fixed compile error on some non-standard compilers...
...due to initialization of statis variables in header file
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bfd1745aa4
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c61b551f14
2 changed files with 13 additions and 6 deletions
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@ -30,6 +30,13 @@
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#define ERR_CF LOG_STREAM(err, config)
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#define LOG_G LOG_STREAM(info, general)
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const gamemap::TERRAIN gamemap::VOID_TERRAIN = ' ';
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const gamemap::TERRAIN gamemap::FOGGED = '~';
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const gamemap::TERRAIN gamemap::KEEP = 'K';
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const gamemap::TERRAIN gamemap::CASTLE = 'C';
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const gamemap::TERRAIN gamemap::VILLAGE = 't';
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const gamemap::TERRAIN gamemap::FOREST = 'f';
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std::ostream &operator<<(std::ostream &s, gamemap::location const &l) {
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s << (l.x + 1) << ',' << (l.y + 1);
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return s;
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12
src/map.hpp
12
src/map.hpp
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@ -36,12 +36,12 @@ public:
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//in dynamically because they're special. It's asserted that there will
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//be corresponding entries for these types of terrain in the terrain
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//configuration file.
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static const TERRAIN VOID_TERRAIN = ' ';
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static const TERRAIN FOGGED = '~';
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static const TERRAIN KEEP = 'K';
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static const TERRAIN CASTLE = 'C';
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static const TERRAIN VILLAGE = 't';
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static const TERRAIN FOREST = 'f';
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static const TERRAIN VOID_TERRAIN;
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static const TERRAIN FOGGED;
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static const TERRAIN KEEP;
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static const TERRAIN CASTLE;
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static const TERRAIN VILLAGE;
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static const TERRAIN FOREST;
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//the name of the terrain is the terrain itself, the underlying terrain
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//is the name of the terrain for game-logic purposes. I.e. if the terrain
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