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- /*
- * 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
- *
- */
- #pragma once
- #include "filesystem/Filesystem.h"
- #include "VCMI_Lib.h"
- #include "JsonNode.h"
- 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
- {
- enum ELoadingState
- {
- LOADING,
- FINALIZING,
- FINISHED
- };
- 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;
- bool optional;
- ObjectCallback(std::string localScope, std::string remoteScope,
- std::string type, std::string name,
- const std::function<void(si32)> & callback,
- bool optional);
- };
- struct ObjectData // entry created on ID registration
- {
- si32 id;
- std::string scope; /// scope in which this ID located
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id & scope;
- }
- };
- std::multimap<std::string, ObjectData > registeredObjects;
- std::vector<ObjectCallback> scheduledRequests;
- ELoadingState state;
- /// Check if identifier can be valid (camelCase, point as separator)
- void checkIdentifier(std::string & ID);
- void requestIdentifier(ObjectCallback callback);
- bool resolveIdentifier(const ObjectCallback & callback);
- std::vector<ObjectData> getPossibleIdentifiers(const ObjectCallback & callback);
- public:
- CIdentifierStorage();
- virtual ~CIdentifierStorage();
- /// request identifier for specific object name.
- /// Function callback will be called during ID resolution phase of loading
- void requestIdentifier(std::string scope, std::string type, std::string name, const std::function<void(si32)> & callback);
- ///fullName = [remoteScope:]type.name
- void requestIdentifier(std::string scope, std::string fullName, 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);
- /// try to request ID. If ID with such name won't be loaded, callback function will not be called
- void tryRequestIdentifier(std::string scope, std::string type, std::string name, const std::function<void(si32)> & callback);
- void tryRequestIdentifier(std::string type, const JsonNode & name, const std::function<void(si32)> & callback);
- /// get identifier immediately. If identifier is not know and not silent call will result in error message
- boost::optional<si32> getIdentifier(std::string scope, std::string type, std::string name, bool silent = false);
- boost::optional<si32> getIdentifier(std::string type, const JsonNode & name, bool silent = false);
- boost::optional<si32> getIdentifier(const JsonNode & name, bool silent = false);
- boost::optional<si32> getIdentifier(std::string scope, std::string fullName, bool silent = false);
- /// registers new object
- 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();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & registeredObjects & state;
- }
- };
- /// 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 successful
- bool preloadModData(std::string modName, std::vector<std::string> fileList, bool validate);
- bool loadMod(std::string modName, bool validate);
- void loadCustom();
- void afterLoadFinalization();
- };
- /// preloads all data from fileList as data from modName.
- bool preloadModData(std::string modName, JsonNode modConfig, bool validate);
- /// actually loads data in mod
- bool loadMod(std::string modName, bool validate);
- 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 preloadData(CModInfo & mod);
- /// actually loads data in mod
- void load(CModInfo & mod);
- void loadCustom();
- /// all data was loaded, time for final validation / integration
- void afterLoadFinalization();
- };
- typedef std::string TModID;
- class DLL_LINKAGE CModInfo
- {
- public:
- enum EValidationStatus
- {
- PENDING,
- FAILED,
- PASSED
- };
- /// 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 is enabled
- bool enabled;
- EValidationStatus validation;
- JsonNode config;
- CModInfo();
- CModInfo(std::string identifier, const JsonNode & local, const JsonNode & config);
- JsonNode saveLocalData() const;
- void updateChecksum(ui32 newChecksum);
- static std::string getModDir(std::string name);
- static std::string getModFile(std::string name);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & identifier & description & name;
- h & dependencies & conflicts & config;
- h & checksum & validation & enabled;
- }
- private:
- void loadLocalData(const JsonNode & data);
- };
- class DLL_LINKAGE CModHandler
- {
- std::map <TModID, CModInfo> allMods;
- std::vector <TModID> activeMods;//active mods, in order in which they were loaded
- CModInfo coreMod;
- 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;
- std::vector<std::string> getModList(std::string path);
- void loadMods(std::string path, std::string namePrefix, const JsonNode & modSettings, bool enableMods);
- public:
- CIdentifierStorage identifiers;
- /// receives list of available mods and trying to load mod.json from all of them
- void initializeConfig();
- void loadMods();
- void loadModFilesystems();
- CModInfo & getModData(TModID modId);
- /// returns list of all (active) mods
- std::vector<std::string> getAllMods();
- std::vector<std::string> getActiveMods();
- /// load content from all available mods
- void load();
- void afterLoad();
- 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;
- int MAX_HEROES_AVAILABLE_PER_PLAYER;
- int MAX_HEROES_ON_MAP_PER_PLAYER;
- bool WINNING_HERO_WITH_NO_TROOPS_RETREATS;
- bool BLACK_MARKET_MONTHLY_ARTIFACTS_CHANGE;
- 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 &
- MAX_HEROES_AVAILABLE_PER_PLAYER & MAX_HEROES_ON_MAP_PER_PLAYER;
- if(version >= 756)
- {
- h & WINNING_HERO_WITH_NO_TROOPS_RETREATS;
- }
- else if(!h.saving)
- {
- WINNING_HERO_WITH_NO_TROOPS_RETREATS = true;
- }
- if(version >= 776)
- {
- h & BLACK_MARKET_MONTHLY_ARTIFACTS_CHANGE;
- }
- else if(!h.saving)
- {
- BLACK_MARKET_MONTHLY_ARTIFACTS_CHANGE = true;
- }
- }
- } 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();
- virtual ~CModHandler();
- static std::string normalizeIdentifier(const std::string & scope, const std::string & remoteScope, const std::string & identifier);
- static void parseIdentifier(const std::string & fullIdentifier, std::string & scope, std::string & type, std::string & identifier);
- static std::string makeFullIdentifier(const std::string & scope, const std::string & type, const std::string & identifier);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & allMods & activeMods & settings & modules & identifiers;
- }
- };
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