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vcmi/lib/constants/EntityIdentifiers.h
Ivan Savenko 86a3806bec MetaString refactor to eliminate integer usage for identifiers
- entity names are now stored and serialized as text ID's
- added helper methods for convenience to get entities names to
metastring
2023-11-07 22:47:10 +02:00

1008 lines
24 KiB
C++

/*
* EntityIdentifiers.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"
#include "IdentifierBase.h"
VCMI_LIB_NAMESPACE_BEGIN
class Services;
class Artifact;
class ArtifactService;
class Creature;
class CreatureService;
class HeroType;
class CHero;
class HeroTypeService;
namespace spells
{
class Spell;
class Service;
}
class CArtifact;
class CArtifactInstance;
class CCreature;
class CHero;
class CSpell;
class CSkill;
class CGameInfoCallback;
class CNonConstInfoCallback;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Note: use template to force different type, blocking any Identifier<A> <=> Identifier<B> comparisons
template<typename FinalClass>
class Identifier : public IdentifierBase
{
using BaseClass = IdentifierBase;
public:
constexpr Identifier()
{}
explicit constexpr Identifier(int32_t value):
IdentifierBase(value)
{}
constexpr bool operator == (const Identifier & b) const { return BaseClass::num == b.num; }
constexpr bool operator <= (const Identifier & b) const { return BaseClass::num <= b.num; }
constexpr bool operator >= (const Identifier & b) const { return BaseClass::num >= b.num; }
constexpr bool operator != (const Identifier & b) const { return BaseClass::num != b.num; }
constexpr bool operator < (const Identifier & b) const { return BaseClass::num < b.num; }
constexpr bool operator > (const Identifier & b) const { return BaseClass::num > b.num; }
constexpr FinalClass & operator++()
{
++BaseClass::num;
return static_cast<FinalClass&>(*this);
}
constexpr FinalClass & operator--()
{
--BaseClass::num;
return static_cast<FinalClass&>(*this);
}
constexpr FinalClass operator--(int)
{
FinalClass ret(num);
--BaseClass::num;
return ret;
}
constexpr FinalClass operator++(int)
{
FinalClass ret(num);
++BaseClass::num;
return ret;
}
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
template<typename FinalClass, typename BaseClass>
class IdentifierWithEnum : public BaseClass
{
using EnumType = typename BaseClass::Type;
static_assert(std::is_same_v<std::underlying_type_t<EnumType>, int32_t>, "Entity Identifier must use int32_t");
public:
constexpr EnumType toEnum() const
{
return static_cast<EnumType>(BaseClass::num);
}
constexpr IdentifierWithEnum(const EnumType & enumValue)
{
BaseClass::num = static_cast<int32_t>(enumValue);
}
constexpr IdentifierWithEnum(int32_t _num = -1)
{
BaseClass::num = _num;
}
constexpr bool operator == (const EnumType & b) const { return BaseClass::num == static_cast<int32_t>(b); }
constexpr bool operator <= (const EnumType & b) const { return BaseClass::num <= static_cast<int32_t>(b); }
constexpr bool operator >= (const EnumType & b) const { return BaseClass::num >= static_cast<int32_t>(b); }
constexpr bool operator != (const EnumType & b) const { return BaseClass::num != static_cast<int32_t>(b); }
constexpr bool operator < (const EnumType & b) const { return BaseClass::num < static_cast<int32_t>(b); }
constexpr bool operator > (const EnumType & b) const { return BaseClass::num > static_cast<int32_t>(b); }
constexpr bool operator == (const IdentifierWithEnum & b) const { return BaseClass::num == b.num; }
constexpr bool operator <= (const IdentifierWithEnum & b) const { return BaseClass::num <= b.num; }
constexpr bool operator >= (const IdentifierWithEnum & b) const { return BaseClass::num >= b.num; }
constexpr bool operator != (const IdentifierWithEnum & b) const { return BaseClass::num != b.num; }
constexpr bool operator < (const IdentifierWithEnum & b) const { return BaseClass::num < b.num; }
constexpr bool operator > (const IdentifierWithEnum & b) const { return BaseClass::num > b.num; }
constexpr FinalClass & operator++()
{
++BaseClass::num;
return static_cast<FinalClass&>(*this);
}
constexpr FinalClass operator++(int)
{
FinalClass ret(BaseClass::num);
++BaseClass::num;
return ret;
}
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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;
DLL_LINKAGE static const QueryID CLIENT;
};
class BattleID : public Identifier<BattleID>
{
public:
using Identifier<BattleID>::Identifier;
DLL_LINKAGE static const BattleID NONE;
};
class DLL_LINKAGE ObjectInstanceID : public Identifier<ObjectInstanceID>
{
public:
using Identifier<ObjectInstanceID>::Identifier;
static const ObjectInstanceID NONE;
static si32 decode(const std::string & identifier);
static std::string encode(const si32 index);
};
class HeroClassID : public Identifier<HeroClassID>
{
public:
using Identifier<HeroClassID>::Identifier;
///json serialization helpers
DLL_LINKAGE static si32 decode(const std::string & identifier);
DLL_LINKAGE static std::string encode(const si32 index);
static std::string entityType();
};
class HeroTypeID : public Identifier<HeroTypeID>
{
public:
using Identifier<HeroTypeID>::Identifier;
///json serialization helpers
DLL_LINKAGE static si32 decode(const std::string & identifier);
DLL_LINKAGE static std::string encode(const si32 index);
static std::string entityType();
const CHero * toHeroType() const;
const HeroType * toEntity(const Services * services) const;
DLL_LINKAGE static const HeroTypeID NONE;
DLL_LINKAGE static const HeroTypeID RANDOM;
bool isValid() const
{
return getNum() >= 0;
}
};
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 DLL_LINKAGE PlayerColor : public Identifier<PlayerColor>
{
public:
using Identifier<PlayerColor>::Identifier;
enum EPlayerColor
{
PLAYER_LIMIT_I = 8,
};
static const PlayerColor SPECTATOR; //252
static const PlayerColor CANNOT_DETERMINE; //253
static const PlayerColor UNFLAGGABLE; //254 - neutral objects (pandora, banks)
static const PlayerColor NEUTRAL; //255
static const PlayerColor PLAYER_LIMIT; //player limit per map
bool isValidPlayer() const; //valid means < PLAYER_LIMIT (especially non-neutral)
bool isSpectator() const;
std::string toString() const;
static si32 decode(const std::string& identifier);
static std::string encode(const si32 index);
static std::string entityType();
};
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
{
NONE = -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<SecondarySkill, SecondarySkillBase>
{
public:
using IdentifierWithEnum<SecondarySkill, SecondarySkillBase>::IdentifierWithEnum;
static std::string entityType();
static si32 decode(const std::string& identifier);
static std::string encode(const si32 index);
};
class DLL_LINKAGE PrimarySkill : public Identifier<PrimarySkill>
{
public:
using Identifier<PrimarySkill>::Identifier;
static const PrimarySkill NONE;
static const PrimarySkill ATTACK;
static const PrimarySkill DEFENSE;
static const PrimarySkill SPELL_POWER;
static const PrimarySkill KNOWLEDGE;
static const PrimarySkill BEGIN;
static const PrimarySkill END;
static const PrimarySkill EXPERIENCE;
static si32 decode(const std::string& identifier);
static std::string encode(const si32 index);
static std::string entityType();
};
class DLL_LINKAGE FactionID : public Identifier<FactionID>
{
public:
using Identifier<FactionID>::Identifier;
static const FactionID NONE;
static const FactionID DEFAULT;
static const FactionID RANDOM;
static const FactionID ANY;
static const FactionID CASTLE;
static const FactionID RAMPART;
static const FactionID TOWER;
static const FactionID INFERNO;
static const FactionID NECROPOLIS;
static const FactionID DUNGEON;
static const FactionID STRONGHOLD;
static const FactionID FORTRESS;
static const FactionID CONFLUX;
static const FactionID NEUTRAL;
static si32 decode(const std::string& identifier);
static std::string encode(const si32 index);
static std::string entityType();
bool isValid() const
{
return getNum() >= 0;
}
};
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.
CASTLE_GATE = SPECIAL_3, //Inferno
FREELANCERS_GUILD = SPECIAL_2, //Stronghold
ARTIFACT_MERCHANT = SPECIAL_1,
};
bool IsSpecialOrGrail() const
{
return num == SPECIAL_1 || num == SPECIAL_2 || num == SPECIAL_3 || num == SPECIAL_4 || num == GRAIL;
}
};
class BuildingID : public IdentifierWithEnum<BuildingID, BuildingIDBase>
{
public:
using IdentifierWithEnum<BuildingID, BuildingIDBase>::IdentifierWithEnum;
};
class MapObjectBaseID : 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 DLL_LINKAGE MapObjectID : public IdentifierWithEnum<MapObjectID, MapObjectBaseID>
{
public:
using IdentifierWithEnum<MapObjectID, MapObjectBaseID>::IdentifierWithEnum;
static std::string encode(int32_t index);
static si32 decode(const std::string & identifier);
};
class MapObjectSubID : public Identifier<MapObjectSubID>
{
public:
constexpr MapObjectSubID(const IdentifierBase & value):
Identifier<MapObjectSubID>(value.getNum())
{}
constexpr MapObjectSubID(int32_t value = -1):
Identifier<MapObjectSubID>(value)
{}
MapObjectSubID & operator =(int32_t value)
{
this->num = value;
return *this;
}
MapObjectSubID & operator =(const IdentifierBase & value)
{
this->num = value.getNum();
return *this;
}
};
class DLL_LINKAGE RoadId : public Identifier<RoadId>
{
public:
using Identifier<RoadId>::Identifier;
static const RoadId NO_ROAD;
static const RoadId DIRT_ROAD;
static const RoadId GRAVEL_ROAD;
static const RoadId COBBLESTONE_ROAD;
};
class DLL_LINKAGE RiverId : public Identifier<RiverId>
{
public:
using Identifier<RiverId>::Identifier;
static const RiverId NO_RIVER;
static const RiverId WATER_RIVER;
static const RiverId ICY_RIVER;
static const RiverId MUD_RIVER;
static const RiverId LAVA_RIVER;
};
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<EPathfindingLayer, EPathfindingLayerBase>
{
public:
using IdentifierWithEnum<EPathfindingLayer, 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
// Hero
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
BACKPACK_START = 19,
// Creatures
CREATURE_SLOT = 0,
// Commander
COMMANDER1 = 0, COMMANDER2, COMMANDER3, COMMANDER4, COMMANDER5, COMMANDER6
};
static_assert(MISC5 < BACKPACK_START, "incorrect number of artifact slots");
DLL_LINKAGE static si32 decode(const std::string & identifier);
DLL_LINKAGE static std::string encode(const si32 index);
};
class ArtifactPosition : public IdentifierWithEnum<ArtifactPosition, ArtifactPositionBase>
{
public:
using IdentifierWithEnum<ArtifactPosition, 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 * toEntity(const Services * service) const;
};
class ArtifactID : public IdentifierWithEnum<ArtifactID, ArtifactIDBase>
{
public:
using IdentifierWithEnum<ArtifactID, ArtifactIDBase>::IdentifierWithEnum;
///json serialization helpers
DLL_LINKAGE static si32 decode(const std::string & identifier);
DLL_LINKAGE static std::string encode(const si32 index);
static std::string entityType();
};
class CreatureIDBase : public IdentifierBase
{
public:
enum Type
{
NONE = -1,
ARCHER = 2, // for debug / fallback
IMP = 42, // for Deity of Fire
FAMILIAR = 43, // 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 * toEntity(const Services * services) const;
DLL_LINKAGE const Creature * toEntity(const CreatureService * creatures) const;
};
class DLL_LINKAGE CreatureID : public IdentifierWithEnum<CreatureID, CreatureIDBase>
{
public:
using IdentifierWithEnum<CreatureID, CreatureIDBase>::IdentifierWithEnum;
///json serialization helpers
static si32 decode(const std::string & identifier);
static std::string encode(const si32 index);
static std::string entityType();
};
class DLL_LINKAGE SpellIDBase : public IdentifierBase
{
public:
enum Type
{
// Special ID's
SPELLBOOK_PRESET = -3,
PRESET = -2,
NONE = -1,
// Adventure map spells
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,
// Combar spells
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,
// Creature abilities
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,
// Special ID's
FIRST_NON_SPELL = 70,
AFTER_LAST = 82
};
const CSpell * toSpell() const; //deprecated
const spells::Spell * toEntity(const Services * service) const;
const spells::Spell * toEntity(const spells::Service * service) const;
};
class DLL_LINKAGE SpellID : public IdentifierWithEnum<SpellID, SpellIDBase>
{
public:
using IdentifierWithEnum<SpellID, SpellIDBase>::IdentifierWithEnum;
///json serialization helpers
static si32 decode(const std::string & identifier);
static std::string encode(const si32 index);
static std::string entityType();
};
class BattleFieldInfo;
class DLL_LINKAGE BattleField : public Identifier<BattleField>
{
public:
using Identifier<BattleField>::Identifier;
static const BattleField NONE;
const BattleFieldInfo * getInfo() const;
static si32 decode(const std::string & identifier);
static std::string encode(const si32 index);
};
class DLL_LINKAGE BoatId : public Identifier<BoatId>
{
public:
using Identifier<BoatId>::Identifier;
static const BoatId NONE;
static const BoatId NECROPOLIS;
static const BoatId CASTLE;
static const BoatId FORTRESS;
};
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
};
};
class TerrainId : public IdentifierWithEnum<TerrainId, TerrainIdBase>
{
public:
using IdentifierWithEnum<TerrainId, TerrainIdBase>::IdentifierWithEnum;
DLL_LINKAGE static si32 decode(const std::string & identifier);
DLL_LINKAGE static std::string encode(const si32 index);
static std::string entityType();
};
class ObstacleInfo;
class Obstacle : public Identifier<Obstacle>
{
public:
using Identifier<Obstacle>::Identifier;
DLL_LINKAGE const ObstacleInfo * getInfo() const;
};
class DLL_LINKAGE SpellSchool : public Identifier<SpellSchool>
{
public:
using Identifier<SpellSchool>::Identifier;
static const SpellSchool ANY;
static const SpellSchool AIR;
static const SpellSchool FIRE;
static const SpellSchool WATER;
static const SpellSchool EARTH;
static si32 decode(const std::string & identifier);
static std::string encode(const si32 index);
static std::string entityType();
};
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
NONE = -1
};
};
class DLL_LINKAGE GameResID : public IdentifierWithEnum<GameResID, GameResIDBase>
{
public:
using IdentifierWithEnum<GameResID, GameResIDBase>::IdentifierWithEnum;
static si32 decode(const std::string & identifier);
static std::string encode(const si32 index);
static std::string entityType();
static const std::array<GameResID, 7> & ALL_RESOURCES();
};
class DLL_LINKAGE BuildingTypeUniqueID : public Identifier<BuildingTypeUniqueID>
{
public:
BuildingTypeUniqueID(FactionID faction, BuildingID building );
static si32 decode(const std::string & identifier);
static std::string encode(const si32 index);
BuildingID getBuilding() const;
FactionID getFaction() const;
using Identifier<BuildingTypeUniqueID>::Identifier;
};
class DLL_LINKAGE CampaignScenarioID : public Identifier<CampaignScenarioID>
{
public:
using Identifier<CampaignScenarioID>::Identifier;
static si32 decode(const std::string & identifier);
static std::string encode(int32_t index);
static const CampaignScenarioID NONE;
};
// Deprecated
// TODO: remove
using Obj = MapObjectID;
using ETownType = FactionID;
using EGameResID = GameResID;
using River = RiverId;
using Road = RoadId;
using ETerrainId = TerrainId;
VCMI_LIB_NAMESPACE_END