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vcmi/lib/constants/NumericConstants.h

57 lines
1.9 KiB
C++

/*
* NumericConstants.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 int64_t PLAYER_RESOURCES_CAP = 1000 * 1000 * 1000;
}
VCMI_LIB_NAMESPACE_END