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#pragma once
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#define INCLUDE_ANIMATION_DATA extern safemap<std::string,Animate2D::FrameSequence>ANIMATION_DATA;
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#define INCLUDE_MONSTER_LIST extern std::vector<Monster>MONSTER_LIST;
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#define INCLUDE_SPAWNER_LIST extern std::vector<MonsterSpawner>SPAWNER_LIST;
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#define INCLUDE_DAMAGENUMBER_LIST extern std::vector<std::shared_ptr<DamageNumber>>DAMAGENUMBER_LIST;
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#define INCLUDE_game extern Crawler*game;
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#define INCLUDE_MONSTER_DATA extern std::map<int,MonsterData>MONSTER_DATA;
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#define INCLUDE_MONSTER_NAME_DATA extern safemap<std::string,MonsterData*>MONSTER_NAME_DATA;
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#define INCLUDE_BULLET_LIST extern std::vector<std::unique_ptr<Bullet>>BULLET_LIST;
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#define INCLUDE_EMITTER_LIST extern std::vector<std::unique_ptr<Emitter>>EMITTER_LIST;
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#define INCLUDE_DATA extern utils::datafile DATA;
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#define INCLUDE_STRATEGY_DATA extern safemap<std::string,int>STRATEGY_DATA;
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#define INCLUDE_STRATEGY_ID_DATA extern safemap<std::string,int>STRATEGY_ID_DATA;
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#define INCLUDE_TILE_ANIMATION_DATA extern std::map<int,std::vector<std::pair<int,float>>>TILE_ANIMATION_DATA;
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#define INCLUDE_GFX extern safemap<std::string,Renderable>GFX;
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#define INCLUDE_ITEM_DATA extern safemap<Item::ItemName,ItemInfo>ITEM_DATA;
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#define INCLUDE_ITEM_CATEGORIES extern safemap<std::string,std::set<std::string>>ITEM_CATEGORIES;
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#define ACCESS_PLAYER Player*p=game->GetPlayer();
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#define VARIANTS float,int,std::string,bool,vf2d
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#define INFINITE 999999
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#define SETUP_CLASS(class) \
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class::class() \
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:Player::Player(){} \
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class::class(Player*player) \
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:Player::Player(player){} \
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Class class::GetClass(){return cl;} \
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std::string class::GetClassName(){return name;} \
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Ability&class::GetRightClickAbility(){return rightClickAbility;}; \
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Ability&class::GetAbility1(){return ability1;}; \
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Ability&class::GetAbility2(){return ability2;}; \
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Ability&class::GetAbility3(){return ability3;}; \
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Ability&class::GetAbility4(){return ability4;}; \
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std::string&class::GetWalkNAnimation(){return walk_n;}; \
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std::string&class::GetWalkEAnimation(){return walk_e;}; \
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std::string&class::GetWalkSAnimation(){return walk_s;}; \
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std::string&class::GetWalkWAnimation(){return walk_w;}; \
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std::string&class::GetIdleNAnimation(){return idle_n;}; \
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std::string&class::GetIdleEAnimation(){return idle_e;}; \
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std::string&class::GetIdleSAnimation(){return idle_s;}; \
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std::string&class::GetIdleWAnimation(){return idle_w;}; \
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std::string class::name=""; \
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Class class::cl=ANY; \
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Ability class::rightClickAbility=Ability(); \
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Ability class::ability1=Ability(); \
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Ability class::ability2=Ability(); \
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Ability class::ability3=Ability(); \
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Ability class::ability4=Ability(); \
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std::string class::idle_n="WARRIOR_IDLE_N"; \
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std::string class::idle_e="WARRIOR_IDLE_E"; \
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std::string class::idle_s="WARRIOR_IDLE_S"; \
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std::string class::idle_w="WARRIOR_IDLE_W"; \
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std::string class::walk_n="WARRIOR_WALK_N"; \
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std::string class::walk_e="WARRIOR_WALK_E"; \
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std::string class::walk_s="WARRIOR_WALK_S"; \
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std::string class::walk_w="WARRIOR_WALK_W";
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