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							- #include "StdInc.h"
 
- #include "CModHandler.h"
 
- #include "CDefObjInfoHandler.h"
 
- #include "JsonNode.h"
 
- #include "Filesystem/CResourceLoader.h"
 
- #include "Filesystem/ISimpleResourceLoader.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 CArtHandler;
 
- class CHeroHandler;
 
- class CCreatureHandler;
 
- class CSpellHandler;
 
- class CBuildingHandler;
 
- class CObjectHandler;
 
- class CDefObjInfoHandler;
 
- class CTownHandler;
 
- class CGeneralTextHandler;
 
- class ResourceLocator;
 
- CModHandler::CModHandler()
 
- {
 
- 	VLC->modh = this;
 
- 	loadConfigFromFile ("defaultMods");
 
- 	//CResourceHandler::loadModsFilesystems(); //scan for all mods
 
- 	//TODO: mod filesystem is already initialized at LibClasses launch
 
- 	//TODO: load default (last?) config
 
- }
 
- artID CModHandler::addNewArtifact (CArtifact * art)
 
- {
 
- 	int id = artifacts.size();
 
- 	artifacts.push_back (art);
 
- 	return id;
 
- }
 
- creID CModHandler::addNewCreature (CCreature * cre)
 
- {
 
- 	int id = creatures.size();
 
- 	creatures.push_back (cre);
 
- 	return id;
 
- }
 
- void CModHandler::loadConfigFromFile (std::string name)
 
- {
 
- 	const JsonNode config(ResourceID("config/" + name + ".json"));
 
- 	const JsonNode & hardcodedFeatures = config["hardcodedFeatures"];
 
- 	settings.CREEP_SIZE = hardcodedFeatures["CREEP_SIZE"].Float();
 
- 	settings.WEEKLY_GROWTH = hardcodedFeatures["WEEKLY_GROWTH_PERCENT"].Float();
 
- 	settings.NEUTRAL_STACK_EXP = hardcodedFeatures["NEUTRAL_STACK_EXP_DAILY"].Float();
 
- 	settings.MAX_BUILDING_PER_TURN = hardcodedFeatures["MAX_BUILDING_PER_TURN"].Float();
 
- 	settings.DWELLINGS_ACCUMULATE_CREATURES = hardcodedFeatures["DWELLINGS_ACCUMULATE_CREATURES"].Bool();
 
- 	settings.ALL_CREATURES_GET_DOUBLE_MONTHS = hardcodedFeatures["ALL_CREATURES_GET_DOUBLE_MONTHS"].Bool();
 
- 	const JsonNode & gameModules = config["modules"];
 
- 	modules.STACK_EXP = gameModules["STACK_EXPERIENCE"].Bool();
 
- 	modules.STACK_ARTIFACT = gameModules["STACK_ARTIFACTS"].Bool();
 
- 	modules.COMMANDERS = gameModules["COMMANDERS"].Bool();
 
- 	modules.MITHRIL = gameModules["MITHRIL"].Bool();
 
- 	//TODO: load only mods from the list
 
- 	//TODO: read mods from Mods/ folder
 
- 	auto & configList = CResourceHandler::get()->getResourcesWithName (ResourceID("CONFIG/mod.json"));
 
- 	BOOST_FOREACH(auto & entry, configList)
 
- 	{
 
- 		auto stream = entry.getLoader()->load (entry.getResourceName());
 
- 		std::unique_ptr<ui8[]> textData (new ui8[stream->getSize()]);
 
- 		stream->read (textData.get(), stream->getSize());
 
- 		tlog3 << "\t\tFound mod file: " << entry.getResourceName() << "\n";
 
- 		const JsonNode config ((char*)textData.get(), stream->getSize());
 
- 		const JsonNode *value = &config["creatures"];
 
- 		BOOST_FOREACH (auto creature, value->Vector())
 
- 		{
 
- 			auto cre = loadCreature (creature); //FIXME: unused variable 'cre' //create and push back creature
 
- 		}
 
- 	}
 
- }
 
- void CModHandler::saveConfigToFile (std::string name)
 
- {
 
- 	//JsonNode savedConf = config;
 
- 	//JsonNode schema(ResourceID("config/defaultSettings.json"));
 
- 	//savedConf.Struct().erase("session");
 
- 	//savedConf.minimize(schema);
 
- 	CResourceHandler::get()->createResource("config/" + name +".json");
 
- 	std::ofstream file(CResourceHandler::get()->getResourceName(ResourceID("config/" + name +".json")), std::ofstream::trunc);
 
- 	//file << savedConf;
 
- }
 
- CCreature * CModHandler::loadCreature (const JsonNode &node)
 
- {
 
- 	CCreature * cre = new CCreature();
 
- 	const JsonNode *value; //optional value
 
- 	//TODO: ref name?
 
- 	const JsonNode & name = node["name"];
 
- 	cre->nameSing = name["singular"].String();
 
- 	cre->namePl = name["plural"].String();
 
- 	cre->nameRef = cre->nameSing;
 
- 	cre->cost = Res::ResourceSet(node["cost"]);
 
- 	cre->level = node["level"].Float();
 
- 	cre->faction = 9; //neutral faction is 9 for now. Will be replaced by string -> id conversion
 
- 	//TODO: node["faction"].String() to id
 
- 	cre->fightValue = node["fightValue"].Float();
 
- 	cre->AIValue = node["aiValue"].Float();
 
- 	cre->growth = node["growth"].Float();
 
- 	cre->addBonus(node["hitPoints"].Float(), Bonus::STACK_HEALTH);
 
- 	cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED);
 
- 	cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
 
- 	cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
 
- 	const JsonNode &  vec = node["damage"];
 
- 	cre->addBonus(vec["min"].Float(), Bonus::CREATURE_DAMAGE, 1);
 
- 	cre->addBonus(vec["max"].Float(), Bonus::CREATURE_DAMAGE, 2);
 
- 	auto & amounts = node ["advMapAmount"];
 
- 	cre->ammMin = amounts["min"].Float();
 
- 	cre->ammMax = amounts["max"].Float();
 
- 	//optional
 
- 	BOOST_FOREACH (auto & str, node["upgrades"].Vector())
 
- 	{
 
- 		cre->upgradeNames.insert (str.String());
 
- 	}
 
- 	value = &node["shots"];
 
- 	if (!value->isNull())
 
- 		cre->addBonus(value->Float(), Bonus::SHOTS);
 
- 	value = &node["spellPoints"];
 
- 	if (!value->isNull())
 
- 		cre->addBonus(value->Float(), Bonus::CASTS);
 
- 	cre->doubleWide = node["doubleWide"].Bool();
 
- 	BOOST_FOREACH (const JsonNode &bonus, node["abilities"].Vector())
 
- 	{
 
- 		cre->addNewBonus(ParseBonus(bonus));
 
- 	}
 
- 	//graphics
 
- 	const JsonNode & graphics = node["graphics"];
 
- 	cre->animDefName = graphics["animation"].String();
 
- 	cre->timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
 
- 	cre->troopCountLocationOffset = graphics["troopCountLocationOffset"].Float();
 
- 	cre->attackClimaxFrame = graphics["attackClimaxFrame"].Float();
 
- 	const JsonNode & animationTime = graphics["animationTime"];
 
- 	cre->walkAnimationTime = animationTime["walk"].Float();
 
- 	cre->attackAnimationTime = animationTime["attack"].Float();
 
- 	cre->flightAnimationDistance = animationTime["flight"].Float(); //?
 
- 	//TODO: background?
 
- 	const JsonNode & missle = graphics["missle"];
 
- 	const JsonNode & offsets = missle["offset"];
 
- 	cre->upperRightMissleOffsetX = offsets["upperX"].Float();
 
- 	cre->upperRightMissleOffsetY = offsets["upperY"].Float();
 
- 	cre->rightMissleOffsetX = offsets["middleX"].Float();
 
- 	cre->rightMissleOffsetY = offsets["middleY"].Float();
 
- 	cre->lowerRightMissleOffsetX = offsets["lowerX"].Float();
 
- 	cre->lowerRightMissleOffsetY = offsets["lowerY"].Float();
 
- 	int i = 0;
 
- 	BOOST_FOREACH (auto & angle, missle["frameAngles"].Vector())
 
- 	{
 
- 		cre->missleFrameAngles[i++] = angle.Float();
 
- 	}
 
- 	cre->advMapDef = graphics["map"].String();
 
- 	cre->iconIndex = graphics["iconIndex"].Float();
 
- 	
 
- 	//TODO: parse
 
- 	cre->projectile = "PLCBOWX.DEF";
 
- 	cre->projectileSpin = false;
 
- 	const JsonNode & sounds = node["sound"];
 
- #define GET_SOUND_VALUE(value_name) do { cre->sounds.value_name = sounds[#value_name].String(); } while(0)
 
- 	GET_SOUND_VALUE(attack);
 
- 	GET_SOUND_VALUE(defend);
 
- 	GET_SOUND_VALUE(killed);
 
- 	GET_SOUND_VALUE(move);
 
- 	GET_SOUND_VALUE(shoot);
 
- 	GET_SOUND_VALUE(wince);
 
- 	GET_SOUND_VALUE(ext1);
 
- 	GET_SOUND_VALUE(ext2);
 
- 	GET_SOUND_VALUE(startMoving);
 
- 	GET_SOUND_VALUE(endMoving);
 
- #undef GET_SOUND_VALUE
 
- 	creatures.push_back(cre);
 
- 	return cre;
 
- }
 
- void CModHandler::recreateAdvMapDefs()
 
- {
 
- 	BOOST_FOREACH (auto creature, creatures)
 
- 	{
 
- 		//generate adventure map object info & graphics
 
- 		CGDefInfo* nobj = new CGDefInfo (*VLC->dobjinfo->gobjs[GameConstants::CREI_TYPE][0]);//copy all typical properties
 
- 		nobj->name = creature->advMapDef; //change only def name (?)
 
- 		VLC->dobjinfo->gobjs[GameConstants::CREI_TYPE][creature->idNumber] = nobj;
 
- 	}
 
- }
 
- void CModHandler::recreateHandlers()
 
- {
 
- 	//TODO: consider some template magic to unify all handlers?
 
- 	//VLC->arth->artifacts.clear();
 
- 	//VLC->creh->creatures.clear(); //TODO: what about items from original game?
 
- 	BOOST_FOREACH (auto creature, creatures)
 
- 	{
 
- 		creature->idNumber = VLC->creh->creatures.size(); //calculate next index for every used creature
 
- 		VLC->creh->creatures.push_back (creature);
 
- 		//TODO: use refName?
 
- 		//if (creature->nameRef.size())
 
- 		//	VLC->creh->nameToID[creature->nameRef] = creature->idNumber;
 
- 		VLC->creh->nameToID[creature->nameSing] = creature->idNumber;
 
- 	}
 
- 	recreateAdvMapDefs();
 
- 	BOOST_FOREACH (auto creature, VLC->creh->creatures) //populate upgrades described with string
 
- 	{
 
- 		BOOST_FOREACH (auto upgradeName, creature->upgradeNames)
 
- 		{
 
- 			auto it = VLC->creh->nameToID.find(upgradeName);
 
- 			if (it != VLC->creh->nameToID.end())
 
- 			{
 
- 				creature->upgrades.insert (it->second);
 
- 			}
 
- 		}
 
- 	}
 
- 	VLC->creh->buildBonusTreeForTiers(); //do that after all new creatures are loaded
 
- 	BOOST_FOREACH (auto mod, activeMods) //inactive part
 
- 	{
 
- 		BOOST_FOREACH (auto art, allMods[mod].artifacts)
 
- 		{
 
- 			VLC->arth->artifacts.push_back (artifacts[art]);
 
- 			//TODO: recreate types / limiters based on string id
 
- 		}
 
- 		BOOST_FOREACH (auto creature, allMods[mod].creatures)
 
- 		{
 
- 			VLC->creh->creatures.push_back (creatures[creature]);
 
- 			//TODO VLC->creh->notUsedMonster.push_back (creatures[creature]);
 
- 			//TODO: recreate upgrades and other properties based on string id
 
- 		}
 
- 	}
 
- }
 
- CModHandler::~CModHandler()
 
- {
 
- }
 
 
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