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https://github.com/vcmi/vcmi.git
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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
81 lines
1.3 KiB
C++
81 lines
1.3 KiB
C++
/*
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* Registry.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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#include "Effect.h"
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#define VCMI_REGISTER_SPELL_EFFECT(Type, Name) \
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namespace\
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{\
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RegisterEffect<Type> register ## Type(Name);\
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}\
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\
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namespace spells
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{
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namespace effects
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{
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class DLL_LINKAGE IEffectFactory
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{
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public:
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IEffectFactory() = default;
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virtual ~IEffectFactory() = default;
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virtual Effect * create() const = 0;
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};
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class DLL_LINKAGE Registry
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{
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public:
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using FactoryPtr = std::shared_ptr<IEffectFactory>;
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Registry();
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virtual ~Registry();
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virtual const IEffectFactory * find(const std::string & name) const = 0;
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virtual void add(const std::string & name, FactoryPtr item) = 0;
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};
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class DLL_LINKAGE GlobalRegistry
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{
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GlobalRegistry() = default;
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public:
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static Registry * get();
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};
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template<typename E>
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class EffectFactory : public IEffectFactory
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{
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public:
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EffectFactory() = default;
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virtual ~EffectFactory() = default;
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Effect * create() const override
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{
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return new E();
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}
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};
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template<typename E>
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class RegisterEffect
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{
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public:
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RegisterEffect(const std::string & name)
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{
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auto f = std::make_shared<EffectFactory<E>>();
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GlobalRegistry::get()->add(name, f);
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}
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};
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}
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}
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