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If a lua script is passed as an argument to wesnoth, wesnoth will actually instantiate the application_lua_kernel defined in the previous commits, initialize it, and run the script in that environment.
41 lines
1.5 KiB
C++
41 lines
1.5 KiB
C++
/*
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Copyright (C) 2009 - 2014 by Guillaume Melquiond <guillaume.melquiond@gmail.com>
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Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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#include "resources.hpp"
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#include <cstddef>
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namespace resources
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{
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game_board *gameboard = NULL;
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game_config_manager *config_manager = NULL;
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play_controller *controller = NULL;
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game_data *gamedata = NULL;
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filter_context *filter_con = NULL;
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LuaKernel *lua_kernel = NULL;
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application_lua_kernel *app_lua_kernel = NULL;
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persist_manager *persist = NULL;
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game_display *screen = NULL;
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soundsource::manager *soundsources = NULL;
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std::vector<team> *teams = NULL;
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::tod_manager *tod_manager = NULL;
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fake_unit_manager *fake_units = NULL;
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pathfind::manager *tunnels = NULL;
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actions::undo_list *undo_stack = NULL;
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unit_map *units = NULL;
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boost::shared_ptr<wb::manager> whiteboard = boost::shared_ptr<wb::manager>();
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game_classification *classification = NULL;
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const mp_game_settings *mp_settings = NULL;
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bool simulation_ = false;
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}
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