#pragma once #define INCLUDE_ANIMATION_DATA extern std::mapANIMATION_DATA; #define INCLUDE_MONSTER_LIST extern std::vectorMONSTER_LIST; #define INCLUDE_SPAWNER_LIST extern std::vectorSPAWNER_LIST; #define INCLUDE_DAMAGENUMBER_LIST extern std::vector>DAMAGENUMBER_LIST; #define INCLUDE_game extern Crawler*game; #define INCLUDE_MONSTER_DATA extern std::mapMONSTER_DATA; #define INCLUDE_BULLET_LIST extern std::vector>BULLET_LIST; #define INCLUDE_PARTICLE_LIST extern std::vectorPARTICLE_LIST; #define INCLUDE_EMITTER_LIST extern std::vector>EMITTER_LIST; #define ACCESS_PLAYER Player*p=game->GetPlayer(); #define INFINITE 999999 #define SETUP_CLASS(class) \ class::class() \ :Player::Player(){} \ class::class(Player*player) \ :Player::Player(player){} \ Class class::GetClass(){return cl;} \ std::string class::GetClassName(){return name;} \ Ability&class::GetRightClickAbility(){return rightClickAbility;}; \ Ability&class::GetAbility1(){return ability1;}; \ Ability&class::GetAbility2(){return ability2;}; \ Ability&class::GetAbility3(){return ability3;}; \ Ability&class::GetAbility4(){return ability4;}; \ AnimationState&class::GetWalkNAnimation(){return walk_n;}; \ AnimationState&class::GetWalkEAnimation(){return walk_e;}; \ AnimationState&class::GetWalkSAnimation(){return walk_s;}; \ AnimationState&class::GetWalkWAnimation(){return walk_w;}; \ AnimationState&class::GetIdleNAnimation(){return idle_n;}; \ AnimationState&class::GetIdleEAnimation(){return idle_e;}; \ AnimationState&class::GetIdleSAnimation(){return idle_s;}; \ AnimationState&class::GetIdleWAnimation(){return idle_w;}; \ std::string class::name=""; \ Class class::cl=ANY; \ Ability class::rightClickAbility=Ability("",0,0); \ Ability class::ability1=Ability("",0,0); \ Ability class::ability2=Ability("",0,0); \ Ability class::ability3=Ability("",0,0); \ Ability class::ability4=Ability("",0,0); \ AnimationState class::idle_n=WARRIOR_IDLE_N; \ AnimationState class::idle_e=WARRIOR_IDLE_E; \ AnimationState class::idle_s=WARRIOR_IDLE_S; \ AnimationState class::idle_w=WARRIOR_IDLE_W; \ AnimationState class::walk_n=WARRIOR_WALK_N; \ AnimationState class::walk_e=WARRIOR_WALK_E; \ AnimationState class::walk_s=WARRIOR_WALK_S; \ AnimationState class::walk_w=WARRIOR_WALK_W;