/* * GameConstants.cpp, 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 * */ #define INSTANTIATE_BASE_FOR_ID_HERE #include "StdInc.h" #include "VCMI_Lib.h" #include "mapObjects/CObjectClassesHandler.h" #include "CArtHandler.h" #include "CCreatureHandler.h" #include "spells/CSpellHandler.h" const SlotID SlotID::COMMANDER_SLOT_PLACEHOLDER = SlotID(-2); const SlotID SlotID::SUMMONED_SLOT_PLACEHOLDER = SlotID(-3); const SlotID SlotID::WAR_MACHINES_SLOT = SlotID(-4); const SlotID SlotID::ARROW_TOWERS_SLOT = SlotID(-5); const PlayerColor PlayerColor::CANNOT_DETERMINE = PlayerColor(253); const PlayerColor PlayerColor::UNFLAGGABLE = PlayerColor(254); const PlayerColor PlayerColor::NEUTRAL = PlayerColor(255); const PlayerColor PlayerColor::PLAYER_LIMIT = PlayerColor(PLAYER_LIMIT_I); const TeamID TeamID::NO_TEAM = TeamID(255); CArtifact * ArtifactID::toArtifact() const { return VLC->arth->artifacts[*this]; } CCreature * CreatureID::toCreature() const { return VLC->creh->creatures[*this]; } CSpell * SpellID::toSpell() const { if(num < 0 || num >= VLC->spellh->objects.size()) { logGlobal->errorStream() << "Unable to get spell of invalid ID " << int(num); return nullptr; } return VLC->spellh->objects[*this]; } //template std::ostream & operator << (std::ostream & os, BaseForID id); //template std::ostream & operator << (std::ostream & os, BaseForID id); bool PlayerColor::isValidPlayer() const { return num < PLAYER_LIMIT_I; } std::ostream & operator<<(std::ostream & os, const Battle::ActionType actionType) { static const std::map actionTypeToString = { {Battle::END_TACTIC_PHASE, "End tactic phase"}, {Battle::INVALID, "Invalid"}, {Battle::NO_ACTION, "No action"}, {Battle::HERO_SPELL, "Hero spell"}, {Battle::WALK, "Walk"}, {Battle::DEFEND, "Defend"}, {Battle::RETREAT, "Retreat"}, {Battle::SURRENDER, "Surrender"}, {Battle::WALK_AND_ATTACK, "Walk and attack"}, {Battle::SHOOT, "Shoot"}, {Battle::WAIT, "Wait"}, {Battle::CATAPULT, "Catapult"}, {Battle::MONSTER_SPELL, "Monster spell"}, {Battle::BAD_MORALE, "Bad morale"}, {Battle::STACK_HEAL, "Stack heal"}, {Battle::DAEMON_SUMMONING, "Daemon summoning"} }; auto it = actionTypeToString.find(actionType); if (it == actionTypeToString.end()) return os << ""; else return os << it->second; } std::ostream & operator<<(std::ostream & os, const ETerrainType terrainType) { static const std::map terrainTypeToString = { #define DEFINE_ELEMENT(element) {ETerrainType::element, #element} DEFINE_ELEMENT(WRONG), DEFINE_ELEMENT(BORDER), DEFINE_ELEMENT(DIRT), DEFINE_ELEMENT(SAND), DEFINE_ELEMENT(GRASS), DEFINE_ELEMENT(SNOW), DEFINE_ELEMENT(SWAMP), DEFINE_ELEMENT(ROUGH), DEFINE_ELEMENT(SUBTERRANEAN), DEFINE_ELEMENT(LAVA), DEFINE_ELEMENT(WATER), DEFINE_ELEMENT(ROCK) #undef DEFINE_ELEMENT }; auto it = terrainTypeToString.find(terrainType.num); if (it == terrainTypeToString.end()) return os << ""; else return os << it->second; } std::string ETerrainType::toString() const { std::stringstream ss; ss << *this; return ss.str(); } std::ostream & operator<<(std::ostream & os, const EPathfindingLayer pathfindingLayer) { static const std::map pathfinderLayerToString { #define DEFINE_ELEMENT(element) {EPathfindingLayer::element, #element} DEFINE_ELEMENT(WRONG), DEFINE_ELEMENT(AUTO), DEFINE_ELEMENT(LAND), DEFINE_ELEMENT(SAIL), DEFINE_ELEMENT(WATER), DEFINE_ELEMENT(AIR), DEFINE_ELEMENT(NUM_LAYERS) #undef DEFINE_ELEMENT }; auto it = pathfinderLayerToString.find(pathfindingLayer.num); if (it == pathfinderLayerToString.end()) return os << ""; else return os << it->second; }