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Blizzard.j
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Blizzard.j
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//===========================================================================
// Blizzard.j ( define Jass2 functions that need to be in every map script )
//===========================================================================
globals
//-----------------------------------------------------------------------
// Constants
//
// Misc constants
/**
@patch 1.00
*/
constant real bj_PI = 3.14159
/**
@patch 1.00
*/
constant real bj_E = 2.71828
/**
@patch 1.00
*/
constant real bj_CELLWIDTH = 128.0
/**
@patch 1.07
*/
constant real bj_CLIFFHEIGHT = 128.0
/**
Specifies the default unit rotation for BJ functions. Set to 270° meaning facing south.
* 0 = East
* 90 = North
* 180 = West
* 270 = South
* -90 = South (wraps around)
@patch 1.00
*/
constant real bj_UNIT_FACING = 270.0
/**
@patch 1.00
*/
constant real bj_RADTODEG = 180.0/bj_PI
/**
@patch 1.00
*/
constant real bj_DEGTORAD = bj_PI/180.0
/**
@patch 1.00
*/
constant real bj_TEXT_DELAY_QUEST = 20.00
/**
@patch 1.00
*/
constant real bj_TEXT_DELAY_QUESTUPDATE = 20.00
/**
@patch 1.00
*/
constant real bj_TEXT_DELAY_QUESTDONE = 20.00
/**
@patch 1.00
*/
constant real bj_TEXT_DELAY_QUESTFAILED = 20.00
/**
@patch 1.00
*/
constant real bj_TEXT_DELAY_QUESTREQUIREMENT = 20.00
/**
@patch 1.00
*/
constant real bj_TEXT_DELAY_MISSIONFAILED = 20.00
/**
@patch 1.00
*/
constant real bj_TEXT_DELAY_ALWAYSHINT = 12.00
/**
@patch 1.00
*/
constant real bj_TEXT_DELAY_HINT = 12.00
/**
@patch 1.00
*/
constant real bj_TEXT_DELAY_SECRET = 10.00
/**
@patch 1.00
*/
constant real bj_TEXT_DELAY_UNITACQUIRED = 15.00
/**
@patch 1.00
*/
constant real bj_TEXT_DELAY_UNITAVAILABLE = 10.00
/**
@patch 1.00
*/
constant real bj_TEXT_DELAY_ITEMACQUIRED = 10.00
/**
@patch 1.07
*/
constant real bj_TEXT_DELAY_WARNING = 12.00
/**
@patch 1.00
*/
constant real bj_QUEUE_DELAY_QUEST = 5.00
/**
@patch 1.00
*/
constant real bj_QUEUE_DELAY_HINT = 5.00
/**
@patch 1.00
*/
constant real bj_QUEUE_DELAY_SECRET = 3.00
/**
@patch 1.00
*/
constant real bj_HANDICAP_EASY = 60.00
/**
@patch 1.32.0.14411
*/
constant real bj_HANDICAP_NORMAL = 90.00
/**
@patch 1.32.0.13369
*/
constant real bj_HANDICAPDAMAGE_EASY = 50.00
/**
@patch 1.32.0.14411
*/
constant real bj_HANDICAPDAMAGE_NORMAL = 90.00
/**
@patch 1.32.0.13369
*/
constant real bj_HANDICAPREVIVE_NOTHARD = 50.00
/**
@patch 1.00
*/
constant real bj_GAME_STARTED_THRESHOLD = 0.01
/**
@patch 1.07
*/
constant real bj_WAIT_FOR_COND_MIN_INTERVAL = 0.10
/**
@patch 1.07
*/
constant real bj_POLLED_WAIT_INTERVAL = 0.10
/**
@patch 1.07
*/
constant real bj_POLLED_WAIT_SKIP_THRESHOLD = 2.00
// Game constants
/**
@patch 1.00
*/
constant integer bj_MAX_INVENTORY = 6
/**
Stores the maximum number of playable player slots regardless of map options.
@note See: `GetBJMaxPlayers`, `GetBJMaxPlayerSlots`
@patch 1.00
*/
constant integer bj_MAX_PLAYERS = GetBJMaxPlayers()
/**
Stores the zero-based ID of neutral victim player.
@note See: `GetBJPlayerNeutralVictim`, `GetPlayerNeutralAggressive`, `GetBJPlayerNeutralExtra`, `GetPlayerNeutralPassive`
@patch 1.00
*/
constant integer bj_PLAYER_NEUTRAL_VICTIM = GetBJPlayerNeutralVictim()
/**
Stores the zero-based ID of neutral extra player.
@note See: `GetBJPlayerNeutralExtra`, `GetPlayerNeutralAggressive`, `GetPlayerNeutralPassive`, `GetBJPlayerNeutralVictim`
@patch 1.07
*/
constant integer bj_PLAYER_NEUTRAL_EXTRA = GetBJPlayerNeutralExtra()
/**
Stores the maximum number of internal player slots regardless of map options.
@note See: `GetBJMaxPlayerSlots`, `GetBJMaxPlayers`
@patch 1.00
*/
constant integer bj_MAX_PLAYER_SLOTS = GetBJMaxPlayerSlots()
/**
@patch 1.00
*/
constant integer bj_MAX_SKELETONS = 25
/**
@patch 1.07
*/
constant integer bj_MAX_STOCK_ITEM_SLOTS = 11
/**
@patch 1.07
*/
constant integer bj_MAX_STOCK_UNIT_SLOTS = 11
/**
@patch 1.07
*/
constant integer bj_MAX_ITEM_LEVEL = 10
// Auto Save constants
/**
@patch 1.32.0.13369
*/
constant integer bj_MAX_CHECKPOINTS = 5
// Ideally these would be looked up from Units/MiscData.txt,
// but there is currently no script functionality exposed to do that
/**
@patch 1.00
*/
constant real bj_TOD_DAWN = 6.00
/**
@patch 1.00
*/
constant real bj_TOD_DUSK = 18.00
// Melee game settings:
// - Starting Time of Day (TOD)
// - Starting Gold
// - Starting Lumber
// - Starting Hero Tokens (free heroes)
// - Max heroes allowed per player
// - Max heroes allowed per hero type
// - Distance from start loc to search for nearby mines
//
/**
@patch 1.00
*/
constant real bj_MELEE_STARTING_TOD = 8.00
/**
@patch 1.07
*/
constant integer bj_MELEE_STARTING_GOLD_V0 = 750
/**
@patch 1.07
*/
constant integer bj_MELEE_STARTING_GOLD_V1 = 500
/**
@patch 1.07
*/
constant integer bj_MELEE_STARTING_LUMBER_V0 = 200
/**
@patch 1.07
*/
constant integer bj_MELEE_STARTING_LUMBER_V1 = 150
/**
@patch 1.00
*/
constant integer bj_MELEE_STARTING_HERO_TOKENS = 1
/**
@patch 1.00
*/
constant integer bj_MELEE_HERO_LIMIT = 3
/**
@patch 1.00
*/
constant integer bj_MELEE_HERO_TYPE_LIMIT = 1
/**
@patch 1.00
*/
constant real bj_MELEE_MINE_SEARCH_RADIUS = 2000
/**
@patch 1.07
*/
constant real bj_MELEE_CLEAR_UNITS_RADIUS = 1500
/**
@patch 1.07
*/
constant real bj_MELEE_CRIPPLE_TIMEOUT = 120.00
/**
@patch 1.07
*/
constant real bj_MELEE_CRIPPLE_MSG_DURATION = 20.00
/**
@patch 1.07
*/
constant integer bj_MELEE_MAX_TWINKED_HEROES_V0 = 3
/**
@patch 1.07
*/
constant integer bj_MELEE_MAX_TWINKED_HEROES_V1 = 1
// Delay between a creep's death and the time it may drop an item.
/**
@patch 1.00
*/
constant real bj_CREEP_ITEM_DELAY = 0.50
// Timing settings for Marketplace inventories.
/**
@patch 1.07
*/
constant real bj_STOCK_RESTOCK_INITIAL_DELAY = 120
/**
@patch 1.07
*/
constant real bj_STOCK_RESTOCK_INTERVAL = 30
/**
@patch 1.07
*/
constant integer bj_STOCK_MAX_ITERATIONS = 20
// Max events registered by a single "dest dies in region" event.
/**
@patch 1.07
*/
constant integer bj_MAX_DEST_IN_REGION_EVENTS = 64
// Camera settings
/**
@patch 1.00
*/
constant integer bj_CAMERA_MIN_FARZ = 100
/**
@patch 1.00
*/
constant integer bj_CAMERA_DEFAULT_DISTANCE = 1650
/**
@patch 1.00
*/
constant integer bj_CAMERA_DEFAULT_FARZ = 5000
/**
@patch 1.00
*/
constant integer bj_CAMERA_DEFAULT_AOA = 304
/**
@patch 1.00
*/
constant integer bj_CAMERA_DEFAULT_FOV = 70
/**
@patch 1.00
*/
constant integer bj_CAMERA_DEFAULT_ROLL = 0
/**
@patch 1.00
*/
constant integer bj_CAMERA_DEFAULT_ROTATION = 90
// Rescue
/**
@patch 1.00
*/
constant real bj_RESCUE_PING_TIME = 2.00
// Transmission behavior settings
/**
@patch 1.00
*/
constant real bj_NOTHING_SOUND_DURATION = 5.00
/**
@patch 1.00
*/
constant real bj_TRANSMISSION_PING_TIME = 1.00
/**
@patch 1.00
*/
constant integer bj_TRANSMISSION_IND_RED = 255
/**
@patch 1.00
*/
constant integer bj_TRANSMISSION_IND_BLUE = 255
/**
@patch 1.00
*/
constant integer bj_TRANSMISSION_IND_GREEN = 255
/**
@patch 1.00
*/
constant integer bj_TRANSMISSION_IND_ALPHA = 255
/**
@patch 1.00
*/
constant real bj_TRANSMISSION_PORT_HANGTIME = 1.50
// Cinematic mode settings
/**
@patch 1.00
*/
constant real bj_CINEMODE_INTERFACEFADE = 0.50
/**
@patch 1.00
*/
constant gamespeed bj_CINEMODE_GAMESPEED = MAP_SPEED_NORMAL
// Cinematic mode volume levels
/**
@patch 1.00
*/
constant real bj_CINEMODE_VOLUME_UNITMOVEMENT = 0.40
/**
@patch 1.00
*/
constant real bj_CINEMODE_VOLUME_UNITSOUNDS = 0.00
/**
@patch 1.00
*/
constant real bj_CINEMODE_VOLUME_COMBAT = 0.40
/**
@patch 1.00
*/
constant real bj_CINEMODE_VOLUME_SPELLS = 0.40
/**
@patch 1.00
*/
constant real bj_CINEMODE_VOLUME_UI = 0.00
/**
@patch 1.00
*/
constant real bj_CINEMODE_VOLUME_MUSIC = 0.55
/**
@patch 1.00
*/
constant real bj_CINEMODE_VOLUME_AMBIENTSOUNDS = 1.00
/**
@patch 1.00
*/
constant real bj_CINEMODE_VOLUME_FIRE = 0.60
// Speech mode volume levels
/**
@patch 1.00
*/
constant real bj_SPEECH_VOLUME_UNITMOVEMENT = 0.25
/**
@patch 1.00
*/
constant real bj_SPEECH_VOLUME_UNITSOUNDS = 0.00
/**
@patch 1.00
*/
constant real bj_SPEECH_VOLUME_COMBAT = 0.25
/**
@patch 1.00
*/
constant real bj_SPEECH_VOLUME_SPELLS = 0.25
/**
@patch 1.00
*/
constant real bj_SPEECH_VOLUME_UI = 0.00
/**
@patch 1.00
*/
constant real bj_SPEECH_VOLUME_MUSIC = 0.55
/**
@patch 1.00
*/
constant real bj_SPEECH_VOLUME_AMBIENTSOUNDS = 1.00
/**
@patch 1.00
*/
constant real bj_SPEECH_VOLUME_FIRE = 0.60
// Smart pan settings
/**
@patch 1.00
*/
constant real bj_SMARTPAN_TRESHOLD_PAN = 500
/**
@patch 1.00
*/
constant real bj_SMARTPAN_TRESHOLD_SNAP = 3500
// QueuedTriggerExecute settings
/**
@patch 1.00
*/
constant integer bj_MAX_QUEUED_TRIGGERS = 100
/**
@patch 1.00
*/
constant real bj_QUEUED_TRIGGER_TIMEOUT = 180.00
// Campaign indexing constants
/**
@patch 1.00
*/
constant integer bj_CAMPAIGN_INDEX_T = 0
/**
@patch 1.00
*/
constant integer bj_CAMPAIGN_INDEX_H = 1
/**
@patch 1.00
*/
constant integer bj_CAMPAIGN_INDEX_U = 2
/**
@patch 1.00
*/
constant integer bj_CAMPAIGN_INDEX_O = 3
/**
@patch 1.00
*/
constant integer bj_CAMPAIGN_INDEX_N = 4
/**
@patch 1.07
*/
constant integer bj_CAMPAIGN_INDEX_XN = 5
/**
@patch 1.07
*/
constant integer bj_CAMPAIGN_INDEX_XH = 6
/**
@patch 1.07
*/
constant integer bj_CAMPAIGN_INDEX_XU = 7
/**
@patch 1.07
*/
constant integer bj_CAMPAIGN_INDEX_XO = 8
// Campaign offset constants (for mission indexing)
/**
@patch 1.07
*/
constant integer bj_CAMPAIGN_OFFSET_T = 0
/**
@patch 1.07
*/
constant integer bj_CAMPAIGN_OFFSET_H = 1
/**
@patch 1.07
*/
constant integer bj_CAMPAIGN_OFFSET_U = 2
/**
@patch 1.07
*/
constant integer bj_CAMPAIGN_OFFSET_O = 3
/**
@patch 1.07
*/
constant integer bj_CAMPAIGN_OFFSET_N = 4
/**
@patch 1.07
*/
constant integer bj_CAMPAIGN_OFFSET_XN = 5
/**
@patch 1.07
*/
constant integer bj_CAMPAIGN_OFFSET_XH = 6
/**
@patch 1.07
*/
constant integer bj_CAMPAIGN_OFFSET_XU = 7
/**
@patch 1.07
*/
constant integer bj_CAMPAIGN_OFFSET_XO = 8
// Mission indexing constants
// Tutorial
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_T00 = bj_CAMPAIGN_OFFSET_T * 1000 + 0
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_T01 = bj_CAMPAIGN_OFFSET_T * 1000 + 1
/**
@patch 1.32.0.13369
*/
constant integer bj_MISSION_INDEX_T02 = bj_CAMPAIGN_OFFSET_T * 1000 + 2
/**
@patch 1.32.0.13369
*/
constant integer bj_MISSION_INDEX_T03 = bj_CAMPAIGN_OFFSET_T * 1000 + 3
/**
@patch 1.32.0.13369
*/
constant integer bj_MISSION_INDEX_T04 = bj_CAMPAIGN_OFFSET_T * 1000 + 4
// Human
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_H00 = bj_CAMPAIGN_OFFSET_H * 1000 + 0
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_H01 = bj_CAMPAIGN_OFFSET_H * 1000 + 1
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_H02 = bj_CAMPAIGN_OFFSET_H * 1000 + 2
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_H03 = bj_CAMPAIGN_OFFSET_H * 1000 + 3
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_H04 = bj_CAMPAIGN_OFFSET_H * 1000 + 4
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_H05 = bj_CAMPAIGN_OFFSET_H * 1000 + 5
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_H06 = bj_CAMPAIGN_OFFSET_H * 1000 + 6
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_H07 = bj_CAMPAIGN_OFFSET_H * 1000 + 7
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_H08 = bj_CAMPAIGN_OFFSET_H * 1000 + 8
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_H09 = bj_CAMPAIGN_OFFSET_H * 1000 + 9
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_H10 = bj_CAMPAIGN_OFFSET_H * 1000 + 10
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_H11 = bj_CAMPAIGN_OFFSET_H * 1000 + 11
// Undead
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_U00 = bj_CAMPAIGN_OFFSET_U * 1000 + 0
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_U01 = bj_CAMPAIGN_OFFSET_U * 1000 + 1
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_U02 = bj_CAMPAIGN_OFFSET_U * 1000 + 2
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_U03 = bj_CAMPAIGN_OFFSET_U * 1000 + 3
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_U05 = bj_CAMPAIGN_OFFSET_U * 1000 + 4
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_U07 = bj_CAMPAIGN_OFFSET_U * 1000 + 5
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_U08 = bj_CAMPAIGN_OFFSET_U * 1000 + 6
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_U09 = bj_CAMPAIGN_OFFSET_U * 1000 + 7
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_U10 = bj_CAMPAIGN_OFFSET_U * 1000 + 8
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_U11 = bj_CAMPAIGN_OFFSET_U * 1000 + 9
// Orc
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_O00 = bj_CAMPAIGN_OFFSET_O * 1000 + 0
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_O01 = bj_CAMPAIGN_OFFSET_O * 1000 + 1
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_O02 = bj_CAMPAIGN_OFFSET_O * 1000 + 2
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_O03 = bj_CAMPAIGN_OFFSET_O * 1000 + 3
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_O04 = bj_CAMPAIGN_OFFSET_O * 1000 + 4
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_O05 = bj_CAMPAIGN_OFFSET_O * 1000 + 5
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_O06 = bj_CAMPAIGN_OFFSET_O * 1000 + 6
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_O07 = bj_CAMPAIGN_OFFSET_O * 1000 + 7
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_O08 = bj_CAMPAIGN_OFFSET_O * 1000 + 8
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_O09 = bj_CAMPAIGN_OFFSET_O * 1000 + 9
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_O10 = bj_CAMPAIGN_OFFSET_O * 1000 + 10
// Night Elf
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_N00 = bj_CAMPAIGN_OFFSET_N * 1000 + 0
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_N01 = bj_CAMPAIGN_OFFSET_N * 1000 + 1
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_N02 = bj_CAMPAIGN_OFFSET_N * 1000 + 2
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_N03 = bj_CAMPAIGN_OFFSET_N * 1000 + 3
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_N04 = bj_CAMPAIGN_OFFSET_N * 1000 + 4
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_N05 = bj_CAMPAIGN_OFFSET_N * 1000 + 5
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_N06 = bj_CAMPAIGN_OFFSET_N * 1000 + 6
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_N07 = bj_CAMPAIGN_OFFSET_N * 1000 + 7
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_N08 = bj_CAMPAIGN_OFFSET_N * 1000 + 8
/**
@patch 1.00
*/
constant integer bj_MISSION_INDEX_N09 = bj_CAMPAIGN_OFFSET_N * 1000 + 9
// Expansion Night Elf
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XN00 = bj_CAMPAIGN_OFFSET_XN * 1000 + 0
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XN01 = bj_CAMPAIGN_OFFSET_XN * 1000 + 1
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XN02 = bj_CAMPAIGN_OFFSET_XN * 1000 + 2
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XN03 = bj_CAMPAIGN_OFFSET_XN * 1000 + 3
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XN04 = bj_CAMPAIGN_OFFSET_XN * 1000 + 4
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XN05 = bj_CAMPAIGN_OFFSET_XN * 1000 + 5
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XN06 = bj_CAMPAIGN_OFFSET_XN * 1000 + 6
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XN07 = bj_CAMPAIGN_OFFSET_XN * 1000 + 7
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XN08 = bj_CAMPAIGN_OFFSET_XN * 1000 + 8
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XN09 = bj_CAMPAIGN_OFFSET_XN * 1000 + 9
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XN10 = bj_CAMPAIGN_OFFSET_XN * 1000 + 10
// Expansion Human
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XH00 = bj_CAMPAIGN_OFFSET_XH * 1000 + 0
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XH01 = bj_CAMPAIGN_OFFSET_XH * 1000 + 1
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XH02 = bj_CAMPAIGN_OFFSET_XH * 1000 + 2
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XH03 = bj_CAMPAIGN_OFFSET_XH * 1000 + 3
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XH04 = bj_CAMPAIGN_OFFSET_XH * 1000 + 4
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XH05 = bj_CAMPAIGN_OFFSET_XH * 1000 + 5
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XH06 = bj_CAMPAIGN_OFFSET_XH * 1000 + 6
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XH07 = bj_CAMPAIGN_OFFSET_XH * 1000 + 7
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XH08 = bj_CAMPAIGN_OFFSET_XH * 1000 + 8
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XH09 = bj_CAMPAIGN_OFFSET_XH * 1000 + 9
// Expansion Undead
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XU00 = bj_CAMPAIGN_OFFSET_XU * 1000 + 0
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XU01 = bj_CAMPAIGN_OFFSET_XU * 1000 + 1
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XU02 = bj_CAMPAIGN_OFFSET_XU * 1000 + 2
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XU03 = bj_CAMPAIGN_OFFSET_XU * 1000 + 3
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XU04 = bj_CAMPAIGN_OFFSET_XU * 1000 + 4
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XU05 = bj_CAMPAIGN_OFFSET_XU * 1000 + 5
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XU06 = bj_CAMPAIGN_OFFSET_XU * 1000 + 6
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XU07 = bj_CAMPAIGN_OFFSET_XU * 1000 + 7
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XU08 = bj_CAMPAIGN_OFFSET_XU * 1000 + 8
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XU09 = bj_CAMPAIGN_OFFSET_XU * 1000 + 9
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XU10 = bj_CAMPAIGN_OFFSET_XU * 1000 + 10
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XU11 = bj_CAMPAIGN_OFFSET_XU * 1000 + 11
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XU12 = bj_CAMPAIGN_OFFSET_XU * 1000 + 12
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XU13 = bj_CAMPAIGN_OFFSET_XU * 1000 + 13
// Expansion Orc
/**
@patch 1.07
*/
constant integer bj_MISSION_INDEX_XO00 = bj_CAMPAIGN_OFFSET_XO * 1000 + 0
/**
@patch 1.30.0.9655
*/
constant integer bj_MISSION_INDEX_XO01 = bj_CAMPAIGN_OFFSET_XO * 1000 + 1
/**
@patch 1.30.0.9655
*/
constant integer bj_MISSION_INDEX_XO02 = bj_CAMPAIGN_OFFSET_XO * 1000 + 2
/**
@patch 1.30.0.9655
*/
constant integer bj_MISSION_INDEX_XO03 = bj_CAMPAIGN_OFFSET_XO * 1000 + 3
// Cinematic indexing constants
/**
@patch 1.00
*/
constant integer bj_CINEMATICINDEX_TOP = 0
/**
@patch 1.00
*/
constant integer bj_CINEMATICINDEX_HOP = 1
/**
@patch 1.00
*/
constant integer bj_CINEMATICINDEX_HED = 2
/**
@patch 1.00
*/
constant integer bj_CINEMATICINDEX_OOP = 3
/**
@patch 1.00
*/
constant integer bj_CINEMATICINDEX_OED = 4
/**
@patch 1.00
*/
constant integer bj_CINEMATICINDEX_UOP = 5
/**
@patch 1.00
*/
constant integer bj_CINEMATICINDEX_UED = 6
/**
@patch 1.00
*/
constant integer bj_CINEMATICINDEX_NOP = 7
/**
@patch 1.00
*/
constant integer bj_CINEMATICINDEX_NED = 8
/**
@patch 1.07
*/
constant integer bj_CINEMATICINDEX_XOP = 9
/**
@patch 1.07
*/
constant integer bj_CINEMATICINDEX_XED = 10
// Alliance settings
/**
@patch 1.00
*/
constant integer bj_ALLIANCE_UNALLIED = 0
/**
@patch 1.00
*/
constant integer bj_ALLIANCE_UNALLIED_VISION = 1
/**
@patch 1.00
*/
constant integer bj_ALLIANCE_ALLIED = 2
/**
@patch 1.00
*/
constant integer bj_ALLIANCE_ALLIED_VISION = 3
/**
@patch 1.00
*/
constant integer bj_ALLIANCE_ALLIED_UNITS = 4
/**
@patch 1.00
*/
constant integer bj_ALLIANCE_ALLIED_ADVUNITS = 5
/**
@patch 1.00
*/
constant integer bj_ALLIANCE_NEUTRAL = 6
/**
@patch 1.07
*/
constant integer bj_ALLIANCE_NEUTRAL_VISION = 7
// Keyboard Event Types
/**
@patch 1.07
*/
constant integer bj_KEYEVENTTYPE_DEPRESS = 0
/**
@patch 1.07
*/
constant integer bj_KEYEVENTTYPE_RELEASE = 1