mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
2c4c964a45
- 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
125 lines
3.7 KiB
C++
125 lines
3.7 KiB
C++
/*
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* GameConstants.cpp, 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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#define INSTANTIATE_BASE_FOR_ID_HERE
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#include "StdInc.h"
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#include "VCMI_Lib.h"
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#include "CDefObjInfoHandler.h"
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#include "CArtHandler.h"
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#include "CCreatureHandler.h"
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#include "CSpellHandler.h"
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const SlotID SlotID::COMMANDER_SLOT_PLACEHOLDER = SlotID(-2);
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const PlayerColor PlayerColor::CANNOT_DETERMINE = PlayerColor(253);
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const PlayerColor PlayerColor::UNFLAGGABLE = PlayerColor(254);
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const PlayerColor PlayerColor::NEUTRAL = PlayerColor(255);
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const PlayerColor PlayerColor::PLAYER_LIMIT = PlayerColor(PLAYER_LIMIT_I);
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const TeamID TeamID::NO_TEAM = TeamID(255);
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#define ID_LIKE_OPERATORS_INTERNAL(A, B, AN, BN) \
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bool operator==(const A & a, const B & b) \
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{ \
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return AN == BN ; \
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} \
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bool operator!=(const A & a, const B & b) \
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{ \
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return AN != BN ; \
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} \
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bool operator<(const A & a, const B & b) \
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{ \
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return AN < BN ; \
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} \
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bool operator<=(const A & a, const B & b) \
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{ \
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return AN <= BN ; \
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} \
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bool operator>(const A & a, const B & b) \
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{ \
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return AN > BN ; \
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} \
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bool operator>=(const A & a, const B & b) \
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{ \
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return AN >= BN ; \
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}
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#define ID_LIKE_OPERATORS(CLASS_NAME, ENUM_NAME) \
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ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, CLASS_NAME, a.num, b.num) \
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ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, ENUM_NAME, a.num, b) \
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ID_LIKE_OPERATORS_INTERNAL(ENUM_NAME, CLASS_NAME, a, b.num)
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ID_LIKE_OPERATORS(SecondarySkill, SecondarySkill::ESecondarySkill)
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ID_LIKE_OPERATORS(Obj, Obj::EObj)
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ID_LIKE_OPERATORS(ETerrainType, ETerrainType::EETerrainType)
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ID_LIKE_OPERATORS(ArtifactID, ArtifactID::EArtifactID)
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ID_LIKE_OPERATORS(ArtifactPosition, ArtifactPosition::EArtifactPosition)
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ID_LIKE_OPERATORS(CreatureID, CreatureID::ECreatureID)
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ID_LIKE_OPERATORS(SpellID, SpellID::ESpellID)
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ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID)
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ID_LIKE_OPERATORS(BFieldType, BFieldType::EBFieldType)
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CArtifact * ArtifactID::toArtifact() const
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{
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return VLC->arth->artifacts[*this];
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}
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CCreature * CreatureID::toCreature() const
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{
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return VLC->creh->creatures[*this];
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}
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CSpell * SpellID::toSpell() const
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{
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return VLC->spellh->spells[*this];
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}
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//template std::ostream & operator << <ArtifactInstanceID>(std::ostream & os, BaseForID<ArtifactInstanceID> id);
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//template std::ostream & operator << <ObjectInstanceID>(std::ostream & os, BaseForID<ObjectInstanceID> id);
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bool PlayerColor::isValidPlayer() const
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{
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return num < PLAYER_LIMIT_I;
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}
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std::ostream & operator<<(std::ostream & os, const Battle::ActionType actionType)
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{
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static const std::map<Battle::ActionType, std::string> actionTypeToString = boost::assign::map_list_of
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(Battle::END_TACTIC_PHASE, "End tactic phase")
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(Battle::INVALID, "Invalid")
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(Battle::NO_ACTION, "No action")
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(Battle::HERO_SPELL, "Hero spell")
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(Battle::WALK, "Walk")
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(Battle::DEFEND, "Defend")
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(Battle::RETREAT, "Retreat")
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(Battle::SURRENDER, "Surrender")
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(Battle::WALK_AND_ATTACK, "Walk and attack")
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(Battle::SHOOT, "Shoot")
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(Battle::WAIT, "Wait")
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(Battle::CATAPULT, "Catapult")
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(Battle::MONSTER_SPELL, "Monster spell")
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(Battle::BAD_MORALE, "Bad morale")
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(Battle::STACK_HEAL, "Stack heal")
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(Battle::DAEMON_SUMMONING, "Daemon summoning");
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auto it = actionTypeToString.find(actionType);
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if (it == actionTypeToString.end()) return os << "<Unknown type>";
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else return os << it->second;
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}
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