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9c5bc83b16
* small bugfix in reading map * small bugfix in lod handler * small upgrade in def handler (should work a bit faster and better)
31 lines
1.2 KiB
C++
31 lines
1.2 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 <iostream>
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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};
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enum EterrainType {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, HREO_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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const int F_NUMBER = 9; //factions 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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#define DEFBYPASS
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#endif //GLOBAL_H
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