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vcmi/lib/GameConstants.h
2013-02-14 02:17:46 +00:00

860 lines
22 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
*
*/
#include "ConstTransitivePtr.h"
namespace GameConstants
{
const std::string VCMI_VERSION = "VCMI 0.91b";
/*
* 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)
*/
#if defined(_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 = "\\";
#elif defined(__APPLE__)
const std::string DATA_DIR = "../Data";
const std::string BIN_DIR = ".";
const std::string LIB_DIR = ".";
const std::string SERVER_NAME = "./vcmiserver";
const std::string LIB_EXT = "dylib";
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 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 PRIMARY_SKILLS=4;
const int UNFLAGGABLE_PLAYER = 254; //254 - neutral objects (pandora, banks)
const int NEUTRAL_PLAYER=255;
const int NAMES_PER_TOWN=16;
const int CREATURES_PER_TOWN = 7; //without upgrades
const int SPELL_LEVELS = 5;
const int AVAILABLE_HEROES_PER_PLAYER = 2;
const int SPELLBOOK_GOLD_COST = 500;
const int PUZZLE_MAP_PIECES = 48;
const int BATTLE_PENALTY_DISTANCE = 10; //if the distance is > than this, then shooting stack has distance penalty
const ui16 BACKPACK_START = 19;
const int TERRAIN_TYPES=10;
const int RESOURCE_QUANTITY=8;
}
class CArtifact;
class CArtifactInstance;
class CGDefInfo;
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<ENUM_NAME>(id)) \
{} \
operator ENUM_NAME() const \
{ \
return num; \
} \
ENUM_NAME toEnum() const \
{ \
return num; \
} \
template <typename Handler> void serialize(Handler &h, const int version) \
{ \
h & num; \
} \
CLASS_NAME & advance(int i) \
{ \
num = (ENUM_NAME)((int)num + i); \
return *this; \
}
#define ID_LIKE_OPERATORS_INTERNAL_DECLS(A, B) \
bool DLL_LINKAGE operator==(const A & a, const B & b); \
bool DLL_LINKAGE operator!=(const A & a, const B & b); \
bool DLL_LINKAGE operator<(const A & a, const B & b); \
bool DLL_LINKAGE operator<=(const A & a, const B & b); \
bool DLL_LINKAGE operator>(const A & a, const B & b); \
bool DLL_LINKAGE operator>=(const A & a, const B & b);
#define ID_LIKE_OPERATORS_DECLS(CLASS_NAME, ENUM_NAME) \
ID_LIKE_OPERATORS_INTERNAL_DECLS(CLASS_NAME, CLASS_NAME) \
ID_LIKE_OPERATORS_INTERNAL_DECLS(CLASS_NAME, ENUM_NAME) \
ID_LIKE_OPERATORS_INTERNAL_DECLS(ENUM_NAME, CLASS_NAME)
#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) \
public: \
CLASS_NAME() : BaseForID<CLASS_NAME>(-1) {} \
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) \
: BaseForID<CLASS_NAME>(id) \
{}
template < typename Derived>
class BaseForID
{
protected:
si32 num;
public:
si32 getNum() const
{
return num;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & num;
}
explicit BaseForID(si32 _num = -1)
{
num = _num;
}
OP_DECL_INT(BaseForID<Derived>, ==)
OP_DECL_INT(BaseForID<Derived>, !=)
OP_DECL_INT(BaseForID<Derived>, <)
OP_DECL_INT(BaseForID<Derived>, >)
OP_DECL_INT(BaseForID<Derived>, <=)
OP_DECL_INT(BaseForID<Derived>, >=)
};
template<typename Der>
DLL_LINKAGE std::ostream & operator << (std::ostream & os, BaseForID<Der> id);
template<typename Der>
std::ostream & operator << (std::ostream & os, BaseForID<Der> id)
{
return os << id;
}
class ArtifactInstanceID : public BaseForID<ArtifactInstanceID>
{
INSTID_LIKE_CLASS_COMMON(ArtifactInstanceID)
friend class CGameInfoCallback;
friend class CNonConstInfoCallback;
};
class ObjectInstanceID : public BaseForID<ObjectInstanceID>
{
INSTID_LIKE_CLASS_COMMON(ObjectInstanceID)
friend class CGameInfoCallback;
friend class CNonConstInfoCallback;
};
// #ifndef INSTANTIATE_BASE_FOR_ID_HERE
// extern template std::ostream & operator << <ArtifactInstanceID>(std::ostream & os, BaseForID<ArtifactInstanceID> id);
// extern template std::ostream & operator << <ObjectInstanceID>(std::ostream & os, BaseForID<ObjectInstanceID> 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
};
SecondarySkill(ESecondarySkill _num = WRONG) : num(_num)
{}
ID_LIKE_CLASS_COMMON(SecondarySkill, ESecondarySkill)
ESecondarySkill num;
};
ID_LIKE_OPERATORS_DECLS(SecondarySkill, SecondarySkill::ESecondarySkill)
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 ETownType
{
enum ETownType
{
ANY = -1,
CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX
};
}
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_3, //Rampart
TREASURY = SPECIAL_4,
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_DECLS(BuildingID, BuildingID::EBuildingID)
namespace EBuildingState
{
enum EBuildingState
{
HAVE_CAPITAL, NO_WATER, FORBIDDEN, ADD_MAGES_GUILD, ALREADY_PRESENT, CANT_BUILD_TODAY,
NO_RESOURCES, ALLOWED, PREREQUIRES, 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
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 EWallState
{
NONE, //no wall
INTACT,
DAMAGED,
DESTROYED
};
}
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,
MONOLITH1 = 43,
MONOLITH2 = 44,
MONOLITH3 = 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)
bmap<int, ConstTransitivePtr<CGDefInfo> > & toDefObjInfo() const;
EObj num;
};
ID_LIKE_OPERATORS_DECLS(Obj, Obj::EObj)
namespace SecSkillLevel
{
enum SecSkillLevel
{
NONE,
BASIC,
ADVANCED,
EXPERT
};
}
//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
{
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
};
}
class 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;
};
ID_LIKE_OPERATORS_DECLS(ETerrainType, ETerrainType::EETerrainType)
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_DECLS(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, RIGHT_RING, LEFT_RING, FEET, MISC1, MISC2, MISC3, MISC4,
MACH1, MACH2, MACH3, MACH4, SPELLBOOK, MISC5,
AFTER_LAST,
//cres
CREATURE_SLOT = 0,
COMMANDER1 = 0, COMMANDER2, COMMANDER3, COMMANDER4, COMMANDER5, COMMANDER6, COMMANDER_AFTER_LAST
};
ArtifactPosition(EArtifactPosition _num = PRE_FIRST) : num(_num)
{}
ID_LIKE_CLASS_COMMON(ArtifactPosition, EArtifactPosition)
EArtifactPosition num;
};
ID_LIKE_OPERATORS_DECLS(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,
CORNUCOPIA = 140,
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_DECLS(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,
TROGLODYTES = 70,
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_DECLS(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
};
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_DECLS(SpellID, SpellID::ESpellID)
// Typedef declarations
typedef si8 TFaction;
typedef si64 TExpType;
typedef std::pair<ui32, ui32> TDmgRange;
typedef ui8 TBonusType;
typedef si32 TBonusSubtype;
typedef si32 TSlot;
typedef si32 TQuantity;
typedef ui8 TPlayerColor;
#undef ID_LIKE_CLASS_COMMON
#undef ID_LIKE_OPERATORS_DECLS
#undef ID_LIKE_OPERATORS_INTERNAL_DECLS
#undef INSTID_LIKE_CLASS_COMMON
#undef OP_DECL_INT