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https://github.com/vcmi/vcmi.git
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0b70baa95e
* Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
189 lines
4.2 KiB
C++
189 lines
4.2 KiB
C++
/*
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* VCMI_Lib.cpp, 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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#include "StdInc.h"
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#include "VCMI_Lib.h"
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#include "CArtHandler.h"
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#include "CBonusTypeHandler.h"
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#include "CCreatureHandler.h"
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#include "mapObjects/CObjectClassesHandler.h"
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#include "CHeroHandler.h"
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#include "mapObjects/CObjectHandler.h"
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#include "CTownHandler.h"
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#include "CBuildingHandler.h"
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#include "spells/CSpellHandler.h"
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#include "CSkillHandler.h"
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#include "CGeneralTextHandler.h"
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#include "CModHandler.h"
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#include "IGameEventsReceiver.h"
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#include "CStopWatch.h"
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#include "VCMIDirs.h"
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#include "filesystem/Filesystem.h"
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#include "CConsoleHandler.h"
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#include "rmg/CRmgTemplateStorage.h"
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#include "mapping/CMapEditManager.h"
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LibClasses * VLC = nullptr;
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DLL_LINKAGE void preinitDLL(CConsoleHandler * Console, bool onlyEssential)
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{
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console = Console;
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VLC = new LibClasses();
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try
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{
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VLC->loadFilesystem(onlyEssential);
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}
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catch(...)
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{
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handleException();
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throw;
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}
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}
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DLL_LINKAGE void loadDLLClasses(bool onlyEssential)
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{
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VLC->init(onlyEssential);
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}
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const IBonusTypeHandler * LibClasses::getBth() const
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{
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return bth;
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}
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void LibClasses::loadFilesystem(bool onlyEssential)
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{
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CStopWatch totalTime;
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CStopWatch loadTime;
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CResourceHandler::initialize();
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logGlobal->info("\tInitialization: %d ms", loadTime.getDiff());
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CResourceHandler::load("config/filesystem.json");
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logGlobal->info("\tData loading: %d ms", loadTime.getDiff());
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modh = new CModHandler();
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logGlobal->info("\tMod handler: %d ms", loadTime.getDiff());
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modh->loadMods(onlyEssential);
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modh->loadModFilesystems();
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logGlobal->info("\tMod filesystems: %d ms", loadTime.getDiff());
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logGlobal->info("Basic initialization: %d ms", totalTime.getDiff());
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}
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static void logHandlerLoaded(const std::string & name, CStopWatch & timer)
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{
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logGlobal->info("\t\t %s handler: %d ms", name, timer.getDiff());
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}
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template <class Handler> void createHandler(Handler *&handler, const std::string &name, CStopWatch &timer)
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{
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handler = new Handler();
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logHandlerLoaded(name, timer);
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}
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void LibClasses::init(bool onlyEssential)
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{
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CStopWatch pomtime, totalTime;
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modh->initializeConfig();
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createHandler(bth, "Bonus type", pomtime);
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createHandler(generaltexth, "General text", pomtime);
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createHandler(heroh, "Hero", pomtime);
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createHandler(arth, "Artifact", pomtime);
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createHandler(creh, "Creature", pomtime);
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createHandler(townh, "Town", pomtime);
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createHandler(objh, "Object", pomtime);
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createHandler(objtypeh, "Object types information", pomtime);
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createHandler(spellh, "Spell", pomtime);
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createHandler(skillh, "Skill", pomtime);
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createHandler(terviewh, "Terrain view pattern", pomtime);
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createHandler(tplh, "Template", pomtime); //templates need already resolved identifiers (refactor?)
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logGlobal->info("\tInitializing handlers: %d ms", totalTime.getDiff());
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modh->load();
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modh->afterLoad(onlyEssential);
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//FIXME: make sure that everything is ok after game restart
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//TODO: This should be done every time mod config changes
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}
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void LibClasses::clear()
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{
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delete generaltexth;
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delete heroh;
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delete arth;
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delete creh;
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delete townh;
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delete objh;
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delete objtypeh;
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delete spellh;
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delete skillh;
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delete modh;
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delete bth;
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delete tplh;
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delete terviewh;
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makeNull();
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}
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void LibClasses::makeNull()
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{
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generaltexth = nullptr;
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heroh = nullptr;
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arth = nullptr;
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creh = nullptr;
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townh = nullptr;
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objh = nullptr;
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objtypeh = nullptr;
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spellh = nullptr;
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skillh = nullptr;
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modh = nullptr;
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bth = nullptr;
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tplh = nullptr;
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terviewh = nullptr;
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}
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LibClasses::LibClasses()
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{
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IS_AI_ENABLED = false;
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//init pointers to handlers
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makeNull();
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}
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void LibClasses::callWhenDeserializing()
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{
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//FIXME: check if any of these are needed
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//generaltexth = new CGeneralTextHandler();
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//generaltexth->load();
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//arth->load(true);
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//modh->recreateHandlers();
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//modh->loadConfigFromFile ("defaultMods"); //TODO: remember last saved config
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}
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LibClasses::~LibClasses()
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{
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clear();
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}
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