mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
2f2169b71f
* fixed problems with horde buildings (won't block original dwellings) * giving primary skill when hero get level (but there is still no dialog) * if an upgraded creature is available it'll be shown as the first in a recruitment window * creature levels not messed in Fortress * war machines are added to the hero's inventory, not to the garrison * support for H3-style PCX graphics in Data/ (not tested) * started doing support for ZSoft PCX graphics in Data/ * VCMI won't crash when is unable to initialize audio system * fixed displaying wrong town defs * minor fixes and improvements
80 lines
2.7 KiB
C++
80 lines
2.7 KiB
C++
#ifndef GLOBAL_H
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#define GLOBAL_H
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#define CHECKTIME 1
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#if CHECKTIME
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#include "timeHandler.h"
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#include <boost/logic/tribool.hpp>
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#include <iostream>
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#include "int3.h"
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#define THC
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#else
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#define THC //
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#endif
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enum Ecolor {RED, BLUE, TAN, GREEN, ORANGE, PURPLE, TEAL, PINK}; //player's colors
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enum EterrainType {border=-1, dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock};
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enum Eriver {noRiver=0, clearRiver, icyRiver, muddyRiver, lavaRiver};
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enum Eroad {dirtRoad=1, grazvelRoad, cobblestoneRoad};
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enum Eformat { WoG=0x33, AB=0x15, RoE=0x0e, SoD=0x1c};
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enum EvictoryConditions {artifact, gatherTroop, gatherResource, buildCity, buildGrail, beatHero,
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captureCity, beatMonster, takeDwellings, takeMines, transportItem, winStandard=255};
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enum ElossCon {lossCastle, lossHero, timeExpires, lossStandard=255};
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enum EHeroClasses {HERO_KNIGHT, HERO_CLERIC, HERO_RANGER, HERO_DRUID, HERO_ALCHEMIST, HERO_WIZARD,
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HERO_DEMONIAC, HERO_HERETIC, HERO_DEATHKNIGHT, HERO_NECROMANCER, HERO_WARLOCK, HERO_OVERLORD,
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HERO_BARBARIAN, HERO_BATTLEMAGE, HERO_BEASTMASTER, HERO_WITCH, HERO_PLANESWALKER, HERO_ELEMENTALIST};
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#ifdef _DEBUG
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class CGameInfo;
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extern CGameInfo* CGI;
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#else
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#define CGI (CGameInfo::mainObj)
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#endif
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#define CURPLINT (((CPlayerInterface*)((CGameInfo::mainObj)->playerint[(CGameInfo::mainObj)->state->currentPlayer])))
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#define LOCPLINT (((CPlayerInterface*)((CGameInfo::mainObj)->playerint[(CGameInfo::mainObj)->localPlayer])))
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//CURPLINT gives pointer to the interface of human player which is currently making turn,
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//LOCPLINT gives pointer to the interface which is currently showed (on this machine)
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#define HEROI_TYPE (0)
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#define TOWNI_TYPE (1)
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//#define LOGUJ
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#ifdef LOGUJ
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#define LOG(x) std::cout<<x;
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#define LOGE(x) std::cout<<x<<std::endl;
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#else
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#define LOG(x) ;
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#define LOGE(x) ;
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#endif
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const int F_NUMBER = 9; //factions (town types) quantity
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const int PLAYER_LIMIT = 8; //player limit per map
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const int HEROES_PER_TYPE=8; //amount of heroes of each type
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const int SKILL_QUANTITY=28;
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const int SKILL_PER_HERO=8;
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const int ARTIFACTS_QUANTITY=171;
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const int HEROES_QUANTITY=156;
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const int RESOURCE_QUANTITY=8;
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const int TERRAIN_TYPES=10;
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const int PRIMARY_SKILLS=4;
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const int NEUTRAL_PLAYER=255;
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const int NAMES_PER_TOWN=16;
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const int CREATURES_PER_TOWN = 7; //without upgrades
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const int MAX_BUILDING_PER_TURN = 1;
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#define MARK_BLOCKED_POSITIONS false
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#define MARK_VISITABLE_POSITIONS false
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#define DEFBYPASS
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#define HANDLE_EXCEPTION \
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catch (const std::exception& e) { \
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std::cerr << e.what() << std::endl; \
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} \
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catch (const std::exception * e) \
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{ \
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std::cerr << e->what()<< std::endl; \
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delete e; \
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}
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#endif //GLOBAL_H
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