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- #pragma once
- #include "filesystem/CResourceLoader.h"
- #include "VCMI_Lib.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 CModHandler;
- class CModIndentifier;
- class CModInfo;
- class JsonNode;
- class IHandlerBase;
- /// 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
- {
- struct ObjectCallback // entry created on ID request
- {
- std::string localScope; /// scope from which this ID was requested
- std::string remoteScope; /// scope in which this object must be found
- std::string type; /// type, e.g. creature, faction, hero, etc
- std::string name; /// string ID
- std::function<void(si32)> callback;
- ObjectCallback(std::string localScope, std::string remoteScope, std::string type, std::string name, const std::function<void(si32)> & callback);
- };
- struct ObjectData // entry created on ID registration
- {
- si32 id;
- std::string scope; /// scope in which this ID located
- };
- std::multimap<std::string, ObjectData > registeredObjects;
- std::vector<ObjectCallback> scheduledRequests;
- /// Check if identifier can be valid (camelCase, point as separator)
- void checkIdentifier(std::string & ID);
- void requestIdentifier(ObjectCallback callback);
- bool resolveIdentifier(const ObjectCallback & callback);
- 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 scope, std::string type, std::string name, const std::function<void(si32)> & callback);
- void requestIdentifier(std::string type, const JsonNode & name, const std::function<void(si32)> & callback);
- void requestIdentifier(const JsonNode & name, const std::function<void(si32)> & callback);
- /// registers new object, calls all associated callbacks
- void registerObject(std::string scope, std::string type, std::string name, si32 identifier);
- /// called at the very end of loading to check for any missing ID's
- void finalize();
- };
- /// class used to load all game data into handlers. Used only during loading
- class CContentHandler
- {
- /// internal type to handle loading of one data type (e.g. artifacts, creatures)
- class ContentTypeHandler
- {
- struct ModInfo
- {
- /// mod data from this mod and for this mod
- JsonNode modData;
- /// mod data for this mod from other mods (patches)
- JsonNode patches;
- };
- /// handler to which all data will be loaded
- IHandlerBase * handler;
- std::string objectName;
- /// contains all loaded H3 data
- std::vector<JsonNode> originalData;
- std::map<std::string, ModInfo> modData;
- public:
- ContentTypeHandler(IHandlerBase * handler, std::string objectName);
- /// local version of methods in ContentHandler
- void preloadModData(std::string modName, std::vector<std::string> fileList);
- void loadMod(std::string modName);
- };
- std::map<std::string, ContentTypeHandler> handlers;
- public:
- /// fully initialize object. Will cause reading of H3 config files
- CContentHandler();
- /// preloads all data from fileList as data from modName
- void preloadModData(std::string modName, JsonNode modConfig);
- /// actually loads data in mod
- void loadMod(std::string modName);
- };
- 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;
- /// list of mods that should be loaded before this one
- std::set <TModID> dependencies;
- /// list of mods that can't be used in the same time as this one
- std::set <TModID> conflicts;
- // 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 & identifier & description & name & dependencies & conflicts;
- }
- };
- 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);
- bool hasCircularDependency(TModID mod, std::set <TModID> currentList = std::set <TModID>()) const;
- //returns false if mod list is incorrect and prints error to console. Possible errors are:
- // - missing dependency mod
- // - conflicting mod in load order
- // - circular dependencies
- bool checkDependencies(const std::vector <TModID> & input) const;
- // returns load order in which all dependencies are resolved, e.g. loaded after required mods
- // function assumes that input list is valid (checkDependencies returned true)
- std::vector <TModID> resolveDependencies(std::vector<TModID> input) const;
- // helper for loadActiveMods. Loads content from list of files
- template<typename Handler>
- void handleData(Handler handler, const JsonNode & source, std::string listName, std::string schemaName);
- 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();
- CModInfo & getModData(TModID modId);
- /// load content from all available mods
- void beforeLoad();
- void loadGameContent();
- /// actions that should be triggered on map restart
- /// TODO: merge into appropriate handlers?
- void reload();
- struct DLL_LINKAGE hardcodedFeatures
- {
- JsonNode data;
- 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 & data & CREEP_SIZE & WEEKLY_GROWTH & NEUTRAL_STACK_EXP & MAX_BUILDING_PER_TURN;
- 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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