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							- /*
 
-  * GameConstants.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #define INSTANTIATE_BASE_FOR_ID_HERE
 
- #include "StdInc.h"
 
- #include "VCMI_Lib.h"
 
- #include "mapObjects/CObjectClassesHandler.h"
 
- #include "CArtHandler.h"
 
- #include "CCreatureHandler.h"
 
- #include "CSpellHandler.h"
 
- const SlotID SlotID::COMMANDER_SLOT_PLACEHOLDER = SlotID(-2);
 
- const PlayerColor PlayerColor::CANNOT_DETERMINE = PlayerColor(253);
 
- const PlayerColor PlayerColor::UNFLAGGABLE = PlayerColor(254);
 
- const PlayerColor PlayerColor::NEUTRAL = PlayerColor(255);
 
- const PlayerColor PlayerColor::PLAYER_LIMIT = PlayerColor(PLAYER_LIMIT_I);
 
- const TeamID TeamID::NO_TEAM = TeamID(255);
 
- #define ID_LIKE_OPERATORS_INTERNAL(A, B, AN, BN)	\
 
- bool operator==(const A & a, const B & b)			\
 
- {													\
 
- 	return AN == BN ;								\
 
- }													\
 
- bool operator!=(const A & a, const B & b)			\
 
- {													\
 
- 	return AN != BN ;								\
 
- }													\
 
- bool operator<(const A & a, const B & b)			\
 
- {													\
 
- 	return AN < BN ;								\
 
- }													\
 
- bool operator<=(const A & a, const B & b)			\
 
- {													\
 
- 	return AN <= BN ;								\
 
- }													\
 
- bool operator>(const A & a, const B & b)			\
 
- {													\
 
- 	return AN > BN ;								\
 
- }													\
 
- bool operator>=(const A & a, const B & b)			\
 
- {													\
 
- 	return AN >= BN ;								\
 
- }
 
- #define ID_LIKE_OPERATORS(CLASS_NAME, ENUM_NAME)	\
 
- 	ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, CLASS_NAME, a.num, b.num)	\
 
- 	ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, ENUM_NAME, a.num, b)	\
 
- 	ID_LIKE_OPERATORS_INTERNAL(ENUM_NAME, CLASS_NAME, a, b.num)
 
- ID_LIKE_OPERATORS(SecondarySkill, SecondarySkill::ESecondarySkill)
 
- ID_LIKE_OPERATORS(Obj, Obj::EObj)
 
- ID_LIKE_OPERATORS(ETerrainType, ETerrainType::EETerrainType)
 
- ID_LIKE_OPERATORS(ArtifactID, ArtifactID::EArtifactID)
 
- ID_LIKE_OPERATORS(ArtifactPosition, ArtifactPosition::EArtifactPosition)
 
- ID_LIKE_OPERATORS(CreatureID, CreatureID::ECreatureID)
 
- ID_LIKE_OPERATORS(SpellID, SpellID::ESpellID)
 
- ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID)
 
- ID_LIKE_OPERATORS(BFieldType, BFieldType::EBFieldType)
 
- CArtifact * ArtifactID::toArtifact() const
 
- {
 
- 	return VLC->arth->artifacts[*this];
 
- }
 
- CCreature * CreatureID::toCreature() const
 
- {
 
- 	return VLC->creh->creatures[*this];
 
- }
 
- CSpell * SpellID::toSpell() const
 
- {
 
- 	if(num < 0 || num >= VLC->spellh->objects.size())
 
- 	{	
 
- 		logGlobal->errorStream() << "Unable to get spell of invalid ID " << int(num);
 
- 		return nullptr;
 
- 	}		
 
- 	return VLC->spellh->objects[*this];
 
- }
 
- //template std::ostream & operator << <ArtifactInstanceID>(std::ostream & os, BaseForID<ArtifactInstanceID> id);
 
- //template std::ostream & operator << <ObjectInstanceID>(std::ostream & os, BaseForID<ObjectInstanceID> id);
 
- bool PlayerColor::isValidPlayer() const
 
- {
 
- 	return num < PLAYER_LIMIT_I;
 
- }
 
- std::ostream & operator<<(std::ostream & os, const Battle::ActionType actionType)
 
- {
 
- 	static const std::map<Battle::ActionType, std::string> actionTypeToString =
 
- 	{
 
- 		{Battle::END_TACTIC_PHASE, "End tactic phase"},
 
- 		{Battle::INVALID, "Invalid"},
 
- 		{Battle::NO_ACTION, "No action"},
 
- 		{Battle::HERO_SPELL, "Hero spell"},
 
- 		{Battle::WALK, "Walk"},
 
- 		{Battle::DEFEND, "Defend"},
 
- 		{Battle::RETREAT, "Retreat"},
 
- 		{Battle::SURRENDER, "Surrender"},
 
- 		{Battle::WALK_AND_ATTACK, "Walk and attack"},
 
- 		{Battle::SHOOT, "Shoot"},
 
- 		{Battle::WAIT, "Wait"},
 
- 		{Battle::CATAPULT, "Catapult"},
 
- 		{Battle::MONSTER_SPELL, "Monster spell"},
 
- 		{Battle::BAD_MORALE, "Bad morale"},
 
- 		{Battle::STACK_HEAL, "Stack heal"},
 
- 		{Battle::DAEMON_SUMMONING, "Daemon summoning"}
 
- 	};
 
- 	auto it = actionTypeToString.find(actionType);
 
- 	if (it == actionTypeToString.end()) return os << "<Unknown type>";
 
- 	else return os << it->second;
 
- }
 
 
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