/* * 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_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; class TerrainTypeHandler; class RoadTypeHandler; class RiverTypeHandler; class ObstacleHandler; class CTerrainViewPatternConfig; class CRmgTemplateStorage; class IHandlerBase; #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 getContent() const; void setContent(std::shared_ptr content); public: bool IS_AI_ENABLED; //unused? 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; 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 CArtHandler * arth; CHeroHandler * heroh; CCreatureHandler * creh; CSpellHandler * spellh; CSkillHandler * skillh; CObjectHandler * objh; CObjectClassesHandler * objtypeh; CTownHandler * townh; CGeneralTextHandler * generaltexth; CModHandler * modh; TerrainTypeHandler * terrainTypeHandler; RoadTypeHandler * roadTypeHandler; RiverTypeHandler * riverTypeHandler; CTerrainViewPatternConfig * terviewh; CRmgTemplateStorage * tplh; BattleFieldHandler * battlefieldsHandler; ObstacleHandler * obstacleHandler; #if SCRIPTING_ENABLED scripting::ScriptHandler * scriptHandler; #endif LibClasses(); //c-tor, loads .lods and NULLs handlers ~LibClasses(); 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 onlyEssential, bool extractArchives = false); #if SCRIPTING_ENABLED void scriptsLoaded(); #endif template void serialize(Handler &h, const int version) { #if SCRIPTING_ENABLED h & scriptHandler;//must be first (or second after modh), it can modify factories other handlers depends on if(!h.saving) { scriptsLoaded(); } #endif h & heroh; h & arth; h & creh; h & townh; h & objh; h & objtypeh; h & spellh; h & skillh; h & battlefieldsHandler; h & obstacleHandler; h & roadTypeHandler; h & riverTypeHandler; 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); DLL_LINKAGE void loadDLLClasses(bool onlyEssential = false); VCMI_LIB_NAMESPACE_END