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vcmi/lib/CModHandler.h

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#pragma once
#include "Filesystem/CResourceLoader.h"
#include "VCMI_Lib.h"
/*
* CModHandler.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
*
*/
class CModHandler;
class CModIndentifier;
class CModInfo;
class JsonNode;
/// class that stores all object identifiers strings and maps them to numeric ID's
/// if possible, objects ID's should be in format <type>.<name>, camelCase e.g. "creature.grandElf"
class CIdentifierStorage
{
std::map<std::string, si32 > registeredObjects;
std::map<std::string, std::vector<boost::function<void(si32)> > > missingObjects;
public:
/// request identifier for specific object name. If ID is not yet resolved callback will be queued
/// and will be called later
void requestIdentifier(std::string name, const boost::function<void(si32)> & callback);
/// registers new object, calls all associated callbacks
void registerObject(std::string name, si32 identifier);
/// called at the very end of loading to check for any missing ID's
void finalize() const;
};
typedef std::string TModID;
class DLL_LINKAGE CModInfo
{
public:
/// identifier, identical to name of folder with mod
std::string identifier;
/// human-readable strings
std::string name;
std::string description;
/// priority in which this mod should be loaded
/// may be somewhat ignored to load required mods first or overriden by user
double loadPriority;
/// TODO: list of mods that should be loaded before this one
std::set <TModID> requirements;
// mod configuration (mod.json). (no need to store it right now)
// std::shared_ptr<JsonNode> config; //TODO: unique_ptr can't be serialized
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & requirements;
}
};
class DLL_LINKAGE CModHandler
{
std::map <TModID, CModInfo> allMods;
std::vector <TModID> activeMods;//active mods, in order in which they were loaded
void loadConfigFromFile (std::string name);
public:
CIdentifierStorage identifiers;
/// receives list of available mods and trying to load mod.json from all of them
void initialize(std::vector<std::string> availableMods);
/// returns list of mods that should be active with order in which they shoud be loaded
std::vector<std::string> getActiveMods();
/// load content from all available mods
void loadActiveMods();
/// actions that should be triggered on map restart
/// TODO: merge into appropriate handlers?
void reload();
struct DLL_LINKAGE hardcodedFeatures
{
int CREEP_SIZE; // neutral stacks won't grow beyond this number
int WEEKLY_GROWTH; //percent
int NEUTRAL_STACK_EXP;
int MAX_BUILDING_PER_TURN;
bool DWELLINGS_ACCUMULATE_CREATURES;
bool ALL_CREATURES_GET_DOUBLE_MONTHS;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & CREEP_SIZE & WEEKLY_GROWTH & NEUTRAL_STACK_EXP;
h & DWELLINGS_ACCUMULATE_CREATURES & ALL_CREATURES_GET_DOUBLE_MONTHS;
}
} settings;
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struct DLL_LINKAGE gameModules
{
bool STACK_EXP;
bool STACK_ARTIFACT;
bool COMMANDERS;
bool MITHRIL;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & STACK_EXP & STACK_ARTIFACT & COMMANDERS & MITHRIL;
}
} modules;
CModHandler();
template <typename Handler> void serialize(Handler &h, const int version)
{
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h & allMods & activeMods & settings & modules;
}
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};