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https://github.com/vcmi/vcmi.git
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680993459a
* basic calculation of hero/stack morale * displaying morale in hero window * redone checking if attack is possible (should fix some problems with attacking with 2-hex creatures, at least on server side) * std::list serialization * version set to 0.7b
272 lines
7.6 KiB
C++
272 lines
7.6 KiB
C++
#ifndef __GLOBAL_H__
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#define __GLOBAL_H__
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#include <iostream>
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#include <algorithm> //std::find
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#include <boost/logic/tribool.hpp>
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#include <boost/cstdint.hpp>
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typedef boost::uint64_t ui64; //unsigned int 64 bits (8 bytes)
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typedef boost::uint32_t ui32; //unsigned int 32 bits (4 bytes)
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typedef boost::uint16_t ui16; //unsigned int 16 bits (2 bytes)
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typedef boost::uint8_t ui8; //unsigned int 8 bits (1 byte)
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typedef boost::int64_t si64; //signed int 64 bits (8 bytes)
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typedef boost::int32_t si32; //signed int 32 bits (4 bytes)
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typedef boost::int16_t si16; //signed int 16 bits (2 bytes)
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typedef boost::int8_t si8; //signed int 8 bits (1 byte)
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#include "int3.h"
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#define CHECKTIME 1
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#if CHECKTIME
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#include "timeHandler.h"
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#define THC
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#endif
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#define NAME_VER ("VCMI 0.7b")
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#define CONSOLE_LOGGING_LEVEL 5
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#define FILE_LOGGING_LEVEL 6
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#ifdef _WIN32
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#define PATHSEPARATOR "\\"
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#define DATA_DIR ""
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#define SERVER_NAME "VCMI_server.exe"
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#else
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#define PATHSEPARATOR "/"
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#define DATA_DIR ""
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#define SERVER_NAME "./vcmiserver"
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#endif
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enum Ecolor {RED, BLUE, TAN, GREEN, ORANGE, PURPLE, TEAL, PINK}; //player's colors
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enum EterrainType {border=-1, dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock};
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enum Eriver {noRiver=0, clearRiver, icyRiver, muddyRiver, lavaRiver};
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enum Eroad {dirtRoad=1, grazvelRoad, cobblestoneRoad};
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enum Eformat { WoG=0x33, AB=0x15, RoE=0x0e, SoD=0x1c};
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enum EvictoryConditions {artifact, gatherTroop, gatherResource, buildCity, buildGrail, beatHero,
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captureCity, beatMonster, takeDwellings, takeMines, transportItem, winStandard=255};
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enum ElossCon {lossCastle, lossHero, timeExpires, lossStandard=255};
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enum EHeroClasses {HERO_KNIGHT, HERO_CLERIC, HERO_RANGER, HERO_DRUID, HERO_ALCHEMIST, HERO_WIZARD,
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HERO_DEMONIAC, HERO_HERETIC, HERO_DEATHKNIGHT, HERO_NECROMANCER, HERO_WARLOCK, HERO_OVERLORD,
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HERO_BARBARIAN, HERO_BATTLEMAGE, HERO_BEASTMASTER, HERO_WITCH, HERO_PLANESWALKER, HERO_ELEMENTALIST};
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enum EAbilities {DOUBLE_WIDE, FLYING, SHOOTER, TWO_HEX_ATTACK, SIEGE_ABILITY, SIEGE_WEAPON,
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KING1, KING2, KING3, MIND_IMMUNITY, NO_OBSTACLE_PENALTY, NO_CLOSE_COMBAT_PENALTY,
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JOUSTING, FIRE_IMMUNITY, TWICE_ATTACK, NO_ENEMY_RETALIATION, NO_MORAL_PENALTY,
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UNDEAD, MULTI_HEAD_ATTACK, EXTENDED_RADIOUS_SHOOTER, GHOST, RAISES_MORALE,
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LOWERS_MORALE, DRAGON, STRIKE_AND_RETURN, FEARLESS, REBIRTH}; //some flags are used only for battles
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enum ECombatInfo{ALIVE = REBIRTH+1, SUMMONED, CLONED, HAD_MORALE, WAITING, MOVED, DEFENDING};
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class CGameInfo;
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extern CGameInfo* CGI;
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#define HEROI_TYPE (34)
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#define TOWNI_TYPE (98)
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const int F_NUMBER = 9; //factions (town types) quantity
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const int PLAYER_LIMIT = 8; //player limit per map
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const int HEROES_PER_TYPE=8; //amount of heroes of each type
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const int SKILL_QUANTITY=28;
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const int SKILL_PER_HERO=8;
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const int ARTIFACTS_QUANTITY=171;
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const int HEROES_QUANTITY=156;
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const int SPELLS_QUANTITY=70;
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const int RESOURCE_QUANTITY=8;
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const int TERRAIN_TYPES=10;
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const int PRIMARY_SKILLS=4;
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const int NEUTRAL_PLAYER=255;
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const int NAMES_PER_TOWN=16;
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const int CREATURES_PER_TOWN = 7; //without upgrades
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const int MAX_BUILDING_PER_TURN = 1;
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const int SPELL_LEVELS = 5;
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#define BFIELD_WIDTH (17)
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#define BFIELD_HEIGHT (11)
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#define BFIELD_SIZE ((BFIELD_WIDTH) * (BFIELD_HEIGHT))
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//uncomment to make it work
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//#define MARK_BLOCKED_POSITIONS
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//#define MARK_VISITABLE_POSITIONS
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#define DEFBYPASS
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#ifdef _WIN32
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#ifdef VCMI_DLL
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#define DLL_EXPORT __declspec(dllexport)
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#else
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#define DLL_EXPORT __declspec(dllimport)
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#endif
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#else
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#if defined(__GNUC__) && __GNUC__ >= 4
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#define DLL_EXPORT __attribute__ ((visibility("default")))
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#else
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#define DLL_EXPORT
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#endif
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#endif
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namespace vstd
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{
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template <typename Container, typename Item>
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bool contains(const Container & c, const Item &i)
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{
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return std::find(c.begin(),c.end(),i) != c.end();
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}
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template <typename V, typename Item, typename Item2>
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bool contains(const std::map<Item,V> & c, const Item2 &i)
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{
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return c.find(i)!=c.end();
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}
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template <typename Container1, typename Container2>
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typename Container2::iterator findFirstNot(Container1 &c1, Container2 &c2)//returns first element of c2 not present in c1
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{
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typename Container2::iterator itr = c2.begin();
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while(itr != c2.end())
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if(!contains(c1,*itr))
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return itr;
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else
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++itr;
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return c2.end();
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}
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template <typename Container, typename Item>
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typename Container::iterator find(const Container & c, const Item &i)
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{
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return std::find(c.begin(),c.end(),i);
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}
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template <typename T1, typename T2>
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int findPos(const std::vector<T1> & c, const T2 &s)
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{
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for(size_t i=0; i < c.size(); ++i)
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if(c[i] == s)
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return i;
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return -1;
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}
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template <typename T1, typename T2, typename Func>
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int findPos(const std::vector<T1> & c, const T2 &s, const Func &f) //Func(T1,T2) must say if these elements matches
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{
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for(size_t i=0; i < c.size(); ++i)
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if(f(c[i],s))
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return i;
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return -1;
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}
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template <typename Container, typename Item>
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typename Container::iterator find(Container & c, const Item &i)
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{
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return std::find(c.begin(),c.end(),i);
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}
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template <typename Container, typename Item>
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bool operator-=(Container &c, const Item &i)
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{
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typename Container::iterator itr = find(c,i);
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if(itr == c.end())
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return false;
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c.erase(itr);
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return true;
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}
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template <typename t1>
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void delObj(t1 *a1)
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{
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delete a1;
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}
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template <typename t1, typename t2>
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void assign(t1 &a1, const t2 &a2)
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{
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a1 = a2;
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}
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template <typename t1, typename t2>
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struct assigner
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{
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public:
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t1 &op1;
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t2 op2;
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assigner(t1 &a1, t2 a2)
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:op1(a1), op2(a2)
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{}
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void operator()()
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{
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op1 = op2;
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}
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};
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template <typename t1, typename t2>
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assigner<t1,t2> assigno(t1 &a1, const t2 &a2)
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{
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return assigner<t1,t2>(a1,a2);
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}
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template <typename t1, typename t2, typename t3>
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bool equal(const t1 &a1, const t3 t1::* point, const t2 &a2)
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{
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return a1.*point == a2;
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}
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template <typename t1, typename t2>
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bool equal(const t1 &a1, const t2 &a2)
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{
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return a1 == a2;
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}
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}
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using vstd::operator-=;
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#include "CConsoleHandler.h"
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extern DLL_EXPORT std::ostream *logfile;
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extern DLL_EXPORT CConsoleHandler *console;
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template <int lvl> class CLogger
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{
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public:
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CLogger<lvl>& operator<<(std::ostream& (*fun)(std::ostream&))
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{
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if(lvl < CONSOLE_LOGGING_LEVEL)
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std::cout << fun;
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if((lvl < FILE_LOGGING_LEVEL) && logfile)
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*logfile << fun;
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return *this;
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}
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template<typename T>
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CLogger<lvl> & operator<<(const T & data)
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{
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if(lvl < CONSOLE_LOGGING_LEVEL)
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{
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if(console)
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{
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console->print(data,lvl);
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}
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else
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{
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std::cout << data << std::flush;
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}
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}
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if((lvl < FILE_LOGGING_LEVEL) && logfile)
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{
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*logfile << data << std::flush;
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}
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return *this;
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}
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};
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extern DLL_EXPORT CLogger<0> tlog0; //green - standard progress info
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extern DLL_EXPORT CLogger<1> tlog1; //red - big errors
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extern DLL_EXPORT CLogger<2> tlog2; //magenta - major warnings
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extern DLL_EXPORT CLogger<3> tlog3; //yellow - minor warnings
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extern DLL_EXPORT CLogger<4> tlog4; //white - detailed log info
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extern DLL_EXPORT CLogger<5> tlog5; //gray - minor log info
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//XXX pls dont - 'debug macros' are usually more trubble then its worth
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#define HANDLE_EXCEPTION \
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catch (const std::exception& e) { \
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tlog1 << e.what() << std::endl; \
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} \
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catch (const std::exception * e) \
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{ \
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tlog1 << e->what()<< std::endl; \
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delete e; \
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} \
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catch (const std::string& e) { \
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tlog1 << e << std::endl; \
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}
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#define HANDLE_EXCEPTIONC(COMMAND) \
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catch (const std::exception& e) { \
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COMMAND; \
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tlog1 << e.what() << std::endl; \
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} \
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catch (const std::exception * e) \
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{ \
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COMMAND; \
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tlog1 << e->what()<< std::endl; \
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delete e; \
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}
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#endif // __GLOBAL_H__
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