20 #define ASSETS_ARCHETYPES 0x0001 21 #define ASSETS_FACES 0x0002 22 #define ASSETS_ANIMATIONS 0x0004 23 #define ASSETS_FACESETS 0x0008 24 #define ASSETS_TREASURES 0x0010 25 #define ASSETS_PNG 0x0020 26 #define ASSETS_MESSAGES 0x0040 27 #define ASSETS_ARTIFACTS 0x0080 28 #define ASSETS_FORMULAE 0x0100 29 #define ASSETS_ATTACK_MESSAGES 0x0200 30 #define ASSETS_QUESTS 0x0400 31 #define ASSETS_REGIONS 0x0800 32 #define ASSETS_ALL 0xFFFF 35 typedef std::function<void(BufferReader *, const char *)>
collectorHook;
60 void assets_pack(
const char *type,
const char *filename);
This represents one animation.
void(* face_op)(const Face *)
Definition of an in-game quest.
class AssetsManager * getManager()
void(* faceset_op)(const face_sets *)
New face structure - this enforces the notion that data is face by face only - you can not change the...
Represents all assets of the game.
Global type definitions and header inclusions.
void assets_end_load()
Called after collect is complete, to check various things.
The archetype structure is a set of rules on how to generate and manipulate objects which point to ar...
Image-related structures.
size_t assets_number_of_treasurelists()
void(* quest_op)(const quest_definition *, void *)
size_t assets_number_of_treasures()
void(* anim_op)(const Animations *)
void assets_add_collector_hook(const char *name, collectorHook hook)
void(* arch_op)(archetype *)
void quest_for_each(quest_op op, void *user)
Iterate over all quests.
quest_definition * quest_find_by_code(sstring code)
Find a quest from its code, logging if no matching quest.
quest_definition * quest_get_by_code(sstring code)
Find a quest from its code if it exists.
void assets_init()
Init assets-related variables.
void assets_pack(const char *type, const char *filename)
Pack the specified assets in a file.
size_t quests_count(bool includeSystem)
void assets_finish_archetypes_for_play()
std::function< void(BufferReader *, const char *)> collectorHook
void archetypes_for_each(arch_op op)
Information about one face set.
void assets_free()
Free all assets-related memory.
void assets_collect(const char *datadir, int what)
Collect all assets from the specified directory and all its subdirectories.