#include "StdInc.h" #include "CModHandler.h" #include "JsonNode.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 CArtHandler; class CHeroHandler; class CCreatureHandler; class CSpellHandler; class CBuildingHandler; class CObjectHandler; class CDefObjInfoHandler; class CTownHandler; class CGeneralTextHandler; CModHandler::CModHandler() { VLC->modh = this; loadConfigFromFile ("defaultMods"); //CResourceHandler::loadModsFilesystems(); //scan for all mods //TODO: mod filesystem is already initialized at LibClasses launch //TODO: load default (last?) config } artID CModHandler::addNewArtifact (CArtifact * art) { int id = artifacts.size(); artifacts.push_back (art); return id; } creID CModHandler::addNewCreature (CCreature * cre) { int id = creatures.size(); creatures.push_back (cre); return id; } void CModHandler::loadConfigFromFile (std::string name) { const JsonNode config(ResourceID("config/" + name + ".json")); auto 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(); auto 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(); //auto mods = config["activeMods"]; //TODO: load only mods from the list CResourceLoader * modLoader = new CResourceLoader; auto iterator = modLoader->getIterator([](const ResourceID & ident) -> bool { std::string name = ident.getName(); return ident.getType() == EResType::TEXT && std::count(name.begin(), name.end(), '/') == 3 && boost::algorithm::starts_with(name, "ALL/MODS/") && boost::algorithm::ends_with(name, "MOD"); //all mods have "mod.json" name - does it make sense? }); std::set foundMods; while (iterator.hasNext()) { foundMods.insert(iterator->getName()); ++iterator; } BOOST_FOREACH (auto mod, foundMods) { tlog3 << "\t\tFound mod file: " << mod << "\n"; const JsonNode config (ResourceID("mod")); const JsonNode *value = &config["creatures"]; if (!value->isNull()) { BOOST_FOREACH (auto creature, value->Vector()) { auto cre = loadCreature (creature); addNewCreature (cre); } } } } void CModHandler::saveConfigToFile (std::string name) { //JsonNode savedConf = config; //JsonNode schema(ResourceID("config/defaultSettings.json")); //savedConf.Struct().erase("session"); //savedConf.minimize(schema); CResourceHandler::get()->createResource("config/" + name +".json"); std::ofstream file(CResourceHandler::get()->getResourceName(ResourceID("config/" + name +".json")), std::ofstream::trunc); //file << savedConf; } CCreature * CModHandler::loadCreature (const JsonNode &node) { CCreature * cre = new CCreature(); cre->idNumber = creatures.size(); const JsonNode *value; //optional value //TODO: ref name auto name = node["name"]; cre->nameSing = name["singular"].String(); cre->namePl = name["plural"].String(); //TODO: map name->id auto cost = node["cost"]; if (cost.getType() == JsonNode::DATA_FLOAT) //gold { cre->cost[Res::GOLD] = cost.Float(); } else { int i = 0; BOOST_FOREACH (auto val, cost.Vector()) { cre->cost[i++] = val.Float(); } } cre->level = node["level"].Float(); cre->faction = -1; //TODO: node["faction"].String() to id or just node["faction"].Float(); cre->fightValue = node["fightValue"].Float(); cre->AIValue = node["aiValue"].Float(); cre->growth = node["growth"].Float(); cre->addBonus(node["hitPoints"].Float(), Bonus::STACK_HEALTH); cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED); cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK); cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE); auto vec = node["damage"].Vector(); cre->addBonus(vec[0].Float(), Bonus::CREATURE_DAMAGE, 1); cre->addBonus(vec[1].Float(), Bonus::CREATURE_DAMAGE, 2); //optional value = &node["shots"]; if (!value->isNull()) cre->addBonus(value->Float(), Bonus::SHOTS); value = &node["spellPoints"]; if (!value->isNull()) cre->addBonus(value->Float(), Bonus::CASTS); cre->doubleWide = value->Bool(); value = &node["abilities"]; if (!value->isNull()) { BOOST_FOREACH (const JsonNode &bonus, value->Vector()) { cre->addNewBonus(ParseBonus(bonus)); } } //graphics auto graphics = node["graphics"]; cre->animDefName = graphics["animation"].String(); cre->timeBetweenFidgets = graphics["timeBetweenFidgets"].Float(); cre->troopCountLocationOffset = graphics["troopCountLocationOffset"].Float(); cre->attackClimaxFrame = graphics["attackClimaxFrame"].Float(); auto animationTime = graphics["animationTime"]; cre->walkAnimationTime = animationTime["walk"].Float(); cre->attackAnimationTime = animationTime["attack"].Float(); cre->flightAnimationDistance = animationTime["flight"].Float(); //? //TODO: background? auto missle = graphics["missle"]; auto offsets = missle["offset"]; cre->upperRightMissleOffsetX = offsets["upperX"].Float(); cre->upperRightMissleOffsetY = offsets["upperY"].Float(); cre->rightMissleOffsetX = offsets["middleX"].Float(); cre->rightMissleOffsetY = offsets["middleY"].Float(); cre->lowerRightMissleOffsetX = offsets["lowerX"].Float(); cre->lowerRightMissleOffsetY = offsets["lowerY"].Float(); int i = 0; BOOST_FOREACH (auto angle, missle["frameAngles"].Vector()) { cre->missleFrameAngles[i++] = angle.Float(); } //we need to know creature id to add it VLC->creh->idToProjectile[cre->idNumber] = value->String(); auto sounds = node["sound"]; #define GET_SOUND_VALUE(value_name) do { value = &node[#value_name]; if (!value->isNull()) cre->sounds.value_name = sounds[#value_name].String(); } while(0) GET_SOUND_VALUE(attack); GET_SOUND_VALUE(defend); GET_SOUND_VALUE(killed); GET_SOUND_VALUE(move); GET_SOUND_VALUE(shoot); GET_SOUND_VALUE(wince); GET_SOUND_VALUE(ext1); GET_SOUND_VALUE(ext2); GET_SOUND_VALUE(startMoving); GET_SOUND_VALUE(endMoving); #undef GET_SOUND_VALUE creatures.push_back(cre); return cre; } void CModHandler::recreateHandlers() { //TODO: consider some template magic to unify all handlers? //VLC->arth->artifacts.clear(); //VLC->creh->creatures.clear(); //TODO: what about items from original game? BOOST_FOREACH (auto creature, creatures) { VLC->creh->creatures.push_back (creature); } BOOST_FOREACH (auto mod, activeMods) //inactive part { BOOST_FOREACH (auto art, allMods[mod].artifacts) { VLC->arth->artifacts.push_back (artifacts[art]); //TODO: recreate types / limiters based on string id } BOOST_FOREACH (auto creature, allMods[mod].creatures) { VLC->creh->creatures.push_back (creatures[creature]); //TODO VLC->creh->notUsedMonster.push_back (creatures[creature]); //TODO: recreate upgrades and other properties based on string id } } } CModHandler::~CModHandler() { }