#define variable #include "Globals.h" #include <Text.h> #include "AddServerMenu.h" #include "Game.h" #include "Load.h" #include "ServerSelection.h" void initVariables() { dlls = new DLLRegister(); menuRegister = new HashMap<Framework::Text, Framework::RCPointer<Menu>>( 10, [](Text txt) { return txt.hashCode(); }); fontRegister = new HashMap<Framework::Text, Framework::RCPointer<Schrift>>( 10, [](Text txt) { return txt.hashCode(); }); window = 0; blockTypes = 0; blockTypeCount = 0; itemTypes = 0; itemTypeCount = 0; entityTypes = 0; entityTypeCount = 0; } void initMenus() { LoadMenu *load = new LoadMenu(uiFactory.initParam.bildschirm); menuRegister->put("load", RCPointer<Menu>::of(load)); menuRegister->put("serverSelection", RCPointer<Menu>::of( new ServerSelectionMenu(uiFactory.initParam.bildschirm))); menuRegister->put("addServer", RCPointer<Menu>::of(new AddServerMenu(uiFactory.initParam.bildschirm))); menuRegister->put( "game", RCPointer<Menu>::of(new Game(uiFactory.initParam.bildschirm))); menuRegister->get("load")->show(); load->load(); } void releaseVariables() { if (World::INSTANCE) World::INSTANCE->release(); menuRegister->release(); fontRegister->release(); dlls->release(); for (int i = 0; i < blockTypeCount; i++) blockTypes[i]->release(); delete[] blockTypes; for (int i = 0; i < itemTypeCount; i++) itemTypes[i]->release(); delete[] itemTypes; for (int i = 0; i < entityTypeCount; i++) entityTypes[i]->release(); delete[] entityTypes; blockTypes = 0; blockTypeCount = 0; itemTypes = 0; itemTypeCount = 0; entityTypes = 0; entityTypeCount = 0; } const ItemType* zItemType(int id) { for (int i = 0; i < itemTypeCount; i++) if (itemTypes[i]->getId() == id) return itemTypes[i]; return 0; }