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d2ee602b29
- stubs for loading heroes and classes from mods (no real code yet) - heroes loading uses string IDs for secondary skills, some cleanup in HeroHandler
126 lines
3.5 KiB
C++
126 lines
3.5 KiB
C++
#pragma once
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#include "Filesystem/CResourceLoader.h"
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#include "VCMI_Lib.h"
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/*
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* CModHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CModHandler;
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class CModIndentifier;
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class CModInfo;
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class JsonNode;
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/// class that stores all object identifiers strings and maps them to numeric ID's
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/// if possible, objects ID's should be in format <type>.<name>, camelCase e.g. "creature.grandElf"
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class CIdentifierStorage
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{
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std::map<std::string, si32 > registeredObjects;
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std::map<std::string, std::vector<boost::function<void(si32)> > > missingObjects;
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public:
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/// request identifier for specific object name. If ID is not yet resolved callback will be queued
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/// and will be called later
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void requestIdentifier(std::string name, const boost::function<void(si32)> & callback);
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/// registers new object, calls all associated callbacks
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void registerObject(std::string name, si32 identifier);
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/// called at the very end of loading to check for any missing ID's
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void finalize() const;
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};
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typedef std::string TModID;
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class DLL_LINKAGE CModInfo
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{
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public:
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/// identifier, identical to name of folder with mod
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std::string identifier;
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/// human-readable strings
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std::string name;
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std::string description;
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/// priority in which this mod should be loaded
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/// may be somewhat ignored to load required mods first or overriden by user
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double loadPriority;
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/// TODO: list of mods that should be loaded before this one
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std::set <TModID> requirements;
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// mod configuration (mod.json). (no need to store it right now)
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// std::shared_ptr<JsonNode> config; //TODO: unique_ptr can't be serialized
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & name & requirements;
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}
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};
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class DLL_LINKAGE CModHandler
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{
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std::map <TModID, CModInfo> allMods;
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std::vector <TModID> activeMods;//active mods, in order in which they were loaded
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void loadConfigFromFile (std::string name);
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public:
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CIdentifierStorage identifiers;
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/// receives list of available mods and trying to load mod.json from all of them
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void initialize(std::vector<std::string> availableMods);
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/// returns list of mods that should be active with order in which they shoud be loaded
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std::vector<std::string> getActiveMods();
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/// load content from all available mods
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void loadActiveMods();
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/// actions that should be triggered on map restart
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/// TODO: merge into appropriate handlers?
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void reload();
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struct DLL_LINKAGE hardcodedFeatures
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{
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int CREEP_SIZE; // neutral stacks won't grow beyond this number
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int WEEKLY_GROWTH; //percent
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int NEUTRAL_STACK_EXP;
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int MAX_BUILDING_PER_TURN;
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bool DWELLINGS_ACCUMULATE_CREATURES;
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bool ALL_CREATURES_GET_DOUBLE_MONTHS;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & CREEP_SIZE & WEEKLY_GROWTH & NEUTRAL_STACK_EXP;
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h & DWELLINGS_ACCUMULATE_CREATURES & ALL_CREATURES_GET_DOUBLE_MONTHS;
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}
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} settings;
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struct DLL_LINKAGE gameModules
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{
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bool STACK_EXP;
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bool STACK_ARTIFACT;
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bool COMMANDERS;
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bool MITHRIL;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & STACK_EXP & STACK_ARTIFACT & COMMANDERS & MITHRIL;
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}
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} modules;
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CModHandler();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & allMods & activeMods & settings & modules;
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}
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};
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