mirror of
https://github.com/vcmi/vcmi.git
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392 lines
12 KiB
C++
392 lines
12 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 0.71b")
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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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/*
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* global.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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enum Ecolor {RED, BLUE, TAN, GREEN, ORANGE, PURPLE, TEAL, PINK}; //player's colors
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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 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, NOT_ACTIVE}; //some flags are used only for battles
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enum ECombatInfo{ALIVE = 180, SUMMONED, CLONED, HAD_MORALE, WAITING, MOVED, DEFENDING};
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struct StackFeature
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{
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//general list of stack abilities and effects
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enum ECombatFeatures
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{
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NO_TYPE,
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DOUBLE_WIDE, FLYING, SHOOTER, CHARGE_IMMUNITY, ADDITIONAL_ATTACK, UNLIMITED_RETAILATIONS,
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NO_MELEE_PENALTY, JOUSTING /*for champions*/,
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RAISING_MORALE, HATE /*eg. angels hate devils*/,
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KING1,
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KING2, KING3, MAGIC_RESISTANCE /*in %*/,
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CHANGES_SPELL_COST /*in mana points, eg. pegasus or mage*/,
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SPELL_AFTER_ATTACK /* subtype - spell id, value - spell level, aditional info - chance in %; eg. dendroids*/,
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SPELL_RESISTANCE_AURA /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/,
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LEVEL_SPELL_IMMUNITY /*creature is immune to all spell with level below value of this bonus*/,
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TWO_HEX_ATTACK_BREATH /*eg. dragons*/,
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SPELL_DAMAGE_REDUCTION /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/,
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NO_WALL_PENALTY, NON_LIVING /*eg. gargoyle*/,
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RANDOM_SPELLCASTER, BLOCKS_RETAILATION /*eg. naga*/,
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SPELL_IMMUNITY /*value - spell id*/,
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MANA_CHANNELING /*in %, eg. familiar*/,
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SPELL_LIKE_ATTACK /*value - spell id; range is taken from spell, but damage from creature; eg. magog*/,
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THREE_HEADED_ATTACK /*eg. cerberus*/,
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DEAMON_SUMMONING /*pit lord*/,
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FIRE_IMMUNITY, FIRE_SHIELD, ENEMY_MORALE_DECREASING, ENEMY_LUCK_DECREASING, UNDEAD, REGENERATION, MANA_DRAIN, LIFE_DRAIN,
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DOUBLE_DAMAGE_CHANCE /*in %, eg. dread knight*/,
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RETURN_AFTER_STRIKE, SELF_MORALE /*eg. minotaur*/,
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SPELLCASTER /*value - spell id*/, CATAPULT,
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ENEMY_DEFENCE_REDUCTION /*in %, eg. behemots*/,
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GENERAL_DAMAGE_REDUCTION /*eg. while stoned or blinded - in %, subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage*/,
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ATTACKS_ALL_ADAJCENT /*eg. hydra*/,
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MORE_DAMEGE_FROM_SPELL /*value - damage increase in %, subtype - spell id*/,
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CASTS_SPELL_WHEN_KILLED /*similar to spell after attack*/,
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FEAR, FEARLESS, NO_DISTANCE_PENALTY, NO_OBSTACLES_PENALTY,
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SELF_LUCK /*halfling*/,
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ATTACK_BONUS, DEFENCE_BONUS, SPEED_BONUS, HP_BONUS, ENCHANTER, HEALER, SIEGE_WEAPON, LUCK_BONUS, MORALE_BONUS, HYPNOTIZED, ADDITIONAL_RETAILATION,
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MAGIC_MIRROR /* value - chance of redirecting in %*/,
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SUMMONED, ALWAYS_MINUMUM_DAMAGE /*unit does its minimum damage from range; -1 - any attack, 0 - melee, 1 - ranged*/,
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ALWAYS_MAXIMUM_DAMAGE /*eg. bless effect, -1 - any attack, 0 - melee, 1 - ranged*/,
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ATTACKS_NEAREST_CREATURE /*while in berserk*/, IN_FRENZY,
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SLAYER /*value - level*/,
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FORGETFULL /*forgetfullnes spell effect*/,
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CLONED, NOT_ACTIVE
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};
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enum EDuration
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{
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WHOLE_BATTLE,
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N_TURNS,
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UNITL_BEING_ATTACKED,/*removed after attack and counterattacks are performed*/
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UNTIL_ATTACK /*removed after attack and counterattacks are performed*/
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};
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ECombatFeatures type;
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EDuration duration;
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ui16 turnsRemain; //if duration is N_TURNS it describes how long the effect will last
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si16 subtype; //subtype of bonus/feature
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si32 value;
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si32 additionalInfo;
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inline bool operator == (const ECombatFeatures & cf) const
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{
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return type == cf;
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}
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StackFeature() : type(NO_TYPE)
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{}
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StackFeature(const ECombatFeatures & cf) : type(cf), duration(WHOLE_BATTLE)
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{}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & type & duration & turnsRemain & subtype & value & additionalInfo;
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}
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};
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//generates StackFeature from given data
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inline StackFeature makeFeature(StackFeature::ECombatFeatures type, StackFeature::EDuration duration, si16 subtype, si32 value, ui16 turnsRemain = 0, si32 additionalInfo = 0)
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{
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StackFeature sf;
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sf.type = type;
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sf.duration = duration;
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sf.turnsRemain = turnsRemain;
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sf.subtype = subtype;
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sf.value = value;
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sf.additionalInfo = additionalInfo;
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return sf;
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}
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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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template<typename T, size_t N> char (&_ArrayCountObj(const T (&)[N]))[N];
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#define ARRAY_COUNT(arr) (sizeof(_ArrayCountObj(arr)))
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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) //returns true if container c contains 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) //returns true if map c contains 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) //returns position of first element in vector c equal to s, if there is no such element, -1 is returned
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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) //removes element i from container c, returns false if c does not contain 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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template <typename t1, typename t2>
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t1 & amax(t1 &a, const t2 &b) //assigns greater of (a, b) to a and returns maximum of (a, b)
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{
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if(a >= b)
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return a;
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else
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{
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a = b;
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return a;
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}
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}
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template <typename t1, typename t2>
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t1 & amin(t1 &a, const t2 &b) //assigns smaller of (a, b) to a and returns minimum of (a, b)
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{
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if(a <= b)
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return a;
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else
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{
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a = b;
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return a;
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}
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}
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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 //logger, prints log info to console and saves in file
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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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throw; \
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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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throw; \
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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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throw; \
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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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throw; \
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}
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#endif // __GLOBAL_H__
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