/* * CGameInfo.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CGameInfo.h" #include "../lib/VCMI_Lib.h" CGameInfo * CGI; CClientState * CCS = nullptr; CServerHandler * CSH; CGameInfo::CGameInfo() { globalServices = nullptr; } void CGameInfo::setFromLib() { globalServices = VLC; modh = VLC->modh; generaltexth = VLC->generaltexth; creh = VLC->creh; townh = VLC->townh; heroh = VLC->heroh; objh = VLC->objh; spellh = VLC->spellh; skillh = VLC->skillh; objtypeh = VLC->objtypeh; terrainTypeHandler = VLC->terrainTypeHandler; battleFieldHandler = VLC->battlefieldsHandler; obstacleHandler = VLC->obstacleHandler; //TODO: biomeHandler? } const ArtifactService * CGameInfo::artifacts() const { return globalServices->artifacts(); } const BattleFieldService * CGameInfo::battlefields() const { return globalServices->battlefields(); } const CreatureService * CGameInfo::creatures() const { return globalServices->creatures(); } const FactionService * CGameInfo::factions() const { return globalServices->factions(); } const HeroClassService * CGameInfo::heroClasses() const { return globalServices->heroClasses(); } const HeroTypeService * CGameInfo::heroTypes() const { return globalServices->heroTypes(); } #if SCRIPTING_ENABLED const scripting::Service * CGameInfo::scripts() const { return globalServices->scripts(); } #endif const spells::Service * CGameInfo::spells() const { return globalServices->spells(); } const SkillService * CGameInfo::skills() const { return globalServices->skills(); } const ObstacleService * CGameInfo::obstacles() const { return globalServices->obstacles(); } const IGameSettings * CGameInfo::engineSettings() const { return globalServices->engineSettings(); } spells::effects::Registry * CGameInfo::spellEffects() { return nullptr; } const spells::effects::Registry * CGameInfo::spellEffects() const { return globalServices->spellEffects(); }