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Renamed LibClasses * VLC to GameLibrary * LIBRARY
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@@ -24,7 +24,7 @@
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#include "../StartInfo.h"
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#include "../TerrainHandler.h"
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#include "../VCMIDirs.h"
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#include "../VCMI_Lib.h"
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#include "../GameLibrary.h"
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#include "../battle/BattleInfo.h"
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#include "../campaign/CampaignState.h"
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#include "../constants/StringConstants.h"
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@@ -298,7 +298,7 @@ void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRan
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playerSettings.castle = playerInfo.defaultCastle();
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if(playerSettings.isControlledByAI() && playerSettings.name.empty())
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{
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playerSettings.name = VLC->generaltexth->allTexts[468];
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playerSettings.name = LIBRARY->generaltexth->allTexts[468];
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}
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playerSettings.color = PlayerColor(i);
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}
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@@ -374,7 +374,7 @@ void CGameState::initGlobalBonuses()
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bonus->sid = BonusSourceID(); //there is one global object
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globalEffects.addNewBonus(bonus);
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}
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VLC->creh->loadCrExpBon(globalEffects);
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LIBRARY->creh->loadCrExpBon(globalEffects);
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}
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void CGameState::initDifficulty()
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@@ -539,7 +539,7 @@ void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTy
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}
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}
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auto handler = VLC->objtypeh->getHandlerFor(Obj::HERO, heroTypeId.toHeroType()->heroClass->getIndex());
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auto handler = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, heroTypeId.toHeroType()->heroClass->getIndex());
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CGObjectInstance * obj = handler->create(callback, handler->getTemplates().front());
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CGHeroInstance * hero = dynamic_cast<CGHeroInstance *>(obj);
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@@ -611,7 +611,7 @@ void CGameState::initHeroes()
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const auto & tile = map->getTile(hero->visitablePos());
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if (tile.isWater())
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{
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auto handler = VLC->objtypeh->getHandlerFor(Obj::BOAT, hero->getBoatType().getNum());
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auto handler = LIBRARY->objtypeh->getHandlerFor(Obj::BOAT, hero->getBoatType().getNum());
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auto boat = dynamic_cast<CGBoat*>(handler->create(callback, nullptr));
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handler->configureObject(boat, gs->getRandomGenerator());
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@@ -710,7 +710,7 @@ void CGameState::initStartingBonus()
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break;
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case PlayerStartingBonus::RESOURCE:
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{
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auto res = (*VLC->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
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auto res = (*LIBRARY->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
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if(res == EGameResID::WOOD_AND_ORE)
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{
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int amount = getRandomGenerator().nextInt(5, 10);
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@@ -730,7 +730,7 @@ void CGameState::initStartingBonus()
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logGlobal->error("Cannot give starting artifact - no heroes!");
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break;
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}
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const Artifact * toGive = pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE).toEntity(VLC);
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const Artifact * toGive = pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE).toEntity(LIBRARY);
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CGHeroInstance *hero = elem.second.getHeroes()[0];
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if(!giveHeroArtifact(hero, toGive->getId()))
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@@ -744,7 +744,7 @@ void CGameState::initStartingBonus()
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void CGameState::initTownNames()
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{
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std::map<FactionID, std::vector<int>> availableNames;
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for(const auto & faction : VLC->townh->getDefaultAllowed())
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for(const auto & faction : LIBRARY->townh->getDefaultAllowed())
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{
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std::vector<int> potentialNames;
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if(faction.toFaction()->town->getRandomNamesCount() > 0)
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@@ -1077,7 +1077,7 @@ BattleField CGameState::battleGetBattlefieldType(int3 tile, vstd::RNG & rand)
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}
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if(map->isCoastalTile(tile)) //coastal tile is always ground
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return BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.sand_shore"));
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return BattleField(*LIBRARY->identifiers()->getIdentifier("core", "battlefield.sand_shore"));
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if (t.getTerrain()->battleFields.empty())
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throw std::runtime_error("Failed to find battlefield for terrain " + t.getTerrain()->getJsonKey());
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@@ -1571,7 +1571,7 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
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for(const auto & it : elem->Slots())
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{
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CreatureID toCmp = it.second->getId(); //ID of creature we should compare with the best one
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if(bestCre == CreatureID::NONE || bestCre.toEntity(VLC)->getAIValue() < toCmp.toEntity(VLC)->getAIValue())
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if(bestCre == CreatureID::NONE || bestCre.toEntity(LIBRARY)->getAIValue() < toCmp.toEntity(LIBRARY)->getAIValue())
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{
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bestCre = toCmp;
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}
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@@ -1711,7 +1711,7 @@ ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, int flags, std::func
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// Select artifacts that satisfy provided criteria
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for (auto const & artifactID : map->allowedArtifact)
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{
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if (!VLC->arth->legalArtifact(artifactID))
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if (!LIBRARY->arth->legalArtifact(artifactID))
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continue;
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auto const * artifact = artifactID.toArtifact();
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