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vcmi/lib/VCMI_Lib.h

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/*
* VCMI_Lib.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include <vcmi/Services.h>
VCMI_LIB_NAMESPACE_BEGIN
class CConsoleHandler;
class CArtHandler;
class CHeroHandler;
class CCreatureHandler;
class CSpellHandler;
class CSkillHandler;
class CBuildingHandler;
class CObjectHandler;
class CObjectClassesHandler;
class CTownHandler;
class CGeneralTextHandler;
class CModHandler;
class CContentHandler;
class BattleFieldHandler;
class IBonusTypeHandler;
class CBonusTypeHandler;
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class TerrainTypeHandler;
class RoadTypeHandler;
class RiverTypeHandler;
class ObstacleHandler;
class CTerrainViewPatternConfig;
class CRmgTemplateStorage;
class IHandlerBase;
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class IGameSettings;
class GameSettings;
class CIdentifierStorage;
#if SCRIPTING_ENABLED
namespace scripting
{
class ScriptHandler;
}
#endif
/// Loads and constructs several handlers
class DLL_LINKAGE LibClasses : public Services
{
CBonusTypeHandler * bth;
void callWhenDeserializing(); //should be called only by serialize !!!
void makeNull(); //sets all handler pointers to null
std::shared_ptr<CContentHandler> getContent() const;
void setContent(std::shared_ptr<CContentHandler> content);
public:
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bool IS_AI_ENABLED = false; //unused?
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const ArtifactService * artifacts() const override;
const CreatureService * creatures() const override;
const FactionService * factions() const override;
const HeroClassService * heroClasses() const override;
const HeroTypeService * heroTypes() const override;
#if SCRIPTING_ENABLED
const scripting::Service * scripts() const override;
#endif
const spells::Service * spells() const override;
const SkillService * skills() const override;
const BattleFieldService * battlefields() const override;
const ObstacleService * obstacles() const override;
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const IGameSettings * settings() const override;
void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) override;
const spells::effects::Registry * spellEffects() const override;
spells::effects::Registry * spellEffects() override;
const IBonusTypeHandler * getBth() const; //deprecated
const CIdentifierStorage * identifiers() const;
CArtHandler * arth;
CHeroHandler * heroh;
CCreatureHandler * creh;
CSpellHandler * spellh;
CSkillHandler * skillh;
CObjectHandler * objh;
CObjectClassesHandler * objtypeh;
CTownHandler * townh;
CGeneralTextHandler * generaltexth;
CModHandler * modh;
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TerrainTypeHandler * terrainTypeHandler;
RoadTypeHandler * roadTypeHandler;
RiverTypeHandler * riverTypeHandler;
CIdentifierStorage * identifiersHandler;
CTerrainViewPatternConfig * terviewh;
CRmgTemplateStorage * tplh;
BattleFieldHandler * battlefieldsHandler;
ObstacleHandler * obstacleHandler;
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GameSettings * settingsHandler;
#if SCRIPTING_ENABLED
scripting::ScriptHandler * scriptHandler;
#endif
LibClasses(); //c-tor, loads .lods and NULLs handlers
~LibClasses();
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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void init(bool onlyEssential); //uses standard config file
void clear(); //deletes all handlers and its data
// basic initialization. should be called before init(). Can also extract original H3 archives
void loadFilesystem(bool extractArchives);
void loadModFilesystem(bool onlyEssential);
#if SCRIPTING_ENABLED
void scriptsLoaded();
#endif
template <typename Handler> void serialize(Handler &h, const int version)
{
h & identifiersHandler; // must be first - identifiers registry is used for handlers loading
#if SCRIPTING_ENABLED
h & scriptHandler;//must be first (or second after identifiers), it can modify factories other handlers depends on
if(!h.saving)
{
scriptsLoaded();
}
#endif
h & settingsHandler;
h & heroh;
h & arth;
h & creh;
h & townh;
h & objh;
h & objtypeh;
h & spellh;
h & skillh;
h & battlefieldsHandler;
h & obstacleHandler;
h & roadTypeHandler;
h & riverTypeHandler;
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h & terrainTypeHandler;
if(!h.saving)
{
//modh will be changed and modh->content will be empty after deserialization
auto content = getContent();
h & modh;
setContent(content);
}
else
h & modh;
h & IS_AI_ENABLED;
h & bth;
if(!h.saving)
{
callWhenDeserializing();
}
}
};
extern DLL_LINKAGE LibClasses * VLC;
DLL_LINKAGE void preinitDLL(CConsoleHandler * Console, bool onlyEssential = false, bool extractArchives = false);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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DLL_LINKAGE void loadDLLClasses(bool onlyEssential = false);
VCMI_LIB_NAMESPACE_END