#pragma once /* * 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 * */ #include "ConstTransitivePtr.h" namespace GameConstants { const std::string VCMI_VERSION = "VCMI 0.98f"; const int BFIELD_WIDTH = 17; const int BFIELD_HEIGHT = 11; const int BFIELD_SIZE = BFIELD_WIDTH * BFIELD_HEIGHT; const int PUZZLE_MAP_PIECES = 48; const int MAX_HEROES_PER_PLAYER = 8; const int AVAILABLE_HEROES_PER_PLAYER = 2; const int ALL_PLAYERS = 255; //bitfield const ui16 BACKPACK_START = 19; const int CREATURES_PER_TOWN = 7; //without upgrades const int SPELL_LEVELS = 5; const int SPELL_SCHOOL_LEVELS = 4; const int CRE_LEVELS = 10; // number of creature experience levels const int SPELLBOOK_GOLD_COST = 500; const int BATTLE_PENALTY_DISTANCE = 10; //if the distance is > than this, then shooting stack has distance penalty const int ARMY_SIZE = 7; const int SKILL_PER_HERO=8; const int SKILL_QUANTITY=28; const int PRIMARY_SKILLS=4; const int TERRAIN_TYPES=10; const int RESOURCE_QUANTITY=8; const 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 const int F_NUMBER = 9; const int ARTIFACTS_QUANTITY=171; const int HEROES_QUANTITY=156; const int SPELLS_QUANTITY=70; const int CREATURES_COUNT = 197; const ui32 BASE_MOVEMENT_COST = 100; //default cost for non-diagonal movement } class CArtifact; class CArtifactInstance; class CCreature; class CSpell; class CGameInfoCallback; class CNonConstInfoCallback; #define ID_LIKE_CLASS_COMMON(CLASS_NAME, ENUM_NAME) \ CLASS_NAME(const CLASS_NAME & other) \ { \ num = other.num; \ } \ CLASS_NAME & operator=(const CLASS_NAME & other) \ { \ num = other.num; \ return *this; \ } \ explicit CLASS_NAME(si32 id) \ : num(static_cast(id)) \ {} \ operator ENUM_NAME() const \ { \ return num; \ } \ ENUM_NAME toEnum() const \ { \ return num; \ } \ template void serialize(Handler &h, const int version) \ { \ h & num; \ } \ CLASS_NAME & advance(int i) \ { \ num = (ENUM_NAME)((int)num + i); \ return *this; \ } // Operators are performance-critical and to be inlined they must be in header #define ID_LIKE_OPERATORS_INTERNAL(A, B, AN, BN) \ STRONG_INLINE bool operator==(const A & a, const B & b) \ { \ return AN == BN ; \ } \ STRONG_INLINE bool operator!=(const A & a, const B & b) \ { \ return AN != BN ; \ } \ STRONG_INLINE bool operator<(const A & a, const B & b) \ { \ return AN < BN ; \ } \ STRONG_INLINE bool operator<=(const A & a, const B & b) \ { \ return AN <= BN ; \ } \ STRONG_INLINE bool operator>(const A & a, const B & b) \ { \ return AN > BN ; \ } \ STRONG_INLINE bool operator>=(const A & a, const B & b) \ { \ return AN >= BN ; \ } #define ID_LIKE_OPERATORS(CLASS_NAME, ENUM_NAME) \ ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, CLASS_NAME, a.num, b.num) \ ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, ENUM_NAME, a.num, b) \ ID_LIKE_OPERATORS_INTERNAL(ENUM_NAME, CLASS_NAME, a, b.num) #define OP_DECL_INT(CLASS_NAME, OP) \ bool operator OP (const CLASS_NAME & b) const \ { \ return num OP b.num; \ } #define INSTID_LIKE_CLASS_COMMON(CLASS_NAME, NUMERIC_NAME) \ public: \ CLASS_NAME() : BaseForID(-1) {} \ CLASS_NAME(const CLASS_NAME & other): \ BaseForID(other) \ { \ } \ CLASS_NAME & operator=(const CLASS_NAME & other) \ { \ num = other.num; \ return *this; \ } \ explicit CLASS_NAME(si32 id) \ : BaseForID(id) \ {} template < typename Derived, typename NumericType> class BaseForID { protected: NumericType num; public: NumericType getNum() const { return num; } template void serialize(Handler &h, const int version) { h & num; } explicit BaseForID(NumericType _num = -1) { num = _num; } void advance(int change) { num += change; } typedef BaseForID __SelfType; OP_DECL_INT(__SelfType, ==) OP_DECL_INT(__SelfType, !=) OP_DECL_INT(__SelfType, <) OP_DECL_INT(__SelfType, >) OP_DECL_INT(__SelfType, <=) OP_DECL_INT(__SelfType, >=) }; template std::ostream & operator << (std::ostream & os, BaseForID id); template std::ostream & operator << (std::ostream & os, BaseForID id) { //We use common type with short to force char and unsigned char to be promoted and formatted as numbers. typedef typename std::common_type::type Number; return os << static_cast(id.getNum()); } class ArtifactInstanceID : public BaseForID { INSTID_LIKE_CLASS_COMMON(ArtifactInstanceID, si32) friend class CGameInfoCallback; friend class CNonConstInfoCallback; }; class QueryID : public BaseForID { INSTID_LIKE_CLASS_COMMON(QueryID, si32) QueryID & operator++() { ++num; return *this; } }; class ObjectInstanceID : public BaseForID { INSTID_LIKE_CLASS_COMMON(ObjectInstanceID, si32) friend class CGameInfoCallback; friend class CNonConstInfoCallback; }; class HeroTypeID : public BaseForID { INSTID_LIKE_CLASS_COMMON(HeroTypeID, si32) }; class SlotID : public BaseForID { INSTID_LIKE_CLASS_COMMON(SlotID, si32) friend class CGameInfoCallback; friend class CNonConstInfoCallback; DLL_LINKAGE static const SlotID COMMANDER_SLOT_PLACEHOLDER; bool validSlot() const { return getNum() >= 0 && getNum() < GameConstants::ARMY_SIZE; } }; class PlayerColor : public BaseForID { INSTID_LIKE_CLASS_COMMON(PlayerColor, ui8) enum EPlayerColor { PLAYER_LIMIT_I = 8 }; 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) friend class CGameInfoCallback; friend class CNonConstInfoCallback; }; class TeamID : public BaseForID { INSTID_LIKE_CLASS_COMMON(TeamID, ui8) DLL_LINKAGE static const TeamID NO_TEAM; friend class CGameInfoCallback; friend class CNonConstInfoCallback; }; class TeleportChannelID : public BaseForID { INSTID_LIKE_CLASS_COMMON(TeleportChannelID, si32) friend class CGameInfoCallback; friend class CNonConstInfoCallback; }; // #ifndef INSTANTIATE_BASE_FOR_ID_HERE // extern template std::ostream & operator << (std::ostream & os, BaseForID id); // extern template std::ostream & operator << (std::ostream & os, BaseForID id); // #endif // Enum declarations namespace PrimarySkill { enum PrimarySkill { ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE, EXPERIENCE = 4}; //for some reason changePrimSkill uses it } class SecondarySkill { public: enum ESecondarySkill { 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"); SecondarySkill(ESecondarySkill _num = WRONG) : num(_num) {} ID_LIKE_CLASS_COMMON(SecondarySkill, ESecondarySkill) ESecondarySkill num; }; ID_LIKE_OPERATORS(SecondarySkill, SecondarySkill::ESecondarySkill) namespace EAlignment { enum EAlignment { GOOD, EVIL, NEUTRAL }; } namespace ETownType { enum ETownType { ANY = -1, CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX, NEUTRAL }; } class BuildingID { public: //Quite useful as long as most of building mechanics hardcoded // NOTE: all building with completely configurable mechanics will be removed from list enum EBuildingID { DEFAULT = -50, NONE = -1, 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, //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 }; BuildingID(EBuildingID _num = NONE) : num(_num) {} ID_LIKE_CLASS_COMMON(BuildingID, EBuildingID) EBuildingID num; }; ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID) namespace EAiTactic { enum EAiTactic { NONE = -1, RANDOM, WARRIOR, BUILDER, EXPLORER }; } namespace EBuildingState { enum EBuildingState { HAVE_CAPITAL, NO_WATER, FORBIDDEN, ADD_MAGES_GUILD, ALREADY_PRESENT, CANT_BUILD_TODAY, NO_RESOURCES, ALLOWED, PREREQUIRES, MISSING_BASE, BUILDING_ERROR, TOWN_NOT_OWNED }; } namespace ESpellCastProblem { enum ESpellCastProblem { OK, NO_HERO_TO_CAST_SPELL, ALREADY_CASTED_THIS_TURN, NO_SPELLBOOK, ANOTHER_ELEMENTAL_SUMMONED, HERO_DOESNT_KNOW_SPELL, NOT_ENOUGH_MANA, ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL, SECOND_HEROS_SPELL_IMMUNITY, 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 NOT_DECIDED, INVALID }; } namespace ECastingMode { enum ECastingMode { HERO_CASTING, AFTER_ATTACK_CASTING, //also includes cast before attack MAGIC_MIRROR, CREATURE_ACTIVE_CASTING, ENCHANTER_CASTING, SPELL_LIKE_ATTACK, PASSIVE_CASTING//f.e. opening battle spells }; } namespace EMarketMode { enum EMarketMode { RESOURCE_RESOURCE, RESOURCE_PLAYER, CREATURE_RESOURCE, RESOURCE_ARTIFACT, ARTIFACT_RESOURCE, ARTIFACT_EXP, CREATURE_EXP, CREATURE_UNDEAD, RESOURCE_SKILL, MARTKET_AFTER_LAST_PLACEHOLDER }; } namespace EBattleStackState { enum EBattleStackState { ALIVE = 180, SUMMONED, CLONED, DEAD_CLONE, HAD_MORALE, WAITING, MOVED, DEFENDING, FEAR, //remember to drain mana only once per turn DRAINED_MANA, //only for defending animation DEFENDING_ANIM }; } namespace ECommander { enum SecondarySkills {ATTACK, DEFENSE, HEALTH, DAMAGE, SPEED, SPELL_POWER, CASTS, RESISTANCE}; const int MAX_SKILL_LEVEL = 5; } namespace EWallPart { enum EWallPart { 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. */ }; } namespace EWallState { enum EWallState { NONE = -1, //no wall DESTROYED, DAMAGED, INTACT }; } namespace ETileType { enum ETileType { FREE, POSSIBLE, BLOCKED, USED }; } enum class ETeleportChannelType { IMPASSABLE, BIDIRECTIONAL, UNIDIRECTIONAL, MIXED }; namespace ERiverType { enum ERiverType { NO_RIVER, CLEAR_RIVER, ICY_RIVER, MUDDY_RIVER, LAVA_RIVER }; } namespace ERoadType { enum ERoadType { NO_ROAD, DIRT_ROAD, GRAVEL_ROAD, COBBLESTONE_ROAD }; } class Obj { public: enum EObj { NO_OBJ = -1, ALTAR_OF_SACRIFICE = 2, ANCHOR_POINT = 3, ARENA = 4, ARTIFACT = 5, PANDORAS_BOX = 6, BLACK_MARKET = 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, 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 = 99, LEARNING_STONE = 100, TREASURE_CHEST = 101, TREE_OF_KNOWLEDGE = 102, SUBTERRANEAN_GATE = 103, UNIVERSITY = 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 = 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 = 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, }; Obj(EObj _num = NO_OBJ) : num(_num) {} ID_LIKE_CLASS_COMMON(Obj, EObj) EObj num; }; ID_LIKE_OPERATORS(Obj, Obj::EObj) namespace SecSkillLevel { enum SecSkillLevel { NONE, BASIC, ADVANCED, EXPERT, LEVELS_SIZE }; } //follows ERM BI (battle image) format namespace BattlefieldBI { enum BattlefieldBI { NONE = -1, COASTAL, CURSED_GROUND, MAGIC_PLAINS, HOLY_GROUND, EVIL_FOG, CLOVER_FIELD, LUCID_POOLS, FIERY_FIELDS, ROCKLANDS, MAGIC_CLOUDS }; } namespace Date { enum EDateType { DAY = 0, DAY_OF_WEEK = 1, WEEK = 2, MONTH = 3, DAY_OF_MONTH }; } namespace Battle { enum ActionType { CANCEL = -3, END_TACTIC_PHASE = -2, INVALID = -1, NO_ACTION = 0, HERO_SPELL, WALK, DEFEND, RETREAT, SURRENDER, WALK_AND_ATTACK, SHOOT, WAIT, CATAPULT, MONSTER_SPELL, BAD_MORALE, STACK_HEAL, DAEMON_SUMMONING }; } std::ostream & operator<<(std::ostream & os, const Battle::ActionType actionType); class DLL_LINKAGE ETerrainType { public: enum EETerrainType { WRONG = -2, BORDER = -1, DIRT, SAND, GRASS, SNOW, SWAMP, ROUGH, SUBTERRANEAN, LAVA, WATER, ROCK }; ETerrainType(EETerrainType _num = WRONG) : num(_num) {} ID_LIKE_CLASS_COMMON(ETerrainType, EETerrainType) EETerrainType num; std::string toString() const; }; DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const ETerrainType terrainType); ID_LIKE_OPERATORS(ETerrainType, ETerrainType::EETerrainType) class DLL_LINKAGE EDiggingStatus { public: enum EEDiggingStatus { UNKNOWN = -1, CAN_DIG = 0, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED }; EDiggingStatus(EEDiggingStatus _num = UNKNOWN) : num(_num) {} ID_LIKE_CLASS_COMMON(EDiggingStatus, EEDiggingStatus) EEDiggingStatus num; }; ID_LIKE_OPERATORS(EDiggingStatus, EDiggingStatus::EEDiggingStatus) class DLL_LINKAGE EPathfindingLayer { public: enum EEPathfindingLayer : ui8 { LAND = 0, SAIL = 1, WATER, AIR, NUM_LAYERS, WRONG, AUTO }; EPathfindingLayer(EEPathfindingLayer _num = WRONG) : num(_num) {} ID_LIKE_CLASS_COMMON(EPathfindingLayer, EEPathfindingLayer) EEPathfindingLayer num; }; DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EPathfindingLayer pathfindingLayer); ID_LIKE_OPERATORS(EPathfindingLayer, EPathfindingLayer::EEPathfindingLayer) class BFieldType { public: // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines //8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields //15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog //21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship enum EBFieldType {NONE = -1, NONE2, SAND_SHORE, SAND_MESAS, DIRT_BIRCHES, DIRT_HILLS, DIRT_PINES, GRASS_HILLS, GRASS_PINES, LAVA, MAGIC_PLAINS, SNOW_MOUNTAINS, SNOW_TREES, SUBTERRANEAN, SWAMP_TREES, FIERY_FIELDS, ROCKLANDS, MAGIC_CLOUDS, LUCID_POOLS, HOLY_GROUND, CLOVER_FIELD, EVIL_FOG, FAVOURABLE_WINDS, CURSED_GROUND, ROUGH, SHIP_TO_SHIP, SHIP }; BFieldType(EBFieldType _num = NONE) : num(_num) {} ID_LIKE_CLASS_COMMON(BFieldType, EBFieldType) EBFieldType num; }; ID_LIKE_OPERATORS(BFieldType, BFieldType::EBFieldType) namespace EPlayerStatus { enum EStatus {WRONG = -1, INGAME, LOSER, WINNER}; } namespace PlayerRelations { enum PlayerRelations {ENEMIES, ALLIES, SAME_PLAYER}; } class ArtifactPosition { public: enum EArtifactPosition { 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 }; static_assert (AFTER_LAST == 19, "incorrect number of artifact slots"); ArtifactPosition(EArtifactPosition _num = PRE_FIRST) : num(_num) {} ID_LIKE_CLASS_COMMON(ArtifactPosition, EArtifactPosition) EArtifactPosition num; }; ID_LIKE_OPERATORS(ArtifactPosition, ArtifactPosition::EArtifactPosition) class ArtifactID { public: enum EArtifactID { NONE = -1, SPELLBOOK = 0, SPELL_SCROLL = 1, GRAIL = 2, CATAPULT = 3, BALLISTA = 4, AMMO_CART = 5, FIRST_AID_TENT = 6, //CENTAUR_AXE = 7, //BLACKSHARD_OF_THE_DEAD_KNIGHT = 8, ARMAGEDDONS_BLADE = 128, TITANS_THUNDER = 135, //CORNUCOPIA = 140, //FIXME: the following is only true if WoG is enabled. Otherwise other mod artifacts will take these slots. ART_SELECTION = 144, ART_LOCK = 145, AXE_OF_SMASHING = 146, MITHRIL_MAIL = 147, SWORD_OF_SHARPNESS = 148, HELM_OF_IMMORTALITY = 149, PENDANT_OF_SORCERY = 150, BOOTS_OF_HASTE = 151, BOW_OF_SEEKING = 152, DRAGON_EYE_RING = 153 //HARDENED_SHIELD = 154, //SLAVAS_RING_OF_POWER = 155 }; ArtifactID(EArtifactID _num = NONE) : num(_num) {} DLL_LINKAGE CArtifact * toArtifact() const; ID_LIKE_CLASS_COMMON(ArtifactID, EArtifactID) EArtifactID num; }; ID_LIKE_OPERATORS(ArtifactID, ArtifactID::EArtifactID) class CreatureID { public: enum ECreatureID { NONE = -1, CAVALIER = 10, CHAMPION = 11, STONE_GOLEM = 32, IRON_GOLEM = 33, IMP = 42, SKELETON = 56, WALKING_DEAD = 58, WIGHTS = 60, LICHES = 64, BONE_DRAGON = 68, TROGLODYTES = 70, HYDRA = 110, CHAOS_HYDRA = 111, AIR_ELEMENTAL = 112, EARTH_ELEMENTAL = 113, FIRE_ELEMENTAL = 114, WATER_ELEMENTAL = 115, GOLD_GOLEM = 116, DIAMOND_GOLEM = 117, CATAPULT = 145, BALLISTA = 146, FIRST_AID_TENT = 147, AMMO_CART = 148, ARROW_TOWERS = 149 }; CreatureID(ECreatureID _num = NONE) : num(_num) {} DLL_LINKAGE CCreature * toCreature() const; ID_LIKE_CLASS_COMMON(CreatureID, ECreatureID) ECreatureID num; }; ID_LIKE_OPERATORS(CreatureID, CreatureID::ECreatureID) class SpellID { public: enum ESpellID { 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 }; SpellID(ESpellID _num = NONE) : num(_num) {} //TODO: should this be const? DLL_LINKAGE CSpell * toSpell() const; ID_LIKE_CLASS_COMMON(SpellID, ESpellID) ESpellID num; }; ID_LIKE_OPERATORS(SpellID, SpellID::ESpellID) enum class ESpellSchool: ui8 { AIR = 0, FIRE = 1, WATER = 2, EARTH = 3 }; // Typedef declarations typedef ui8 TFaction; typedef si64 TExpType; typedef std::pair TDmgRange; typedef si32 TBonusSubtype; typedef si32 TQuantity; typedef int TRmgTemplateZoneId; #undef ID_LIKE_CLASS_COMMON #undef ID_LIKE_OPERATORS #undef ID_LIKE_OPERATORS_INTERNAL #undef INSTID_LIKE_CLASS_COMMON #undef OP_DECL_INT