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vcmi/lib/VCMI_Lib.h
Ivan Savenko 8225eb454e Added GameSettings to gamestate, potentially allowing to define game
settings per map (or in random map template)
2024-09-05 15:16:27 +00:00

127 lines
3.7 KiB
C++

/*
* 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/Services.h>
VCMI_LIB_NAMESPACE_BEGIN
class CConsoleHandler;
class CArtHandler;
class CHeroHandler;
class CHeroClassHandler;
class CCreatureHandler;
class CSpellHandler;
class CSkillHandler;
class CObjectHandler;
class CObjectClassesHandler;
class ObstacleSetHandler;
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;
class IGameSettings;
class GameSettings;
class CIdentifierStorage;
#if SCRIPTING_ENABLED
namespace scripting
{
class ScriptHandler;
}
#endif
/// Loads and constructs several handlers
class DLL_LINKAGE LibClasses final : public Services
{
std::shared_ptr<CBonusTypeHandler> bth;
std::shared_ptr<CContentHandler> getContent() const;
void setContent(std::shared_ptr<CContentHandler> content);
public:
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;
const IGameSettings * engineSettings() const override;
const spells::effects::Registry * spellEffects() const override;
spells::effects::Registry * spellEffects() override;
const IBonusTypeHandler * getBth() const; //deprecated
const CIdentifierStorage * identifiers() const;
std::shared_ptr<CArtHandler> arth;
std::shared_ptr<CHeroHandler> heroh;
std::shared_ptr<CHeroClassHandler> heroclassesh;
std::shared_ptr<CCreatureHandler> creh;
std::shared_ptr<CSpellHandler> spellh;
std::shared_ptr<CSkillHandler> skillh;
// TODO: Remove ObjectHandler altogether?
std::shared_ptr<CObjectHandler> objh;
std::shared_ptr<CObjectClassesHandler> objtypeh;
std::shared_ptr<CTownHandler> townh;
std::shared_ptr<CGeneralTextHandler> generaltexth;
std::shared_ptr<CModHandler> modh;
std::shared_ptr<TerrainTypeHandler> terrainTypeHandler;
std::shared_ptr<RoadTypeHandler> roadTypeHandler;
std::shared_ptr<RiverTypeHandler> riverTypeHandler;
std::shared_ptr<CIdentifierStorage> identifiersHandler;
std::shared_ptr<CTerrainViewPatternConfig> terviewh;
std::shared_ptr<CRmgTemplateStorage> tplh;
std::shared_ptr<BattleFieldHandler> battlefieldsHandler;
std::shared_ptr<ObstacleHandler> obstacleHandler;
std::shared_ptr<GameSettings> settingsHandler;
std::shared_ptr<ObstacleSetHandler> biomeHandler;
#if SCRIPTING_ENABLED
std::shared_ptr<scripting::ScriptHandler> scriptHandler;
#endif
LibClasses(); //c-tor, loads .lods and NULLs handlers
~LibClasses();
void init(bool onlyEssential); //uses standard config file
// basic initialization. should be called before init(). Can also extract original H3 archives
void loadFilesystem(bool extractArchives);
void loadModFilesystem();
#if SCRIPTING_ENABLED
void scriptsLoaded();
#endif
};
extern DLL_LINKAGE LibClasses * VLC;
DLL_LINKAGE void preinitDLL(CConsoleHandler * Console, bool extractArchives);
DLL_LINKAGE void loadDLLClasses(bool onlyEssential = false);
VCMI_LIB_NAMESPACE_END