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vcmi/lib/GameLibrary.cpp
Ivan Savenko f70ad2c15b Reorganized artifact-related classes
- files now generally contain only 1 class (except for tightly coupled
classes)
- files are now located in lib/entities/artifact directory
- removed excessive includes

No changes to functionality
2025-04-29 13:29:08 +03:00

207 lines
4.6 KiB
C++

/*
* GameLibrary.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 "GameLibrary.h"
#include "CBonusTypeHandler.h"
#include "CCreatureHandler.h"
#include "CConfigHandler.h"
#include "RoadHandler.h"
#include "RiverHandler.h"
#include "TerrainHandler.h"
#include "spells/CSpellHandler.h"
#include "spells/effects/Registry.h"
#include "CSkillHandler.h"
#include "entities/artifact/CArtHandler.h"
#include "entities/faction/CTownHandler.h"
#include "entities/hero/CHeroClassHandler.h"
#include "entities/hero/CHeroHandler.h"
#include "texts/CGeneralTextHandler.h"
#include "modding/CModHandler.h"
#include "modding/IdentifierStorage.h"
#include "modding/CModVersion.h"
#include "IGameEventsReceiver.h"
#include "CStopWatch.h"
#include "VCMIDirs.h"
#include "filesystem/Filesystem.h"
#include "rmg/CRmgTemplateStorage.h"
#include "mapObjectConstructors/CObjectClassesHandler.h"
#include "mapObjects/CObjectHandler.h"
#include "mapObjects/ObstacleSetHandler.h"
#include "mapping/CMapEditManager.h"
#include "ScriptHandler.h"
#include "BattleFieldHandler.h"
#include "ObstacleHandler.h"
#include "GameSettings.h"
VCMI_LIB_NAMESPACE_BEGIN
GameLibrary * LIBRARY = nullptr;
const ArtifactService * GameLibrary::artifacts() const
{
return arth.get();
}
const CreatureService * GameLibrary::creatures() const
{
return creh.get();
}
const FactionService * GameLibrary::factions() const
{
return townh.get();
}
const HeroClassService * GameLibrary::heroClasses() const
{
return heroclassesh.get();
}
const HeroTypeService * GameLibrary::heroTypes() const
{
return heroh.get();
}
#if SCRIPTING_ENABLED
const scripting::Service * GameLibrary::scripts() const
{
return scriptHandler.get();
}
#endif
const spells::Service * GameLibrary::spells() const
{
return spellh.get();
}
const SkillService * GameLibrary::skills() const
{
return skillh.get();
}
const IBonusTypeHandler * GameLibrary::getBth() const
{
return bth.get();
}
const CIdentifierStorage * GameLibrary::identifiers() const
{
return identifiersHandler.get();
}
const spells::effects::Registry * GameLibrary::spellEffects() const
{
return spells::effects::GlobalRegistry::get();
}
spells::effects::Registry * GameLibrary::spellEffects()
{
return spells::effects::GlobalRegistry::get();
}
const BattleFieldService * GameLibrary::battlefields() const
{
return battlefieldsHandler.get();
}
const ObstacleService * GameLibrary::obstacles() const
{
return obstacleHandler.get();
}
const IGameSettings * GameLibrary::engineSettings() const
{
return settingsHandler.get();
}
void GameLibrary::loadFilesystem(bool extractArchives)
{
CStopWatch loadTime;
CResourceHandler::initialize();
logGlobal->info("\tInitialization: %d ms", loadTime.getDiff());
CResourceHandler::load("config/filesystem.json", extractArchives);
logGlobal->info("\tData loading: %d ms", loadTime.getDiff());
}
void GameLibrary::loadModFilesystem()
{
CStopWatch loadTime;
modh = std::make_unique<CModHandler>();
identifiersHandler = std::make_unique<CIdentifierStorage>();
logGlobal->info("\tMod handler: %d ms", loadTime.getDiff());
modh->loadModFilesystems();
logGlobal->info("\tMod filesystems: %d ms", loadTime.getDiff());
}
template <class Handler>
void createHandler(std::unique_ptr<Handler> & handler)
{
handler = std::make_unique<Handler>();
}
void GameLibrary::initializeFilesystem(bool extractArchives)
{
loadFilesystem(extractArchives);
settings.init("config/settings.json", "vcmi:settings");
persistentStorage.init("config/persistentStorage.json", "");
loadModFilesystem();
}
void GameLibrary::initializeLibrary()
{
createHandler(settingsHandler);
modh->initializeConfig();
createHandler(generaltexth);
createHandler(bth);
createHandler(roadTypeHandler);
createHandler(riverTypeHandler);
createHandler(terrainTypeHandler);
createHandler(heroh);
createHandler(heroclassesh);
createHandler(arth);
createHandler(creh);
createHandler(townh);
createHandler(biomeHandler);
createHandler(objh);
createHandler(objtypeh);
createHandler(spellh);
createHandler(skillh);
createHandler(terviewh);
createHandler(tplh); //templates need already resolved identifiers (refactor?)
#if SCRIPTING_ENABLED
createHandler(scriptHandler);
#endif
createHandler(battlefieldsHandler);
createHandler(obstacleHandler);
modh->load();
modh->afterLoad();
}
#if SCRIPTING_ENABLED
void GameLibrary::scriptsLoaded()
{
scriptHandler->performRegistration(this);
}
#endif
GameLibrary::GameLibrary() = default;
GameLibrary::~GameLibrary() = default;
VCMI_LIB_NAMESPACE_END