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@@ -1,7 +1,8 @@
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#include "StdInc.h"
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#include "StdInc.h"
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#include "CModHandler.h"
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#include "CModHandler.h"
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#include "JsonNode.h"
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#include "JsonNode.h"
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-#include "Filesystem\CResourceLoader.h" //TODO: reorganize
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+#include "Filesystem\CResourceLoader.h"
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+#include "Filesystem\ISimpleResourceLoader.h"
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/*
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/*
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* CModHandler.h, part of VCMI engine
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* CModHandler.h, part of VCMI engine
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*
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*
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@@ -21,6 +22,7 @@ class CObjectHandler;
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class CDefObjInfoHandler;
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class CDefObjInfoHandler;
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class CTownHandler;
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class CTownHandler;
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class CGeneralTextHandler;
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class CGeneralTextHandler;
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+class ResourceLocator;
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CModHandler::CModHandler()
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CModHandler::CModHandler()
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{
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{
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@@ -63,41 +65,32 @@ void CModHandler::loadConfigFromFile (std::string name)
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modules.COMMANDERS = gameModules["COMMANDERS"].Bool();
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modules.COMMANDERS = gameModules["COMMANDERS"].Bool();
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modules.MITHRIL = gameModules["MITHRIL"].Bool();
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modules.MITHRIL = gameModules["MITHRIL"].Bool();
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- //auto mods = config["activeMods"]; //TODO: load only mods from the list
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+ //TODO: load only mods from the list
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- auto resourceLoader = CResourceHandler::get();
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- auto iterator = resourceLoader->getIterator([](const ResourceID & ident) -> bool
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- {
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- std::string name = ident.getName();
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+ //TODO: read mods from Mods/ folder
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- return ident.getType() == EResType::TEXT
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- && std::count(name.begin(), name.end(), '/') == 3
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- && boost::algorithm::starts_with(name, "ALL/MODS/")
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- && boost::algorithm::ends_with(name, "MOD"); //all mods have "mod.json" name - does it make sense?
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- });
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+ auto & configList = CResourceHandler::get()->getResourcesWithName (ResourceID("CONFIG/MODS/HOTA/MOD", EResType::TEXT));
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- std::set<std::string> foundMods;
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- while (iterator.hasNext())
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- {
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- foundMods.insert(iterator->getName());
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- ++iterator;
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- }
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+ BOOST_FOREACH(auto & entry, configList)
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+ {
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+ auto stream = entry.getLoader()->load (entry.getResourceName());
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+ std::unique_ptr<ui8[]> textData (new ui8[stream->getSize()]);
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+ stream->read (textData.get(), stream->getSize());
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- BOOST_FOREACH (auto mod, foundMods)
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- {
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- tlog3 << "\t\tFound mod file: " << mod << "\n";
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+ tlog3 << "\t\tFound mod file: " << entry.getResourceName() << "\n";
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+ const JsonNode config ((char*)textData.get(), stream->getSize());
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- const JsonNode config (ResourceID("mod"));
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const JsonNode *value = &config["creatures"];
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const JsonNode *value = &config["creatures"];
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if (!value->isNull())
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if (!value->isNull())
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{
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{
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BOOST_FOREACH (auto creature, value->Vector())
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BOOST_FOREACH (auto creature, value->Vector())
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{
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{
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- auto cre = loadCreature (creature);
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- addNewCreature (cre);
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+ auto cre = loadCreature (creature); //create and push back creature
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}
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}
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}
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}
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}
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}
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+
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+
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}
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}
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void CModHandler::saveConfigToFile (std::string name)
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void CModHandler::saveConfigToFile (std::string name)
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{
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{
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@@ -119,18 +112,19 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
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cre->idNumber = creatures.size();
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cre->idNumber = creatures.size();
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const JsonNode *value; //optional value
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const JsonNode *value; //optional value
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- //TODO: ref name
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+ //TODO: ref name?
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auto name = node["name"];
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auto name = node["name"];
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cre->nameSing = name["singular"].String();
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cre->nameSing = name["singular"].String();
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cre->namePl = name["plural"].String();
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cre->namePl = name["plural"].String();
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- //TODO: map name->id
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+ cre->nameRef = cre->nameSing;
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+ //TODO: export resource set to separate function?
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auto cost = node["cost"];
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auto cost = node["cost"];
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if (cost.getType() == JsonNode::DATA_FLOAT) //gold
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if (cost.getType() == JsonNode::DATA_FLOAT) //gold
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{
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{
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cre->cost[Res::GOLD] = cost.Float();
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cre->cost[Res::GOLD] = cost.Float();
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}
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}
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- else
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+ else if (cost.getType() == JsonNode::DATA_VECTOR)
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{
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{
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int i = 0;
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int i = 0;
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BOOST_FOREACH (auto val, cost.Vector())
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BOOST_FOREACH (auto val, cost.Vector())
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@@ -138,6 +132,33 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
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cre->cost[i++] = val.Float();
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cre->cost[i++] = val.Float();
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}
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}
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}
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}
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+ else //damn you...
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+ {
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+ value = &cost["gold"];
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+ if (!value->isNull())
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+ cre->cost[Res::GOLD] = value->Float();
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+ value = &cost["gems"];
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+ if (!value->isNull())
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+ cre->cost[Res::GEMS] = value->Float();
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+ value = &cost["crystal"];
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+ if (!value->isNull())
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+ cre->cost[Res::CRYSTAL] = value->Float();
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+ value = &cost["mercury"];
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+ if (!value->isNull())
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+ cre->cost[Res::MERCURY] = value->Float();
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+ value = &cost["sulfur"];
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+ if (!value->isNull())
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+ cre->cost[Res::SULFUR] = value->Float();
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+ value = &cost["ore"];
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+ if (!value->isNull())
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+ cre->cost[Res::ORE] = value->Float();
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+ value = &cost["wood"];
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+ if (!value->isNull())
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+ cre->cost[Res::WOOD] = value->Float();
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+ value = &cost["mithril"];
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+ if (!value->isNull())
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+ cre->cost[Res::MITHRIL] = value->Float();
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+ }
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cre->level = node["level"].Float();
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cre->level = node["level"].Float();
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cre->faction = -1; //TODO: node["faction"].String() to id or just node["faction"].Float();
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cre->faction = -1; //TODO: node["faction"].String() to id or just node["faction"].Float();
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@@ -149,11 +170,20 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
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cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED);
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cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED);
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cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
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cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
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cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
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cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
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- auto vec = node["damage"].Vector();
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- cre->addBonus(vec[0].Float(), Bonus::CREATURE_DAMAGE, 1);
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- cre->addBonus(vec[1].Float(), Bonus::CREATURE_DAMAGE, 2);
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+ auto vec = node["damage"];
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+ cre->addBonus(vec["min"].Float(), Bonus::CREATURE_DAMAGE, 1);
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+ cre->addBonus(vec["max"].Float(), Bonus::CREATURE_DAMAGE, 2);
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//optional
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//optional
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+ value = &node["upgrades"];
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+ if (!value->isNull())
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+ {
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+ BOOST_FOREACH (auto str, value->Vector())
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+ {
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+ cre->upgradeNames.insert (str.String());
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+ }
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+ }
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+
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value = &node["shots"];
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value = &node["shots"];
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if (!value->isNull())
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if (!value->isNull())
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cre->addBonus(value->Float(), Bonus::SHOTS);
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cre->addBonus(value->Float(), Bonus::SHOTS);
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@@ -162,7 +192,11 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
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if (!value->isNull())
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if (!value->isNull())
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cre->addBonus(value->Float(), Bonus::CASTS);
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cre->addBonus(value->Float(), Bonus::CASTS);
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- cre->doubleWide = value->Bool();
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+ value = &node["doubleWide"];
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+ if (!value->isNull())
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+ cre->doubleWide = value->Bool();
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+ else
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+ cre->doubleWide = false;
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value = &node["abilities"];
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value = &node["abilities"];
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if (!value->isNull())
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if (!value->isNull())
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@@ -198,8 +232,10 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
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{
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{
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cre->missleFrameAngles[i++] = angle.Float();
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cre->missleFrameAngles[i++] = angle.Float();
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}
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}
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- //we need to know creature id to add it
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- VLC->creh->idToProjectile[cre->idNumber] = value->String();
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+ //TODO: we need to know creature id to add it
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+ //FIXME: creature handler is not yet initialized
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+ //VLC->creh->idToProjectile[cre->idNumber] = "PLCBOWX.DEF";
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+ cre->projectile = "PLCBOWX.DEF";
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auto sounds = node["sound"];
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auto sounds = node["sound"];
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@@ -229,8 +265,25 @@ void CModHandler::recreateHandlers()
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BOOST_FOREACH (auto creature, creatures)
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BOOST_FOREACH (auto creature, creatures)
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{
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{
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VLC->creh->creatures.push_back (creature);
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VLC->creh->creatures.push_back (creature);
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+ //TODO: use refName?
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+ //if (creature->nameRef.size())
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+ // VLC->creh->nameToID[creature->nameRef] = creature->idNumber;
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+ VLC->creh->nameToID[creature->nameSing] = creature->idNumber;
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+ }
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+ BOOST_FOREACH (auto creature, VLC->creh->creatures) //populate upgrades described with string
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+ {
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+ BOOST_FOREACH (auto upgradeName, creature->upgradeNames)
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+ {
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+ auto it = VLC->creh->nameToID.find(upgradeName);
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+ if (it != VLC->creh->nameToID.end())
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+ {
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+ creature->upgrades.insert (it->second);
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+ }
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+ }
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}
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}
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+ VLC->creh->buildBonusTreeForTiers(); //do that after all new creatures are loaded
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+
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BOOST_FOREACH (auto mod, activeMods) //inactive part
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BOOST_FOREACH (auto mod, activeMods) //inactive part
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{
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{
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BOOST_FOREACH (auto art, allMods[mod].artifacts)
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BOOST_FOREACH (auto art, allMods[mod].artifacts)
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