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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/lib/CModHandler.cpp
DjWarmonger 16adfa3aa7 - Fixed crash on creature window drawn for neutral faction
- Fixed sound parsing. Check forum for updated mod.

It is now possible to attack & fight new creatures without crash.
2012-09-21 07:22:23 +00:00

317 lines
10 KiB
C++

#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<ui8[]> 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()
{
}