global vector for extra scenario directories
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@@ -18,6 +18,8 @@
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class cScenario;
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class cUniverse;
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extern std::vector<fs::path> extra_scen_dirs;
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std::vector<fs::path> all_scen_dirs();
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fs::path locate_scenario(std::string scen_name);
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bool load_scenario(fs::path file_to_load, cScenario& scenario, bool only_header = false);
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@@ -71,6 +71,10 @@ static std::string get_file_error() {
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std::vector<fs::path> all_scen_dirs() {
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std::vector<fs::path> scen_dirs = { scenDir };
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for(fs::path scen_dir : extra_scen_dirs){
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scen_dirs.push_back(scen_dir);
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}
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#ifdef DEBUG
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fs::path replay_scenarios_dir = boost::filesystem::current_path();
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replay_scenarios_dir = replay_scenarios_dir/".."/".."/"test"/"replays"/"scenarios";
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@@ -77,6 +77,7 @@ extern enum_map(eGuiArea, rectangle) win_to_rects;
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std::string scenario_temp_dir_name = "scenario";
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extern fs::path tempDir;
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std::vector<fs::path> extra_scen_dirs;
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/* Display globals */
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short combat_posing_monster = -1, current_working_monster = -1; // 0-5 PC 100 + x - monster x
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@@ -48,6 +48,7 @@ rectangle pc_traits_rect[17]; //Holds pc traits
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rectangle pc_race_rect; //Holds current pc's race
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rectangle edit_rect[5]; //Buttons that bring up pc edit dialog boxs
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std::string scenario_temp_dir_name = "pc_scenario";
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std::vector<fs::path> extra_scen_dirs;
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short current_active_pc = 0;
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@@ -56,6 +56,7 @@ cOutdoors* current_terrain;
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std::string scenario_temp_dir_name = "ed_scenario";
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bool change_made = false, ae_loading = false;
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std::vector<fs::path> extra_scen_dirs;
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// Numbers of current areas being edited
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short cur_town;
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