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vcmi/lib/GameConstants.cpp
Ivan Savenko 2c4c964a45 Large rewrite of adventure map objects:
- replaced CDefObjInfo with ObjectTemplate class
- ObjectTempate is a direct member of objects instead of pointer with
shared ownership across CMap, handler and game objects
- simplified handling of objects that can change appearance (e.g. towns)
- all object queries regarding object appearance/blockmaps use h3m pos
instead of relative positions
- removed need of modhandler::reload
- cleanup of some old code
2014-01-02 23:48:38 +00:00

125 lines
3.7 KiB
C++

/*
* 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 "CDefObjInfoHandler.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->spells[*this];
}
//template std::ostream & operator << <ArtifactInstanceID>(std::ostream & os, BaseForID<ArtifactInstanceID> id);
//template std::ostream & operator << <ObjectInstanceID>(std::ostream & os, BaseForID<ObjectInstanceID> id);
bool PlayerColor::isValidPlayer() const
{
return num < PLAYER_LIMIT_I;
}
std::ostream & operator<<(std::ostream & os, const Battle::ActionType actionType)
{
static const std::map<Battle::ActionType, std::string> 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 << "<Unknown type>";
else return os << it->second;
}