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https://github.com/vcmi/vcmi.git
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d961ec0507
* version bump
350 lines
8.8 KiB
C++
350 lines
8.8 KiB
C++
#pragma once
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/*
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* GameConstants.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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namespace GameConstants
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{
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const std::string VCMI_VERSION = "VCMI 0.89c";
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/*
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* DATA_DIR contains the game data (Data/, MP3/, ...).
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* BIN_DIR is where the vcmiclient/vcmiserver binaries reside
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* LIB_DIR is where the AI libraries reside (linux only)
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*/
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#ifdef _WIN32
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const std::string DATA_DIR = ".";
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const std::string BIN_DIR = ".";
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const std::string LIB_DIR = ".";
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const std::string SERVER_NAME = "VCMI_server.exe";
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const std::string LIB_EXT = "dll";
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const std::string PATH_SEPARATOR = "\\";
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#else
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#ifndef M_DATA_DIR
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#error M_DATA_DIR undefined.
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#else
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const std::string DATA_DIR = M_DATA_DIR;
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#endif
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#ifndef M_BIN_DIR
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#error M_BIN_DIR undefined.
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#else
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const std::string BIN_DIR = M_BIN_DIR;
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#endif
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#ifndef M_LIB_DIR
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#error M_LIB_DIR undefined.
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#else
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const std::string LIB_DIR = M_LIB_DIR;
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#endif
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const std::string SERVER_NAME = "vcmiserver";
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const std::string LIB_EXT = "so";
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const std::string PATH_SEPARATOR = "/";
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#endif
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const int BFIELD_WIDTH = 17;
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const int BFIELD_HEIGHT = 11;
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const int BFIELD_SIZE = BFIELD_WIDTH * BFIELD_HEIGHT;
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const int ARMY_SIZE = 7;
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const int BOATI_TYPE = 8;
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const int HEROI_TYPE = 34;
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const int TOWNI_TYPE = 98;
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const int SUBTERRANEAN_GATE_TYPE = 103;
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const int CREI_TYPE = 54;
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const int EVENTI_TYPE = 26;
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const int CREATURES_COUNT = 197;
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const int CRE_LEVELS = 10;
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const int F_NUMBER = 9; //factions (town types) quantity
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const int PLAYER_LIMIT = 8; //player limit per map
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const int MAX_HEROES_PER_PLAYER = 8;
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const int ALL_PLAYERS = 255; //bitfield
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const int HEROES_PER_TYPE=8; //amount of heroes of each type
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const int SKILL_QUANTITY=28;
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const int SKILL_PER_HERO=8;
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const int ARTIFACTS_QUANTITY=171;
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const int HEROES_QUANTITY=156;
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const int SPELLS_QUANTITY=70;
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const int PRIMARY_SKILLS=4;
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const int NEUTRAL_PLAYER=255;
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const int NAMES_PER_TOWN=16;
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const int CREATURES_PER_TOWN = 7; //without upgrades
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const int SPELL_LEVELS = 5;
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const int AVAILABLE_HEROES_PER_PLAYER = 2;
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const int SPELLBOOK_GOLD_COST = 500;
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const ui16 BACKPACK_START = 19;
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const int ID_CATAPULT = 3, ID_LOCK = 145;
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const int TERRAIN_TYPES=10;
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const std::string TERRAIN_NAMES [TERRAIN_TYPES] = {
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"dirt", "sand", "grass", "snow", "swamp", "rough", "subterra", "lava", "water", "rock"
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};
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const int RESOURCE_QUANTITY=8;
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const std::string RESOURCE_NAMES [RESOURCE_QUANTITY] = {
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"wood", "mercury", "ore", "sulfur", "crystal", "gems", "gold", "mithril"
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};
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}
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// Enum declarations
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namespace PrimarySkill
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{
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enum { ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE};
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}
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namespace EVictoryConditionType
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{
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enum EVictoryConditionType { ARTIFACT, GATHERTROOP, GATHERRESOURCE, BUILDCITY, BUILDGRAIL, BEATHERO,
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CAPTURECITY, BEATMONSTER, TAKEDWELLINGS, TAKEMINES, TRANSPORTITEM, WINSTANDARD = 255 };
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}
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namespace ELossConditionType
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{
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enum ELossConditionType { LOSSCASTLE, LOSSHERO, TIMEEXPIRES, LOSSSTANDARD = 255 };
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}
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namespace EAlignment
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{
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enum EAlignment { GOOD, EVIL, NEUTRAL };
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}
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namespace ETownType
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{
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enum ETownType
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{
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ANY = -1,
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CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX
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};
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}
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namespace EBuilding
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{
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//Quite useful as long as most of building mechanics hardcoded
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// NOTE: all building with completely configurable mechanics will be removed from list
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enum EBuilding
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{
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MAGES_GUILD_1, MAGES_GUILD_2, MAGES_GUILD_3, MAGES_GUILD_4, MAGES_GUILD_5,
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TAVERN, SHIPYARD, FORT, CITADEL, CASTLE,
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VILLAGE_HALL, TOWN_HALL, CITY_HALL, CAPITOL, MARKETPLACE,
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RESOURCE_SILO, BLACKSMITH, SPECIAL_1, HORDE_1, HORDE_1_UPGR,
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SHIP, SPECIAL_2, SPECIAL_3, SPECIAL_4, HORDE_2,
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HORDE_2_UPGR, GRAIL, EXTRA_TOWN_HALL, EXTRA_CITY_HALL, EXTRA_CAPITOL,
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DWELL_FIRST=30, DWELL_LAST=36, DWELL_UP_FIRST=37, DWELL_UP_LAST=43,
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//Special buildings for towns.
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LIGHTHOUSE = SPECIAL_1,
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STABLES = SPECIAL_2, //Castle
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BROTHERHOOD = SPECIAL_3,
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MYSTIC_POND = SPECIAL_1,
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FOUNTAIN_OF_FORTUNE = SPECIAL_3, //Rampart
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TREASURY = SPECIAL_4,
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ARTIFACT_MERCHANT = SPECIAL_1,
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LOOKOUT_TOWER = SPECIAL_2, //Tower
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LIBRARY = SPECIAL_3,
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WALL_OF_KNOWLEDGE = SPECIAL_4,
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STORMCLOUDS = SPECIAL_2,
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CASTLE_GATE = SPECIAL_3, //Inferno
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ORDER_OF_FIRE = SPECIAL_4,
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COVER_OF_DARKNESS = SPECIAL_1,
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NECROMANCY_AMPLIFIER = SPECIAL_2, //Necropolis
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SKELETON_TRANSFORMER = SPECIAL_3,
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//ARTIFACT_MERCHANT - same ID as in tower
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MANA_VORTEX = SPECIAL_2,
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PORTAL_OF_SUMMON = SPECIAL_3, //Dungeon
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BATTLE_ACADEMY = SPECIAL_4,
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ESCAPE_TUNNEL = SPECIAL_1,
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FREELANCERS_GUILD = SPECIAL_2, //Stronghold
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BALLISTA_YARD = SPECIAL_3,
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HALL_OF_VALHALLA = SPECIAL_4,
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CAGE_OF_WARLORDS = SPECIAL_1,
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GLYPHS_OF_FEAR = SPECIAL_2, // Fortress
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BLOOD_OBELISK = SPECIAL_3,
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//ARTIFACT_MERCHANT - same ID as in tower
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MAGIC_UNIVERSITY = SPECIAL_2, // Conflux
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};
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}
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namespace EBuildingState
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{
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enum EBuildingState
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{
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HAVE_CAPITAL, NO_WATER, FORBIDDEN, ADD_MAGES_GUILD, ALREADY_PRESENT, CANT_BUILD_TODAY,
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NO_RESOURCES, ALLOWED, PREREQUIRES, BUILDING_ERROR
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};
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}
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namespace ESpellCastProblem
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{
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enum ESpellCastProblem
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{
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OK, NO_HERO_TO_CAST_SPELL, ALREADY_CASTED_THIS_TURN, NO_SPELLBOOK, ANOTHER_ELEMENTAL_SUMMONED,
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HERO_DOESNT_KNOW_SPELL, NOT_ENOUGH_MANA, ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL,
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SECOND_HEROS_SPELL_IMMUNITY, SPELL_LEVEL_LIMIT_EXCEEDED, NO_SPELLS_TO_DISPEL,
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NO_APPROPRIATE_TARGET, STACK_IMMUNE_TO_SPELL, WRONG_SPELL_TARGET, ONGOING_TACTIC_PHASE,
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MAGIC_IS_BLOCKED, //For Orb of Inhibition and similar - no casting at all
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INVALID
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};
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}
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namespace ECastingMode
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{
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enum ECastingMode {HERO_CASTING, AFTER_ATTACK_CASTING, //also includes cast before attack
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MAGIC_MIRROR, CREATURE_ACTIVE_CASTING, ENCHANTER_CASTING};
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}
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namespace EMarketMode
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{
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enum EMarketMode
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{
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RESOURCE_RESOURCE, RESOURCE_PLAYER, CREATURE_RESOURCE, RESOURCE_ARTIFACT,
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ARTIFACT_RESOURCE, ARTIFACT_EXP, CREATURE_EXP, CREATURE_UNDEAD, RESOURCE_SKILL,
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MARTKET_AFTER_LAST_PLACEHOLDER
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};
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}
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namespace EBattleStackState
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{
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enum EBattleStackState{ALIVE = 180, SUMMONED, CLONED, HAD_MORALE, WAITING, MOVED, DEFENDING, FEAR,
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DRAINED_MANA /*remember to drain mana only once per turn*/};
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}
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namespace ECommander
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{
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enum SecondarySkills {ATTACK, DEFENSE, HEALTH, DAMAGE, SPEED, SPELL_POWER, CASTS, RESISTANCE};
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const int MAX_SKILL_LEVEL = 5;
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}
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namespace EWallParts
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{
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enum EWallParts
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{
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INDESTRUCTIBLE_PART = -2, INVALID = -1,
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KEEP = 0, BOTTOM_TOWER, BOTTOM_WALL, BELOW_GATE, OVER_GATE, UPPER_WAL, UPPER_TOWER, GATE,
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PARTS_COUNT
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};
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}
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namespace EWallState
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{
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enum
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{
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NONE, //no wall
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INTACT,
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DAMAGED,
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DESTROYED
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};
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}
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namespace Obj
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{
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enum
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{
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ARTIFACT = 5,
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BOAT = 8,
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BORDERGUARD = 9,
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KEYMASTER = 10,
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CREATURE_BANK = 16,
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CREATURE_GENERATOR1 = 17,
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CURSED_GROUND1 = 21,
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DERELICT_SHIP = 24,
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DRAGON_UTOPIA = 25,
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GARRISON = 33,
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HILL_FORT = 35,
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LIBRARY_OF_ENLIGHTENMENT = 41,
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MONOLITH1 = 43,
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MONOLITH2 = 44,
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MONOLITH3 = 45,
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MAGIC_PLAINS1 = 46,
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SCHOOL_OF_MAGIC = 47,
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MAGIC_WELL = 49,
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MINE = 53,
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MONSTER = 54,
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OBELISK = 57,
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PRISON = 62,
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PYRAMID = 63,
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SEER_HUT = 83,
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CRYPT = 84,
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SHIPWRECK = 85,
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STABLES = 94,
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TRADING_POST = 99,
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TREE_OF_KNOWLEDGE = 102,
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SUBTERRANEAN_GATE = 103,
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UNIVERSITY = 104,
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SCHOOL_OF_WAR = 107,
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WHIRLPOOL = 111,
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BORDER_GATE = 212,
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QUEST_GUARD = 215,
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GARRISON2 = 219,
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ABANDONED_MINE = 220,
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CLOVER_FIELD = 222,
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CURSED_GROUND2 = 223,
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EVIL_FOG = 224,
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FAVORABLE_WINDS = 225,
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FIERY_FIELDS = 226,
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HOLY_GROUNDS = 227,
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LUCID_POOLS = 228,
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MAGIC_CLOUDS = 229,
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MAGIC_PLAINS2 = 230,
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ROCKLANDS = 231,
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};
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}
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namespace SecSkillLevel
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{
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enum SecSkillLevel
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{
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NONE,
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BASIC,
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ADVANCED,
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EXPERT
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};
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}
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//follows ERM BI (battle image) format
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namespace BattlefieldBI
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{
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enum
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{
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NONE = -1,
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COASTAL,
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//Discrepency from ERM BI description - we have magic plains and cursed gronds swapped
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MAGIC_PLAINS,
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CURSED_GROUND,
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//
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HOLY_GROUND,
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EVIL_FOG,
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CLOVER_FIELD,
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LUCID_POOLS,
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FIERY_FIELDS,
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ROCKLANDS,
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MAGIC_CLOUDS,
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};
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}
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// Typedef declarations
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typedef si64 expType;
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typedef ui32 TSpell;
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typedef std::pair<ui32, ui32> TDmgRange;
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typedef ui8 TBonusType;
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typedef si32 TBonusSubtype;
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typedef si32 TSlot;
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typedef si32 TQuantity;
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typedef ui32 TCreature; //creature id
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