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vcmi/lib/CModHandler.cpp
Ivan Savenko 8824f5e2d5 - H3 creatures use subset of mod creature format (todo - unify code)
- creatures configs moved into confg/creatures files, similar to factions.
 - creatures ID's use same camelCase format as the rest of the game
2012-12-22 16:47:12 +00:00

259 lines
7.7 KiB
C++

#include "StdInc.h"
#include "CModHandler.h"
#include "CDefObjInfoHandler.h"
#include "JsonNode.h"
#include "Filesystem/CResourceLoader.h"
#include "Filesystem/ISimpleResourceLoader.h"
#include "CCreatureHandler.h"
#include "CArtHandler.h"
#include "CTownHandler.h"
#include "CHeroHandler.h"
#include "CObjectHandler.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
*
*/
void CIdentifierStorage::checkIdentifier(std::string & ID)
{
if (boost::algorithm::ends_with(ID, "."))
tlog0 << "BIG WARNING: identifier " << ID << " seems to be broken!\n";
else
{
size_t pos = 0;
do
{
if (std::tolower(ID[pos]) != ID[pos] ) //Not in camelCase
{
tlog0 << "Warning: identifier " << ID << " is not in camelCase!\n";
ID[pos] = std::tolower(ID[pos]);// Try to fix the ID
}
pos = ID.find('.', pos);
}
while(pos++ != std::string::npos);
}
}
void CIdentifierStorage::requestIdentifier(std::string name, const boost::function<void(si32)> & callback)
{
checkIdentifier(name);
auto iter = registeredObjects.find(name);
if (iter != registeredObjects.end())
callback(iter->second); //already registered - trigger callback immediately
else
missingObjects[name].push_back(callback); // queue callback
}
void CIdentifierStorage::registerObject(std::string name, si32 identifier)
{
checkIdentifier(name);
// do not allow to register same object twice
assert(registeredObjects.find(name) == registeredObjects.end());
registeredObjects[name] = identifier;
auto iter = missingObjects.find(name);
if (iter != missingObjects.end())
{
//call all awaiting callbacks
BOOST_FOREACH(auto function, iter->second)
{
function(identifier);
}
missingObjects.erase(iter);
}
}
void CIdentifierStorage::finalize() const
{
// print list of missing objects and crash
// in future should try to do some cleanup (like returning all id's as 0)
BOOST_FOREACH(auto object, missingObjects)
{
tlog1 << "Error: object " << object.first << " was not found!\n";
}
assert(missingObjects.empty());
}
CModHandler::CModHandler()
{
VLC->modh = this;
loadConfigFromFile ("defaultMods");
}
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();
}
void CModHandler::initialize(std::vector<std::string> availableMods)
{
BOOST_FOREACH(std::string &name, availableMods)
{
std::string modFileName = "mods/" + name + "/mod.json";
if (CResourceHandler::get()->existsResource(ResourceID(modFileName)))
{
const JsonNode config = JsonNode(ResourceID(modFileName));
if (!config.isNull())
{
allMods[name].identifier = name;
allMods[name].name = config["name"].String();
allMods[name].description = config["description"].String();
allMods[name].loadPriority = config["priority"].Float();
activeMods.push_back(name);
tlog1 << "\t\tMod ";
tlog2 << allMods[name].name;
tlog1 << " enabled\n";
}
}
else
tlog1 << "\t\t Directory " << name << " does not contains VCMI mod\n";
}
std::sort(activeMods.begin(), activeMods.end(), [&](std::string a, std::string b)
{
return allMods[a].loadPriority < allMods[b].loadPriority;
});
}
std::vector<std::string> CModHandler::getActiveMods()
{
return activeMods;
}
template<typename Handler>
void handleData(Handler handler, const JsonNode & config)
{
handler->load(JsonUtils::assembleFromFiles(config.convertTo<std::vector<std::string> >()));
}
void CModHandler::loadActiveMods()
{
BOOST_FOREACH(std::string & modName, activeMods)
{
std::string modFileName = "mods/" + modName + "/mod.json";
const JsonNode config = JsonNode(ResourceID(modFileName));
handleData(VLC->townh, config["factions"]);
handleData(VLC->creh, config["creatures"]);
handleData(VLC->arth, config["artifacts"]);
handleData(&VLC->heroh->classes, config["heroClasses"]);
handleData(VLC->heroh, config["heroes"]);
}
VLC->creh->buildBonusTreeForTiers(); //do that after all new creatures are loaded
identifiers.finalize();
}
void CModHandler::reload()
{
{
//recreate adventure map defs
assert(!VLC->dobjinfo->gobjs[Obj::MONSTER].empty()); //make sure that at least some def info was found
const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::MONSTER].begin()->second;
BOOST_FOREACH(auto & crea, VLC->creh->creatures)
{
if (!vstd::contains(VLC->dobjinfo->gobjs[Obj::MONSTER], crea->idNumber)) // no obj info for this type
{
CGDefInfo * info = new CGDefInfo(*baseInfo);
info->subid = crea->idNumber;
info->name = crea->advMapDef;
VLC->dobjinfo->gobjs[Obj::MONSTER][crea->idNumber] = info;
}
}
}
{
assert(!VLC->dobjinfo->gobjs[Obj::ARTIFACT].empty());
const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::ARTIFACT].begin()->second;
BOOST_FOREACH(auto & art, VLC->arth->artifacts)
{
if (!vstd::contains(VLC->dobjinfo->gobjs[Obj::ARTIFACT], art->id)) // no obj info for this type
{
CGDefInfo * info = new CGDefInfo(*baseInfo);
info->subid = art->id;
info->name = art->advMapDef;
VLC->dobjinfo->gobjs[Obj::ARTIFACT][art->id] = info;
}
}
}
{
assert(!VLC->dobjinfo->gobjs[Obj::TOWN].empty()); //make sure that at least some def info was found
const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::TOWN].begin()->second;
auto & townInfos = VLC->dobjinfo->gobjs[Obj::TOWN];
BOOST_FOREACH(auto & town, VLC->townh->towns)
{
auto & cientInfo = town.second.clientInfo;
if (!vstd::contains(VLC->dobjinfo->gobjs[Obj::TOWN], town.first)) // no obj info for this type
{
CGDefInfo * info = new CGDefInfo(*baseInfo);
info->subid = town.first;
townInfos[town.first] = info;
}
townInfos[town.first]->name = cientInfo.advMapCastle;
VLC->dobjinfo->villages[town.first] = new CGDefInfo(*townInfos[town.first]);
VLC->dobjinfo->villages[town.first]->name = cientInfo.advMapVillage;
VLC->dobjinfo->capitols[town.first] = new CGDefInfo(*townInfos[town.first]);
VLC->dobjinfo->capitols[town.first]->name = cientInfo.advMapCapitol;
for (int i = 0; i < town.second.dwellings.size(); ++i)
{
const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][i]; //get same blockmap as first dwelling of tier i
BOOST_FOREACH (auto cre, town.second.creatures[i]) //both unupgraded and upgraded get same dwelling
{
CGDefInfo * info = new CGDefInfo(*baseInfo);
info->subid = cre;
info->name = town.second.dwellings[i];
VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][cre] = info;
VLC->objh->cregens[cre] = cre; //map of dwelling -> creature id
}
}
}
}
}