#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 ., camelCase e.g. "creature.grandElf" class CIdentifierStorage { std::map registeredObjects; std::map > > 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 & 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 requirements; // mod configuration (mod.json). (no need to store it right now) // std::shared_ptr config; //TODO: unique_ptr can't be serialized template void serialize(Handler &h, const int version) { h & name & requirements; } }; class DLL_LINKAGE CModHandler { std::map allMods; std::vector 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 availableMods); /// returns list of mods that should be active with order in which they shoud be loaded std::vector 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 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; struct DLL_LINKAGE gameModules { bool STACK_EXP; bool STACK_ARTIFACT; bool COMMANDERS; bool MITHRIL; template void serialize(Handler &h, const int version) { h & STACK_EXP & STACK_ARTIFACT & COMMANDERS & MITHRIL; } } modules; CModHandler(); template void serialize(Handler &h, const int version) { h & allMods & activeMods & settings & modules; } };