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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
91 lines
2.1 KiB
C++
91 lines
2.1 KiB
C++
/*
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* VCMI_Lib.h, 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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#pragma once
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class CConsoleHandler;
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class CArtHandler;
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class CHeroHandler;
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class CCreatureHandler;
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class CSpellHandler;
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class CSkillHandler;
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class CBuildingHandler;
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class CObjectHandler;
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class CObjectClassesHandler;
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class CTownHandler;
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class CGeneralTextHandler;
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class CModHandler;
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class IBonusTypeHandler;
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class CBonusTypeHandler;
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class CTerrainViewPatternConfig;
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class CRmgTemplateStorage;
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/// Loads and constructs several handlers
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class DLL_LINKAGE LibClasses
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{
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CBonusTypeHandler * bth;
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void callWhenDeserializing(); //should be called only by serialize !!!
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void makeNull(); //sets all handler pointers to null
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public:
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bool IS_AI_ENABLED; //unused?
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const IBonusTypeHandler * getBth() const;
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CArtHandler * arth;
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CHeroHandler * heroh;
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CCreatureHandler * creh;
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CSpellHandler * spellh;
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CSkillHandler * skillh;
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CObjectHandler * objh;
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CObjectClassesHandler * objtypeh;
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CTownHandler * townh;
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CGeneralTextHandler * generaltexth;
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CModHandler * modh;
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CTerrainViewPatternConfig * terviewh;
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CRmgTemplateStorage * tplh;
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LibClasses(); //c-tor, loads .lods and NULLs handlers
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~LibClasses();
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void init(bool onlyEssential); //uses standard config file
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void clear(); //deletes all handlers and its data
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void loadFilesystem(bool onlyEssential);// basic initialization. should be called before init()
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & heroh;
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h & arth;
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h & creh;
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h & townh;
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h & objh;
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h & objtypeh;
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h & spellh;
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if(version >= 777)
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{
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h & skillh;
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}
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h & modh;
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h & IS_AI_ENABLED;
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h & bth;
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if(!h.saving)
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{
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callWhenDeserializing();
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}
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}
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};
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extern DLL_LINKAGE LibClasses * VLC;
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DLL_LINKAGE void preinitDLL(CConsoleHandler * Console, bool onlyEssential = false);
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DLL_LINKAGE void loadDLLClasses(bool onlyEssential = false);
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