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Renamed LibClasses * VLC to GameLibrary * LIBRARY
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126
lib/GameLibrary.h
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126
lib/GameLibrary.h
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/*
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* GameLibrary.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include <vcmi/Services.h>
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VCMI_LIB_NAMESPACE_BEGIN
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class CConsoleHandler;
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class CArtHandler;
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class CHeroHandler;
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class CHeroClassHandler;
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class CCreatureHandler;
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class CSpellHandler;
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class CSkillHandler;
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class CObjectHandler;
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class CObjectClassesHandler;
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class ObstacleSetHandler;
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class CTownHandler;
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class CGeneralTextHandler;
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class CModHandler;
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class CContentHandler;
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class BattleFieldHandler;
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class IBonusTypeHandler;
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class CBonusTypeHandler;
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class TerrainTypeHandler;
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class RoadTypeHandler;
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class RiverTypeHandler;
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class ObstacleHandler;
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class CTerrainViewPatternConfig;
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class CRmgTemplateStorage;
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class IHandlerBase;
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class IGameSettings;
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class GameSettings;
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class CIdentifierStorage;
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#if SCRIPTING_ENABLED
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namespace scripting
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{
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class ScriptHandler;
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}
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#endif
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/// Loads and constructs several handlers
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class DLL_LINKAGE GameLibrary final : public Services
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{
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std::shared_ptr<CBonusTypeHandler> bth;
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std::shared_ptr<CContentHandler> getContent() const;
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void setContent(std::shared_ptr<CContentHandler> content);
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public:
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const ArtifactService * artifacts() const override;
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const CreatureService * creatures() const override;
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const FactionService * factions() const override;
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const HeroClassService * heroClasses() const override;
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const HeroTypeService * heroTypes() const override;
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#if SCRIPTING_ENABLED
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const scripting::Service * scripts() const override;
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#endif
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const spells::Service * spells() const override;
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const SkillService * skills() const override;
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const BattleFieldService * battlefields() const override;
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const ObstacleService * obstacles() const override;
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const IGameSettings * engineSettings() const override;
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const spells::effects::Registry * spellEffects() const override;
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spells::effects::Registry * spellEffects() override;
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const IBonusTypeHandler * getBth() const; //deprecated
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const CIdentifierStorage * identifiers() const;
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std::shared_ptr<CArtHandler> arth;
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std::shared_ptr<CHeroHandler> heroh;
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std::shared_ptr<CHeroClassHandler> heroclassesh;
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std::shared_ptr<CCreatureHandler> creh;
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std::shared_ptr<CSpellHandler> spellh;
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std::shared_ptr<CSkillHandler> skillh;
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// TODO: Remove ObjectHandler altogether?
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std::shared_ptr<CObjectHandler> objh;
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std::shared_ptr<CObjectClassesHandler> objtypeh;
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std::shared_ptr<CTownHandler> townh;
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std::shared_ptr<CGeneralTextHandler> generaltexth;
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std::shared_ptr<CModHandler> modh;
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std::shared_ptr<TerrainTypeHandler> terrainTypeHandler;
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std::shared_ptr<RoadTypeHandler> roadTypeHandler;
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std::shared_ptr<RiverTypeHandler> riverTypeHandler;
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std::shared_ptr<CIdentifierStorage> identifiersHandler;
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std::shared_ptr<CTerrainViewPatternConfig> terviewh;
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std::shared_ptr<CRmgTemplateStorage> tplh;
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std::shared_ptr<BattleFieldHandler> battlefieldsHandler;
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std::shared_ptr<ObstacleHandler> obstacleHandler;
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std::shared_ptr<GameSettings> settingsHandler;
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std::shared_ptr<ObstacleSetHandler> biomeHandler;
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#if SCRIPTING_ENABLED
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std::shared_ptr<scripting::ScriptHandler> scriptHandler;
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#endif
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GameLibrary(); //c-tor, loads .lods and NULLs handlers
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~GameLibrary();
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void init(bool onlyEssential); //uses standard config file
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// basic initialization. should be called before init(). Can also extract original H3 archives
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void loadFilesystem(bool extractArchives);
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void loadModFilesystem();
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#if SCRIPTING_ENABLED
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void scriptsLoaded();
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#endif
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};
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extern DLL_LINKAGE GameLibrary * LIBRARY;
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DLL_LINKAGE void preinitDLL(CConsoleHandler * Console, bool extractArchives);
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DLL_LINKAGE void loadDLLClasses(bool onlyEssential = false);
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VCMI_LIB_NAMESPACE_END
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