wesnoth/src/resources.cpp
Chris Beck 4164a24a59 take cmdline arg for lua scripts to execute at application start
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.
2014-11-09 20:47:27 -05:00

41 lines
1.5 KiB
C++

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