Ejemplo n.º 1
0
void DynamicDataLoader::unload_data()
{
    finalized = false;

    json_flag::reset();
    requirement_data::reset();
    vitamin::reset();
    emit::reset();
    activity_type::reset();
    fault::reset();
    materials::reset();
    profession::reset();
    Skill::reset();
    dreams.clear();
    // clear techniques, martial arts, and ma buffs
    clear_techniques_and_martial_arts();
    // Mission types are not loaded from json, but they depend on
    // the overmap terrain + items and that gets loaded from json.
    mission_type::reset();
    item_controller->reset();
    mutations_category.clear();
    mutation_category_trait::reset();
    mutation_branch::reset_all();
    reset_bionics();
    clear_tutorial_messages();
    reset_furn_ter();
    MonsterGroupManager::ClearMonsterGroups();
    SNIPPET.clear_snippets();
    vehicle_prototype::reset();
    vpart_info::reset();
    MonsterGenerator::generator().reset();
    reset_recipe_categories();
    recipe_dictionary::reset();
    quality::reset();
    trap::reset();
    reset_constructions();
    overmap_terrains::reset();
    reset_region_settings();
    reset_mapgens();
    reset_effect_types();
    reset_speech();
    overmap_connections::reset();
    overmap_locations::reset();
    overmap_specials::reset();
    ammunition_type::reset();
    unload_talk_topics();
    start_location::reset();
    scenario::reset();
    gates::reset();
    reset_overlay_ordering();
    npc_class::reset_npc_classes();
    rotatable_symbols::reset();
    body_part_struct::reset();
    npc_template::reset();
    anatomy::reset();

    // TODO:
    //    Name::clear();
}
Ejemplo n.º 2
0
void DynamicDataLoader::unload_data()
{
    vitamin::reset();
    fault::reset();
    material_type::reset();
    profession::reset();
    Skill::reset();
    computer::clear_lab_notes();
    dreams.clear();
    clear_hints();
    // clear techniques, martial arts, and ma buffs
    clear_techniques_and_martial_arts();
    // Mission types are not loaded from json, but they depend on
    // the overmap terrain + items and that gets loaded from json.
    mission_type::reset();
    item_controller->reset();
    mutations_category.clear();
    mutation_category_traits.clear();
    mutation_branch::reset_all();
    reset_bionics();
    clear_tutorial_messages();
    reset_furn_ter();
    MonsterGroupManager::ClearMonsterGroups();
    SNIPPET.clear_snippets();
    vehicle_prototype::reset();
    vpart_info::reset();
    MonsterGenerator::generator().reset();
    reset_recipe_categories();
    reset_recipes();
    quality::reset();
    trap::reset();
    reset_constructions();
    reset_overmap_terrain();
    reset_region_settings();
    reset_mapgens();
    reset_effect_types();
    reset_speech();
    clear_overmap_specials();
    ammunition_type::reset();
    unload_talk_topics();
    start_location::reset();
    scenario::reset();
    gates::reset();
    reset_overlay_ordering();
    g->options.clear();

    // TODO:
    //    NameGenerator::generator().clear_names();
}
Ejemplo n.º 3
0
void DynamicDataLoader::unload_data()
{
    material_type::reset();
    profession::reset();
    Skill::reset();
    computer::clear_lab_notes();
    dreams.clear();
    clear_hints();
    // clear techniques, martial arts, and ma buffs
    clear_techniques_and_martial_arts();
    // Mission types are not loaded from json, but they depend on
    // the overmap terrain + items and that gets loaded from json.
    g->mission_types.clear();
    item_controller->clear_items_and_groups();
    mutations_category.clear();
    mutation_data.clear();
    traits.clear();
    reset_bionics();
    clear_tutorial_messages();
    furnlist.clear();
    furnmap.clear();
    terlist.clear();
    termap.clear();
    MonsterGroupManager::ClearMonsterGroups();
    SNIPPET.clear_snippets();
    g->reset_vehicles();
    g->reset_vehicleparts();
    MonsterGenerator::generator().reset();
    reset_recipe_categories();
    reset_recipes();
    quality::reset();
    release_traps();
    reset_constructions();
    reset_overmap_terrain();
    reset_region_settings();
    reset_mapgens();
    reset_effect_types();
    reset_speech();
    iuse::reset_bullet_pulling();
    clear_overmap_specials();

    // artifacts are not loaded from json, but must be unloaded anyway.
    artifact_itype_ids.clear();
    // TODO:
    //    NameGenerator::generator().clear_names();
}