mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-14 10:12:59 +02:00
62fddca21e
- IdentifierStorage is now a separate handler in VLC - Renamed ModHandler::Incompatibility exception to ModIncompatibility - Extracted ModScope namespace from ModHandler - Extracted ModUtilities namespace from ModHandler - Split CModHandler.cpp on per-class basis - Replaced some direct members with unique_ptr to reduce header includes
342 lines
7.5 KiB
C++
342 lines
7.5 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 "CHeroHandler.h"
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#include "CTownHandler.h"
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#include "CConfigHandler.h"
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#include "RoadHandler.h"
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#include "RiverHandler.h"
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#include "TerrainHandler.h"
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#include "CBuildingHandler.h"
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#include "spells/CSpellHandler.h"
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#include "spells/effects/Registry.h"
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#include "CSkillHandler.h"
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#include "CGeneralTextHandler.h"
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#include "modding/CModHandler.h"
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#include "modding/CModInfo.h"
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#include "modding/IdentifierStorage.h"
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#include "modding/CModVersion.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 "mapObjectConstructors/CObjectClassesHandler.h"
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#include "mapObjects/CObjectHandler.h"
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#include "mapping/CMapEditManager.h"
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#include "ScriptHandler.h"
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#include "BattleFieldHandler.h"
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#include "ObstacleHandler.h"
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#include "GameSettings.h"
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VCMI_LIB_NAMESPACE_BEGIN
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LibClasses * VLC = nullptr;
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DLL_LINKAGE void preinitDLL(CConsoleHandler * Console, bool onlyEssential, bool extractArchives)
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{
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console = Console;
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VLC = new LibClasses();
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VLC->loadFilesystem(extractArchives);
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settings.init();
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VLC->loadModFilesystem(onlyEssential);
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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 ArtifactService * LibClasses::artifacts() const
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{
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return arth;
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}
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const CreatureService * LibClasses::creatures() const
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{
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return creh;
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}
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const FactionService * LibClasses::factions() const
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{
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return townh;
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}
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const HeroClassService * LibClasses::heroClasses() const
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{
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return &heroh->classes;
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}
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const HeroTypeService * LibClasses::heroTypes() const
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{
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return heroh;
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}
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#if SCRIPTING_ENABLED
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const scripting::Service * LibClasses::scripts() const
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{
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return scriptHandler;
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}
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#endif
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const spells::Service * LibClasses::spells() const
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{
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return spellh;
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}
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const SkillService * LibClasses::skills() const
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{
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return skillh;
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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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const CIdentifierStorage * LibClasses::identifiers() const
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{
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return &modh->getIdentifiers();
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}
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const spells::effects::Registry * LibClasses::spellEffects() const
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{
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return spells::effects::GlobalRegistry::get();
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}
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spells::effects::Registry * LibClasses::spellEffects()
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{
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return spells::effects::GlobalRegistry::get();
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}
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const BattleFieldService * LibClasses::battlefields() const
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{
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return battlefieldsHandler;
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}
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const ObstacleService * LibClasses::obstacles() const
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{
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return obstacleHandler;
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}
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const IGameSettings * LibClasses::settings() const
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{
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return settingsHandler;
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}
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void LibClasses::updateEntity(Metatype metatype, int32_t index, const JsonNode & data)
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{
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switch(metatype)
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{
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case Metatype::ARTIFACT:
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arth->updateEntity(index, data);
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break;
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case Metatype::CREATURE:
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creh->updateEntity(index, data);
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break;
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case Metatype::FACTION:
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townh->updateEntity(index, data);
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break;
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case Metatype::HERO_CLASS:
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heroh->classes.updateEntity(index, data);
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break;
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case Metatype::HERO_TYPE:
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heroh->updateEntity(index, data);
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break;
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case Metatype::SKILL:
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skillh->updateEntity(index, data);
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break;
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case Metatype::SPELL:
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spellh->updateEntity(index, data);
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break;
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default:
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logGlobal->error("Invalid Metatype id %d", static_cast<int32_t>(metatype));
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break;
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}
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}
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void LibClasses::loadFilesystem(bool extractArchives)
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{
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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", extractArchives);
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logGlobal->info("\tData loading: %d ms", loadTime.getDiff());
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}
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void LibClasses::loadModFilesystem(bool onlyEssential)
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{
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CStopWatch loadTime;
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modh = new CModHandler();
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modh->loadMods(onlyEssential);
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logGlobal->info("\tMod handler: %d ms", loadTime.getDiff());
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modh->loadModFilesystems();
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logGlobal->info("\tMod filesystems: %d ms", loadTime.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;
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CStopWatch totalTime;
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createHandler(settingsHandler, "Game Settings", pomtime);
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modh->initializeConfig();
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createHandler(generaltexth, "General text", pomtime);
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createHandler(bth, "Bonus type", pomtime);
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createHandler(roadTypeHandler, "Road", pomtime);
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createHandler(riverTypeHandler, "River", pomtime);
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createHandler(terrainTypeHandler, "Terrain", 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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#if SCRIPTING_ENABLED
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createHandler(scriptHandler, "Script", pomtime);
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#endif
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createHandler(battlefieldsHandler, "Battlefields", pomtime);
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createHandler(obstacleHandler, "Obstacles", pomtime);
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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 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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#if SCRIPTING_ENABLED
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delete scriptHandler;
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#endif
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delete battlefieldsHandler;
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delete generaltexth;
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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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#if SCRIPTING_ENABLED
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scriptHandler = nullptr;
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#endif
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battlefieldsHandler = nullptr;
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}
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LibClasses::LibClasses()
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{
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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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#if SCRIPTING_ENABLED
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void LibClasses::scriptsLoaded()
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{
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scriptHandler->performRegistration(this);
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}
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#endif
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LibClasses::~LibClasses()
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{
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clear();
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}
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std::shared_ptr<CContentHandler> LibClasses::getContent() const
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{
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return modh->content;
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}
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void LibClasses::setContent(std::shared_ptr<CContentHandler> content)
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{
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modh->content = std::move(content);
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}
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VCMI_LIB_NAMESPACE_END
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