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vcmi/global.h
Michał W. Urbańczyk 2f2169b71f * improved slider ( #58 )
* 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
2008-05-03 15:30:11 +00:00

80 lines
2.7 KiB
C++

#ifndef GLOBAL_H
#define GLOBAL_H
#define CHECKTIME 1
#if CHECKTIME
#include "timeHandler.h"
#include <boost/logic/tribool.hpp>
#include <iostream>
#include "int3.h"
#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};
#ifdef _DEBUG
class CGameInfo;
extern CGameInfo* CGI;
#else
#define CGI (CGameInfo::mainObj)
#endif
#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)
//#define LOGUJ
#ifdef LOGUJ
#define LOG(x) std::cout<<x;
#define LOGE(x) std::cout<<x<<std::endl;
#else
#define LOG(x) ;
#define LOGE(x) ;
#endif
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 SKILL_PER_HERO=8;
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 NEUTRAL_PLAYER=255;
const int NAMES_PER_TOWN=16;
const int CREATURES_PER_TOWN = 7; //without upgrades
const int MAX_BUILDING_PER_TURN = 1;
#define MARK_BLOCKED_POSITIONS false
#define MARK_VISITABLE_POSITIONS false
#define DEFBYPASS
#define HANDLE_EXCEPTION \
catch (const std::exception& e) { \
std::cerr << e.what() << std::endl; \
} \
catch (const std::exception * e) \
{ \
std::cerr << e->what()<< std::endl; \
delete e; \
}
#endif //GLOBAL_H