#pragma once #include "filesystem/Filesystem.h" #include "VCMI_Lib.h" #include "JsonNode.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 IHandlerBase; /// 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 { enum ELoadingState { LOADING, FINALIZING, FINISHED }; struct ObjectCallback // entry created on ID request { std::string localScope; /// scope from which this ID was requested std::string remoteScope; /// scope in which this object must be found std::string type; /// type, e.g. creature, faction, hero, etc std::string name; /// string ID std::function callback; bool optional; ObjectCallback(std::string localScope, std::string remoteScope, std::string type, std::string name, const std::function & callback, bool optional); }; struct ObjectData // entry created on ID registration { si32 id; std::string scope; /// scope in which this ID located template void serialize(Handler &h, const int version) { h & id & scope; } }; std::multimap registeredObjects; std::vector scheduledRequests; ELoadingState state; /// Check if identifier can be valid (camelCase, point as separator) void checkIdentifier(std::string & ID); void requestIdentifier(ObjectCallback callback); bool resolveIdentifier(const ObjectCallback & callback); std::vector getPossibleIdentifiers(const ObjectCallback & callback); public: CIdentifierStorage(); /// request identifier for specific object name. /// Function callback will be called during ID resolution phase of loading void requestIdentifier(std::string scope, std::string type, std::string name, const std::function & callback); void requestIdentifier(std::string type, const JsonNode & name, const std::function & callback); void requestIdentifier(const JsonNode & name, const std::function & callback); /// try to request ID. If ID with such name won't be loaded, callback function will not be called void tryRequestIdentifier(std::string scope, std::string type, std::string name, const std::function & callback); void tryRequestIdentifier(std::string type, const JsonNode & name, const std::function & callback); /// get identifier immediately. If identifier is not know and not silent call will result in error message boost::optional getIdentifier(std::string scope, std::string type, std::string name, bool silent = false); boost::optional getIdentifier(std::string type, const JsonNode & name, bool silent = false); boost::optional getIdentifier(const JsonNode & name, bool silent = false); /// registers new object void registerObject(std::string scope, std::string type, std::string name, si32 identifier); /// called at the very end of loading to check for any missing ID's void finalize(); template void serialize(Handler &h, const int version) { h & registeredObjects & state; } }; /// class used to load all game data into handlers. Used only during loading class CContentHandler { /// internal type to handle loading of one data type (e.g. artifacts, creatures) class ContentTypeHandler { struct ModInfo { /// mod data from this mod and for this mod JsonNode modData; /// mod data for this mod from other mods (patches) JsonNode patches; }; /// handler to which all data will be loaded IHandlerBase * handler; std::string objectName; /// contains all loaded H3 data std::vector originalData; std::map modData; public: ContentTypeHandler(IHandlerBase * handler, std::string objectName); /// local version of methods in ContentHandler /// returns true if loading was successful bool preloadModData(std::string modName, std::vector fileList, bool validate); bool loadMod(std::string modName, bool validate); void afterLoadFinalization(); }; /// preloads all data from fileList as data from modName. bool preloadModData(std::string modName, JsonNode modConfig, bool validate); /// actually loads data in mod bool loadMod(std::string modName, bool validate); std::map handlers; public: /// fully initialize object. Will cause reading of H3 config files CContentHandler(); /// preloads all data from fileList as data from modName. void preloadData(CModInfo & mod); /// actually loads data in mod void load(CModInfo & mod); /// all data was loaded, time for final validation / integration void afterLoadFinalization(); }; typedef std::string TModID; class DLL_LINKAGE CModInfo { public: enum EValidationStatus { PENDING, FAILED, PASSED }; /// identifier, identical to name of folder with mod std::string identifier; /// human-readable strings std::string name; std::string description; /// list of mods that should be loaded before this one std::set dependencies; /// list of mods that can't be used in the same time as this one std::set conflicts; /// CRC-32 checksum of the mod ui32 checksum; /// true if mod is enabled bool enabled; EValidationStatus validation; JsonNode config; CModInfo(){} CModInfo(std::string identifier, const JsonNode & local, const JsonNode & config); JsonNode saveLocalData() const; void updateChecksum(ui32 newChecksum); static std::string getModDir(std::string name); static std::string getModFile(std::string name); template void serialize(Handler &h, const int version) { h & identifier & description & name; h & dependencies & conflicts & config; h & checksum & validation & enabled; } private: void loadLocalData(const JsonNode & data); }; class DLL_LINKAGE CModHandler { std::map allMods; std::vector activeMods;//active mods, in order in which they were loaded CModInfo coreMod; void loadConfigFromFile(std::string name); bool hasCircularDependency(TModID mod, std::set currentList = std::set ()) const; //returns false if mod list is incorrect and prints error to console. Possible errors are: // - missing dependency mod // - conflicting mod in load order // - circular dependencies bool checkDependencies(const std::vector & input) const; // returns load order in which all dependencies are resolved, e.g. loaded after required mods // function assumes that input list is valid (checkDependencies returned true) std::vector resolveDependencies(std::vector input) const; std::vector getModList(std::string path); void loadMods(std::string path, std::string namePrefix, const JsonNode & modSettings, bool enableMods); public: CIdentifierStorage identifiers; /// receives list of available mods and trying to load mod.json from all of them void initializeConfig(); void loadMods(); void loadModFilesystems(); CModInfo & getModData(TModID modId); /// returns list of all (active) mods std::vector getAllMods(); std::vector getActiveMods(); /// load content from all available mods void load(); void afterLoad(); struct DLL_LINKAGE hardcodedFeatures { JsonNode data; 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; int MAX_HEROES_AVAILABLE_PER_PLAYER; int MAX_HEROES_ON_MAP_PER_PLAYER; template void serialize(Handler &h, const int version) { h & data & CREEP_SIZE & WEEKLY_GROWTH & NEUTRAL_STACK_EXP & MAX_BUILDING_PER_TURN; h & DWELLINGS_ACCUMULATE_CREATURES & ALL_CREATURES_GET_DOUBLE_MONTHS & MAX_HEROES_AVAILABLE_PER_PLAYER & MAX_HEROES_ON_MAP_PER_PLAYER; } } 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 & identifiers; } };