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164 lines
4.8 KiB
C++
164 lines
4.8 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 "mapObjects/CObjectClassesHandler.h"
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#include "CArtHandler.h"
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#include "CCreatureHandler.h"
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#include "spells/CSpellHandler.h"
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const SlotID SlotID::COMMANDER_SLOT_PLACEHOLDER = SlotID(-2);
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const SlotID SlotID::SUMMONED_SLOT_PLACEHOLDER = SlotID(255);
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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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if(num < 0 || num >= VLC->spellh->objects.size())
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{
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logGlobal->errorStream() << "Unable to get spell of invalid ID " << int(num);
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return nullptr;
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}
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return VLC->spellh->objects[*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 =
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{
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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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};
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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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std::ostream & operator<<(std::ostream & os, const ETerrainType actionType)
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{
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static const std::map<ETerrainType::EETerrainType, std::string> terrainTypeToString =
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{
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#define DEFINE_ELEMENT(element) {ETerrainType::element, #element}
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DEFINE_ELEMENT(WRONG),
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DEFINE_ELEMENT(BORDER),
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DEFINE_ELEMENT(DIRT),
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DEFINE_ELEMENT(SAND),
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DEFINE_ELEMENT(GRASS),
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DEFINE_ELEMENT(SNOW),
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DEFINE_ELEMENT(SWAMP),
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DEFINE_ELEMENT(ROUGH),
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DEFINE_ELEMENT(SUBTERRANEAN),
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DEFINE_ELEMENT(LAVA),
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DEFINE_ELEMENT(WATER),
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DEFINE_ELEMENT(ROCK)
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};
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auto it = terrainTypeToString.find(actionType.num);
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if (it == terrainTypeToString.end()) return os << "<Unknown type>";
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else return os << it->second;
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}
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std::string ETerrainType::toString() const
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{
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std::stringstream ss;
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ss << *this;
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return ss.str();
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}
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