mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
7722d058f0
* dismiss Hero works blocked in the castles * the backpack scrollable arrows aren't available (yellow, clickable) even when backpack is empty. * added missing info texts for buttons in hero window (and added functionality of enable tactic formations button) * can select (single click) and enter castle (double click) from the map. Same for hero. * Hero gets automatically selected after End Turn * Hero is automatically selected when exiting town * In Garrison or Hero army: units are selected when we first click on them Fixed (at least partially) also a problem with disappearing path
183 lines
5.3 KiB
C++
183 lines
5.3 KiB
C++
#ifndef GLOBAL_H
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#define GLOBAL_H
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#include <iostream>
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#include <boost/logic/tribool.hpp>
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#include <boost/cstdint.hpp>
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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::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 0.62")
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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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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 MARK_BLOCKED_POSITIONS false
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#define MARK_VISITABLE_POSITIONS false
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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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#define HANDLE_EXCEPTION \
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catch (const std::exception& e) { \
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std::cerr << 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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std::cerr << e->what()<< std::endl; \
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delete e; \
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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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std::cerr << 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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std::cerr << e->what()<< std::endl; \
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delete e; \
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}
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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>
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bool contains(const std::map<Item,V> & c, const Item &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(int 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, Func &f) //Func(T1,T2) must say if these elements matches
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{
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for(int 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, 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, 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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#endif //GLOBAL_H
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