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3bf76cb719
* CTRL+T will open marketplace window * T in adventure map will switch to next town * T in castle window will open a tavern window (if available) * G will open thieves guild window if player owns at least one town with tavern * various minor changes
63 lines
1.8 KiB
C++
63 lines
1.8 KiB
C++
#pragma once
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/*
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* VCMI_Lib.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CLodHandler;
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class CArtHandler;
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class CHeroHandler;
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class CCreatureHandler;
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class CSpellHandler;
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class CBuildingHandler;
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class CObjectHandler;
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class CDefObjInfoHandler;
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class CTownHandler;
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class CGeneralTextHandler;
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/// Loads and constructs several handlers
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class DLL_LINKAGE LibClasses
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{
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public:
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bool IS_AI_ENABLED; //VLC is the only object visible from both CMT and GeniusAI
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CArtHandler * arth;
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CHeroHandler * heroh;
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CCreatureHandler * creh;
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CSpellHandler * spellh;
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CBuildingHandler * buildh;
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CObjectHandler * objh;
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CDefObjInfoHandler * dobjinfo;
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CTownHandler * townh;
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CGeneralTextHandler * generaltexth;
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LibClasses(); //c-tor, loads .lods and NULLs handlers
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~LibClasses();
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void init(); //uses standard config file
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void clear(); //deletes all handlers and its data
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void makeNull(); //sets all handler (except of lodhs) pointers to null
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void callWhenDeserializing(); //should be called only by serialize !!!
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & heroh & arth & creh & townh & objh & dobjinfo & buildh & spellh & IS_AI_ENABLED;;
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if(!h.saving)
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{
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callWhenDeserializing();
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}
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}
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};
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extern DLL_LINKAGE LibClasses * VLC;
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extern DLL_LINKAGE CLodHandler * bitmaph, *spriteh, *bitmaph_ab;
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DLL_LINKAGE void loadToIt(std::string &dest, const std::string &src, int &iter, int mode);
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DLL_LINKAGE void loadToIt(si32 &dest, const std::string &src, int &iter, int mode);
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DLL_LINKAGE void initDLL(CConsoleHandler *Console, std::ostream *Logfile);
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