| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162 | /* * 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 "spells/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;}std::ostream & operator<<(std::ostream & os, const ETerrainType actionType){	static const std::map<ETerrainType::EETerrainType, std::string> terrainTypeToString =	{	#define DEFINE_ELEMENT(element) {ETerrainType::element, #element}		DEFINE_ELEMENT(WRONG),		DEFINE_ELEMENT(BORDER),		DEFINE_ELEMENT(DIRT),		DEFINE_ELEMENT(SAND),		DEFINE_ELEMENT(GRASS),		DEFINE_ELEMENT(SNOW),		DEFINE_ELEMENT(SWAMP),		DEFINE_ELEMENT(ROUGH),		DEFINE_ELEMENT(SUBTERRANEAN),		DEFINE_ELEMENT(LAVA),		DEFINE_ELEMENT(WATER),		DEFINE_ELEMENT(ROCK)	};	auto it = terrainTypeToString.find(actionType.num);	if (it == terrainTypeToString.end()) return os << "<Unknown type>";	else return os << it->second;}std::string ETerrainType::toString() const{	std::stringstream ss;	ss << *this;	return ss.str();}
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