId.getNum() == object->subID)
{
object->nameCustom = elem.name;
object->portrait = elem.portrait;

View File

@ -32,7 +32,7 @@
#include "../modding/ModUtility.h"
#include "../spells/CSpellHandler.h"
#include "../CSkillHandler.h"
#include "../StringConstants.h"
#include "../constants/StringConstants.h"
#include "../serializer/JsonDeserializer.h"
#include "../serializer/JsonSerializer.h"

View File

@ -22,7 +22,7 @@
#include "../GameSettings.h"
#include "../Languages.h"
#include "../ScriptHandler.h"
#include "../StringConstants.h"
#include "../constants/StringConstants.h"
#include "../filesystem/Filesystem.h"
#include "../spells/CSpellHandler.h"

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@ -29,7 +29,7 @@
#include "../RiverHandler.h"
#include "../RoadHandler.h"
#include "../ScriptHandler.h"
#include "../StringConstants.h"
#include "../constants/StringConstants.h"
#include "../TerrainHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../rmg/CRmgTemplateStorage.h"

View File

@ -22,7 +22,7 @@ namespace PathfinderUtil
using FoW = std::shared_ptr<const boost::multi_array<ui8, 3>>;
using ELayer = EPathfindingLayer;
template<EPathfindingLayer::EEPathfindingLayer layer>
template<EPathfindingLayer::Type layer>
EPathAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile & tinfo, FoW fow, const PlayerColor player, const CGameState * gs)
{
if(!(*fow)[pos.z][pos.x][pos.y])

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@ -19,7 +19,7 @@
#include "../mapping/CMapEditManager.h"
#include "../CTownHandler.h"
#include "../CHeroHandler.h"
#include "../StringConstants.h"
#include "../constants/StringConstants.h"
#include "../filesystem/Filesystem.h"
#include "CZonePlacer.h"
#include "TileInfo.h"

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@ -19,7 +19,7 @@
#include "../TerrainHandler.h"
#include "../serializer/JsonSerializeFormat.h"
#include "../modding/ModScope.h"
#include "../StringConstants.h"
#include "../constants/StringConstants.h"
VCMI_LIB_NAMESPACE_BEGIN

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@ -60,7 +60,7 @@ class DLL_LINKAGE CSerializer
}
template<typename T, typename NT>
static NT idToNumber(const BaseForID<T, NT> &t)
static NT idToNumber(const IdentifierBase &t)
{
return t.getNum();
}

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@ -20,7 +20,7 @@
#include "../CGeneralTextHandler.h"
#include "../filesystem/Filesystem.h"
#include "../StringConstants.h"
#include "../constants/StringConstants.h"
#include "../battle/BattleInfo.h"
#include "../battle/CBattleInfoCallback.h"

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@ -15,7 +15,7 @@
#include "../lib/CArtHandler.h"
#include "../lib/CCreatureHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/StringConstants.h"
#include "../lib/constants/StringConstants.h"
#include "../lib/mapping/CMap.h"
QuestWidget::QuestWidget(const CMap & _map, CGSeerHut & _sh, QWidget *parent) :

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@ -15,7 +15,7 @@
#include "../lib/spells/CSpellHandler.h"
#include "../lib/CArtHandler.h"
#include "../lib/CCreatureHandler.h"
#include "../lib/StringConstants.h"
#include "../lib/constants/StringConstants.h"
#include "../lib/mapping/CMap.h"
RewardsWidget::RewardsWidget(const CMap & m, CGPandoraBox & p, QWidget *parent) :

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@ -130,7 +130,7 @@ QStandardItem * TownBulidingsWidget::addBuilding(const CTown & ctown, int bId, s
for(int i = 0; i < model.rowCount(pindex); ++i)
{
QModelIndex index = model.index(i, 0, pindex);
if(building->upgrade == model.itemFromIndex(index)->data(Qt::UserRole).toInt())
if(building->upgrade.getNum() == model.itemFromIndex(index)->data(Qt::UserRole).toInt())
{
parent = model.itemFromIndex(index);
break;

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@ -22,7 +22,7 @@
#include "../lib/mapping/CMapService.h"
#include "../lib/modding/CModHandler.h"
#include "../lib/modding/CModInfo.h"
#include "../lib/StringConstants.h"
#include "../lib/constants/StringConstants.h"
#include "inspector/townbulidingswidget.h" //to convert BuildingID to string
//parses date for lose condition (1m 1w 1d)

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@ -12,7 +12,7 @@
#include "playerparams.h"
#include "ui_playerparams.h"
#include "../lib/CTownHandler.h"
#include "../lib/StringConstants.h"
#include "../lib/constants/StringConstants.h"
#include "../lib/mapping/CMap.h"

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@ -2676,7 +2676,7 @@ bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocat
{
if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
COMPLAIN_RET("Backpack is full!");
vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
vstd::amin(dst.slot, ArtifactPosition::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
}
if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))

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@ -727,7 +727,7 @@ void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo,
pset.castle = pinfo.defaultCastle();
pset.hero = pinfo.defaultHero();
if(pset.hero != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
if(pset.hero.getNum() != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
{
pset.hero = pinfo.mainCustomHeroId;
pset.heroName = pinfo.mainCustomHeroName;
@ -876,7 +876,7 @@ void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
}
}
if(s.hero >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
if(s.hero.getNum() >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
{
s.hero = PlayerSettings::RANDOM;
}
@ -935,10 +935,10 @@ void CVCMIServer::setCampaignBonus(int bonusId)
void CVCMIServer::optionNextHero(PlayerColor player, int dir)
{
PlayerSettings & s = si->playerInfos[player];
if(s.castle.getNum() < 0 || s.hero == PlayerSettings::NONE)
if(s.castle.getNum() < 0 || s.hero.getNum() == PlayerSettings::NONE)
return;
if(s.hero == PlayerSettings::RANDOM) // first/last available
if(s.hero.getNum() == PlayerSettings::RANDOM) // first/last available
{
int max = static_cast<int>(VLC->heroh->size()),
min = 0;
@ -956,7 +956,7 @@ void CVCMIServer::optionNextHero(PlayerColor player, int dir)
void CVCMIServer::optionSetHero(PlayerColor player, int id)
{
PlayerSettings & s = si->playerInfos[player];
if(s.castle.getNum() < 0 || s.hero == PlayerSettings::NONE)
if(s.castle.getNum() < 0 || s.hero.getNum() == PlayerSettings::NONE)
return;
if(id == PlayerSettings::RANDOM)
@ -967,19 +967,19 @@ void CVCMIServer::optionSetHero(PlayerColor player, int id)
s.hero = static_cast<HeroTypeID>(id);
}
int CVCMIServer::nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir)
HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir)
{
if(dir > 0)
{
for(int i = min + incl; i <= max - incl; i++)
if(canUseThisHero(player, i))
return i;
return HeroTypeID(i);
}
else
{
for(int i = max - incl; i >= min + incl; i--)
if(canUseThisHero(player, i))
return i;
return HeroTypeID(i);
}
return -1;
}
@ -989,7 +989,7 @@ void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
PlayerSettings & s = si->playerInfos[player];
PlayerSettings::Ebonus & ret = s.bonus = static_cast<PlayerSettings::Ebonus>(static_cast<int>(s.bonus) + dir);
if(s.hero == PlayerSettings::NONE &&
if(s.hero.getNum() == PlayerSettings::NONE &&
!getPlayerInfo(player.getNum()).heroesNames.size() &&
ret == PlayerSettings::ARTIFACT) //no hero - can't be artifact
{
@ -1017,7 +1017,7 @@ void CVCMIServer::optionSetBonus(PlayerColor player, int id)
{
PlayerSettings & s = si->playerInfos[player];
if(s.hero == PlayerSettings::NONE &&
if(s.hero.getNum() == PlayerSettings::NONE &&
!getPlayerInfo(player.getNum()).heroesNames.size() &&
id == PlayerSettings::ARTIFACT) //no hero - can't be artifact
return;
@ -1051,7 +1051,7 @@ std::vector<int> CVCMIServer::getUsedHeroes()
if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
heroIds.push_back(hero.heroId);
if(p.second.hero != PlayerSettings::RANDOM)
if(p.second.hero.getNum() != PlayerSettings::RANDOM)
heroIds.push_back(p.second.hero);
}
return heroIds;

View File

@ -108,7 +108,7 @@ public:
void setPlayer(PlayerColor clickedColor);
void optionNextHero(PlayerColor player, int dir); //dir == -1 or +1
void optionSetHero(PlayerColor player, int id);
int nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir);
HeroTypeID nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir);
bool canUseThisHero(PlayerColor player, int ID);
std::vector<int> getUsedHeroes();
void optionNextBonus(PlayerColor player, int dir); //dir == -1 or +1

View File

@ -265,7 +265,7 @@ void BattleResultProcessor::endBattle(int3 tile, const CGHeroInstance * heroAtta
gameHandler->sendAndApply(battleResult.get()); //after this point casualties objects are destroyed
if (battleResult->queryID == -1)
if (battleResult->queryID == QueryID::NONE)
endBattleConfirm(gameHandler->gameState()->curB);
}
@ -334,7 +334,7 @@ void BattleResultProcessor::endBattleConfirm(const BattleInfo * battleInfo)
//we assume that no big artifacts can be found
MoveArtifact ma;
ma.src = ArtifactLocation(finishingBattle->loserHero,
ArtifactPosition(GameConstants::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
ArtifactPosition(ArtifactPosition::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
const CArtifactInstance * art = ma.src.getArt();
if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
{

View File

@ -21,6 +21,7 @@ VCMI_LIB_NAMESPACE_END
class CObjectVisitQuery;
class QueriesProcessor;
class CQuery;
class CGameHandler;
using QueryPtr = std::shared_ptr<CQuery>;

View File

@ -167,7 +167,7 @@ public:
pset.castle = pinfo.defaultCastle();
pset.hero = pinfo.defaultHero();
if(pset.hero != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
if(pset.hero.getNum() != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
{
pset.hero = pinfo.mainCustomHeroId;
pset.heroName = pinfo.mainCustomHeroName;