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- #pragma once
- #include "Filesystem/CResourceLoader.h"
- #include "VCMI_Lib.h"
- #include "CCreatureHandler.h"
- #include "CArtHandler.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;
- typedef si32 artID;
- typedef si32 creID;
- class DLL_LINKAGE CModIdentifier
- {
- //TODO? are simple integer identifiers enough?
- int id;
- public:
- // int operator ()() {return 0;};
- bool operator < (CModIdentifier rhs) const {return true;}; //for map
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id;
- }
- };
- class DLL_LINKAGE CModInfo
- {
- public:
- std::vector <CModIdentifier> requirements;
- std::vector <ResourceID> usedFiles;
- //TODO: config options?
- //items added by this mod
- std::vector <artID> artifacts;
- std::vector <creID> creatures;
- //TODO: some additional scripts?
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & requirements & artifacts & creatures;
- //h & usedFiles; //TODO: make seralizable?
- }
- };
- class DLL_LINKAGE CModHandler
- {
- public:
- std::string currentConfig; //save settings in this file
- //list of all possible objects in game, including inactive mods or not allowed
- std::vector <ConstTransitivePtr<CCreature> > creatures;
- std::vector <ConstTransitivePtr<CArtifact> > artifacts;
- std::map <CModIdentifier, CModInfo> allMods;
- std::set <CModIdentifier> activeMods;
- //create unique object indentifier
- artID addNewArtifact (CArtifact * art);
- creID addNewCreature (CCreature * cre);
- void loadConfigFromFile (std::string name);
- void saveConfigToFile (std::string name);
- CCreature * loadCreature (const JsonNode &node); //TODO: handler collections now use ModHandler vector index. Should they be aligned according to mods actually used??
- void recreateHandlers();
- struct DLL_LINKAGE hardcodedFeatures
- {
- int CREEP_SIZE; // neutral stacks won't grow beyond this number
- int WEEKLY_GROWTH; //percent
- int NEUTRAL_STACK_EXP;
- 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();
- ~CModHandler();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & currentConfig;
- h & creatures & artifacts;
- h & allMods & activeMods & settings & modules;
- }
- };
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