#pragma region License /* License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2024 Joshua Sigona Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions or derivations of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions or derivative works in binary form must reproduce the above copyright notice. This list of conditions and the following disclaimer must be reproduced in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Portions of this software are copyright © 2023 The FreeType Project (www.freetype.org). Please see LICENSE_FT.txt for more information. All rights reserved. */ #pragma endregion #pragma once #define INCLUDE_ANIMATION_DATA extern safemapANIMATION_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 AiL*game; #define INCLUDE_MONSTER_DATA extern std::mapMONSTER_DATA; #define INCLUDE_BULLET_LIST extern std::vector>BULLET_LIST; #define INCLUDE_EMITTER_LIST extern std::vector>EMITTER_LIST; #define INCLUDE_DATA extern utils::datafile DATA; #define INCLUDE_STRATEGY_DATA extern safemap>STRATEGY_DATA; #define INCLUDE_TILE_ANIMATION_DATA extern std::map>>TILE_ANIMATION_DATA; #define INCLUDE_GFX extern safemapGFX; #define INCLUDE_ITEM_DATA extern safemapITEM_DATA; #define INCLUDE_ITEM_CATEGORIES extern safemap>ITEM_CATEGORIES; #define DO_NOTHING [](MenuFuncData data){return true;} #define INCLUDE_WINDOW_SIZE extern vi2d WINDOW_SIZE; #define INCLUDE_CENTERED extern const vf2d Menu::CENTERED; #define ACCESS_PLAYER Player*p=game->GetPlayer(); #define VARIANTS float,int,std::string,bool,vf2d #undef INFINITE #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;}; \ std::string&class::GetWalkNAnimation(){return walk_n;}; \ std::string&class::GetWalkEAnimation(){return walk_e;}; \ std::string&class::GetWalkSAnimation(){return walk_s;}; \ std::string&class::GetWalkWAnimation(){return walk_w;}; \ std::string&class::GetIdleNAnimation(){return idle_n;}; \ std::string&class::GetIdleEAnimation(){return idle_e;}; \ std::string&class::GetIdleSAnimation(){return idle_s;}; \ std::string&class::GetIdleWAnimation(){return idle_w;}; \ std::string class::name=""; \ Class class::cl=ANY; \ Ability class::rightClickAbility=Ability(); \ Ability class::ability1=Ability(); \ Ability class::ability2=Ability(); \ Ability class::ability3=Ability(); \ Ability class::ability4=Ability(); \ std::string class::idle_n="WARRIOR_IDLE_N"; \ std::string class::idle_e="WARRIOR_IDLE_E"; \ std::string class::idle_s="WARRIOR_IDLE_S"; \ std::string class::idle_w="WARRIOR_IDLE_W"; \ std::string class::walk_n="WARRIOR_WALK_N"; \ std::string class::walk_e="WARRIOR_WALK_E"; \ std::string class::walk_s="WARRIOR_WALK_S"; \ std::string class::walk_w="WARRIOR_WALK_W";