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* 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.
58 lines
1.3 KiB
C++
58 lines
1.3 KiB
C++
/*
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* Services.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 "Metatype.h"
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class ArtifactService;
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class CreatureService;
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class FactionService;
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class HeroClassService;
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class HeroTypeService;
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class SkillService;
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class JsonNode;
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namespace spells
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{
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class Service;
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namespace effects
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{
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class Registry;
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}
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}
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namespace scripting
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{
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class Service;
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}
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class DLL_LINKAGE Services
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{
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public:
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virtual ~Services() = default;
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virtual const ArtifactService * artifacts() const = 0;
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virtual const CreatureService * creatures() const = 0;
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virtual const FactionService * factions() const = 0;
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virtual const HeroClassService * heroClasses() const = 0;
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virtual const HeroTypeService * heroTypes() const = 0;
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virtual const scripting::Service * scripts() const = 0;
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virtual const spells::Service * spells() const = 0;
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virtual const SkillService * skills() const = 0;
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virtual void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) = 0;
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virtual const spells::effects::Registry * spellEffects() const = 0;
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virtual spells::effects::Registry * spellEffects() = 0;
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//TODO: put map object types registry access here
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};
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