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vcmi/lib/VCMI_Lib.cpp
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* 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
2018-02-08 11:37:21 +03:00

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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 "mapObjects/CObjectClassesHandler.h"
#include "CHeroHandler.h"
#include "mapObjects/CObjectHandler.h"
#include "CTownHandler.h"
#include "CBuildingHandler.h"
#include "spells/CSpellHandler.h"
#include "CSkillHandler.h"
#include "CGeneralTextHandler.h"
#include "CModHandler.h"
#include "IGameEventsReceiver.h"
#include "CStopWatch.h"
#include "VCMIDirs.h"
#include "filesystem/Filesystem.h"
#include "CConsoleHandler.h"
#include "rmg/CRmgTemplateStorage.h"
#include "mapping/CMapEditManager.h"
LibClasses * VLC = nullptr;
DLL_LINKAGE void preinitDLL(CConsoleHandler * Console, bool onlyEssential)
{
console = Console;
VLC = new LibClasses();
try
{
VLC->loadFilesystem(onlyEssential);
}
catch(...)
{
handleException();
throw;
}
}
DLL_LINKAGE void loadDLLClasses(bool onlyEssential)
{
VLC->init(onlyEssential);
}
const IBonusTypeHandler * LibClasses::getBth() const
{
return bth;
}
void LibClasses::loadFilesystem(bool onlyEssential)
{
CStopWatch totalTime;
CStopWatch loadTime;
CResourceHandler::initialize();
logGlobal->info("\tInitialization: %d ms", loadTime.getDiff());
CResourceHandler::load("config/filesystem.json");
logGlobal->info("\tData loading: %d ms", loadTime.getDiff());
modh = new CModHandler();
logGlobal->info("\tMod handler: %d ms", loadTime.getDiff());
modh->loadMods(onlyEssential);
modh->loadModFilesystems();
logGlobal->info("\tMod filesystems: %d ms", loadTime.getDiff());
logGlobal->info("Basic initialization: %d ms", totalTime.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, totalTime;
modh->initializeConfig();
createHandler(bth, "Bonus type", pomtime);
createHandler(generaltexth, "General text", 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?)
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 generaltexth;
delete heroh;
delete arth;
delete creh;
delete townh;
delete objh;
delete objtypeh;
delete spellh;
delete skillh;
delete modh;
delete bth;
delete tplh;
delete terviewh;
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;
}
LibClasses::LibClasses()
{
IS_AI_ENABLED = false;
//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
}
LibClasses::~LibClasses()
{
clear();
}