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vcmi/lib/CModHandler.h
2012-08-30 14:57:24 +00:00

119 lines
3.0 KiB
C++

#pragma once
#include "Filesystem/CResourceLoader.h"
#include "VCMI_Lib.h"
#include "CCreatureHandler.h"
#include "CArtHandler.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;
typedef si32 artID;
typedef si32 creID;
class DLL_LINKAGE CModIdentifier
{
//TODO? are simple integer identifiers enough?
int id;
public:
// int operator ()() {return 0;};
bool operator < (CModIdentifier rhs) const {return true;}; //for map
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
}
};
class DLL_LINKAGE CModInfo
{
public:
std::vector <CModIdentifier> requirements;
std::vector <ResourceID> usedFiles;
//TODO: config options?
//items added by this mod
std::vector <artID> artifacts;
std::vector <creID> creatures;
//TODO: some additional scripts?
template <typename Handler> void serialize(Handler &h, const int version)
{
h & requirements & artifacts & creatures;
//h & usedFiles; //TODO: make seralizable?
}
};
class DLL_LINKAGE CModHandler
{
public:
std::string currentConfig; //save settings in this file
//list of all possible objects in game, including inactive mods or not allowed
std::vector <ConstTransitivePtr<CCreature> > creatures;
std::vector <ConstTransitivePtr<CArtifact> > artifacts;
std::map <CModIdentifier, CModInfo> allMods;
std::set <CModIdentifier> activeMods;
//create unique object indentifier
artID addNewArtifact (CArtifact * art);
creID addNewCreature (CCreature * cre);
void loadConfigFromFile (std::string name);
void saveConfigToFile (std::string name);
CCreature * loadCreature (const JsonNode &node); //TODO: handler collections now use ModHandler vector index. Should they be aligned according to mods actually used??
void recreateHandlers();
struct DLL_LINKAGE hardcodedFeatures
{
int CREEP_SIZE; // neutral stacks won't grow beyond this number
int WEEKLY_GROWTH; //percent
int NEUTRAL_STACK_EXP;
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();
~CModHandler();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & currentConfig;
h & creatures & artifacts;
h & allMods & activeMods & settings & modules;
}
};