#ifndef GLOBAL_H #define GLOBAL_H #define CHECKTIME 1 #if CHECKTIME #include "timeHandler.h" #include "int3.h" #include #define THC #else #define THC // #endif enum Ecolor {RED, BLUE, TAN, GREEN, ORANGE, PURPLE, TEAL, PINK}; //player's colors enum EterrainType {border=-1, dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock}; enum Eriver {noRiver=0, clearRiver, icyRiver, muddyRiver, lavaRiver}; enum Eroad {dirtRoad=1, grazvelRoad, cobblestoneRoad}; enum Eformat { WoG=0x33, AB=0x15, RoE=0x0e, SoD=0x1c}; enum EvictoryConditions {artifact, gatherTroop, gatherResource, buildCity, buildGrail, beatHero, captureCity, beatMonster, takeDwellings, takeMines, transportItem, winStandard=255}; enum ElossCon {lossCastle, lossHero, timeExpires, lossStandard=255}; enum EHeroClasses {HERO_KNIGHT, HERO_CLERIC, HERO_RANGER, HERO_DRUID, HERO_ALCHEMIST, HERO_WIZARD, HERO_DEMONIAC, HERO_HERETIC, HERO_DEATHKNIGHT, HERO_NECROMANCER, HERO_WARLOCK, HERO_OVERLORD, HERO_BARBARIAN, HERO_BATTLEMAGE, HERO_BEASTMASTER, HERO_WITCH, HERO_PLANESWALKER, HERO_ELEMENTALIST}; #define CGI (CGameInfo::mainObj) #define CURPLINT (((CPlayerInterface*)((CGameInfo::mainObj)->playerint[(CGameInfo::mainObj)->state->currentPlayer]))) #define LOCPLINT (((CPlayerInterface*)((CGameInfo::mainObj)->playerint[(CGameInfo::mainObj)->localPlayer]))) //CURPLINT gives pointer to the interface of human player which is currently making turn, //LOCPLINT gives pointer to the interface which is currently showed (on this machine) #define HEROI_TYPE (0) #define TOWNI_TYPE (1) const int F_NUMBER = 9; //factions (town types) quantity const int PLAYER_LIMIT = 8; //player limit per map const int HEROES_PER_TYPE=8; //amount of heroes of each type const int SKILL_QUANTITY=28; const int ARTIFACTS_QUANTITY=171; const int HEROES_QUANTITY=156; const int RESOURCE_QUANTITY=8; const int TERRAIN_TYPES=10; const int PRIMARY_SKILLS=4; const int NAMES_PER_TOWN=16; #define MARK_BLOCKED_POSITIONS false #define MARK_VISITABLE_POSITIONS false #define DEFBYPASS #endif //GLOBAL_H