/* * 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 "CSpellHandler.h" const SlotID SlotID::COMMANDER_SLOT_PLACEHOLDER = SlotID(-2); 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); #define ID_LIKE_OPERATORS_INTERNAL(A, B, AN, BN) \ bool operator==(const A & a, const B & b) \ { \ return AN == BN ; \ } \ bool operator!=(const A & a, const B & b) \ { \ return AN != BN ; \ } \ bool operator<(const A & a, const B & b) \ { \ return AN < BN ; \ } \ bool operator<=(const A & a, const B & b) \ { \ return AN <= BN ; \ } \ bool operator>(const A & a, const B & b) \ { \ return AN > BN ; \ } \ bool operator>=(const A & a, const B & b) \ { \ return AN >= BN ; \ } #define ID_LIKE_OPERATORS(CLASS_NAME, ENUM_NAME) \ ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, CLASS_NAME, a.num, b.num) \ ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, ENUM_NAME, a.num, b) \ ID_LIKE_OPERATORS_INTERNAL(ENUM_NAME, CLASS_NAME, a, b.num) ID_LIKE_OPERATORS(SecondarySkill, SecondarySkill::ESecondarySkill) ID_LIKE_OPERATORS(Obj, Obj::EObj) ID_LIKE_OPERATORS(ETerrainType, ETerrainType::EETerrainType) ID_LIKE_OPERATORS(ArtifactID, ArtifactID::EArtifactID) ID_LIKE_OPERATORS(ArtifactPosition, ArtifactPosition::EArtifactPosition) ID_LIKE_OPERATORS(CreatureID, CreatureID::ECreatureID) ID_LIKE_OPERATORS(SpellID, SpellID::ESpellID) ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID) ID_LIKE_OPERATORS(BFieldType, BFieldType::EBFieldType) CArtifact * ArtifactID::toArtifact() const { return VLC->arth->artifacts[*this]; } CCreature * CreatureID::toCreature() const { return VLC->creh->creatures[*this]; } CSpell * SpellID::toSpell() const { 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 = boost::assign::map_list_of (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; }