CModHandler.cpp 8.9 KB

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  1. #include "StdInc.h"
  2. #include "CModHandler.h"
  3. #include "CDefObjInfoHandler.h"
  4. #include "JsonNode.h"
  5. #include "Filesystem/CResourceLoader.h"
  6. #include "Filesystem/ISimpleResourceLoader.h"
  7. /*
  8. * CModHandler.h, part of VCMI engine
  9. *
  10. * Authors: listed in file AUTHORS in main folder
  11. *
  12. * License: GNU General Public License v2.0 or later
  13. * Full text of license available in license.txt file, in main folder
  14. *
  15. */
  16. class CArtHandler;
  17. class CHeroHandler;
  18. class CCreatureHandler;
  19. class CSpellHandler;
  20. class CBuildingHandler;
  21. class CObjectHandler;
  22. class CDefObjInfoHandler;
  23. class CTownHandler;
  24. class CGeneralTextHandler;
  25. class ResourceLocator;
  26. CModHandler::CModHandler()
  27. {
  28. VLC->modh = this;
  29. loadConfigFromFile ("defaultMods");
  30. //CResourceHandler::loadModsFilesystems(); //scan for all mods
  31. //TODO: mod filesystem is already initialized at LibClasses launch
  32. //TODO: load default (last?) config
  33. }
  34. artID CModHandler::addNewArtifact (CArtifact * art)
  35. {
  36. int id = artifacts.size();
  37. artifacts.push_back (art);
  38. return id;
  39. }
  40. creID CModHandler::addNewCreature (CCreature * cre)
  41. {
  42. int id = creatures.size();
  43. creatures.push_back (cre);
  44. return id;
  45. }
  46. void CModHandler::loadConfigFromFile (std::string name)
  47. {
  48. const JsonNode config(ResourceID("config/" + name + ".json"));
  49. const JsonNode & hardcodedFeatures = config["hardcodedFeatures"];
  50. settings.CREEP_SIZE = hardcodedFeatures["CREEP_SIZE"].Float();
  51. settings.WEEKLY_GROWTH = hardcodedFeatures["WEEKLY_GROWTH_PERCENT"].Float();
  52. settings.NEUTRAL_STACK_EXP = hardcodedFeatures["NEUTRAL_STACK_EXP_DAILY"].Float();
  53. settings.MAX_BUILDING_PER_TURN = hardcodedFeatures["MAX_BUILDING_PER_TURN"].Float();
  54. settings.DWELLINGS_ACCUMULATE_CREATURES = hardcodedFeatures["DWELLINGS_ACCUMULATE_CREATURES"].Bool();
  55. settings.ALL_CREATURES_GET_DOUBLE_MONTHS = hardcodedFeatures["ALL_CREATURES_GET_DOUBLE_MONTHS"].Bool();
  56. const JsonNode & gameModules = config["modules"];
  57. modules.STACK_EXP = gameModules["STACK_EXPERIENCE"].Bool();
  58. modules.STACK_ARTIFACT = gameModules["STACK_ARTIFACTS"].Bool();
  59. modules.COMMANDERS = gameModules["COMMANDERS"].Bool();
  60. modules.MITHRIL = gameModules["MITHRIL"].Bool();
  61. //TODO: load only mods from the list
  62. //TODO: read mods from Mods/ folder
  63. auto & configList = CResourceHandler::get()->getResourcesWithName (ResourceID("CONFIG/mod.json"));
  64. BOOST_FOREACH(auto & entry, configList)
  65. {
  66. auto stream = entry.getLoader()->load (entry.getResourceName());
  67. std::unique_ptr<ui8[]> textData (new ui8[stream->getSize()]);
  68. stream->read (textData.get(), stream->getSize());
  69. tlog3 << "\t\tFound mod file: " << entry.getResourceName() << "\n";
  70. const JsonNode config ((char*)textData.get(), stream->getSize());
  71. VLC->townh->loadFactions(config["factions"]);
  72. const JsonNode *value = &config["creatures"];
  73. BOOST_FOREACH (auto creature, value->Vector())
  74. {
  75. auto cre = loadCreature (creature); //FIXME: unused variable 'cre' //create and push back creature
  76. }
  77. }
  78. }
  79. void CModHandler::saveConfigToFile (std::string name)
  80. {
  81. //JsonNode savedConf = config;
  82. //JsonNode schema(ResourceID("config/defaultSettings.json"));
  83. //savedConf.Struct().erase("session");
  84. //savedConf.minimize(schema);
  85. CResourceHandler::get()->createResource("config/" + name +".json");
  86. std::ofstream file(CResourceHandler::get()->getResourceName(ResourceID("config/" + name +".json")), std::ofstream::trunc);
  87. //file << savedConf;
  88. }
  89. CCreature * CModHandler::loadCreature (const JsonNode &node)
  90. {
  91. CCreature * cre = new CCreature();
  92. const JsonNode *value; //optional value
  93. //TODO: ref name?
  94. const JsonNode & name = node["name"];
  95. cre->nameSing = name["singular"].String();
  96. cre->namePl = name["plural"].String();
  97. cre->nameRef = cre->nameSing;
  98. cre->cost = Res::ResourceSet(node["cost"]);
  99. cre->level = node["level"].Float();
  100. cre->faction = 9; //neutral faction is 9 for now. Will be replaced by string -> id conversion
  101. //TODO: node["faction"].String() to id
  102. cre->fightValue = node["fightValue"].Float();
  103. cre->AIValue = node["aiValue"].Float();
  104. cre->growth = node["growth"].Float();
  105. cre->addBonus(node["hitPoints"].Float(), Bonus::STACK_HEALTH);
  106. cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED);
  107. cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  108. cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  109. const JsonNode & vec = node["damage"];
  110. cre->addBonus(vec["min"].Float(), Bonus::CREATURE_DAMAGE, 1);
  111. cre->addBonus(vec["max"].Float(), Bonus::CREATURE_DAMAGE, 2);
  112. auto & amounts = node ["advMapAmount"];
  113. cre->ammMin = amounts["min"].Float();
  114. cre->ammMax = amounts["max"].Float();
  115. //optional
  116. BOOST_FOREACH (auto & str, node["upgrades"].Vector())
  117. {
  118. cre->upgradeNames.insert (str.String());
  119. }
  120. value = &node["shots"];
  121. if (!value->isNull())
  122. cre->addBonus(value->Float(), Bonus::SHOTS);
  123. value = &node["spellPoints"];
  124. if (!value->isNull())
  125. cre->addBonus(value->Float(), Bonus::CASTS);
  126. cre->doubleWide = node["doubleWide"].Bool();
  127. BOOST_FOREACH (const JsonNode &bonus, node["abilities"].Vector())
  128. {
  129. cre->addNewBonus(ParseBonus(bonus));
  130. }
  131. //graphics
  132. const JsonNode & graphics = node["graphics"];
  133. cre->animDefName = graphics["animation"].String();
  134. cre->timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
  135. cre->troopCountLocationOffset = graphics["troopCountLocationOffset"].Float();
  136. cre->attackClimaxFrame = graphics["attackClimaxFrame"].Float();
  137. const JsonNode & animationTime = graphics["animationTime"];
  138. cre->walkAnimationTime = animationTime["walk"].Float();
  139. cre->attackAnimationTime = animationTime["attack"].Float();
  140. cre->flightAnimationDistance = animationTime["flight"].Float(); //?
  141. //TODO: background?
  142. const JsonNode & missle = graphics["missle"];
  143. const JsonNode & offsets = missle["offset"];
  144. cre->upperRightMissleOffsetX = offsets["upperX"].Float();
  145. cre->upperRightMissleOffsetY = offsets["upperY"].Float();
  146. cre->rightMissleOffsetX = offsets["middleX"].Float();
  147. cre->rightMissleOffsetY = offsets["middleY"].Float();
  148. cre->lowerRightMissleOffsetX = offsets["lowerX"].Float();
  149. cre->lowerRightMissleOffsetY = offsets["lowerY"].Float();
  150. int i = 0;
  151. BOOST_FOREACH (auto & angle, missle["frameAngles"].Vector())
  152. {
  153. cre->missleFrameAngles[i++] = angle.Float();
  154. }
  155. cre->advMapDef = graphics["map"].String();
  156. cre->iconIndex = graphics["iconIndex"].Float();
  157. //TODO: parse
  158. cre->projectile = "PLCBOWX.DEF";
  159. cre->projectileSpin = false;
  160. const JsonNode & sounds = node["sound"];
  161. #define GET_SOUND_VALUE(value_name) do { cre->sounds.value_name = sounds[#value_name].String(); } while(0)
  162. GET_SOUND_VALUE(attack);
  163. GET_SOUND_VALUE(defend);
  164. GET_SOUND_VALUE(killed);
  165. GET_SOUND_VALUE(move);
  166. GET_SOUND_VALUE(shoot);
  167. GET_SOUND_VALUE(wince);
  168. GET_SOUND_VALUE(ext1);
  169. GET_SOUND_VALUE(ext2);
  170. GET_SOUND_VALUE(startMoving);
  171. GET_SOUND_VALUE(endMoving);
  172. #undef GET_SOUND_VALUE
  173. creatures.push_back(cre);
  174. return cre;
  175. }
  176. void CModHandler::recreateAdvMapDefs()
  177. {
  178. BOOST_FOREACH (auto creature, creatures)
  179. {
  180. //generate adventure map object info & graphics
  181. CGDefInfo* nobj = new CGDefInfo (*VLC->dobjinfo->gobjs[GameConstants::CREI_TYPE][0]);//copy all typical properties
  182. nobj->name = creature->advMapDef; //change only def name (?)
  183. VLC->dobjinfo->gobjs[GameConstants::CREI_TYPE][creature->idNumber] = nobj;
  184. }
  185. }
  186. void CModHandler::recreateHandlers()
  187. {
  188. //TODO: consider some template magic to unify all handlers?
  189. //VLC->arth->artifacts.clear();
  190. //VLC->creh->creatures.clear(); //TODO: what about items from original game?
  191. BOOST_FOREACH (auto creature, creatures)
  192. {
  193. creature->idNumber = VLC->creh->creatures.size(); //calculate next index for every used creature
  194. VLC->creh->creatures.push_back (creature);
  195. //TODO: use refName?
  196. //if (creature->nameRef.size())
  197. // VLC->creh->nameToID[creature->nameRef] = creature->idNumber;
  198. VLC->creh->nameToID[creature->nameSing] = creature->idNumber;
  199. }
  200. recreateAdvMapDefs();
  201. BOOST_FOREACH (auto creature, VLC->creh->creatures) //populate upgrades described with string
  202. {
  203. BOOST_FOREACH (auto upgradeName, creature->upgradeNames)
  204. {
  205. auto it = VLC->creh->nameToID.find(upgradeName);
  206. if (it != VLC->creh->nameToID.end())
  207. {
  208. creature->upgrades.insert (it->second);
  209. }
  210. }
  211. }
  212. VLC->creh->buildBonusTreeForTiers(); //do that after all new creatures are loaded
  213. BOOST_FOREACH (auto mod, activeMods) //inactive part
  214. {
  215. BOOST_FOREACH (auto art, allMods[mod].artifacts)
  216. {
  217. VLC->arth->artifacts.push_back (artifacts[art]);
  218. //TODO: recreate types / limiters based on string id
  219. }
  220. BOOST_FOREACH (auto creature, allMods[mod].creatures)
  221. {
  222. VLC->creh->creatures.push_back (creatures[creature]);
  223. //TODO VLC->creh->notUsedMonster.push_back (creatures[creature]);
  224. //TODO: recreate upgrades and other properties based on string id
  225. }
  226. }
  227. }
  228. CModHandler::~CModHandler()
  229. {
  230. }