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vcmi/lib/spells/effects/Registry.cpp
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* 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.
2021-02-14 19:05:43 +03:00

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/*
* Registry.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 "Registry.h"
namespace spells
{
namespace effects
{
namespace detail
{
class RegistryImpl : public Registry
{
public:
RegistryImpl() = default;
~RegistryImpl() = default;
const IEffectFactory * find(const std::string & name) const override
{
auto iter = data.find(name);
if(iter == data.end())
return nullptr;
else
return iter->second.get();
}
void add(const std::string & name, FactoryPtr item) override
{
data[name] = item;
}
private:
std::map<std::string, FactoryPtr> data;
};
}
Registry::Registry() = default;
Registry::~Registry() = default;
Registry * GlobalRegistry::get()
{
static std::unique_ptr<Registry> Instance = make_unique<detail::RegistryImpl>();
return Instance.get();
}
}
}