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							- #pragma once
 
- #include "filesystem/Filesystem.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
 
- 		/// returns true if loading was successfull
 
- 		bool preloadModData(std::string modName, std::vector<std::string> fileList);
 
- 		bool loadMod(std::string modName);
 
- 		void afterLoadFinalization();
 
- 	};
 
- 	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.
 
- 	/// returns true if loading was successfull
 
- 	bool preloadModData(std::string modName, JsonNode modConfig);
 
- 	/// actually loads data in mod
 
- 	/// returns true if loading was successfull
 
- 	bool loadMod(std::string modName);
 
- 	/// all data was loaded, time for final validation / integration
 
- 	void afterLoadFinalization();
 
- };
 
- 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;
 
- 	/// CRC-32 checksum of the mod
 
- 	ui32 checksum;
 
- 	/// true if mod has passed validation successfully
 
- 	bool validated;
 
- 	// 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 & checksum & validated;
 
- 	}
 
- };
 
- 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);
 
- 	void loadModFilesystems();
 
- 	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;
 
- 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);
 
- 	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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