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