fixed compile error on some non-standard compilers...

...due to initialization of statis variables in header file
This commit is contained in:
David White 2006-01-24 03:34:50 +00:00
parent bfd1745aa4
commit c61b551f14
2 changed files with 13 additions and 6 deletions

View file

@ -30,6 +30,13 @@
#define ERR_CF LOG_STREAM(err, config)
#define LOG_G LOG_STREAM(info, general)
const gamemap::TERRAIN gamemap::VOID_TERRAIN = ' ';
const gamemap::TERRAIN gamemap::FOGGED = '~';
const gamemap::TERRAIN gamemap::KEEP = 'K';
const gamemap::TERRAIN gamemap::CASTLE = 'C';
const gamemap::TERRAIN gamemap::VILLAGE = 't';
const gamemap::TERRAIN gamemap::FOREST = 'f';
std::ostream &operator<<(std::ostream &s, gamemap::location const &l) {
s << (l.x + 1) << ',' << (l.y + 1);
return s;

View file

@ -36,12 +36,12 @@ public:
//in dynamically because they're special. It's asserted that there will
//be corresponding entries for these types of terrain in the terrain
//configuration file.
static const TERRAIN VOID_TERRAIN = ' ';
static const TERRAIN FOGGED = '~';
static const TERRAIN KEEP = 'K';
static const TERRAIN CASTLE = 'C';
static const TERRAIN VILLAGE = 't';
static const TERRAIN FOREST = 'f';
static const TERRAIN VOID_TERRAIN;
static const TERRAIN FOGGED;
static const TERRAIN KEEP;
static const TERRAIN CASTLE;
static const TERRAIN VILLAGE;
static const TERRAIN FOREST;
//the name of the terrain is the terrain itself, the underlying terrain
//is the name of the terrain for game-logic purposes. I.e. if the terrain