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common.j
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//============================================================================
// Native types. All native functions take extended handle types when
// possible to help prevent passing bad values to native functions
//
type agent extends handle // all reference counted objects
type event extends agent // a reference to an event registration
type player extends agent // a single player reference
type widget extends agent // an interactive game object with life
type unit extends widget // a single unit reference
type destructable extends widget
type item extends widget
type ability extends agent
type buff extends ability
type force extends agent
type group extends agent
type trigger extends agent
type triggercondition extends agent
type triggeraction extends handle
type timer extends agent
type location extends agent
type region extends agent
type rect extends agent
type boolexpr extends agent
type sound extends agent
type conditionfunc extends boolexpr
type filterfunc extends boolexpr
type unitpool extends handle
type itempool extends handle
type race extends handle
type alliancetype extends handle
type racepreference extends handle
type gamestate extends handle
type igamestate extends gamestate
type fgamestate extends gamestate
type playerstate extends handle
type playerscore extends handle
type playergameresult extends handle
type unitstate extends handle
type aidifficulty extends handle
type eventid extends handle
type gameevent extends eventid
type playerevent extends eventid
type playerunitevent extends eventid
type unitevent extends eventid
type limitop extends eventid
type widgetevent extends eventid
type dialogevent extends eventid
type unittype extends handle
type gamespeed extends handle
type gamedifficulty extends handle
type gametype extends handle
type mapflag extends handle
type mapvisibility extends handle
type mapsetting extends handle
type mapdensity extends handle
type mapcontrol extends handle
type playerslotstate extends handle
type volumegroup extends handle
type camerafield extends handle
type camerasetup extends handle
type playercolor extends handle
type placement extends handle
type startlocprio extends handle
type raritycontrol extends handle
type blendmode extends handle
type texmapflags extends handle
type effect extends agent
type effecttype extends handle
type weathereffect extends handle
type terraindeformation extends handle
type fogstate extends handle
type fogmodifier extends agent
type dialog extends agent
type button extends agent
type quest extends agent
type questitem extends agent
type defeatcondition extends agent
type timerdialog extends agent
type leaderboard extends agent
type multiboard extends agent
type multiboarditem extends agent
type trackable extends agent
type gamecache extends agent
type version extends handle
type itemtype extends handle
type texttag extends handle
type attacktype extends handle
type damagetype extends handle
type weapontype extends handle
type soundtype extends handle
type lightning extends handle
type pathingtype extends handle
type image extends handle
type ubersplat extends handle
type hashtable extends agent
constant native ConvertRace takes integer i returns race
constant native ConvertAllianceType takes integer i returns alliancetype
constant native ConvertRacePref takes integer i returns racepreference
constant native ConvertIGameState takes integer i returns igamestate
constant native ConvertFGameState takes integer i returns fgamestate
constant native ConvertPlayerState takes integer i returns playerstate
constant native ConvertPlayerScore takes integer i returns playerscore
constant native ConvertPlayerGameResult takes integer i returns playergameresult
constant native ConvertUnitState takes integer i returns unitstate
constant native ConvertAIDifficulty takes integer i returns aidifficulty
constant native ConvertGameEvent takes integer i returns gameevent
constant native ConvertPlayerEvent takes integer i returns playerevent
constant native ConvertPlayerUnitEvent takes integer i returns playerunitevent
constant native ConvertWidgetEvent takes integer i returns widgetevent
constant native ConvertDialogEvent takes integer i returns dialogevent
constant native ConvertUnitEvent takes integer i returns unitevent
constant native ConvertLimitOp takes integer i returns limitop
constant native ConvertUnitType takes integer i returns unittype
constant native ConvertGameSpeed takes integer i returns gamespeed
constant native ConvertPlacement takes integer i returns placement
constant native ConvertStartLocPrio takes integer i returns startlocprio
constant native ConvertGameDifficulty takes integer i returns gamedifficulty
constant native ConvertGameType takes integer i returns gametype
constant native ConvertMapFlag takes integer i returns mapflag
constant native ConvertMapVisibility takes integer i returns mapvisibility
constant native ConvertMapSetting takes integer i returns mapsetting
constant native ConvertMapDensity takes integer i returns mapdensity
constant native ConvertMapControl takes integer i returns mapcontrol
constant native ConvertPlayerColor takes integer i returns playercolor
constant native ConvertPlayerSlotState takes integer i returns playerslotstate
constant native ConvertVolumeGroup takes integer i returns volumegroup
constant native ConvertCameraField takes integer i returns camerafield
constant native ConvertBlendMode takes integer i returns blendmode
constant native ConvertRarityControl takes integer i returns raritycontrol
constant native ConvertTexMapFlags takes integer i returns texmapflags
constant native ConvertFogState takes integer i returns fogstate
constant native ConvertEffectType takes integer i returns effecttype
constant native ConvertVersion takes integer i returns version
constant native ConvertItemType takes integer i returns itemtype
constant native ConvertAttackType takes integer i returns attacktype
constant native ConvertDamageType takes integer i returns damagetype
constant native ConvertWeaponType takes integer i returns weapontype
constant native ConvertSoundType takes integer i returns soundtype
constant native ConvertPathingType takes integer i returns pathingtype
constant native OrderId takes string orderIdString returns integer
constant native OrderId2String takes integer orderId returns string
constant native UnitId takes string unitIdString returns integer
constant native UnitId2String takes integer unitId returns string
// Not currently working correctly...
constant native AbilityId takes string abilityIdString returns integer
constant native AbilityId2String takes integer abilityId returns string
// Looks up the "name" field for any object (unit, item, ability)
constant native GetObjectName takes integer objectId returns string
globals
//===================================================
// Game Constants
//===================================================
// pfff
constant boolean FALSE = false
constant boolean TRUE = true
constant integer JASS_MAX_ARRAY_SIZE = 8192
constant integer PLAYER_NEUTRAL_PASSIVE = 15
constant integer PLAYER_NEUTRAL_AGGRESSIVE = 12
constant playercolor PLAYER_COLOR_RED = ConvertPlayerColor(0)
constant playercolor PLAYER_COLOR_BLUE = ConvertPlayerColor(1)
constant playercolor PLAYER_COLOR_CYAN = ConvertPlayerColor(2)
constant playercolor PLAYER_COLOR_PURPLE = ConvertPlayerColor(3)
constant playercolor PLAYER_COLOR_YELLOW = ConvertPlayerColor(4)
constant playercolor PLAYER_COLOR_ORANGE = ConvertPlayerColor(5)
constant playercolor PLAYER_COLOR_GREEN = ConvertPlayerColor(6)
constant playercolor PLAYER_COLOR_PINK = ConvertPlayerColor(7)
constant playercolor PLAYER_COLOR_LIGHT_GRAY = ConvertPlayerColor(8)
constant playercolor PLAYER_COLOR_LIGHT_BLUE = ConvertPlayerColor(9)
constant playercolor PLAYER_COLOR_AQUA = ConvertPlayerColor(10)
constant playercolor PLAYER_COLOR_BROWN = ConvertPlayerColor(11)
constant race RACE_HUMAN = ConvertRace(1)
constant race RACE_ORC = ConvertRace(2)
constant race RACE_UNDEAD = ConvertRace(3)
constant race RACE_NIGHTELF = ConvertRace(4)
constant race RACE_DEMON = ConvertRace(5)
constant race RACE_OTHER = ConvertRace(7)
constant playergameresult PLAYER_GAME_RESULT_VICTORY = ConvertPlayerGameResult(0)
constant playergameresult PLAYER_GAME_RESULT_DEFEAT = ConvertPlayerGameResult(1)
constant playergameresult PLAYER_GAME_RESULT_TIE = ConvertPlayerGameResult(2)
constant playergameresult PLAYER_GAME_RESULT_NEUTRAL = ConvertPlayerGameResult(3)
constant alliancetype ALLIANCE_PASSIVE = ConvertAllianceType(0)
constant alliancetype ALLIANCE_HELP_REQUEST = ConvertAllianceType(1)
constant alliancetype ALLIANCE_HELP_RESPONSE = ConvertAllianceType(2)
constant alliancetype ALLIANCE_SHARED_XP = ConvertAllianceType(3)
constant alliancetype ALLIANCE_SHARED_SPELLS = ConvertAllianceType(4)
constant alliancetype ALLIANCE_SHARED_VISION = ConvertAllianceType(5)
constant alliancetype ALLIANCE_SHARED_CONTROL = ConvertAllianceType(6)
constant alliancetype ALLIANCE_SHARED_ADVANCED_CONTROL= ConvertAllianceType(7)
constant alliancetype ALLIANCE_RESCUABLE = ConvertAllianceType(8)
constant alliancetype ALLIANCE_SHARED_VISION_FORCED = ConvertAllianceType(9)
constant version VERSION_REIGN_OF_CHAOS = ConvertVersion(0)
constant version VERSION_FROZEN_THRONE = ConvertVersion(1)
constant attacktype ATTACK_TYPE_NORMAL = ConvertAttackType(0)
constant attacktype ATTACK_TYPE_MELEE = ConvertAttackType(1)
constant attacktype ATTACK_TYPE_PIERCE = ConvertAttackType(2)
constant attacktype ATTACK_TYPE_SIEGE = ConvertAttackType(3)
constant attacktype ATTACK_TYPE_MAGIC = ConvertAttackType(4)
constant attacktype ATTACK_TYPE_CHAOS = ConvertAttackType(5)
constant attacktype ATTACK_TYPE_HERO = ConvertAttackType(6)
constant damagetype DAMAGE_TYPE_UNKNOWN = ConvertDamageType(0)
constant damagetype DAMAGE_TYPE_NORMAL = ConvertDamageType(4)
constant damagetype DAMAGE_TYPE_ENHANCED = ConvertDamageType(5)
constant damagetype DAMAGE_TYPE_FIRE = ConvertDamageType(8)
constant damagetype DAMAGE_TYPE_COLD = ConvertDamageType(9)
constant damagetype DAMAGE_TYPE_LIGHTNING = ConvertDamageType(10)
constant damagetype DAMAGE_TYPE_POISON = ConvertDamageType(11)
constant damagetype DAMAGE_TYPE_DISEASE = ConvertDamageType(12)
constant damagetype DAMAGE_TYPE_DIVINE = ConvertDamageType(13)
constant damagetype DAMAGE_TYPE_MAGIC = ConvertDamageType(14)
constant damagetype DAMAGE_TYPE_SONIC = ConvertDamageType(15)
constant damagetype DAMAGE_TYPE_ACID = ConvertDamageType(16)
constant damagetype DAMAGE_TYPE_FORCE = ConvertDamageType(17)
constant damagetype DAMAGE_TYPE_DEATH = ConvertDamageType(18)
constant damagetype DAMAGE_TYPE_MIND = ConvertDamageType(19)
constant damagetype DAMAGE_TYPE_PLANT = ConvertDamageType(20)
constant damagetype DAMAGE_TYPE_DEFENSIVE = ConvertDamageType(21)
constant damagetype DAMAGE_TYPE_DEMOLITION = ConvertDamageType(22)
constant damagetype DAMAGE_TYPE_SLOW_POISON = ConvertDamageType(23)
constant damagetype DAMAGE_TYPE_SPIRIT_LINK = ConvertDamageType(24)
constant damagetype DAMAGE_TYPE_SHADOW_STRIKE = ConvertDamageType(25)
constant damagetype DAMAGE_TYPE_UNIVERSAL = ConvertDamageType(26)
constant weapontype WEAPON_TYPE_WHOKNOWS = ConvertWeaponType(0)
constant weapontype WEAPON_TYPE_METAL_LIGHT_CHOP = ConvertWeaponType(1)
constant weapontype WEAPON_TYPE_METAL_MEDIUM_CHOP = ConvertWeaponType(2)
constant weapontype WEAPON_TYPE_METAL_HEAVY_CHOP = ConvertWeaponType(3)
constant weapontype WEAPON_TYPE_METAL_LIGHT_SLICE = ConvertWeaponType(4)
constant weapontype WEAPON_TYPE_METAL_MEDIUM_SLICE = ConvertWeaponType(5)
constant weapontype WEAPON_TYPE_METAL_HEAVY_SLICE = ConvertWeaponType(6)
constant weapontype WEAPON_TYPE_METAL_MEDIUM_BASH = ConvertWeaponType(7)
constant weapontype WEAPON_TYPE_METAL_HEAVY_BASH = ConvertWeaponType(8)
constant weapontype WEAPON_TYPE_METAL_MEDIUM_STAB = ConvertWeaponType(9)
constant weapontype WEAPON_TYPE_METAL_HEAVY_STAB = ConvertWeaponType(10)
constant weapontype WEAPON_TYPE_WOOD_LIGHT_SLICE = ConvertWeaponType(11)
constant weapontype WEAPON_TYPE_WOOD_MEDIUM_SLICE = ConvertWeaponType(12)
constant weapontype WEAPON_TYPE_WOOD_HEAVY_SLICE = ConvertWeaponType(13)
constant weapontype WEAPON_TYPE_WOOD_LIGHT_BASH = ConvertWeaponType(14)
constant weapontype WEAPON_TYPE_WOOD_MEDIUM_BASH = ConvertWeaponType(15)
constant weapontype WEAPON_TYPE_WOOD_HEAVY_BASH = ConvertWeaponType(16)
constant weapontype WEAPON_TYPE_WOOD_LIGHT_STAB = ConvertWeaponType(17)
constant weapontype WEAPON_TYPE_WOOD_MEDIUM_STAB = ConvertWeaponType(18)
constant weapontype WEAPON_TYPE_CLAW_LIGHT_SLICE = ConvertWeaponType(19)
constant weapontype WEAPON_TYPE_CLAW_MEDIUM_SLICE = ConvertWeaponType(20)
constant weapontype WEAPON_TYPE_CLAW_HEAVY_SLICE = ConvertWeaponType(21)
constant weapontype WEAPON_TYPE_AXE_MEDIUM_CHOP = ConvertWeaponType(22)
constant weapontype WEAPON_TYPE_ROCK_HEAVY_BASH = ConvertWeaponType(23)
constant pathingtype PATHING_TYPE_ANY = ConvertPathingType(0)
constant pathingtype PATHING_TYPE_WALKABILITY = ConvertPathingType(1)
constant pathingtype PATHING_TYPE_FLYABILITY = ConvertPathingType(2)
constant pathingtype PATHING_TYPE_BUILDABILITY = ConvertPathingType(3)
constant pathingtype PATHING_TYPE_PEONHARVESTPATHING = ConvertPathingType(4)
constant pathingtype PATHING_TYPE_BLIGHTPATHING = ConvertPathingType(5)
constant pathingtype PATHING_TYPE_FLOATABILITY = ConvertPathingType(6)
constant pathingtype PATHING_TYPE_AMPHIBIOUSPATHING = ConvertPathingType(7)
//===================================================
// Map Setup Constants
//===================================================
constant racepreference RACE_PREF_HUMAN = ConvertRacePref(1)
constant racepreference RACE_PREF_ORC = ConvertRacePref(2)
constant racepreference RACE_PREF_NIGHTELF = ConvertRacePref(4)
constant racepreference RACE_PREF_UNDEAD = ConvertRacePref(8)
constant racepreference RACE_PREF_DEMON = ConvertRacePref(16)
constant racepreference RACE_PREF_RANDOM = ConvertRacePref(32)
constant racepreference RACE_PREF_USER_SELECTABLE = ConvertRacePref(64)
constant mapcontrol MAP_CONTROL_USER = ConvertMapControl(0)
constant mapcontrol MAP_CONTROL_COMPUTER = ConvertMapControl(1)
constant mapcontrol MAP_CONTROL_RESCUABLE = ConvertMapControl(2)
constant mapcontrol MAP_CONTROL_NEUTRAL = ConvertMapControl(3)
constant mapcontrol MAP_CONTROL_CREEP = ConvertMapControl(4)
constant mapcontrol MAP_CONTROL_NONE = ConvertMapControl(5)
constant gametype GAME_TYPE_MELEE = ConvertGameType(1)
constant gametype GAME_TYPE_FFA = ConvertGameType(2)
constant gametype GAME_TYPE_USE_MAP_SETTINGS = ConvertGameType(4)
constant gametype GAME_TYPE_BLIZ = ConvertGameType(8)
constant gametype GAME_TYPE_ONE_ON_ONE = ConvertGameType(16)
constant gametype GAME_TYPE_TWO_TEAM_PLAY = ConvertGameType(32)
constant gametype GAME_TYPE_THREE_TEAM_PLAY = ConvertGameType(64)
constant gametype GAME_TYPE_FOUR_TEAM_PLAY = ConvertGameType(128)
constant mapflag MAP_FOG_HIDE_TERRAIN = ConvertMapFlag(1)
constant mapflag MAP_FOG_MAP_EXPLORED = ConvertMapFlag(2)
constant mapflag MAP_FOG_ALWAYS_VISIBLE = ConvertMapFlag(4)
constant mapflag MAP_USE_HANDICAPS = ConvertMapFlag(8)
constant mapflag MAP_OBSERVERS = ConvertMapFlag(16)
constant mapflag MAP_OBSERVERS_ON_DEATH = ConvertMapFlag(32)
constant mapflag MAP_FIXED_COLORS = ConvertMapFlag(128)
constant mapflag MAP_LOCK_RESOURCE_TRADING = ConvertMapFlag(256)
constant mapflag MAP_RESOURCE_TRADING_ALLIES_ONLY = ConvertMapFlag(512)
constant mapflag MAP_LOCK_ALLIANCE_CHANGES = ConvertMapFlag(1024)
constant mapflag MAP_ALLIANCE_CHANGES_HIDDEN = ConvertMapFlag(2048)
constant mapflag MAP_CHEATS = ConvertMapFlag(4096)
constant mapflag MAP_CHEATS_HIDDEN = ConvertMapFlag(8192)
constant mapflag MAP_LOCK_SPEED = ConvertMapFlag(8192*2)
constant mapflag MAP_LOCK_RANDOM_SEED = ConvertMapFlag(8192*4)
constant mapflag MAP_SHARED_ADVANCED_CONTROL = ConvertMapFlag(8192*8)
constant mapflag MAP_RANDOM_HERO = ConvertMapFlag(8192*16)
constant mapflag MAP_RANDOM_RACES = ConvertMapFlag(8192*32)
constant mapflag MAP_RELOADED = ConvertMapFlag(8192*64)
constant placement MAP_PLACEMENT_RANDOM = ConvertPlacement(0) // random among all slots
constant placement MAP_PLACEMENT_FIXED = ConvertPlacement(1) // player 0 in start loc 0...
constant placement MAP_PLACEMENT_USE_MAP_SETTINGS = ConvertPlacement(2) // whatever was specified by the script
constant placement MAP_PLACEMENT_TEAMS_TOGETHER = ConvertPlacement(3) // random with allies next to each other
constant startlocprio MAP_LOC_PRIO_LOW = ConvertStartLocPrio(0)
constant startlocprio MAP_LOC_PRIO_HIGH = ConvertStartLocPrio(1)
constant startlocprio MAP_LOC_PRIO_NOT = ConvertStartLocPrio(2)
constant mapdensity MAP_DENSITY_NONE = ConvertMapDensity(0)
constant mapdensity MAP_DENSITY_LIGHT = ConvertMapDensity(1)
constant mapdensity MAP_DENSITY_MEDIUM = ConvertMapDensity(2)
constant mapdensity MAP_DENSITY_HEAVY = ConvertMapDensity(3)
constant gamedifficulty MAP_DIFFICULTY_EASY = ConvertGameDifficulty(0)
constant gamedifficulty MAP_DIFFICULTY_NORMAL = ConvertGameDifficulty(1)
constant gamedifficulty MAP_DIFFICULTY_HARD = ConvertGameDifficulty(2)
constant gamedifficulty MAP_DIFFICULTY_INSANE = ConvertGameDifficulty(3)
constant gamespeed MAP_SPEED_SLOWEST = ConvertGameSpeed(0)
constant gamespeed MAP_SPEED_SLOW = ConvertGameSpeed(1)
constant gamespeed MAP_SPEED_NORMAL = ConvertGameSpeed(2)
constant gamespeed MAP_SPEED_FAST = ConvertGameSpeed(3)
constant gamespeed MAP_SPEED_FASTEST = ConvertGameSpeed(4)
constant playerslotstate PLAYER_SLOT_STATE_EMPTY = ConvertPlayerSlotState(0)
constant playerslotstate PLAYER_SLOT_STATE_PLAYING = ConvertPlayerSlotState(1)
constant playerslotstate PLAYER_SLOT_STATE_LEFT = ConvertPlayerSlotState(2)
//===================================================
// Sound Constants
//===================================================
constant volumegroup SOUND_VOLUMEGROUP_UNITMOVEMENT = ConvertVolumeGroup(0)
constant volumegroup SOUND_VOLUMEGROUP_UNITSOUNDS = ConvertVolumeGroup(1)
constant volumegroup SOUND_VOLUMEGROUP_COMBAT = ConvertVolumeGroup(2)
constant volumegroup SOUND_VOLUMEGROUP_SPELLS = ConvertVolumeGroup(3)
constant volumegroup SOUND_VOLUMEGROUP_UI = ConvertVolumeGroup(4)
constant volumegroup SOUND_VOLUMEGROUP_MUSIC = ConvertVolumeGroup(5)
constant volumegroup SOUND_VOLUMEGROUP_AMBIENTSOUNDS = ConvertVolumeGroup(6)
constant volumegroup SOUND_VOLUMEGROUP_FIRE = ConvertVolumeGroup(7)
//===================================================
// Game, Player, and Unit States
//
// For use with TriggerRegister<X>StateEvent
//
//===================================================
constant igamestate GAME_STATE_DIVINE_INTERVENTION = ConvertIGameState(0)
constant igamestate GAME_STATE_DISCONNECTED = ConvertIGameState(1)
constant fgamestate GAME_STATE_TIME_OF_DAY = ConvertFGameState(2)
constant playerstate PLAYER_STATE_GAME_RESULT = ConvertPlayerState(0)
// current resource levels
//
constant playerstate PLAYER_STATE_RESOURCE_GOLD = ConvertPlayerState(1)
constant playerstate PLAYER_STATE_RESOURCE_LUMBER = ConvertPlayerState(2)
constant playerstate PLAYER_STATE_RESOURCE_HERO_TOKENS = ConvertPlayerState(3)
constant playerstate PLAYER_STATE_RESOURCE_FOOD_CAP = ConvertPlayerState(4)
constant playerstate PLAYER_STATE_RESOURCE_FOOD_USED = ConvertPlayerState(5)
constant playerstate PLAYER_STATE_FOOD_CAP_CEILING = ConvertPlayerState(6)
constant playerstate PLAYER_STATE_GIVES_BOUNTY = ConvertPlayerState(7)
constant playerstate PLAYER_STATE_ALLIED_VICTORY = ConvertPlayerState(8)
constant playerstate PLAYER_STATE_PLACED = ConvertPlayerState(9)
constant playerstate PLAYER_STATE_OBSERVER_ON_DEATH = ConvertPlayerState(10)
constant playerstate PLAYER_STATE_OBSERVER = ConvertPlayerState(11)
constant playerstate PLAYER_STATE_UNFOLLOWABLE = ConvertPlayerState(12)
// taxation rate for each resource
//
constant playerstate PLAYER_STATE_GOLD_UPKEEP_RATE = ConvertPlayerState(13)
constant playerstate PLAYER_STATE_LUMBER_UPKEEP_RATE = ConvertPlayerState(14)
// cumulative resources collected by the player during the mission
//
constant playerstate PLAYER_STATE_GOLD_GATHERED = ConvertPlayerState(15)
constant playerstate PLAYER_STATE_LUMBER_GATHERED = ConvertPlayerState(16)
constant playerstate PLAYER_STATE_NO_CREEP_SLEEP = ConvertPlayerState(25)
constant unitstate UNIT_STATE_LIFE = ConvertUnitState(0)
constant unitstate UNIT_STATE_MAX_LIFE = ConvertUnitState(1)
constant unitstate UNIT_STATE_MANA = ConvertUnitState(2)
constant unitstate UNIT_STATE_MAX_MANA = ConvertUnitState(3)
constant aidifficulty AI_DIFFICULTY_NEWBIE = ConvertAIDifficulty(0)
constant aidifficulty AI_DIFFICULTY_NORMAL = ConvertAIDifficulty(1)
constant aidifficulty AI_DIFFICULTY_INSANE = ConvertAIDifficulty(2)
// player score values
constant playerscore PLAYER_SCORE_UNITS_TRAINED = ConvertPlayerScore(0)
constant playerscore PLAYER_SCORE_UNITS_KILLED = ConvertPlayerScore(1)
constant playerscore PLAYER_SCORE_STRUCT_BUILT = ConvertPlayerScore(2)
constant playerscore PLAYER_SCORE_STRUCT_RAZED = ConvertPlayerScore(3)
constant playerscore PLAYER_SCORE_TECH_PERCENT = ConvertPlayerScore(4)
constant playerscore PLAYER_SCORE_FOOD_MAXPROD = ConvertPlayerScore(5)
constant playerscore PLAYER_SCORE_FOOD_MAXUSED = ConvertPlayerScore(6)
constant playerscore PLAYER_SCORE_HEROES_KILLED = ConvertPlayerScore(7)
constant playerscore PLAYER_SCORE_ITEMS_GAINED = ConvertPlayerScore(8)
constant playerscore PLAYER_SCORE_MERCS_HIRED = ConvertPlayerScore(9)
constant playerscore PLAYER_SCORE_GOLD_MINED_TOTAL = ConvertPlayerScore(10)
constant playerscore PLAYER_SCORE_GOLD_MINED_UPKEEP = ConvertPlayerScore(11)
constant playerscore PLAYER_SCORE_GOLD_LOST_UPKEEP = ConvertPlayerScore(12)
constant playerscore PLAYER_SCORE_GOLD_LOST_TAX = ConvertPlayerScore(13)
constant playerscore PLAYER_SCORE_GOLD_GIVEN = ConvertPlayerScore(14)
constant playerscore PLAYER_SCORE_GOLD_RECEIVED = ConvertPlayerScore(15)
constant playerscore PLAYER_SCORE_LUMBER_TOTAL = ConvertPlayerScore(16)
constant playerscore PLAYER_SCORE_LUMBER_LOST_UPKEEP = ConvertPlayerScore(17)
constant playerscore PLAYER_SCORE_LUMBER_LOST_TAX = ConvertPlayerScore(18)
constant playerscore PLAYER_SCORE_LUMBER_GIVEN = ConvertPlayerScore(19)
constant playerscore PLAYER_SCORE_LUMBER_RECEIVED = ConvertPlayerScore(20)
constant playerscore PLAYER_SCORE_UNIT_TOTAL = ConvertPlayerScore(21)
constant playerscore PLAYER_SCORE_HERO_TOTAL = ConvertPlayerScore(22)
constant playerscore PLAYER_SCORE_RESOURCE_TOTAL = ConvertPlayerScore(23)
constant playerscore PLAYER_SCORE_TOTAL = ConvertPlayerScore(24)
//===================================================
// Game, Player and Unit Events
//
// When an event causes a trigger to fire these
// values allow the action code to determine which
// event was dispatched and therefore which set of
// native functions should be used to get information
// about the event.
//
// Do NOT change the order or value of these constants
// without insuring that the JASS_GAME_EVENTS_WAR3 enum
// is changed to match.
//
//===================================================
//===================================================
// For use with TriggerRegisterGameEvent
//===================================================
constant gameevent EVENT_GAME_VICTORY = ConvertGameEvent(0)
constant gameevent EVENT_GAME_END_LEVEL = ConvertGameEvent(1)
constant gameevent EVENT_GAME_VARIABLE_LIMIT = ConvertGameEvent(2)
constant gameevent EVENT_GAME_STATE_LIMIT = ConvertGameEvent(3)
constant gameevent EVENT_GAME_TIMER_EXPIRED = ConvertGameEvent(4)
constant gameevent EVENT_GAME_ENTER_REGION = ConvertGameEvent(5)
constant gameevent EVENT_GAME_LEAVE_REGION = ConvertGameEvent(6)
constant gameevent EVENT_GAME_TRACKABLE_HIT = ConvertGameEvent(7)
constant gameevent EVENT_GAME_TRACKABLE_TRACK = ConvertGameEvent(8)
constant gameevent EVENT_GAME_SHOW_SKILL = ConvertGameEvent(9)
constant gameevent EVENT_GAME_BUILD_SUBMENU = ConvertGameEvent(10)
//===================================================
// For use with TriggerRegisterPlayerEvent
//===================================================
constant playerevent EVENT_PLAYER_STATE_LIMIT = ConvertPlayerEvent(11)
constant playerevent EVENT_PLAYER_ALLIANCE_CHANGED = ConvertPlayerEvent(12)
constant playerevent EVENT_PLAYER_DEFEAT = ConvertPlayerEvent(13)
constant playerevent EVENT_PLAYER_VICTORY = ConvertPlayerEvent(14)
constant playerevent EVENT_PLAYER_LEAVE = ConvertPlayerEvent(15)
constant playerevent EVENT_PLAYER_CHAT = ConvertPlayerEvent(16)
constant playerevent EVENT_PLAYER_END_CINEMATIC = ConvertPlayerEvent(17)
//===================================================
// For use with TriggerRegisterPlayerUnitEvent
//===================================================
constant playerunitevent EVENT_PLAYER_UNIT_ATTACKED = ConvertPlayerUnitEvent(18)
constant playerunitevent EVENT_PLAYER_UNIT_RESCUED = ConvertPlayerUnitEvent(19)
constant playerunitevent EVENT_PLAYER_UNIT_DEATH = ConvertPlayerUnitEvent(20)
constant playerunitevent EVENT_PLAYER_UNIT_DECAY = ConvertPlayerUnitEvent(21)
constant playerunitevent EVENT_PLAYER_UNIT_DETECTED = ConvertPlayerUnitEvent(22)
constant playerunitevent EVENT_PLAYER_UNIT_HIDDEN = ConvertPlayerUnitEvent(23)
constant playerunitevent EVENT_PLAYER_UNIT_SELECTED = ConvertPlayerUnitEvent(24)
constant playerunitevent EVENT_PLAYER_UNIT_DESELECTED = ConvertPlayerUnitEvent(25)
constant playerunitevent EVENT_PLAYER_UNIT_CONSTRUCT_START = ConvertPlayerUnitEvent(26)
constant playerunitevent EVENT_PLAYER_UNIT_CONSTRUCT_CANCEL = ConvertPlayerUnitEvent(27)
constant playerunitevent EVENT_PLAYER_UNIT_CONSTRUCT_FINISH = ConvertPlayerUnitEvent(28)
constant playerunitevent EVENT_PLAYER_UNIT_UPGRADE_START = ConvertPlayerUnitEvent(29)
constant playerunitevent EVENT_PLAYER_UNIT_UPGRADE_CANCEL = ConvertPlayerUnitEvent(30)
constant playerunitevent EVENT_PLAYER_UNIT_UPGRADE_FINISH = ConvertPlayerUnitEvent(31)
constant playerunitevent EVENT_PLAYER_UNIT_TRAIN_START = ConvertPlayerUnitEvent(32)
constant playerunitevent EVENT_PLAYER_UNIT_TRAIN_CANCEL = ConvertPlayerUnitEvent(33)
constant playerunitevent EVENT_PLAYER_UNIT_TRAIN_FINISH = ConvertPlayerUnitEvent(34)
constant playerunitevent EVENT_PLAYER_UNIT_RESEARCH_START = ConvertPlayerUnitEvent(35)
constant playerunitevent EVENT_PLAYER_UNIT_RESEARCH_CANCEL = ConvertPlayerUnitEvent(36)
constant playerunitevent EVENT_PLAYER_UNIT_RESEARCH_FINISH = ConvertPlayerUnitEvent(37)
constant playerunitevent EVENT_PLAYER_UNIT_ISSUED_ORDER = ConvertPlayerUnitEvent(38)
constant playerunitevent EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER = ConvertPlayerUnitEvent(39)
constant playerunitevent EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER = ConvertPlayerUnitEvent(40)
constant playerunitevent EVENT_PLAYER_UNIT_ISSUED_UNIT_ORDER = ConvertPlayerUnitEvent(40) // for compat
constant playerunitevent EVENT_PLAYER_HERO_LEVEL = ConvertPlayerUnitEvent(41)
constant playerunitevent EVENT_PLAYER_HERO_SKILL = ConvertPlayerUnitEvent(42)
constant playerunitevent EVENT_PLAYER_HERO_REVIVABLE = ConvertPlayerUnitEvent(43)
constant playerunitevent EVENT_PLAYER_HERO_REVIVE_START = ConvertPlayerUnitEvent(44)
constant playerunitevent EVENT_PLAYER_HERO_REVIVE_CANCEL = ConvertPlayerUnitEvent(45)
constant playerunitevent EVENT_PLAYER_HERO_REVIVE_FINISH = ConvertPlayerUnitEvent(46)
constant playerunitevent EVENT_PLAYER_UNIT_SUMMON = ConvertPlayerUnitEvent(47)
constant playerunitevent EVENT_PLAYER_UNIT_DROP_ITEM = ConvertPlayerUnitEvent(48)
constant playerunitevent EVENT_PLAYER_UNIT_PICKUP_ITEM = ConvertPlayerUnitEvent(49)
constant playerunitevent EVENT_PLAYER_UNIT_USE_ITEM = ConvertPlayerUnitEvent(50)
constant playerunitevent EVENT_PLAYER_UNIT_LOADED = ConvertPlayerUnitEvent(51)
//===================================================
// For use with TriggerRegisterUnitEvent
//===================================================
constant unitevent EVENT_UNIT_DAMAGED = ConvertUnitEvent(52)
constant unitevent EVENT_UNIT_DEATH = ConvertUnitEvent(53)
constant unitevent EVENT_UNIT_DECAY = ConvertUnitEvent(54)
constant unitevent EVENT_UNIT_DETECTED = ConvertUnitEvent(55)
constant unitevent EVENT_UNIT_HIDDEN = ConvertUnitEvent(56)
constant unitevent EVENT_UNIT_SELECTED = ConvertUnitEvent(57)
constant unitevent EVENT_UNIT_DESELECTED = ConvertUnitEvent(58)
constant unitevent EVENT_UNIT_STATE_LIMIT = ConvertUnitEvent(59)
// Events which may have a filter for the "other unit"
//
constant unitevent EVENT_UNIT_ACQUIRED_TARGET = ConvertUnitEvent(60)
constant unitevent EVENT_UNIT_TARGET_IN_RANGE = ConvertUnitEvent(61)
constant unitevent EVENT_UNIT_ATTACKED = ConvertUnitEvent(62)
constant unitevent EVENT_UNIT_RESCUED = ConvertUnitEvent(63)
constant unitevent EVENT_UNIT_CONSTRUCT_CANCEL = ConvertUnitEvent(64)
constant unitevent EVENT_UNIT_CONSTRUCT_FINISH = ConvertUnitEvent(65)
constant unitevent EVENT_UNIT_UPGRADE_START = ConvertUnitEvent(66)
constant unitevent EVENT_UNIT_UPGRADE_CANCEL = ConvertUnitEvent(67)
constant unitevent EVENT_UNIT_UPGRADE_FINISH = ConvertUnitEvent(68)
// Events which involve the specified unit performing
// training of other units
//
constant unitevent EVENT_UNIT_TRAIN_START = ConvertUnitEvent(69)
constant unitevent EVENT_UNIT_TRAIN_CANCEL = ConvertUnitEvent(70)
constant unitevent EVENT_UNIT_TRAIN_FINISH = ConvertUnitEvent(71)
constant unitevent EVENT_UNIT_RESEARCH_START = ConvertUnitEvent(72)
constant unitevent EVENT_UNIT_RESEARCH_CANCEL = ConvertUnitEvent(73)
constant unitevent EVENT_UNIT_RESEARCH_FINISH = ConvertUnitEvent(74)
constant unitevent EVENT_UNIT_ISSUED_ORDER = ConvertUnitEvent(75)
constant unitevent EVENT_UNIT_ISSUED_POINT_ORDER = ConvertUnitEvent(76)
constant unitevent EVENT_UNIT_ISSUED_TARGET_ORDER = ConvertUnitEvent(77)
constant unitevent EVENT_UNIT_HERO_LEVEL = ConvertUnitEvent(78)
constant unitevent EVENT_UNIT_HERO_SKILL = ConvertUnitEvent(79)
constant unitevent EVENT_UNIT_HERO_REVIVABLE = ConvertUnitEvent(80)
constant unitevent EVENT_UNIT_HERO_REVIVE_START = ConvertUnitEvent(81)
constant unitevent EVENT_UNIT_HERO_REVIVE_CANCEL = ConvertUnitEvent(82)
constant unitevent EVENT_UNIT_HERO_REVIVE_FINISH = ConvertUnitEvent(83)
constant unitevent EVENT_UNIT_SUMMON = ConvertUnitEvent(84)
constant unitevent EVENT_UNIT_DROP_ITEM = ConvertUnitEvent(85)
constant unitevent EVENT_UNIT_PICKUP_ITEM = ConvertUnitEvent(86)
constant unitevent EVENT_UNIT_USE_ITEM = ConvertUnitEvent(87)
constant unitevent EVENT_UNIT_LOADED = ConvertUnitEvent(88)
constant widgetevent EVENT_WIDGET_DEATH = ConvertWidgetEvent(89)
constant dialogevent EVENT_DIALOG_BUTTON_CLICK = ConvertDialogEvent(90)
constant dialogevent EVENT_DIALOG_CLICK = ConvertDialogEvent(91)
//===================================================
// Frozen Throne Expansion Events
// Need to be added here to preserve compat
//===================================================
//===================================================
// For use with TriggerRegisterGameEvent
//===================================================
constant gameevent EVENT_GAME_LOADED = ConvertGameEvent(256)
constant gameevent EVENT_GAME_TOURNAMENT_FINISH_SOON = ConvertGameEvent(257)
constant gameevent EVENT_GAME_TOURNAMENT_FINISH_NOW = ConvertGameEvent(258)
constant gameevent EVENT_GAME_SAVE = ConvertGameEvent(259)
//===================================================
// For use with TriggerRegisterPlayerEvent
//===================================================
constant playerevent EVENT_PLAYER_ARROW_LEFT_DOWN = ConvertPlayerEvent(261)
constant playerevent EVENT_PLAYER_ARROW_LEFT_UP = ConvertPlayerEvent(262)
constant playerevent EVENT_PLAYER_ARROW_RIGHT_DOWN = ConvertPlayerEvent(263)
constant playerevent EVENT_PLAYER_ARROW_RIGHT_UP = ConvertPlayerEvent(264)
constant playerevent EVENT_PLAYER_ARROW_DOWN_DOWN = ConvertPlayerEvent(265)
constant playerevent EVENT_PLAYER_ARROW_DOWN_UP = ConvertPlayerEvent(266)
constant playerevent EVENT_PLAYER_ARROW_UP_DOWN = ConvertPlayerEvent(267)
constant playerevent EVENT_PLAYER_ARROW_UP_UP = ConvertPlayerEvent(268)
//===================================================
// For use with TriggerRegisterPlayerUnitEvent
//===================================================
constant playerunitevent EVENT_PLAYER_UNIT_SELL = ConvertPlayerUnitEvent(269)
constant playerunitevent EVENT_PLAYER_UNIT_CHANGE_OWNER = ConvertPlayerUnitEvent(270)
constant playerunitevent EVENT_PLAYER_UNIT_SELL_ITEM = ConvertPlayerUnitEvent(271)
constant playerunitevent EVENT_PLAYER_UNIT_SPELL_CHANNEL = ConvertPlayerUnitEvent(272)
constant playerunitevent EVENT_PLAYER_UNIT_SPELL_CAST = ConvertPlayerUnitEvent(273)
constant playerunitevent EVENT_PLAYER_UNIT_SPELL_EFFECT = ConvertPlayerUnitEvent(274)
constant playerunitevent EVENT_PLAYER_UNIT_SPELL_FINISH = ConvertPlayerUnitEvent(275)
constant playerunitevent EVENT_PLAYER_UNIT_SPELL_ENDCAST = ConvertPlayerUnitEvent(276)
constant playerunitevent EVENT_PLAYER_UNIT_PAWN_ITEM = ConvertPlayerUnitEvent(277)
//===================================================
// For use with TriggerRegisterUnitEvent
//===================================================
constant unitevent EVENT_UNIT_SELL = ConvertUnitEvent(286)
constant unitevent EVENT_UNIT_CHANGE_OWNER = ConvertUnitEvent(287)
constant unitevent EVENT_UNIT_SELL_ITEM = ConvertUnitEvent(288)
constant unitevent EVENT_UNIT_SPELL_CHANNEL = ConvertUnitEvent(289)
constant unitevent EVENT_UNIT_SPELL_CAST = ConvertUnitEvent(290)
constant unitevent EVENT_UNIT_SPELL_EFFECT = ConvertUnitEvent(291)
constant unitevent EVENT_UNIT_SPELL_FINISH = ConvertUnitEvent(292)
constant unitevent EVENT_UNIT_SPELL_ENDCAST = ConvertUnitEvent(293)
constant unitevent EVENT_UNIT_PAWN_ITEM = ConvertUnitEvent(294)
//===================================================
// Limit Event API constants
// variable, player state, game state, and unit state events
// ( do NOT change the order of these... )
//===================================================
constant limitop LESS_THAN = ConvertLimitOp(0)
constant limitop LESS_THAN_OR_EQUAL = ConvertLimitOp(1)
constant limitop EQUAL = ConvertLimitOp(2)
constant limitop GREATER_THAN_OR_EQUAL = ConvertLimitOp(3)
constant limitop GREATER_THAN = ConvertLimitOp(4)
constant limitop NOT_EQUAL = ConvertLimitOp(5)
//===================================================
// Unit Type Constants for use with IsUnitType()
//===================================================
constant unittype UNIT_TYPE_HERO = ConvertUnitType(0)
constant unittype UNIT_TYPE_DEAD = ConvertUnitType(1)
constant unittype UNIT_TYPE_STRUCTURE = ConvertUnitType(2)
constant unittype UNIT_TYPE_FLYING = ConvertUnitType(3)
constant unittype UNIT_TYPE_GROUND = ConvertUnitType(4)
constant unittype UNIT_TYPE_ATTACKS_FLYING = ConvertUnitType(5)
constant unittype UNIT_TYPE_ATTACKS_GROUND = ConvertUnitType(6)
constant unittype UNIT_TYPE_MELEE_ATTACKER = ConvertUnitType(7)
constant unittype UNIT_TYPE_RANGED_ATTACKER = ConvertUnitType(8)
constant unittype UNIT_TYPE_GIANT = ConvertUnitType(9)
constant unittype UNIT_TYPE_SUMMONED = ConvertUnitType(10)
constant unittype UNIT_TYPE_STUNNED = ConvertUnitType(11)
constant unittype UNIT_TYPE_PLAGUED = ConvertUnitType(12)
constant unittype UNIT_TYPE_SNARED = ConvertUnitType(13)
constant unittype UNIT_TYPE_UNDEAD = ConvertUnitType(14)
constant unittype UNIT_TYPE_MECHANICAL = ConvertUnitType(15)
constant unittype UNIT_TYPE_PEON = ConvertUnitType(16)
constant unittype UNIT_TYPE_SAPPER = ConvertUnitType(17)
constant unittype UNIT_TYPE_TOWNHALL = ConvertUnitType(18)
constant unittype UNIT_TYPE_ANCIENT = ConvertUnitType(19)
constant unittype UNIT_TYPE_TAUREN = ConvertUnitType(20)
constant unittype UNIT_TYPE_POISONED = ConvertUnitType(21)
constant unittype UNIT_TYPE_POLYMORPHED = ConvertUnitType(22)
constant unittype UNIT_TYPE_SLEEPING = ConvertUnitType(23)
constant unittype UNIT_TYPE_RESISTANT = ConvertUnitType(24)
constant unittype UNIT_TYPE_ETHEREAL = ConvertUnitType(25)
constant unittype UNIT_TYPE_MAGIC_IMMUNE = ConvertUnitType(26)
//===================================================
// Unit Type Constants for use with ChooseRandomItemEx()
//===================================================
constant itemtype ITEM_TYPE_PERMANENT = ConvertItemType(0)
constant itemtype ITEM_TYPE_CHARGED = ConvertItemType(1)
constant itemtype ITEM_TYPE_POWERUP = ConvertItemType(2)
constant itemtype ITEM_TYPE_ARTIFACT = ConvertItemType(3)
constant itemtype ITEM_TYPE_PURCHASABLE = ConvertItemType(4)
constant itemtype ITEM_TYPE_CAMPAIGN = ConvertItemType(5)
constant itemtype ITEM_TYPE_MISCELLANEOUS = ConvertItemType(6)
constant itemtype ITEM_TYPE_UNKNOWN = ConvertItemType(7)
constant itemtype ITEM_TYPE_ANY = ConvertItemType(8)
// Deprecated, should use ITEM_TYPE_POWERUP
constant itemtype ITEM_TYPE_TOME = ConvertItemType(2)
//===================================================
// Animatable Camera Fields
//===================================================
constant camerafield CAMERA_FIELD_TARGET_DISTANCE = ConvertCameraField(0)
constant camerafield CAMERA_FIELD_FARZ = ConvertCameraField(1)
constant camerafield CAMERA_FIELD_ANGLE_OF_ATTACK = ConvertCameraField(2)
constant camerafield CAMERA_FIELD_FIELD_OF_VIEW = ConvertCameraField(3)
constant camerafield CAMERA_FIELD_ROLL = ConvertCameraField(4)
constant camerafield CAMERA_FIELD_ROTATION = ConvertCameraField(5)
constant camerafield CAMERA_FIELD_ZOFFSET = ConvertCameraField(6)
constant blendmode BLEND_MODE_NONE = ConvertBlendMode(0)
constant blendmode BLEND_MODE_DONT_CARE = ConvertBlendMode(0)
constant blendmode BLEND_MODE_KEYALPHA = ConvertBlendMode(1)
constant blendmode BLEND_MODE_BLEND = ConvertBlendMode(2)
constant blendmode BLEND_MODE_ADDITIVE = ConvertBlendMode(3)
constant blendmode BLEND_MODE_MODULATE = ConvertBlendMode(4)
constant blendmode BLEND_MODE_MODULATE_2X = ConvertBlendMode(5)
constant raritycontrol RARITY_FREQUENT = ConvertRarityControl(0)
constant raritycontrol RARITY_RARE = ConvertRarityControl(1)
constant texmapflags TEXMAP_FLAG_NONE = ConvertTexMapFlags(0)
constant texmapflags TEXMAP_FLAG_WRAP_U = ConvertTexMapFlags(1)
constant texmapflags TEXMAP_FLAG_WRAP_V = ConvertTexMapFlags(2)
constant texmapflags TEXMAP_FLAG_WRAP_UV = ConvertTexMapFlags(3)
constant fogstate FOG_OF_WAR_MASKED = ConvertFogState(1)
constant fogstate FOG_OF_WAR_FOGGED = ConvertFogState(2)
constant fogstate FOG_OF_WAR_VISIBLE = ConvertFogState(4)
//===================================================
// Camera Margin constants for use with GetCameraMargin
//===================================================
constant integer CAMERA_MARGIN_LEFT = 0
constant integer CAMERA_MARGIN_RIGHT = 1
constant integer CAMERA_MARGIN_TOP = 2
constant integer CAMERA_MARGIN_BOTTOM = 3
//===================================================
// Effect API constants
//===================================================
constant effecttype EFFECT_TYPE_EFFECT = ConvertEffectType(0)
constant effecttype EFFECT_TYPE_TARGET = ConvertEffectType(1)
constant effecttype EFFECT_TYPE_CASTER = ConvertEffectType(2)
constant effecttype EFFECT_TYPE_SPECIAL = ConvertEffectType(3)
constant effecttype EFFECT_TYPE_AREA_EFFECT = ConvertEffectType(4)
constant effecttype EFFECT_TYPE_MISSILE = ConvertEffectType(5)
constant effecttype EFFECT_TYPE_LIGHTNING = ConvertEffectType(6)
constant soundtype SOUND_TYPE_EFFECT = ConvertSoundType(0)
constant soundtype SOUND_TYPE_EFFECT_LOOPED = ConvertSoundType(1)
endglobals
//============================================================================
// MathAPI
native Deg2Rad takes real degrees returns real
native Rad2Deg takes real radians returns real
native Sin takes real radians returns real
native Cos takes real radians returns real
native Tan takes real radians returns real
// Expect values between -1 and 1...returns 0 for invalid input
native Asin takes real y returns real
native Acos takes real x returns real
native Atan takes real x returns real
// Returns 0 if x and y are both 0
native Atan2 takes real y, real x returns real
// Returns 0 if x <= 0
native SquareRoot takes real x returns real
// computes x to the y power
// y == 0.0 => 1
// x ==0.0 and y < 0 => 0
//
native Pow takes real x, real power returns real
//============================================================================
// String Utility API
native I2R takes integer i returns real
native R2I takes real r returns integer
native I2S takes integer i returns string
native R2S takes real r returns string
native R2SW takes real r, integer width, integer precision returns string
native S2I takes string s returns integer
native S2R takes string s returns real
native GetHandleId takes handle h returns integer
native SubString takes string source, integer start, integer end returns string
native StringLength takes string s returns integer
native StringCase takes string source, boolean upper returns string
native StringHash takes string s returns integer
native GetLocalizedString takes string source returns string
native GetLocalizedHotkey takes string source returns integer
//============================================================================
// Map Setup API
//
// These are native functions for describing the map configuration
// these funcs should only be used in the "config" function of
// a map script. The functions should also be called in this order
// ( i.e. call SetPlayers before SetPlayerColor...
//
native SetMapName takes string name returns nothing
native SetMapDescription takes string description returns nothing
native SetTeams takes integer teamcount returns nothing
native SetPlayers takes integer playercount returns nothing
native DefineStartLocation takes integer whichStartLoc, real x, real y returns nothing
native DefineStartLocationLoc takes integer whichStartLoc, location whichLocation returns nothing
native SetStartLocPrioCount takes integer whichStartLoc, integer prioSlotCount returns nothing
native SetStartLocPrio takes integer whichStartLoc, integer prioSlotIndex, integer otherStartLocIndex, startlocprio priority returns nothing
native GetStartLocPrioSlot takes integer whichStartLoc, integer prioSlotIndex returns integer
native GetStartLocPrio takes integer whichStartLoc, integer prioSlotIndex returns startlocprio
native SetGameTypeSupported takes gametype whichGameType, boolean value returns nothing
native SetMapFlag takes mapflag whichMapFlag, boolean value returns nothing
native SetGamePlacement takes placement whichPlacementType returns nothing
native SetGameSpeed takes gamespeed whichspeed returns nothing
native SetGameDifficulty takes gamedifficulty whichdifficulty returns nothing
native SetResourceDensity takes mapdensity whichdensity returns nothing
native SetCreatureDensity takes mapdensity whichdensity returns nothing
native GetTeams takes nothing returns integer
native GetPlayers takes nothing returns integer
native IsGameTypeSupported takes gametype whichGameType returns boolean
native GetGameTypeSelected takes nothing returns gametype
native IsMapFlagSet takes mapflag whichMapFlag returns boolean
constant native GetGamePlacement takes nothing returns placement
constant native GetGameSpeed takes nothing returns gamespeed
constant native GetGameDifficulty takes nothing returns gamedifficulty
constant native GetResourceDensity takes nothing returns mapdensity
constant native GetCreatureDensity takes nothing returns mapdensity
constant native GetStartLocationX takes integer whichStartLocation returns real
constant native GetStartLocationY takes integer whichStartLocation returns real
constant native GetStartLocationLoc takes integer whichStartLocation returns location
native SetPlayerTeam takes player whichPlayer, integer whichTeam returns nothing
native SetPlayerStartLocation takes player whichPlayer, integer startLocIndex returns nothing
// forces player to have the specified start loc and marks the start loc as occupied
// which removes it from consideration for subsequently placed players
// ( i.e. you can use this to put people in a fixed loc and then
// use random placement for any unplaced players etc )
native ForcePlayerStartLocation takes player whichPlayer, integer startLocIndex returns nothing
native SetPlayerColor takes player whichPlayer, playercolor color returns nothing
native SetPlayerAlliance takes player sourcePlayer, player otherPlayer, alliancetype whichAllianceSetting, boolean value returns nothing
native SetPlayerTaxRate takes player sourcePlayer, player otherPlayer, playerstate whichResource, integer rate returns nothing
native SetPlayerRacePreference takes player whichPlayer, racepreference whichRacePreference returns nothing
native SetPlayerRaceSelectable takes player whichPlayer, boolean value returns nothing
native SetPlayerController takes player whichPlayer, mapcontrol controlType returns nothing
native SetPlayerName takes player whichPlayer, string name returns nothing
native SetPlayerOnScoreScreen takes player whichPlayer, boolean flag returns nothing
native GetPlayerTeam takes player whichPlayer returns integer
native GetPlayerStartLocation takes player whichPlayer returns integer
native GetPlayerColor takes player whichPlayer returns playercolor
native GetPlayerSelectable takes player whichPlayer returns boolean
native GetPlayerController takes player whichPlayer returns mapcontrol
native GetPlayerSlotState takes player whichPlayer returns playerslotstate
native GetPlayerTaxRate takes player sourcePlayer, player otherPlayer, playerstate whichResource returns integer
native IsPlayerRacePrefSet takes player whichPlayer, racepreference pref returns boolean
native GetPlayerName takes player whichPlayer returns string
//============================================================================
// Timer API
//
native CreateTimer takes nothing returns timer
native DestroyTimer takes timer whichTimer returns nothing
native TimerStart takes timer whichTimer, real timeout, boolean periodic, code handlerFunc returns nothing
native TimerGetElapsed takes timer whichTimer returns real
native TimerGetRemaining takes timer whichTimer returns real
native TimerGetTimeout takes timer whichTimer returns real
native PauseTimer takes timer whichTimer returns nothing
native ResumeTimer takes timer whichTimer returns nothing
native GetExpiredTimer takes nothing returns timer
//============================================================================
// Group API
//
native CreateGroup takes nothing returns group
native DestroyGroup takes group whichGroup returns nothing
native GroupAddUnit takes group whichGroup, unit whichUnit returns nothing
native GroupRemoveUnit takes group whichGroup, unit whichUnit returns nothing
native GroupClear takes group whichGroup returns nothing
native GroupEnumUnitsOfType takes group whichGroup, string unitname, boolexpr filter returns nothing
native GroupEnumUnitsOfPlayer takes group whichGroup, player whichPlayer, boolexpr filter returns nothing
native GroupEnumUnitsOfTypeCounted takes group whichGroup, string unitname, boolexpr filter, integer countLimit returns nothing
native GroupEnumUnitsInRect takes group whichGroup, rect r, boolexpr filter returns nothing
native GroupEnumUnitsInRectCounted takes group whichGroup, rect r, boolexpr filter, integer countLimit returns nothing
native GroupEnumUnitsInRange takes group whichGroup, real x, real y, real radius, boolexpr filter returns nothing
native GroupEnumUnitsInRangeOfLoc takes group whichGroup, location whichLocation, real radius, boolexpr filter returns nothing
native GroupEnumUnitsInRangeCounted takes group whichGroup, real x, real y, real radius, boolexpr filter, integer countLimit returns nothing
native GroupEnumUnitsInRangeOfLocCounted takes group whichGroup, location whichLocation, real radius, boolexpr filter, integer countLimit returns nothing
native GroupEnumUnitsSelected takes group whichGroup, player whichPlayer, boolexpr filter returns nothing
native GroupImmediateOrder takes group whichGroup, string order returns boolean
native GroupImmediateOrderById takes group whichGroup, integer order returns boolean
native GroupPointOrder takes group whichGroup, string order, real x, real y returns boolean
native GroupPointOrderLoc takes group whichGroup, string order, location whichLocation returns boolean
native GroupPointOrderById takes group whichGroup, integer order, real x, real y returns boolean
native GroupPointOrderByIdLoc takes group whichGroup, integer order, location whichLocation returns boolean
native GroupTargetOrder takes group whichGroup, string order, widget targetWidget returns boolean
native GroupTargetOrderById takes group whichGroup, integer order, widget targetWidget returns boolean
// This will be difficult to support with potentially disjoint, cell-based regions
// as it would involve enumerating all the cells that are covered by a particularregion
// a better implementation would be a trigger that adds relevant units as they enter
// and removes them if they leave...
native ForGroup takes group whichGroup, code callback returns nothing
native FirstOfGroup takes group whichGroup returns unit
//============================================================================
// Force API
//
native CreateForce takes nothing returns force
native DestroyForce takes force whichForce returns nothing
native ForceAddPlayer takes force whichForce, player whichPlayer returns nothing
native ForceRemovePlayer takes force whichForce, player whichPlayer returns nothing
native ForceClear takes force whichForce returns nothing
native ForceEnumPlayers takes force whichForce, boolexpr filter returns nothing
native ForceEnumPlayersCounted takes force whichForce, boolexpr filter, integer countLimit returns nothing
native ForceEnumAllies takes force whichForce, player whichPlayer, boolexpr filter returns nothing
native ForceEnumEnemies takes force whichForce, player whichPlayer, boolexpr filter returns nothing
native ForForce takes force whichForce, code callback returns nothing
//============================================================================
// Region and Location API
//
native Rect takes real minx, real miny, real maxx, real maxy returns rect
native RectFromLoc takes location min, location max returns rect
native RemoveRect takes rect whichRect returns nothing
native SetRect takes rect whichRect, real minx, real miny, real maxx, real maxy returns nothing
native SetRectFromLoc takes rect whichRect, location min, location max returns nothing
native MoveRectTo takes rect whichRect, real newCenterX, real newCenterY returns nothing
native MoveRectToLoc takes rect whichRect, location newCenterLoc returns nothing
native GetRectCenterX takes rect whichRect returns real
native GetRectCenterY takes rect whichRect returns real
native GetRectMinX takes rect whichRect returns real
native GetRectMinY takes rect whichRect returns real
native GetRectMaxX takes rect whichRect returns real
native GetRectMaxY takes rect whichRect returns real
native CreateRegion takes nothing returns region
native RemoveRegion takes region whichRegion returns nothing
native RegionAddRect takes region whichRegion, rect r returns nothing
native RegionClearRect takes region whichRegion, rect r returns nothing
native RegionAddCell takes region whichRegion, real x, real y returns nothing
native RegionAddCellAtLoc takes region whichRegion, location whichLocation returns nothing
native RegionClearCell takes region whichRegion, real x, real y returns nothing
native RegionClearCellAtLoc takes region whichRegion, location whichLocation returns nothing
native Location takes real x, real y returns location