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eecaa20693
In VCMI_lib the extractArchives will be passed all the way down the call chain!
159 lines
4.0 KiB
C++
159 lines
4.0 KiB
C++
/*
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* VCMI_Lib.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 CCreatureHandler;
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class CSpellHandler;
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class CSkillHandler;
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class CBuildingHandler;
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class CObjectHandler;
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class CObjectClassesHandler;
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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 ObstacleHandler;
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class CTerrainViewPatternConfig;
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class CRmgTemplateStorage;
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class IHandlerBase;
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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 LibClasses : public Services
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{
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CBonusTypeHandler * bth;
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void callWhenDeserializing(); //should be called only by serialize !!!
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void makeNull(); //sets all handler pointers to null
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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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bool IS_AI_ENABLED; //unused?
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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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void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) 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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CArtHandler * arth;
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CHeroHandler * heroh;
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CCreatureHandler * creh;
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CSpellHandler * spellh;
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CSkillHandler * skillh;
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CObjectHandler * objh;
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CObjectClassesHandler * objtypeh;
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CTownHandler * townh;
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CGeneralTextHandler * generaltexth;
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CModHandler * modh;
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TerrainTypeHandler * terrainTypeHandler;
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CTerrainViewPatternConfig * terviewh;
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CRmgTemplateStorage * tplh;
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BattleFieldHandler * battlefieldsHandler;
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ObstacleHandler * obstacleHandler;
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#if SCRIPTING_ENABLED
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scripting::ScriptHandler * scriptHandler;
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#endif
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LibClasses(); //c-tor, loads .lods and NULLs handlers
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~LibClasses();
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void init(bool onlyEssential); //uses standard config file
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void clear(); //deletes all handlers and its data
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// basic initialization. should be called before init(). Can also extract original H3 archives
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void loadFilesystem(bool onlyEssential, bool extractArchives = false);
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#if SCRIPTING_ENABLED
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void scriptsLoaded();
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#endif
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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#if SCRIPTING_ENABLED
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h & scriptHandler;//must be first (or second after modh), it can modify factories other handlers depends on
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if(!h.saving)
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{
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scriptsLoaded();
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}
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#endif
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h & heroh;
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h & arth;
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h & creh;
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h & townh;
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h & objh;
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h & objtypeh;
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h & spellh;
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h & skillh;
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h & battlefieldsHandler;
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h & obstacleHandler;
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h & terrainTypeHandler;
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if(!h.saving)
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{
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//modh will be changed and modh->content will be empty after deserialization
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auto content = getContent();
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h & modh;
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setContent(content);
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}
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else
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h & modh;
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h & IS_AI_ENABLED;
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h & bth;
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if(!h.saving)
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{
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callWhenDeserializing();
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}
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}
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};
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extern DLL_LINKAGE LibClasses * VLC;
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DLL_LINKAGE void preinitDLL(CConsoleHandler * Console, bool onlyEssential = false, bool extractArchives = false);
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DLL_LINKAGE void loadDLLClasses(bool onlyEssential = false);
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VCMI_LIB_NAMESPACE_END
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