#include "StdInc.h" #include "CModHandler.h" #include "CDefObjInfoHandler.h" #include "JsonNode.h" #include "Filesystem/CResourceLoader.h" #include "Filesystem/ISimpleResourceLoader.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 CArtHandler; class CHeroHandler; class CCreatureHandler; class CSpellHandler; class CBuildingHandler; class CObjectHandler; class CDefObjInfoHandler; class CTownHandler; class CGeneralTextHandler; class ResourceLocator; CModHandler::CModHandler() { VLC->modh = this; loadConfigFromFile ("defaultMods"); //CResourceHandler::loadModsFilesystems(); //scan for all mods //TODO: mod filesystem is already initialized at LibClasses launch //TODO: load default (last?) config } artID CModHandler::addNewArtifact (CArtifact * art) { int id = artifacts.size(); artifacts.push_back (art); return id; } creID CModHandler::addNewCreature (CCreature * cre) { int id = creatures.size(); creatures.push_back (cre); return id; } void CModHandler::loadConfigFromFile (std::string name) { const JsonNode config(ResourceID("config/" + name + ".json")); const JsonNode & hardcodedFeatures = config["hardcodedFeatures"]; settings.CREEP_SIZE = hardcodedFeatures["CREEP_SIZE"].Float(); settings.WEEKLY_GROWTH = hardcodedFeatures["WEEKLY_GROWTH_PERCENT"].Float(); settings.NEUTRAL_STACK_EXP = hardcodedFeatures["NEUTRAL_STACK_EXP_DAILY"].Float(); settings.MAX_BUILDING_PER_TURN = hardcodedFeatures["MAX_BUILDING_PER_TURN"].Float(); settings.DWELLINGS_ACCUMULATE_CREATURES = hardcodedFeatures["DWELLINGS_ACCUMULATE_CREATURES"].Bool(); settings.ALL_CREATURES_GET_DOUBLE_MONTHS = hardcodedFeatures["ALL_CREATURES_GET_DOUBLE_MONTHS"].Bool(); const JsonNode & gameModules = config["modules"]; modules.STACK_EXP = gameModules["STACK_EXPERIENCE"].Bool(); modules.STACK_ARTIFACT = gameModules["STACK_ARTIFACTS"].Bool(); modules.COMMANDERS = gameModules["COMMANDERS"].Bool(); modules.MITHRIL = gameModules["MITHRIL"].Bool(); //TODO: load only mods from the list //TODO: read mods from Mods/ folder auto & configList = CResourceHandler::get()->getResourcesWithName (ResourceID("CONFIG/mod.json")); BOOST_FOREACH(auto & entry, configList) { auto stream = entry.getLoader()->load (entry.getResourceName()); std::unique_ptr textData (new ui8[stream->getSize()]); stream->read (textData.get(), stream->getSize()); tlog3 << "\t\tFound mod file: " << entry.getResourceName() << "\n"; const JsonNode config ((char*)textData.get(), stream->getSize()); const JsonNode *value = &config["creatures"]; BOOST_FOREACH (auto creature, value->Vector()) { auto cre = loadCreature (creature); //create and push back creature } } } void CModHandler::saveConfigToFile (std::string name) { //JsonNode savedConf = config; //JsonNode schema(ResourceID("config/defaultSettings.json")); //savedConf.Struct().erase("session"); //savedConf.minimize(schema); CResourceHandler::get()->createResource("config/" + name +".json"); std::ofstream file(CResourceHandler::get()->getResourceName(ResourceID("config/" + name +".json")), std::ofstream::trunc); //file << savedConf; } CCreature * CModHandler::loadCreature (const JsonNode &node) { CCreature * cre = new CCreature(); const JsonNode *value; //optional value //TODO: ref name? const JsonNode & name = node["name"]; cre->nameSing = name["singular"].String(); cre->namePl = name["plural"].String(); cre->nameRef = cre->nameSing; //TODO: export resource set to separate function? const JsonNode & cost = node["cost"]; if (cost.getType() == JsonNode::DATA_FLOAT) //gold { cre->cost[Res::GOLD] = cost.Float(); } else if (cost.getType() == JsonNode::DATA_VECTOR) { int i = 0; BOOST_FOREACH (auto & val, cost.Vector()) { cre->cost[i++] = val.Float(); } } else //damn you... { value = &cost["gold"]; if (!value->isNull()) cre->cost[Res::GOLD] = value->Float(); value = &cost["gems"]; if (!value->isNull()) cre->cost[Res::GEMS] = value->Float(); value = &cost["crystal"]; if (!value->isNull()) cre->cost[Res::CRYSTAL] = value->Float(); value = &cost["mercury"]; if (!value->isNull()) cre->cost[Res::MERCURY] = value->Float(); value = &cost["sulfur"]; if (!value->isNull()) cre->cost[Res::SULFUR] = value->Float(); value = &cost["ore"]; if (!value->isNull()) cre->cost[Res::ORE] = value->Float(); value = &cost["wood"]; if (!value->isNull()) cre->cost[Res::WOOD] = value->Float(); value = &cost["mithril"]; if (!value->isNull()) cre->cost[Res::MITHRIL] = value->Float(); } cre->level = node["level"].Float(); cre->faction = -1; //neutral //TODO: node["faction"].String() to id or just node["faction"].Float(); cre->fightValue = node["fightValue"].Float(); cre->AIValue = node["aiValue"].Float(); cre->growth = node["growth"].Float(); cre->addBonus(node["hitPoints"].Float(), Bonus::STACK_HEALTH); cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED); cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK); cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE); const JsonNode & vec = node["damage"]; cre->addBonus(vec["min"].Float(), Bonus::CREATURE_DAMAGE, 1); cre->addBonus(vec["max"].Float(), Bonus::CREATURE_DAMAGE, 2); auto & amounts = node ["advMapAmount"]; cre->ammMin = amounts["min"].Float(); cre->ammMax = amounts["max"].Float(); //optional value = &node["upgrades"]; if (!value->isNull()) { BOOST_FOREACH (auto & str, value->Vector()) { cre->upgradeNames.insert (str.String()); } } value = &node["shots"]; if (!value->isNull()) cre->addBonus(value->Float(), Bonus::SHOTS); value = &node["spellPoints"]; if (!value->isNull()) cre->addBonus(value->Float(), Bonus::CASTS); value = &node["doubleWide"]; if (!value->isNull()) cre->doubleWide = value->Bool(); else cre->doubleWide = false; value = &node["abilities"]; if (!value->isNull()) { BOOST_FOREACH (const JsonNode &bonus, value->Vector()) { cre->addNewBonus(ParseBonus(bonus)); } } //graphics const JsonNode & graphics = node["graphics"]; cre->animDefName = graphics["animation"].String(); cre->timeBetweenFidgets = graphics["timeBetweenFidgets"].Float(); cre->troopCountLocationOffset = graphics["troopCountLocationOffset"].Float(); cre->attackClimaxFrame = graphics["attackClimaxFrame"].Float(); const JsonNode & animationTime = graphics["animationTime"]; cre->walkAnimationTime = animationTime["walk"].Float(); cre->attackAnimationTime = animationTime["attack"].Float(); cre->flightAnimationDistance = animationTime["flight"].Float(); //? //TODO: background? const JsonNode & missle = graphics["missle"]; const JsonNode & offsets = missle["offset"]; cre->upperRightMissleOffsetX = offsets["upperX"].Float(); cre->upperRightMissleOffsetY = offsets["upperY"].Float(); cre->rightMissleOffsetX = offsets["middleX"].Float(); cre->rightMissleOffsetY = offsets["middleY"].Float(); cre->lowerRightMissleOffsetX = offsets["lowerX"].Float(); cre->lowerRightMissleOffsetY = offsets["lowerY"].Float(); int i = 0; BOOST_FOREACH (auto & angle, missle["frameAngles"].Vector()) { cre->missleFrameAngles[i++] = angle.Float(); } cre->advMapDef = graphics["map"].String(); //TODO: we need to know creature id to add it //FIXME: creature handler is not yet initialized //VLC->creh->idToProjectile[cre->idNumber] = "PLCBOWX.DEF"; cre->projectile = "PLCBOWX.DEF"; const JsonNode & sounds = node["sound"]; #define GET_SOUND_VALUE(value_name) do { value = &sounds[#value_name]; if (!value->isNull()) cre->sounds.value_name = value->String(); } while(0) GET_SOUND_VALUE(attack); GET_SOUND_VALUE(defend); GET_SOUND_VALUE(killed); GET_SOUND_VALUE(move); GET_SOUND_VALUE(shoot); GET_SOUND_VALUE(wince); GET_SOUND_VALUE(ext1); GET_SOUND_VALUE(ext2); GET_SOUND_VALUE(startMoving); GET_SOUND_VALUE(endMoving); #undef GET_SOUND_VALUE creatures.push_back(cre); return cre; } void CModHandler::recreateHandlers() { //TODO: consider some template magic to unify all handlers? //VLC->arth->artifacts.clear(); //VLC->creh->creatures.clear(); //TODO: what about items from original game? BOOST_FOREACH (auto creature, creatures) { creature->idNumber = VLC->creh->creatures.size(); //calculate next index for every used creature VLC->creh->creatures.push_back (creature); //TODO: use refName? //if (creature->nameRef.size()) // VLC->creh->nameToID[creature->nameRef] = creature->idNumber; VLC->creh->nameToID[creature->nameSing] = creature->idNumber; //generate adventure map object info & graphics CGDefInfo* nobj = new CGDefInfo(); nobj = VLC->dobjinfo->gobjs[GameConstants::CREI_TYPE][0]; //copy all typical properties nobj->name = creature->advMapDef; //change only def name (?) VLC->dobjinfo->gobjs[GameConstants::CREI_TYPE][creature->idNumber] = nobj; } BOOST_FOREACH (auto creature, VLC->creh->creatures) //populate upgrades described with string { BOOST_FOREACH (auto upgradeName, creature->upgradeNames) { auto it = VLC->creh->nameToID.find(upgradeName); if (it != VLC->creh->nameToID.end()) { creature->upgrades.insert (it->second); } } } VLC->creh->buildBonusTreeForTiers(); //do that after all new creatures are loaded BOOST_FOREACH (auto mod, activeMods) //inactive part { BOOST_FOREACH (auto art, allMods[mod].artifacts) { VLC->arth->artifacts.push_back (artifacts[art]); //TODO: recreate types / limiters based on string id } BOOST_FOREACH (auto creature, allMods[mod].creatures) { VLC->creh->creatures.push_back (creatures[creature]); //TODO VLC->creh->notUsedMonster.push_back (creatures[creature]); //TODO: recreate upgrades and other properties based on string id } } } CModHandler::~CModHandler() { }