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vcmi/lib/CModHandler.h
Ivan Savenko 85a23e298c - generic string ID -> numeric ID resolution system
- - hero army and creature upgrade names are resolved using new system
- - faction names and creatures in towns are resolved using new system
- (linux) replaced build_data.sh with hopefully better vcmibuilder script
- minor fixes
2012-12-03 16:00:17 +00:00

120 lines
3.2 KiB
C++

#pragma once
#include "Filesystem/CResourceLoader.h"
#include "VCMI_Lib.h"
#include "CCreatureHandler.h"
#include "CArtHandler.h"
#include "CTownHandler.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 si32 TModID;
class DLL_LINKAGE CModInfo
{
public:
/// TODO: list of mods that should be loaded before this one
std::vector <TModID> requirements;
/// mod configuration (mod.json).
std::shared_ptr<JsonNode> config; //TODO: unique_ptr can't be serialized
template <typename Handler> void serialize(Handler &h, const int version)
{
h & requirements & config;
}
};
class DLL_LINKAGE CModHandler
{
//std::string currentConfig; //save settings in this file
std::map <TModID, CModInfo> allMods;
std::set <TModID> activeMods;//TODO: use me
public:
CIdentifierStorage identifiers;
/// management of game settings config
void loadConfigFromFile (std::string name);
void saveConfigToFile (std::string name);
/// find all available mods and load them into FS
void findAvailableMods();
/// 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;
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)
{
h & allMods & activeMods & settings & modules;
}
};