mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
ce15eb37c2
- Hero can now can have several separate specialty nodes - Fixed typo (speciality->specialty) - Fixed several crashes related to commanders - Improvements to specialty handling, bugfixes and temporary solutions for upcoming hero specialties in mods
385 lines
11 KiB
C++
385 lines
11 KiB
C++
#include "StdInc.h"
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#include "CModHandler.h"
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#include "CDefObjInfoHandler.h"
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#include "JsonNode.h"
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#include "Filesystem/CResourceLoader.h"
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#include "Filesystem/ISimpleResourceLoader.h"
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#include "CCreatureHandler.h"
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#include "CArtHandler.h"
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#include "CTownHandler.h"
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#include "CHeroHandler.h"
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#include "CObjectHandler.h"
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#include "StringConstants.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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void CIdentifierStorage::checkIdentifier(std::string & ID)
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{
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if (boost::algorithm::ends_with(ID, "."))
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tlog0 << "BIG WARNING: identifier " << ID << " seems to be broken!\n";
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else
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{
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size_t pos = 0;
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do
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{
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if (std::tolower(ID[pos]) != ID[pos] ) //Not in camelCase
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{
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tlog0 << "Warning: identifier " << ID << " is not in camelCase!\n";
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ID[pos] = std::tolower(ID[pos]);// Try to fix the ID
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}
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pos = ID.find('.', pos);
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}
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while(pos++ != std::string::npos);
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}
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}
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void CIdentifierStorage::requestIdentifier(std::string name, const boost::function<void(si32)> & callback)
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{
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checkIdentifier(name);
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auto iter = registeredObjects.find(name);
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if (iter != registeredObjects.end())
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callback(iter->second); //already registered - trigger callback immediately
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else
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missingObjects[name].push_back(callback); // queue callback
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}
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void CIdentifierStorage::registerObject(std::string name, si32 identifier)
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{
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checkIdentifier(name);
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// do not allow to register same object twice
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assert(registeredObjects.find(name) == registeredObjects.end());
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registeredObjects[name] = identifier;
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auto iter = missingObjects.find(name);
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if (iter != missingObjects.end())
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{
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//call all awaiting callbacks
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BOOST_FOREACH(auto function, iter->second)
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{
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function(identifier);
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}
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missingObjects.erase(iter);
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}
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}
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void CIdentifierStorage::finalize() const
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{
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// print list of missing objects and crash
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// in future should try to do some cleanup (like returning all id's as 0)
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BOOST_FOREACH(auto object, missingObjects)
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{
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tlog1 << "Error: object " << object.first << " was not found!\n";
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}
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assert(missingObjects.empty());
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}
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CModHandler::CModHandler()
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{
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for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; ++i)
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{
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identifiers.registerObject("resource." + GameConstants::RESOURCE_NAMES[i], i);
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}
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loadConfigFromFile ("defaultMods");
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}
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void CModHandler::loadConfigFromFile (std::string name)
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{
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const JsonNode config(ResourceID("config/" + name + ".json"));
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const JsonNode & hardcodedFeatures = config["hardcodedFeatures"];
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settings.CREEP_SIZE = hardcodedFeatures["CREEP_SIZE"].Float();
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settings.WEEKLY_GROWTH = hardcodedFeatures["WEEKLY_GROWTH_PERCENT"].Float();
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settings.NEUTRAL_STACK_EXP = hardcodedFeatures["NEUTRAL_STACK_EXP_DAILY"].Float();
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settings.MAX_BUILDING_PER_TURN = hardcodedFeatures["MAX_BUILDING_PER_TURN"].Float();
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settings.DWELLINGS_ACCUMULATE_CREATURES = hardcodedFeatures["DWELLINGS_ACCUMULATE_CREATURES"].Bool();
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settings.ALL_CREATURES_GET_DOUBLE_MONTHS = hardcodedFeatures["ALL_CREATURES_GET_DOUBLE_MONTHS"].Bool();
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const JsonNode & gameModules = config["modules"];
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modules.STACK_EXP = gameModules["STACK_EXPERIENCE"].Bool();
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modules.STACK_ARTIFACT = gameModules["STACK_ARTIFACTS"].Bool();
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modules.COMMANDERS = gameModules["COMMANDERS"].Bool();
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modules.MITHRIL = gameModules["MITHRIL"].Bool();
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}
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// currentList is passed by value to get current list of depending mods
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bool CModHandler::hasCircularDependency(TModID modID, std::set <TModID> currentList) const
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{
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const CModInfo & mod = allMods.at(modID);
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// Mod already present? We found a loop
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if (vstd::contains(currentList, modID))
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{
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tlog0 << "Error: Circular dependency detected! Printing dependency list:\n";
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tlog0 << "\t" << mod.name << " -> \n";
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return true;
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}
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currentList.insert(modID);
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// recursively check every dependency of this mod
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BOOST_FOREACH(const TModID & dependency, mod.dependencies)
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{
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if (hasCircularDependency(dependency, currentList))
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{
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tlog0 << "\t" << mod.name << " ->\n"; // conflict detected, print dependency list
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return true;
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}
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}
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return false;
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}
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bool CModHandler::checkDependencies(const std::vector <TModID> & input) const
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{
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BOOST_FOREACH(const TModID & id, input)
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{
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const CModInfo & mod = allMods.at(id);
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BOOST_FOREACH(const TModID & dep, mod.dependencies)
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{
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if (!vstd::contains(input, dep))
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{
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tlog0 << "Error: Mod " << mod.name << " requires missing " << dep << "!\n";
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return false;
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}
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}
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BOOST_FOREACH(const TModID & conflicting, mod.conflicts)
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{
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if (vstd::contains(input, conflicting))
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{
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tlog0 << "Error: Mod " << mod.name << " conflicts with " << allMods.at(conflicting).name << "!\n";
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return false;
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}
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}
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if (hasCircularDependency(id))
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return false;
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}
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return true;
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}
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std::vector <TModID> CModHandler::resolveDependencies(std::vector <TModID> input) const
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{
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// Algorithm may not be the fastest one but VCMI does not needs any speed here
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// Unless user have dozens of mods with complex dependencies this cide should be fine
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std::vector <TModID> output;
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output.reserve(input.size());
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std::set <TModID> resolvedMods;
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// Check if all mod dependencies are resolved (moved to resolvedMods)
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auto isResolved = [&](const CModInfo mod) -> bool
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{
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BOOST_FOREACH(const TModID & dependency, mod.dependencies)
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{
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if (!vstd::contains(resolvedMods, dependency))
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return false;
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}
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return true;
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};
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while (!input.empty())
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{
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for (auto it = input.begin(); it != input.end();)
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{
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if (isResolved(allMods.at(*it)))
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{
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resolvedMods.insert(*it);
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output.push_back(*it);
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it = input.erase(it);
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continue;
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}
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it++;
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}
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}
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return output;
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}
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void CModHandler::initialize(std::vector<std::string> availableMods)
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{
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JsonNode modConfig(ResourceID("config/modSettings.json"));
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const JsonNode & modList = modConfig["activeMods"];
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JsonNode resultingList;
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std::vector <TModID> detectedMods;
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BOOST_FOREACH(std::string name, availableMods)
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{
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boost::to_lower(name);
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std::string modFileName = "mods/" + name + "/mod.json";
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if (CResourceHandler::get()->existsResource(ResourceID(modFileName)))
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{
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const JsonNode config = JsonNode(ResourceID(modFileName));
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if (config.isNull())
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continue;
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if (!modList[name].isNull() && modList[name].Bool() == false )
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{
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resultingList[name].Bool() = false;
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continue; // disabled mod
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}
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resultingList[name].Bool() = true;
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CModInfo & mod = allMods[name];
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mod.identifier = name;
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mod.name = config["name"].String();
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mod.description = config["description"].String();
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mod.dependencies = config["depends"].convertTo<std::set<std::string> >();
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mod.conflicts = config["conflicts"].convertTo<std::set<std::string> >();
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detectedMods.push_back(name);
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}
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else
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tlog3 << "\t\t Directory " << name << " does not contains VCMI mod\n";
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}
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if (!checkDependencies(detectedMods))
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{
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tlog0 << "Critical error: failed to load mods! Exiting...\n";
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exit(1);
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}
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activeMods = resolveDependencies(detectedMods);
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modConfig["activeMods"] = resultingList;
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CResourceHandler::get()->createResource("CONFIG/modSettings.json");
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std::ofstream file(CResourceHandler::get()->getResourceName(ResourceID("config/modSettings.json")), std::ofstream::trunc);
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file << modConfig;
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}
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std::vector<std::string> CModHandler::getActiveMods()
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{
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return activeMods;
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}
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template<typename Handler>
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void handleData(Handler handler, const JsonNode & config)
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{
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handler->load(JsonUtils::assembleFromFiles(config.convertTo<std::vector<std::string> >()));
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}
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void CModHandler::loadActiveMods()
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{
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BOOST_FOREACH(const TModID & modName, activeMods)
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{
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tlog1 << "\t\tLoading mod ";
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tlog2 << allMods[modName].name << "\n";
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std::string modFileName = "mods/" + modName + "/mod.json";
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const JsonNode config = JsonNode(ResourceID(modFileName));
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handleData(VLC->townh, config["factions"]);
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handleData(VLC->creh, config["creatures"]);
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handleData(VLC->arth, config["artifacts"]);
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//todo: spells
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handleData(&VLC->heroh->classes, config["heroClasses"]);
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handleData(VLC->heroh, config["heroes"]);
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}
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VLC->creh->buildBonusTreeForTiers(); //do that after all new creatures are loaded
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identifiers.finalize();
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}
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void CModHandler::reload()
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{
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{
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//recreate adventure map defs
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assert(!VLC->dobjinfo->gobjs[Obj::MONSTER].empty()); //make sure that at least some def info was found
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const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::MONSTER].begin()->second;
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BOOST_FOREACH(auto & crea, VLC->creh->creatures)
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{
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if (!vstd::contains(VLC->dobjinfo->gobjs[Obj::MONSTER], crea->idNumber)) // no obj info for this type
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{
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CGDefInfo * info = new CGDefInfo(*baseInfo);
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info->subid = crea->idNumber;
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info->name = crea->advMapDef;
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VLC->dobjinfo->gobjs[Obj::MONSTER][crea->idNumber] = info;
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}
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}
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}
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{
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assert(!VLC->dobjinfo->gobjs[Obj::ARTIFACT].empty());
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const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::ARTIFACT].begin()->second;
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BOOST_FOREACH(auto & art, VLC->arth->artifacts)
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{
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if (!vstd::contains(VLC->dobjinfo->gobjs[Obj::ARTIFACT], art->id)) // no obj info for this type
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{
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CGDefInfo * info = new CGDefInfo(*baseInfo);
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info->subid = art->id;
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info->name = art->advMapDef;
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VLC->dobjinfo->gobjs[Obj::ARTIFACT][art->id] = info;
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}
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}
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}
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{
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assert(!VLC->dobjinfo->gobjs[Obj::TOWN].empty()); //make sure that at least some def info was found
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const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::TOWN].begin()->second;
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auto & townInfos = VLC->dobjinfo->gobjs[Obj::TOWN];
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BOOST_FOREACH(auto & town, VLC->townh->towns)
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{
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auto & cientInfo = town.second.clientInfo;
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if (!vstd::contains(VLC->dobjinfo->gobjs[Obj::TOWN], town.first)) // no obj info for this type
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{
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CGDefInfo * info = new CGDefInfo(*baseInfo);
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info->subid = town.first;
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townInfos[town.first] = info;
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}
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townInfos[town.first]->name = cientInfo.advMapCastle;
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VLC->dobjinfo->villages[town.first] = new CGDefInfo(*townInfos[town.first]);
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VLC->dobjinfo->villages[town.first]->name = cientInfo.advMapVillage;
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VLC->dobjinfo->capitols[town.first] = new CGDefInfo(*townInfos[town.first]);
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VLC->dobjinfo->capitols[town.first]->name = cientInfo.advMapCapitol;
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for (int i = 0; i < town.second.dwellings.size(); ++i)
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{
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const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][i]; //get same blockmap as first dwelling of tier i
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BOOST_FOREACH (auto cre, town.second.creatures[i]) //both unupgraded and upgraded get same dwelling
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{
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CGDefInfo * info = new CGDefInfo(*baseInfo);
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info->subid = cre;
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info->name = town.second.dwellings[i];
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VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][cre] = info;
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VLC->objh->cregens[cre] = cre; //map of dwelling -> creature id
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}
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}
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}
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}
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}
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