#ifndef __GLOBAL_H__ #define __GLOBAL_H__ #include #include //std::find #include #include typedef boost::uint64_t ui64; //unsigned int 64 bits (8 bytes) typedef boost::uint32_t ui32; //unsigned int 32 bits (4 bytes) typedef boost::uint16_t ui16; //unsigned int 16 bits (2 bytes) typedef boost::uint8_t ui8; //unsigned int 8 bits (1 byte) typedef boost::int64_t si64; //signed int 64 bits (8 bytes) typedef boost::int32_t si32; //signed int 32 bits (4 bytes) typedef boost::int16_t si16; //signed int 16 bits (2 bytes) typedef boost::int8_t si8; //signed int 8 bits (1 byte) #include "int3.h" #define CHECKTIME 1 #if CHECKTIME #include "timeHandler.h" #define THC #endif #define NAME_VER ("VCMI 0.7d") #define CONSOLE_LOGGING_LEVEL 5 #define FILE_LOGGING_LEVEL 6 #ifdef _WIN32 #define PATHSEPARATOR "\\" #define DATA_DIR "" #define SERVER_NAME "VCMI_server.exe" #else #define PATHSEPARATOR "/" #define DATA_DIR "" #define SERVER_NAME "./vcmiserver" #endif enum Ecolor {RED, BLUE, TAN, GREEN, ORANGE, PURPLE, TEAL, PINK}; //player's colors enum EterrainType {border=-1, dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock}; enum Eriver {noRiver=0, clearRiver, icyRiver, muddyRiver, lavaRiver}; enum Eroad {dirtRoad=1, grazvelRoad, cobblestoneRoad}; enum Eformat { WoG=0x33, AB=0x15, RoE=0x0e, SoD=0x1c}; enum EvictoryConditions {artifact, gatherTroop, gatherResource, buildCity, buildGrail, beatHero, captureCity, beatMonster, takeDwellings, takeMines, transportItem, winStandard=255}; enum ElossCon {lossCastle, lossHero, timeExpires, lossStandard=255}; enum EHeroClasses {HERO_KNIGHT, HERO_CLERIC, HERO_RANGER, HERO_DRUID, HERO_ALCHEMIST, HERO_WIZARD, HERO_DEMONIAC, HERO_HERETIC, HERO_DEATHKNIGHT, HERO_NECROMANCER, HERO_WARLOCK, HERO_OVERLORD, HERO_BARBARIAN, HERO_BATTLEMAGE, HERO_BEASTMASTER, HERO_WITCH, HERO_PLANESWALKER, HERO_ELEMENTALIST}; enum EAbilities {DOUBLE_WIDE, FLYING, SHOOTER, TWO_HEX_ATTACK, SIEGE_ABILITY, SIEGE_WEAPON, KING1, KING2, KING3, MIND_IMMUNITY, NO_OBSTACLE_PENALTY, NO_CLOSE_COMBAT_PENALTY, JOUSTING, FIRE_IMMUNITY, TWICE_ATTACK, NO_ENEMY_RETALIATION, NO_MORAL_PENALTY, UNDEAD, MULTI_HEAD_ATTACK, EXTENDED_RADIOUS_SHOOTER, GHOST, RAISES_MORALE, LOWERS_MORALE, DRAGON, STRIKE_AND_RETURN, FEARLESS, REBIRTH}; //some flags are used only for battles enum ECombatInfo{ALIVE = REBIRTH+1, SUMMONED, CLONED, HAD_MORALE, WAITING, MOVED, DEFENDING}; class CGameInfo; extern CGameInfo* CGI; #define HEROI_TYPE (34) #define TOWNI_TYPE (98) const int F_NUMBER = 9; //factions (town types) quantity const int PLAYER_LIMIT = 8; //player limit per map 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 RESOURCE_QUANTITY=8; const int TERRAIN_TYPES=10; const int PRIMARY_SKILLS=4; const int NEUTRAL_PLAYER=255; const int NAMES_PER_TOWN=16; const int CREATURES_PER_TOWN = 7; //without upgrades const int MAX_BUILDING_PER_TURN = 1; const int SPELL_LEVELS = 5; #define BFIELD_WIDTH (17) #define BFIELD_HEIGHT (11) #define BFIELD_SIZE ((BFIELD_WIDTH) * (BFIELD_HEIGHT)) //uncomment to make it work //#define MARK_BLOCKED_POSITIONS //#define MARK_VISITABLE_POSITIONS #define DEFBYPASS #ifdef _WIN32 #ifdef VCMI_DLL #define DLL_EXPORT __declspec(dllexport) #else #define DLL_EXPORT __declspec(dllimport) #endif #else #if defined(__GNUC__) && __GNUC__ >= 4 #define DLL_EXPORT __attribute__ ((visibility("default"))) #else #define DLL_EXPORT #endif #endif template char (&_ArrayCountObj(const T (&)[N]))[N]; #define ARRAY_COUNT(arr) (sizeof(_ArrayCountObj(arr))) namespace vstd { template bool contains(const Container & c, const Item &i) { return std::find(c.begin(),c.end(),i) != c.end(); } template bool contains(const std::map & c, const Item2 &i) { return c.find(i)!=c.end(); } template typename Container2::iterator findFirstNot(Container1 &c1, Container2 &c2)//returns first element of c2 not present in c1 { typename Container2::iterator itr = c2.begin(); while(itr != c2.end()) if(!contains(c1,*itr)) return itr; else ++itr; return c2.end(); } template typename Container::iterator find(const Container & c, const Item &i) { return std::find(c.begin(),c.end(),i); } template int findPos(const std::vector & c, const T2 &s) { for(size_t i=0; i < c.size(); ++i) if(c[i] == s) return i; return -1; } template int findPos(const std::vector & c, const T2 &s, const Func &f) //Func(T1,T2) must say if these elements matches { for(size_t i=0; i < c.size(); ++i) if(f(c[i],s)) return i; return -1; } template typename Container::iterator find(Container & c, const Item &i) { return std::find(c.begin(),c.end(),i); } template bool operator-=(Container &c, const Item &i) { typename Container::iterator itr = find(c,i); if(itr == c.end()) return false; c.erase(itr); return true; } template void delObj(t1 *a1) { delete a1; } template void assign(t1 &a1, const t2 &a2) { a1 = a2; } template struct assigner { public: t1 &op1; t2 op2; assigner(t1 &a1, t2 a2) :op1(a1), op2(a2) {} void operator()() { op1 = op2; } }; template assigner assigno(t1 &a1, const t2 &a2) { return assigner(a1,a2); } template bool equal(const t1 &a1, const t3 t1::* point, const t2 &a2) { return a1.*point == a2; } template bool equal(const t1 &a1, const t2 &a2) { return a1 == a2; } } using vstd::operator-=; template t1 & amax(t1 &a, const t2 &b) { if(a >= b) return a; else { a = b; return a; } } template t1 & amin(t1 &a, const t2 &b) { if(a <= b) return a; else { a = b; return a; } } #include "CConsoleHandler.h" extern DLL_EXPORT std::ostream *logfile; extern DLL_EXPORT CConsoleHandler *console; template class CLogger { public: CLogger& operator<<(std::ostream& (*fun)(std::ostream&)) { if(lvl < CONSOLE_LOGGING_LEVEL) std::cout << fun; if((lvl < FILE_LOGGING_LEVEL) && logfile) *logfile << fun; return *this; } template CLogger & operator<<(const T & data) { if(lvl < CONSOLE_LOGGING_LEVEL) { if(console) { console->print(data,lvl); } else { std::cout << data << std::flush; } } if((lvl < FILE_LOGGING_LEVEL) && logfile) { *logfile << data << std::flush; } return *this; } }; extern DLL_EXPORT CLogger<0> tlog0; //green - standard progress info extern DLL_EXPORT CLogger<1> tlog1; //red - big errors extern DLL_EXPORT CLogger<2> tlog2; //magenta - major warnings extern DLL_EXPORT CLogger<3> tlog3; //yellow - minor warnings extern DLL_EXPORT CLogger<4> tlog4; //white - detailed log info extern DLL_EXPORT CLogger<5> tlog5; //gray - minor log info //XXX pls dont - 'debug macros' are usually more trubble then its worth #define HANDLE_EXCEPTION \ catch (const std::exception& e) { \ tlog1 << e.what() << std::endl; \ } \ catch (const std::exception * e) \ { \ tlog1 << e->what()<< std::endl; \ throw; \ } \ catch (const std::string& e) { \ tlog1 << e << std::endl; \ throw; \ } #define HANDLE_EXCEPTIONC(COMMAND) \ catch (const std::exception& e) { \ COMMAND; \ tlog1 << e.what() << std::endl; \ throw; \ } \ catch (const std::exception * e) \ { \ COMMAND; \ tlog1 << e->what()<< std::endl; \ throw; \ } #endif // __GLOBAL_H__