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vcmi/lib/GameConstants.h
DjWarmonger 4e726f0eb2 - Handling for Hill fort and (kinda) Magic Well
- Improved hero exchange
- Fixed strange case when AI found allied town extremely dangerous, resulting in endless loop
2012-08-29 09:19:20 +00:00

294 lines
7.2 KiB
C++

#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
*
*/
namespace GameConstants
{
const std::string VCMI_VERSION = "VCMI 0.89b";
/*
* DATA_DIR contains the game data (Data/, MP3/, ...).
* BIN_DIR is where the vcmiclient/vcmiserver binaries reside
* LIB_DIR is where the AI libraries reside (linux only)
*/
#ifdef _WIN32
const std::string DATA_DIR = ".";
const std::string BIN_DIR = ".";
const std::string LIB_DIR = ".";
const std::string SERVER_NAME = "VCMI_server.exe";
const std::string LIB_EXT = "dll";
const std::string PATH_SEPARATOR = "\\";
#else
#ifndef M_DATA_DIR
#error M_DATA_DIR undefined.
#else
const std::string DATA_DIR = M_DATA_DIR;
#endif
#ifndef M_BIN_DIR
#error M_BIN_DIR undefined.
#else
const std::string BIN_DIR = M_BIN_DIR;
#endif
#ifndef M_LIB_DIR
#error M_LIB_DIR undefined.
#else
const std::string LIB_DIR = M_LIB_DIR;
#endif
const std::string SERVER_NAME = "vcmiserver";
const std::string LIB_EXT = "so";
const std::string PATH_SEPARATOR = "/";
#endif
const int BFIELD_WIDTH = 17;
const int BFIELD_HEIGHT = 11;
const int BFIELD_SIZE = BFIELD_WIDTH * BFIELD_HEIGHT;
const int ARMY_SIZE = 7;
const int BOATI_TYPE = 8;
const int HEROI_TYPE = 34;
const int TOWNI_TYPE = 98;
const int SUBTERRANEAN_GATE_TYPE = 103;
const int CREI_TYPE = 54;
const int EVENTI_TYPE = 26;
const int CREATURES_COUNT = 197;
const int CRE_LEVELS = 10;
const int F_NUMBER = 9; //factions (town types) quantity
const int PLAYER_LIMIT = 8; //player limit per map
const int MAX_HEROES_PER_PLAYER = 8;
const int ALL_PLAYERS = 255; //bitfield
const int HEROES_PER_TYPE=8; //amount of heroes of each type
const int SKILL_QUANTITY=28;
const int SKILL_PER_HERO=8;
const int ARTIFACTS_QUANTITY=171;
const int HEROES_QUANTITY=156;
const int SPELLS_QUANTITY=70;
const int RESOURCE_QUANTITY=8;
const int TERRAIN_TYPES=10;
const int PRIMARY_SKILLS=4;
const int NEUTRAL_PLAYER=255;
const int NAMES_PER_TOWN=16;
const int CREATURES_PER_TOWN = 7; //without upgrades
const int MAX_BUILDING_PER_TURN = 1;
const int SPELL_LEVELS = 5;
const int AVAILABLE_HEROES_PER_PLAYER = 2;
const int SPELLBOOK_GOLD_COST = 500;
const ui16 BACKPACK_START = 19;
const int ID_CATAPULT = 3, ID_LOCK = 145;
}
// Enum declarations
namespace PrimarySkill
{
enum { ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE};
}
namespace EVictoryConditionType
{
enum EVictoryConditionType { ARTIFACT, GATHERTROOP, GATHERRESOURCE, BUILDCITY, BUILDGRAIL, BEATHERO,
CAPTURECITY, BEATMONSTER, TAKEDWELLINGS, TAKEMINES, TRANSPORTITEM, WINSTANDARD = 255 };
}
namespace ELossConditionType
{
enum ELossConditionType { LOSSCASTLE, LOSSHERO, TIMEEXPIRES, LOSSSTANDARD = 255 };
}
namespace EAlignment
{
enum EAlignment { GOOD, EVIL, NEUTRAL };
}
namespace EBuilding
{
//Quite useful as long as most of building mechanics hardcoded
enum EBuilding
{
MAGES_GUILD_1, 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_CITY_HALL, EXTRA_TOWN_HALL, EXTRA_CAPITOL,
DWELL_FIRST=30, DWELL_LAST=36, DWELL_UP_FIRST=37, DWELL_UP_LAST=43
};
}
namespace EBuildingState
{
enum EBuildingState
{
HAVE_CAPITAL, NO_WATER, FORBIDDEN, ADD_MAGES_GUILD, ALREADY_PRESENT, CANT_BUILD_TODAY,
NO_RESOURCES, ALLOWED, PREREQUIRES, BUILDING_ERROR
};
}
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
INVALID
};
}
namespace ECastingMode
{
enum ECastingMode {HERO_CASTING, AFTER_ATTACK_CASTING, //also includes cast before attack
MAGIC_MIRROR, CREATURE_ACTIVE_CASTING, ENCHANTER_CASTING};
}
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, HAD_MORALE, WAITING, MOVED, DEFENDING, FEAR,
DRAINED_MANA /*remember to drain mana only once per turn*/};
}
namespace ECommander
{
enum SecondarySkills {ATTACK, DEFENSE, HEALTH, DAMAGE, SPEED, SPELL_POWER, CASTS, RESISTANCE};
const int MAX_SKILL_LEVEL = 5;
}
namespace EWallParts
{
enum EWallParts
{
INDESTRUCTIBLE_PART = -2, INVALID = -1,
KEEP = 0, BOTTOM_TOWER, BOTTOM_WALL, BELOW_GATE, OVER_GATE, UPPER_WAL, UPPER_TOWER, GATE,
PARTS_COUNT
};
}
namespace EWallState
{
enum
{
NONE, //no wall
INTACT,
DAMAGED,
DESTROYED
};
}
namespace Obj
{
enum
{
ARTIFACT = 5,
BOAT = 8,
BORDERGUARD = 9,
KEYMASTER = 10,
CREATURE_BANK = 16,
CREATURE_GENERATOR1 = 17,
CURSED_GROUND1 = 21,
DERELICT_SHIP = 24,
DRAGON_UTOPIA = 25,
GARRISON = 33,
HILL_FORT = 35,
LIBRARY_OF_ENLIGHTENMENT = 41,
MONOLITH1 = 43,
MONOLITH2 = 44,
MONOLITH3 = 45,
MAGIC_PLAINS1 = 46,
SCHOOL_OF_MAGIC = 47,
MAGIC_WELL = 49,
MINE = 53,
MONSTER = 54,
OBELISK = 57,
PRISON = 62,
PYRAMID = 63,
SEER_HUT = 83,
CRYPT = 84,
SHIPWRECK = 85,
STABLES = 94,
TRADING_POST = 99,
TREE_OF_KNOWLEDGE = 102,
SUBTERRANEAN_GATE = 103,
UNIVERSITY = 104,
SCHOOL_OF_WAR = 107,
WHIRLPOOL = 111,
BORDER_GATE = 212,
QUEST_GUARD = 215,
GARRISON2 = 219,
ABANDONED_MINE = 220,
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,
};
}
namespace SecSkillLevel
{
enum SecSkillLevel
{
NONE,
BASIC,
ADVANCED,
EXPERT
};
}
//follows ERM BI (battle image) format
namespace BattlefieldBI
{
enum
{
NONE = -1,
COASTAL,
//Discrepency from ERM BI description - we have magic plains and cursed gronds swapped
MAGIC_PLAINS,
CURSED_GROUND,
//
HOLY_GROUND,
EVIL_FOG,
CLOVER_FIELD,
LUCID_POOLS,
FIERY_FIELDS,
ROCKLANDS,
MAGIC_CLOUDS,
};
}
// Typedef declarations
typedef si64 expType;
typedef ui32 TSpell;
typedef std::pair<ui32, ui32> TDmgRange;
typedef ui8 TBonusType;
typedef si32 TBonusSubtype;
typedef si32 TSlot;
typedef si32 TQuantity;
typedef ui32 TCreature; //creature id