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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
88 lines
2.3 KiB
C++
88 lines
2.3 KiB
C++
/*
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* CGameInfo.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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#include "../lib/ConstTransitivePtr.h"
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class CModHandler;
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class CMapHandler;
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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 CSoundHandler;
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class CMusicHandler;
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class CObjectClassesHandler;
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class CTownHandler;
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class CGeneralTextHandler;
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class CConsoleHandler;
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class CCursorHandler;
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class CGameState;
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class IMainVideoPlayer;
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class CServerHandler;
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class CMap;
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//a class for non-mechanical client GUI classes
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class CClientState
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{
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public:
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CSoundHandler * soundh;
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CMusicHandler * musich;
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CConsoleHandler * consoleh;
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CCursorHandler * curh;
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IMainVideoPlayer * videoh;
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};
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extern CClientState * CCS;
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/// CGameInfo class
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/// for allowing different functions for accessing game informations
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class CGameInfo : public Services
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{
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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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const scripting::Service * scripts() const override;
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const spells::Service * spells() const override;
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const SkillService * skills() 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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ConstTransitivePtr<CModHandler> modh; //public?
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ConstTransitivePtr<CHeroHandler> heroh;
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ConstTransitivePtr<CCreatureHandler> creh;
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ConstTransitivePtr<CSpellHandler> spellh;
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ConstTransitivePtr<CSkillHandler> skillh;
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ConstTransitivePtr<CObjectHandler> objh;
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ConstTransitivePtr<CObjectClassesHandler> objtypeh;
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CGeneralTextHandler * generaltexth;
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CMapHandler * mh;
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CTownHandler * townh;
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void setFromLib();
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CGameInfo();
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private:
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const Services * globalServices;
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};
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extern const CGameInfo* CGI;
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