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. const JsonNode *value = &config["creatures"];
  72. BOOST_FOREACH (auto creature, value->Vector())
  73. {
  74. auto cre = loadCreature (creature); //FIXME: unused variable 'cre' //create and push back creature
  75. }
  76. }
  77. }
  78. void CModHandler::saveConfigToFile (std::string name)
  79. {
  80. //JsonNode savedConf = config;
  81. //JsonNode schema(ResourceID("config/defaultSettings.json"));
  82. //savedConf.Struct().erase("session");
  83. //savedConf.minimize(schema);
  84. CResourceHandler::get()->createResource("config/" + name +".json");
  85. std::ofstream file(CResourceHandler::get()->getResourceName(ResourceID("config/" + name +".json")), std::ofstream::trunc);
  86. //file << savedConf;
  87. }
  88. CCreature * CModHandler::loadCreature (const JsonNode &node)
  89. {
  90. CCreature * cre = new CCreature();
  91. const JsonNode *value; //optional value
  92. //TODO: ref name?
  93. const JsonNode & name = node["name"];
  94. cre->nameSing = name["singular"].String();
  95. cre->namePl = name["plural"].String();
  96. cre->nameRef = cre->nameSing;
  97. cre->cost = Res::ResourceSet(node["cost"]);
  98. cre->level = node["level"].Float();
  99. cre->faction = 9; //neutral faction is 9 for now. Will be replaced by string -> id conversion
  100. //TODO: node["faction"].String() to id
  101. cre->fightValue = node["fightValue"].Float();
  102. cre->AIValue = node["aiValue"].Float();
  103. cre->growth = node["growth"].Float();
  104. cre->addBonus(node["hitPoints"].Float(), Bonus::STACK_HEALTH);
  105. cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED);
  106. cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  107. cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  108. const JsonNode & vec = node["damage"];
  109. cre->addBonus(vec["min"].Float(), Bonus::CREATURE_DAMAGE, 1);
  110. cre->addBonus(vec["max"].Float(), Bonus::CREATURE_DAMAGE, 2);
  111. auto & amounts = node ["advMapAmount"];
  112. cre->ammMin = amounts["min"].Float();
  113. cre->ammMax = amounts["max"].Float();
  114. //optional
  115. BOOST_FOREACH (auto & str, node["upgrades"].Vector())
  116. {
  117. cre->upgradeNames.insert (str.String());
  118. }
  119. value = &node["shots"];
  120. if (!value->isNull())
  121. cre->addBonus(value->Float(), Bonus::SHOTS);
  122. value = &node["spellPoints"];
  123. if (!value->isNull())
  124. cre->addBonus(value->Float(), Bonus::CASTS);
  125. cre->doubleWide = node["doubleWide"].Bool();
  126. BOOST_FOREACH (const JsonNode &bonus, node["abilities"].Vector())
  127. {
  128. cre->addNewBonus(ParseBonus(bonus));
  129. }
  130. //graphics
  131. const JsonNode & graphics = node["graphics"];
  132. cre->animDefName = graphics["animation"].String();
  133. cre->timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
  134. cre->troopCountLocationOffset = graphics["troopCountLocationOffset"].Float();
  135. cre->attackClimaxFrame = graphics["attackClimaxFrame"].Float();
  136. const JsonNode & animationTime = graphics["animationTime"];
  137. cre->walkAnimationTime = animationTime["walk"].Float();
  138. cre->attackAnimationTime = animationTime["attack"].Float();
  139. cre->flightAnimationDistance = animationTime["flight"].Float(); //?
  140. //TODO: background?
  141. const JsonNode & missle = graphics["missle"];
  142. const JsonNode & offsets = missle["offset"];
  143. cre->upperRightMissleOffsetX = offsets["upperX"].Float();
  144. cre->upperRightMissleOffsetY = offsets["upperY"].Float();
  145. cre->rightMissleOffsetX = offsets["middleX"].Float();
  146. cre->rightMissleOffsetY = offsets["middleY"].Float();
  147. cre->lowerRightMissleOffsetX = offsets["lowerX"].Float();
  148. cre->lowerRightMissleOffsetY = offsets["lowerY"].Float();
  149. int i = 0;
  150. BOOST_FOREACH (auto & angle, missle["frameAngles"].Vector())
  151. {
  152. cre->missleFrameAngles[i++] = angle.Float();
  153. }
  154. cre->advMapDef = graphics["map"].String();
  155. cre->iconIndex = graphics["iconIndex"].Float();
  156. //TODO: parse
  157. cre->projectile = "PLCBOWX.DEF";
  158. cre->projectileSpin = false;
  159. const JsonNode & sounds = node["sound"];
  160. #define GET_SOUND_VALUE(value_name) do { cre->sounds.value_name = sounds[#value_name].String(); } while(0)
  161. GET_SOUND_VALUE(attack);
  162. GET_SOUND_VALUE(defend);
  163. GET_SOUND_VALUE(killed);
  164. GET_SOUND_VALUE(move);
  165. GET_SOUND_VALUE(shoot);
  166. GET_SOUND_VALUE(wince);
  167. GET_SOUND_VALUE(ext1);
  168. GET_SOUND_VALUE(ext2);
  169. GET_SOUND_VALUE(startMoving);
  170. GET_SOUND_VALUE(endMoving);
  171. #undef GET_SOUND_VALUE
  172. creatures.push_back(cre);
  173. return cre;
  174. }
  175. void CModHandler::recreateAdvMapDefs()
  176. {
  177. BOOST_FOREACH (auto creature, creatures)
  178. {
  179. //generate adventure map object info & graphics
  180. CGDefInfo* nobj = new CGDefInfo (*VLC->dobjinfo->gobjs[GameConstants::CREI_TYPE][0]);//copy all typical properties
  181. nobj->name = creature->advMapDef; //change only def name (?)
  182. VLC->dobjinfo->gobjs[GameConstants::CREI_TYPE][creature->idNumber] = nobj;
  183. }
  184. }
  185. void CModHandler::recreateHandlers()
  186. {
  187. //TODO: consider some template magic to unify all handlers?
  188. //VLC->arth->artifacts.clear();
  189. //VLC->creh->creatures.clear(); //TODO: what about items from original game?
  190. BOOST_FOREACH (auto creature, creatures)
  191. {
  192. creature->idNumber = VLC->creh->creatures.size(); //calculate next index for every used creature
  193. VLC->creh->creatures.push_back (creature);
  194. //TODO: use refName?
  195. //if (creature->nameRef.size())
  196. // VLC->creh->nameToID[creature->nameRef] = creature->idNumber;
  197. VLC->creh->nameToID[creature->nameSing] = creature->idNumber;
  198. }
  199. recreateAdvMapDefs();
  200. BOOST_FOREACH (auto creature, VLC->creh->creatures) //populate upgrades described with string
  201. {
  202. BOOST_FOREACH (auto upgradeName, creature->upgradeNames)
  203. {
  204. auto it = VLC->creh->nameToID.find(upgradeName);
  205. if (it != VLC->creh->nameToID.end())
  206. {
  207. creature->upgrades.insert (it->second);
  208. }
  209. }
  210. }
  211. VLC->creh->buildBonusTreeForTiers(); //do that after all new creatures are loaded
  212. BOOST_FOREACH (auto mod, activeMods) //inactive part
  213. {
  214. BOOST_FOREACH (auto art, allMods[mod].artifacts)
  215. {
  216. VLC->arth->artifacts.push_back (artifacts[art]);
  217. //TODO: recreate types / limiters based on string id
  218. }
  219. BOOST_FOREACH (auto creature, allMods[mod].creatures)
  220. {
  221. VLC->creh->creatures.push_back (creatures[creature]);
  222. //TODO VLC->creh->notUsedMonster.push_back (creatures[creature]);
  223. //TODO: recreate upgrades and other properties based on string id
  224. }
  225. }
  226. }
  227. CModHandler::~CModHandler()
  228. {
  229. }