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vcmi/lib/VCMI_Lib.cpp
Ivan Savenko 62fddca21e Split massive CModHandler class/file into multiple parts:
- IdentifierStorage is now a separate handler in VLC
- Renamed ModHandler::Incompatibility exception to ModIncompatibility
- Extracted ModScope namespace from ModHandler
- Extracted ModUtilities namespace from ModHandler
- Split CModHandler.cpp on per-class basis
- Replaced some direct members with unique_ptr to reduce header includes
2023-07-30 22:17:47 +03:00

342 lines
7.5 KiB
C++

/*
* VCMI_Lib.cpp, 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
*
*/
#include "StdInc.h"
#include "VCMI_Lib.h"
#include "CArtHandler.h"
#include "CBonusTypeHandler.h"
#include "CCreatureHandler.h"
#include "CHeroHandler.h"
#include "CTownHandler.h"
#include "CConfigHandler.h"
#include "RoadHandler.h"
#include "RiverHandler.h"
#include "TerrainHandler.h"
#include "CBuildingHandler.h"
#include "spells/CSpellHandler.h"
#include "spells/effects/Registry.h"
#include "CSkillHandler.h"
#include "CGeneralTextHandler.h"
#include "modding/CModHandler.h"
#include "modding/CModInfo.h"
#include "modding/IdentifierStorage.h"
#include "modding/CModVersion.h"
#include "IGameEventsReceiver.h"
#include "CStopWatch.h"
#include "VCMIDirs.h"
#include "filesystem/Filesystem.h"
#include "CConsoleHandler.h"
#include "rmg/CRmgTemplateStorage.h"
#include "mapObjectConstructors/CObjectClassesHandler.h"
#include "mapObjects/CObjectHandler.h"
#include "mapping/CMapEditManager.h"
#include "ScriptHandler.h"
#include "BattleFieldHandler.h"
#include "ObstacleHandler.h"
#include "GameSettings.h"
VCMI_LIB_NAMESPACE_BEGIN
LibClasses * VLC = nullptr;
DLL_LINKAGE void preinitDLL(CConsoleHandler * Console, bool onlyEssential, bool extractArchives)
{
console = Console;
VLC = new LibClasses();
VLC->loadFilesystem(extractArchives);
settings.init();
VLC->loadModFilesystem(onlyEssential);
}
DLL_LINKAGE void loadDLLClasses(bool onlyEssential)
{
VLC->init(onlyEssential);
}
const ArtifactService * LibClasses::artifacts() const
{
return arth;
}
const CreatureService * LibClasses::creatures() const
{
return creh;
}
const FactionService * LibClasses::factions() const
{
return townh;
}
const HeroClassService * LibClasses::heroClasses() const
{
return &heroh->classes;
}
const HeroTypeService * LibClasses::heroTypes() const
{
return heroh;
}
#if SCRIPTING_ENABLED
const scripting::Service * LibClasses::scripts() const
{
return scriptHandler;
}
#endif
const spells::Service * LibClasses::spells() const
{
return spellh;
}
const SkillService * LibClasses::skills() const
{
return skillh;
}
const IBonusTypeHandler * LibClasses::getBth() const
{
return bth;
}
const CIdentifierStorage * LibClasses::identifiers() const
{
return &modh->getIdentifiers();
}
const spells::effects::Registry * LibClasses::spellEffects() const
{
return spells::effects::GlobalRegistry::get();
}
spells::effects::Registry * LibClasses::spellEffects()
{
return spells::effects::GlobalRegistry::get();
}
const BattleFieldService * LibClasses::battlefields() const
{
return battlefieldsHandler;
}
const ObstacleService * LibClasses::obstacles() const
{
return obstacleHandler;
}
const IGameSettings * LibClasses::settings() const
{
return settingsHandler;
}
void LibClasses::updateEntity(Metatype metatype, int32_t index, const JsonNode & data)
{
switch(metatype)
{
case Metatype::ARTIFACT:
arth->updateEntity(index, data);
break;
case Metatype::CREATURE:
creh->updateEntity(index, data);
break;
case Metatype::FACTION:
townh->updateEntity(index, data);
break;
case Metatype::HERO_CLASS:
heroh->classes.updateEntity(index, data);
break;
case Metatype::HERO_TYPE:
heroh->updateEntity(index, data);
break;
case Metatype::SKILL:
skillh->updateEntity(index, data);
break;
case Metatype::SPELL:
spellh->updateEntity(index, data);
break;
default:
logGlobal->error("Invalid Metatype id %d", static_cast<int32_t>(metatype));
break;
}
}
void LibClasses::loadFilesystem(bool extractArchives)
{
CStopWatch loadTime;
CResourceHandler::initialize();
logGlobal->info("\tInitialization: %d ms", loadTime.getDiff());
CResourceHandler::load("config/filesystem.json", extractArchives);
logGlobal->info("\tData loading: %d ms", loadTime.getDiff());
}
void LibClasses::loadModFilesystem(bool onlyEssential)
{
CStopWatch loadTime;
modh = new CModHandler();
modh->loadMods(onlyEssential);
logGlobal->info("\tMod handler: %d ms", loadTime.getDiff());
modh->loadModFilesystems();
logGlobal->info("\tMod filesystems: %d ms", loadTime.getDiff());
}
static void logHandlerLoaded(const std::string & name, CStopWatch & timer)
{
logGlobal->info("\t\t %s handler: %d ms", name, timer.getDiff());
}
template <class Handler> void createHandler(Handler *&handler, const std::string &name, CStopWatch &timer)
{
handler = new Handler();
logHandlerLoaded(name, timer);
}
void LibClasses::init(bool onlyEssential)
{
CStopWatch pomtime;
CStopWatch totalTime;
createHandler(settingsHandler, "Game Settings", pomtime);
modh->initializeConfig();
createHandler(generaltexth, "General text", pomtime);
createHandler(bth, "Bonus type", pomtime);
createHandler(roadTypeHandler, "Road", pomtime);
createHandler(riverTypeHandler, "River", pomtime);
createHandler(terrainTypeHandler, "Terrain", pomtime);
createHandler(heroh, "Hero", pomtime);
createHandler(arth, "Artifact", pomtime);
createHandler(creh, "Creature", pomtime);
createHandler(townh, "Town", pomtime);
createHandler(objh, "Object", pomtime);
createHandler(objtypeh, "Object types information", pomtime);
createHandler(spellh, "Spell", pomtime);
createHandler(skillh, "Skill", pomtime);
createHandler(terviewh, "Terrain view pattern", pomtime);
createHandler(tplh, "Template", pomtime); //templates need already resolved identifiers (refactor?)
#if SCRIPTING_ENABLED
createHandler(scriptHandler, "Script", pomtime);
#endif
createHandler(battlefieldsHandler, "Battlefields", pomtime);
createHandler(obstacleHandler, "Obstacles", pomtime);
logGlobal->info("\tInitializing handlers: %d ms", totalTime.getDiff());
modh->load();
modh->afterLoad(onlyEssential);
//FIXME: make sure that everything is ok after game restart
//TODO: This should be done every time mod config changes
}
void LibClasses::clear()
{
delete heroh;
delete arth;
delete creh;
delete townh;
delete objh;
delete objtypeh;
delete spellh;
delete skillh;
delete modh;
delete bth;
delete tplh;
delete terviewh;
#if SCRIPTING_ENABLED
delete scriptHandler;
#endif
delete battlefieldsHandler;
delete generaltexth;
makeNull();
}
void LibClasses::makeNull()
{
generaltexth = nullptr;
heroh = nullptr;
arth = nullptr;
creh = nullptr;
townh = nullptr;
objh = nullptr;
objtypeh = nullptr;
spellh = nullptr;
skillh = nullptr;
modh = nullptr;
bth = nullptr;
tplh = nullptr;
terviewh = nullptr;
#if SCRIPTING_ENABLED
scriptHandler = nullptr;
#endif
battlefieldsHandler = nullptr;
}
LibClasses::LibClasses()
{
//init pointers to handlers
makeNull();
}
void LibClasses::callWhenDeserializing()
{
//FIXME: check if any of these are needed
//generaltexth = new CGeneralTextHandler();
//generaltexth->load();
//arth->load(true);
//modh->recreateHandlers();
//modh->loadConfigFromFile ("defaultMods"); //TODO: remember last saved config
}
#if SCRIPTING_ENABLED
void LibClasses::scriptsLoaded()
{
scriptHandler->performRegistration(this);
}
#endif
LibClasses::~LibClasses()
{
clear();
}
std::shared_ptr<CContentHandler> LibClasses::getContent() const
{
return modh->content;
}
void LibClasses::setContent(std::shared_ptr<CContentHandler> content)
{
modh->content = std::move(content);
}
VCMI_LIB_NAMESPACE_END