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vcmi/lib/VCMI_Lib.h
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* 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.
2021-02-14 19:05:43 +03:00

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3.6 KiB
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/*
* VCMI_Lib.h, 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
*
*/
#pragma once
#include <vcmi/Services.h>
class CConsoleHandler;
class CArtHandler;
class CHeroHandler;
class CCreatureHandler;
class CSpellHandler;
class CSkillHandler;
class CBuildingHandler;
class CObjectHandler;
class CObjectClassesHandler;
class CTownHandler;
class CGeneralTextHandler;
class CModHandler;
class CContentHandler;
class IBonusTypeHandler;
class CBonusTypeHandler;
class CTerrainViewPatternConfig;
class CRmgTemplateStorage;
class IHandlerBase;
namespace scripting
{
class ScriptHandler;
}
/// Loads and constructs several handlers
class DLL_LINKAGE LibClasses : public Services
{
CBonusTypeHandler * bth;
void callWhenDeserializing(); //should be called only by serialize !!!
void makeNull(); //sets all handler pointers to null
std::shared_ptr<CContentHandler> getContent() const;
void setContent(std::shared_ptr<CContentHandler> content);
void restoreAllCreaturesNodeType794();
public:
bool IS_AI_ENABLED; //unused?
const ArtifactService * artifacts() const override;
const CreatureService * creatures() const override;
const FactionService * factions() const override;
const HeroClassService * heroClasses() const override;
const HeroTypeService * heroTypes() const override;
const scripting::Service * scripts() const override;
const spells::Service * spells() const override;
const SkillService * skills() const override;
void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) override;
const spells::effects::Registry * spellEffects() const override;
spells::effects::Registry * spellEffects() override;
const IBonusTypeHandler * getBth() const; //deprecated
CArtHandler * arth;
CHeroHandler * heroh;
CCreatureHandler * creh;
CSpellHandler * spellh;
CSkillHandler * skillh;
CObjectHandler * objh;
CObjectClassesHandler * objtypeh;
CTownHandler * townh;
CGeneralTextHandler * generaltexth;
CModHandler * modh;
CTerrainViewPatternConfig * terviewh;
CRmgTemplateStorage * tplh;
scripting::ScriptHandler * scriptHandler;
LibClasses(); //c-tor, loads .lods and NULLs handlers
~LibClasses();
void init(bool onlyEssential); //uses standard config file
void clear(); //deletes all handlers and its data
void loadFilesystem(bool onlyEssential);// basic initialization. should be called before init()
void scriptsLoaded();
template <typename Handler> void serialize(Handler &h, const int version)
{
if(version >= 800)
{
h & scriptHandler;//must be first (or second after modh), it can modify factories other handlers depends on
if(!h.saving)
{
scriptsLoaded();
}
}
else if(!h.saving)
{
update800();
}
h & heroh;
h & arth;
h & creh;
if(!h.saving && version < 794)
restoreAllCreaturesNodeType794();
h & townh;
h & objh;
h & objtypeh;
h & spellh;
if(version >= 777)
{
h & skillh;
}
if(!h.saving)
{
//modh will be changed and modh->content will be empty after deserialization
auto content = getContent();
h & modh;
setContent(content);
}
else
h & modh;
h & IS_AI_ENABLED;
h & bth;
if(!h.saving)
{
callWhenDeserializing();
}
}
private:
void update800();
};
extern DLL_LINKAGE LibClasses * VLC;
DLL_LINKAGE void preinitDLL(CConsoleHandler * Console, bool onlyEssential = false);
DLL_LINKAGE void loadDLLClasses(bool onlyEssential = false);