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13 #ifndef RESOURCESMANAGER_H
14 #define RESOURCESMANAGER_H
46 template<
class A,
class W>
static void archetypeUse(const archetype *item, CREMapInformationManager *store, AssetUseCallback callback)
AssetWrapperManager< region, RegionWrapper > myWrappedRegions
W * wrap(A *asset, AssetWrapper *parent, ResourcesManager *resources)
LicenseManager * licenseManager()
LicenseManager myLicenseManager
AssetWrapper * wrap(recipe *rc, AssetWrapper *parent)
AssetWrapperManager< treasure, TreasureWrapper > myWrappedTreasures
const recipe * getRecipe(int ingredients, const QString &name) const
AssetWrapper * wrap(artifactlist *al, AssetWrapper *parent)
arch
DIALOGCHECK MINARGS 1 MAXARGS 1
virtual void assetDefined(const artifact *asset, const std::string &filename) override
CREMapInformationManager * myMapInformationManager
ObjectWrapper * wrap(object *ob, AssetWrapper *parent)
virtual void assetDefined(const GeneralMessage *asset, const std::string &filename) override
std::string originOf(const Face *face) const
AssetWrapperManager< quest_step_definition, QuestStepWrapper > myWrappedQuestSteps
AssetWrapperManager< face_sets, FacesetsWrapper > myWrappedFacesets
void generalMessageModified(GeneralMessage *message)
AssetWrapperManager< artifact, ArtifactWrapper > myWrappedArtifacts
virtual void assetDefined(const treasurelist *asset, const std::string &filename) override
AssetWrapperManager< Face, FaceWrapper > myWrappedFaces
AssetWrapper * wrap(recipelist *list, AssetWrapper *parent)
AssetWrapperManager< treasurelist, TreasureListWrapper > myWrappedTreasureLists
const std::map< std::string, std::set< const archetype * > > & origins() const
const std::map< std::string, std::set< const quest_definition * > > & questOrigins() const
const std::map< std::string, std::set< const T * > > & origins() const
Plugin animator file specs[Config] name
ModifiedAssetsManager< Animations > myAnimations
std::string originOf(const T *asset) const
ModifiedAssetsManager< artifact > myArtifacts
AssetWrapper * wrap(treasurelist *tr, AssetWrapper *parent)
void questModified(quest_definition *quest)
AssetWrapperManager< artifactlist, ArtifactListWrapper > myWrappedArtifactLists
QStringList recipes(int count) const
std::string originOfQuest(const quest_definition *quest) const
QHash< A *, W * > myWrappedAssets
void assetDefined(const T *asset, const std::string &filename)
virtual void assetDefined(const Animations *asset, const std::string &filename) override
AssetWrapperManager< quest_definition, QuestWrapper > myWrappedQuests
std::string originOf(const artifact *art) const
virtual void assetDefined(const archetype *arch, const std::string &filename) override
ArchetypeWrapper * wrap(archetype *arch, AssetWrapper *parent)
AssetWrapperManager< archetype, ArchetypeWrapper > myWrappedArchetypes
int recipeMaxIngredients() const
ModifiedAssetsManager< archetype > myArchetypes
TIPS on SURVIVING Crossfire is populated with a wealth of different monsters These monsters can have varying immunities and attack types In some of them can be quite a bit smarter than others It will be important for new players to learn the abilities of different monsters and learn just how much it will take to kill them This section discusses how monsters can interact with players Most monsters in the game are out to mindlessly kill and destroy the players These monsters will help boost a player s after he kills them When fighting a large amount of monsters in a single attempt to find a narrower hallway so that you are not being attacked from all sides Charging into a room full of Beholders for instance would not be open the door and fight them one at a time For there are several maps designed for them Find these areas and clear them out All throughout these a player can find signs and books which they can read by stepping onto them and hitting A to apply the book sign These messages will help the player to learn the system One more always keep an eye on your food If your food drops to your character will soon so BE CAREFUL ! NPCs Non Player Character are special monsters which have intelligence Players may be able to interact with these monsters to help solve puzzles and find items of interest To speak with a monster you suspect to be a simply move to an adjacent square to them and push the double ie Enter your message
std::string originOf(const archetype *arch) const
void saveGeneralMessages()
How to Install a Crossfire Server on you must install a python script engine on your computer Python is the default script engine of Crossfire You can find the python engine you have only to install them The VisualC Crossfire settings are for but you habe then to change the pathes in the VC settings Go in Settings C and Settings Link and change the optional include and libs path to the new python installation path o step
ModifiedAssetsManager< quest_definition > myQuests
std::vector< std::string > files() const
CREMapInformationManager * getMapInformationManager()
virtual ~ResourcesManager()
bool hasPendingChanges() const
std::function< bool(ArchetypeUse use, const archetype *, const treasurelist *, const CREMapInformation *, recipe *)> AssetUseCallback
AssetWrapperManager< object, ObjectWrapper > myWrappedObjects
ModifiedAssetsManager< Face > myFaces
AssetWrapperManager< GeneralMessage, GeneralMessageWrapper > myWrappedMessages
void remove(treasure *tr)
AssetWrapper * wrap(artifact *art, AssetWrapper *parent)
AssetWrapper * wrap(quest_step_definition *step, AssetWrapper *parent)
AssetWrapper * wrap(GeneralMessage *message, AssetWrapper *parent)
std::vector< std::string > questFiles() const
AssetWrapper * wrap(Animations *anim, AssetWrapper *parent)
void assetModified(T *asset)
AssetWrapper * wrap(Face *face, AssetWrapper *parent)
bool hasPendingChanges() const
ModifiedAssetsManager< GeneralMessage > myGeneralMessages
void treasureModified(treasurelist *treasure)
AssetWrapper * wrap(face_sets *fs, AssetWrapper *parent)
QList< QHash< QString, recipe * > > myRecipes
ModifiedAssetsManager< treasurelist > myTreasures
virtual void assetDefined(const Face *asset, const std::string &filename) override
AssetWrapperManager< recipe, RecipeWrapper > myWrappedRecipes
AssetWrapper * wrap(treasure *tr, AssetWrapper *parent)
void archetypeModified(archetype *arch)
virtual void assetDefined(const quest_definition *asset, const std::string &filename) override
AssetWrapper * wrap(region *reg, AssetWrapper *parent)
void setMapInformationManager(CREMapInformationManager *mapInformationManager)
AssetWrapper * wrap(quest_definition *quest, AssetWrapper *parent)
AssetWrapperManager< recipelist, RecipeListWrapper > myWrappedRecipeLists
AssetWrapperManager< Animations, AnimationWrapper > myWrappedAnimations