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- #include "StdInc.h"
- #include "CModHandler.h"
- #include "CDefObjInfoHandler.h"
- #include "JsonNode.h"
- #include "filesystem/CResourceLoader.h"
- #include "filesystem/ISimpleResourceLoader.h"
- #include "CCreatureHandler.h"
- #include "CArtHandler.h"
- #include "CTownHandler.h"
- #include "CHeroHandler.h"
- #include "CObjectHandler.h"
- #include "StringConstants.h"
- #include "CStopWatch.h"
- #include "IHandlerBase.h"
- /*
- * CModHandler.cpp, 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
- *
- */
- void CIdentifierStorage::checkIdentifier(std::string & ID)
- {
- if (boost::algorithm::ends_with(ID, "."))
- logGlobal->warnStream() << "BIG WARNING: identifier " << ID << " seems to be broken!";
- else
- {
- size_t pos = 0;
- do
- {
- if (std::tolower(ID[pos]) != ID[pos] ) //Not in camelCase
- {
- logGlobal->warnStream() << "Warning: identifier " << ID << " is not in camelCase!";
- ID[pos] = std::tolower(ID[pos]);// Try to fix the ID
- }
- pos = ID.find('.', pos);
- }
- while(pos++ != std::string::npos);
- }
- }
- void CIdentifierStorage::requestIdentifier(std::string name, const boost::function<void(si32)> & callback)
- {
- checkIdentifier(name);
- // old version with immediate callback posibility. Can't be used for some cases
- /* auto iter = registeredObjects.find(name);
- if (iter != registeredObjects.end())
- callback(iter->second); //already registered - trigger callback immediately
- else
- {
- if(boost::algorithm::starts_with(name, "primSkill."))
- logGlobal->warnStream() << "incorrect primSkill name requested";
- missingObjects[name].push_back(callback); // queue callback
- }*/
- missingObjects[name].push_back(callback); // queue callback
- }
- void CIdentifierStorage::registerObject(std::string scope, std::string type, std::string name, si32 identifier)
- {
- //TODO: use scope
- std::string fullID = type + '.' + name;
- checkIdentifier(fullID);
- // do not allow to register same object twice
- assert(registeredObjects.find(fullID) == registeredObjects.end());
- registeredObjects[fullID] = identifier;
- // old version with immediate callback posibility. Can't be used for some cases
- /*auto iter = missingObjects.find(fullID);
- if (iter != missingObjects.end())
- {
- //call all awaiting callbacks
- BOOST_FOREACH(auto function, iter->second)
- {
- function(identifier);
- }
- missingObjects.erase(iter);
- }*/
- }
- void CIdentifierStorage::finalize()
- {
- for (auto it = missingObjects.begin(); it!= missingObjects.end();)
- {
- auto object = registeredObjects.find(it->first);
- if (object != registeredObjects.end())
- {
- BOOST_FOREACH(auto function, it->second)
- {
- function(object->second);
- }
- it = missingObjects.erase(it);
- }
- else
- it++;
- }
- // print list of missing objects and crash
- // in future should try to do some cleanup (like returning all id's as 0)
- if (!missingObjects.empty())
- {
- BOOST_FOREACH(auto object, missingObjects)
- {
- logGlobal->errorStream() << "Error: object " << object.first << " was not found!";
- }
- BOOST_FOREACH(auto object, registeredObjects)
- {
- logGlobal->traceStream() << object.first << " -> " << object.second;
- }
- logGlobal->errorStream() << "All known identifiers were dumped into log file";
- }
- assert(missingObjects.empty());
- }
- CContentHandler::ContentTypeHandler::ContentTypeHandler(IHandlerBase * handler, size_t size, std::string objectName):
- handler(handler),
- objectName(objectName),
- originalData(handler->loadLegacyData(size))
- {
- }
- void CContentHandler::ContentTypeHandler::preloadModData(std::string modName, std::vector<std::string> fileList)
- {
- JsonNode data = JsonUtils::assembleFromFiles(fileList);
- ModInfo & modInfo = modData[modName];
- BOOST_FOREACH(auto entry, data.Struct())
- {
- size_t colon = entry.first.find(':');
- if (colon == std::string::npos)
- {
- // normal object, local to this mod
- modInfo.modData[entry.first].swap(entry.second);
- }
- else
- {
- std::string remoteName = entry.first.substr(0, colon);
- std::string objectName = entry.first.substr(colon + 1);
- // patching this mod? Send warning and continue - this situation can be handled normally
- if (remoteName == modName)
- logGlobal->warnStream() << "Redundant namespace definition for " << objectName;
- JsonNode & remoteConf = modData[remoteName].patches[objectName];
- JsonUtils::merge(remoteConf, entry.second);
- }
- }
- }
- void CContentHandler::ContentTypeHandler::loadMod(std::string modName)
- {
- ModInfo & modInfo = modData[modName];
- // apply patches
- if (!modInfo.patches.isNull())
- JsonUtils::merge(modInfo.modData, modInfo.patches);
- BOOST_FOREACH(auto entry, modInfo.modData.Struct())
- {
- const std::string & name = entry.first;
- JsonNode & data = entry.second;
- if (vstd::contains(data.Struct(), "index") && !data["index"].isNull())
- {
- // try to add H3 object data
- size_t index = data["index"].Float();
- if (originalData.size() > index)
- {
- JsonUtils::merge(originalData[index], data);
- JsonUtils::validate(originalData[index], "vcmi:" + objectName, name);
- handler->loadObject(modName, name, originalData[index], index);
- originalData[index].clear(); // do not use same data twice (same ID)
- continue;
- }
- }
- // normal new object
- JsonUtils::validate(data, "vcmi:" + objectName, name);
- handler->loadObject(modName, name, data);
- }
- }
- CContentHandler::CContentHandler()
- {
- handlers.insert(std::make_pair("heroClasses", ContentTypeHandler(&VLC->heroh->classes, GameConstants::F_NUMBER * 2, "heroClass")));
- handlers.insert(std::make_pair("artifacts", ContentTypeHandler(VLC->arth, GameConstants::ARTIFACTS_QUANTITY, "artifact")));
- handlers.insert(std::make_pair("creatures", ContentTypeHandler(VLC->creh, GameConstants::CREATURES_COUNT, "creature")));
- handlers.insert(std::make_pair("factions", ContentTypeHandler(VLC->townh, GameConstants::F_NUMBER, "faction")));
- handlers.insert(std::make_pair("heroes", ContentTypeHandler(VLC->heroh, GameConstants::HEROES_QUANTITY, "hero")));
- //TODO: spells, bonuses, something else?
- }
- void CContentHandler::preloadModData(std::string modName, JsonNode modConfig)
- {
- BOOST_FOREACH(auto & handler, handlers)
- {
- handler.second.preloadModData(modName, modConfig[handler.first].convertTo<std::vector<std::string> >());
- }
- }
- void CContentHandler::loadMod(std::string modName)
- {
- BOOST_FOREACH(auto & handler, handlers)
- {
- handler.second.loadMod(modName);
- }
- }
- CModHandler::CModHandler()
- {
- for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; ++i)
- {
- identifiers.registerObject("core", "resource", GameConstants::RESOURCE_NAMES[i], i);
- }
- for(int i=0; i<GameConstants::PRIMARY_SKILLS; ++i)
- identifiers.registerObject("core", "primSkill", PrimarySkill::names[i], i);
- loadConfigFromFile ("defaultMods");
- }
- 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();
- }
- // currentList is passed by value to get current list of depending mods
- bool CModHandler::hasCircularDependency(TModID modID, std::set <TModID> currentList) const
- {
- const CModInfo & mod = allMods.at(modID);
- // Mod already present? We found a loop
- if (vstd::contains(currentList, modID))
- {
- logGlobal->errorStream() << "Error: Circular dependency detected! Printing dependency list:";
- logGlobal->errorStream() << "\t" << mod.name << " -> ";
- return true;
- }
- currentList.insert(modID);
- // recursively check every dependency of this mod
- BOOST_FOREACH(const TModID & dependency, mod.dependencies)
- {
- if (hasCircularDependency(dependency, currentList))
- {
- logGlobal->errorStream() << "\t" << mod.name << " ->\n"; // conflict detected, print dependency list
- return true;
- }
- }
- return false;
- }
- bool CModHandler::checkDependencies(const std::vector <TModID> & input) const
- {
- BOOST_FOREACH(const TModID & id, input)
- {
- const CModInfo & mod = allMods.at(id);
- BOOST_FOREACH(const TModID & dep, mod.dependencies)
- {
- if (!vstd::contains(input, dep))
- {
- logGlobal->errorStream() << "Error: Mod " << mod.name << " requires missing " << dep << "!";
- return false;
- }
- }
- BOOST_FOREACH(const TModID & conflicting, mod.conflicts)
- {
- if (vstd::contains(input, conflicting))
- {
- logGlobal->errorStream() << "Error: Mod " << mod.name << " conflicts with " << allMods.at(conflicting).name << "!";
- return false;
- }
- }
- if (hasCircularDependency(id))
- return false;
- }
- return true;
- }
- std::vector <TModID> CModHandler::resolveDependencies(std::vector <TModID> input) const
- {
- // Topological sort algorithm
- // May not be the fastest one but VCMI does not needs any speed here
- // Unless user have dozens of mods with complex dependencies this code should be fine
- // first - sort input to have input strictly based on name (and not on hashmap or anything else)
- boost::range::sort(input);
- std::vector <TModID> output;
- output.reserve(input.size());
- std::set <TModID> resolvedMods;
- // Check if all mod dependencies are resolved (moved to resolvedMods)
- auto isResolved = [&](const CModInfo mod) -> bool
- {
- BOOST_FOREACH(const TModID & dependency, mod.dependencies)
- {
- if (!vstd::contains(resolvedMods, dependency))
- return false;
- }
- return true;
- };
- while (!input.empty())
- {
- std::set <TModID> toResolve; // list of mods resolved on this iteration
- for (auto it = input.begin(); it != input.end();)
- {
- if (isResolved(allMods.at(*it)))
- {
- toResolve.insert(*it);
- output.push_back(*it);
- it = input.erase(it);
- continue;
- }
- it++;
- }
- resolvedMods.insert(toResolve.begin(), toResolve.end());
- }
- return output;
- }
- void CModHandler::initialize(std::vector<std::string> availableMods)
- {
- std::string confName = "config/modSettings.json";
- JsonNode modConfig;
- // Porbably new install. Create initial configuration
- if (!CResourceHandler::get()->existsResource(ResourceID(confName)))
- CResourceHandler::get()->createResource(confName);
- else
- modConfig = JsonNode(ResourceID(confName));
- const JsonNode & modList = modConfig["activeMods"];
- JsonNode resultingList;
- std::vector <TModID> detectedMods;
- BOOST_FOREACH(std::string name, availableMods)
- {
- boost::to_lower(name);
- std::string modFileName = "mods/" + name + "/mod.json";
- if (CResourceHandler::get()->existsResource(ResourceID(modFileName)))
- {
- const JsonNode config = JsonNode(ResourceID(modFileName));
- if (config.isNull())
- continue;
- if (!modList[name].isNull() && modList[name].Bool() == false )
- {
- resultingList[name].Bool() = false;
- continue; // disabled mod
- }
- resultingList[name].Bool() = true;
- CModInfo & mod = allMods[name];
- mod.identifier = name;
- mod.name = config["name"].String();
- mod.description = config["description"].String();
- mod.dependencies = config["depends"].convertTo<std::set<std::string> >();
- mod.conflicts = config["conflicts"].convertTo<std::set<std::string> >();
- detectedMods.push_back(name);
- }
- else
- logGlobal->warnStream() << "\t\t Directory " << name << " does not contains VCMI mod";
- }
- if (!checkDependencies(detectedMods))
- {
- logGlobal->errorStream() << "Critical error: failed to load mods! Exiting...";
- exit(1);
- }
- activeMods = resolveDependencies(detectedMods);
- modConfig["activeMods"] = resultingList;
- CResourceHandler::get()->createResource("CONFIG/modSettings.json");
- std::ofstream file(CResourceHandler::get()->getResourceName(ResourceID("config/modSettings.json")), std::ofstream::trunc);
- file << modConfig;
- }
- std::vector<std::string> CModHandler::getActiveMods()
- {
- return activeMods;
- }
- template<typename Handler>
- void CModHandler::handleData(Handler handler, const JsonNode & source, std::string listName, std::string schemaName)
- {
- JsonNode config = JsonUtils::assembleFromFiles(source[listName].convertTo<std::vector<std::string> >());
- BOOST_FOREACH(auto & entry, config.Struct())
- {
- if (!entry.second.isNull()) // may happens if mod removed object by setting json entry to null
- {
- JsonUtils::validate(entry.second, schemaName, entry.first);
- handler->load(entry.first, entry.second);
- }
- }
- }
- void CModHandler::loadGameContent()
- {
- CStopWatch timer, totalTime;
- CContentHandler content;
- logGlobal->infoStream() << "\tInitializing content hander: " << timer.getDiff() << " ms";
- // first - load virtual "core" mod tht contains all data
- // TODO? move all data into real mods? RoE, AB, SoD, WoG
- content.preloadModData("core", JsonNode(ResourceID("config/gameConfig.json")));
- logGlobal->infoStream() << "\tParsing original game data: " << timer.getDiff() << " ms";
- BOOST_FOREACH(const TModID & modName, activeMods)
- {
- logGlobal->infoStream() << "\t\t" << allMods[modName].name;
- std::string modFileName = "mods/" + modName + "/mod.json";
- const JsonNode config = JsonNode(ResourceID(modFileName));
- JsonUtils::validate(config, "vcmi:mod", modName);
- content.preloadModData(modName, config);
- }
- logGlobal->infoStream() << "\tParsing mod data: " << timer.getDiff() << " ms";
- content.loadMod("core");
- logGlobal->infoStream() << "\tLoading original game data: " << timer.getDiff() << " ms";
- BOOST_FOREACH(const TModID & modName, activeMods)
- {
- content.loadMod(modName);
- logGlobal->infoStream() << "\t\t" << allMods[modName].name;
- }
- logGlobal->infoStream() << "\tLoading mod data: " << timer.getDiff() << "ms";
- logGlobal->infoStream() << "\tDone loading data";
- VLC->creh->loadCrExpBon();
- VLC->creh->buildBonusTreeForTiers(); //do that after all new creatures are loaded
- identifiers.finalize();
- logGlobal->infoStream() << "\tAll game content loaded in " << totalTime.getDiff() << " ms";
- }
- void CModHandler::reload()
- {
- {
- //recreate adventure map defs
- assert(!VLC->dobjinfo->gobjs[Obj::MONSTER].empty()); //make sure that at least some def info was found
- const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::MONSTER].begin()->second;
- BOOST_FOREACH(auto & crea, VLC->creh->creatures)
- {
- if (!vstd::contains(VLC->dobjinfo->gobjs[Obj::MONSTER], crea->idNumber)) // no obj info for this type
- {
- CGDefInfo * info = new CGDefInfo(*baseInfo);
- info->subid = crea->idNumber;
- info->name = crea->advMapDef;
- VLC->dobjinfo->gobjs[Obj::MONSTER][crea->idNumber] = info;
- }
- }
- }
- {
- assert(!VLC->dobjinfo->gobjs[Obj::ARTIFACT].empty());
- const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::ARTIFACT].begin()->second;
- BOOST_FOREACH(auto & art, VLC->arth->artifacts)
- {
- if (!vstd::contains(VLC->dobjinfo->gobjs[Obj::ARTIFACT], art->id)) // no obj info for this type
- {
- CGDefInfo * info = new CGDefInfo(*baseInfo);
- info->subid = art->id;
- info->name = art->advMapDef;
- VLC->dobjinfo->gobjs[Obj::ARTIFACT][art->id] = info;
- }
- }
- }
- {
- assert(!VLC->dobjinfo->gobjs[Obj::TOWN].empty()); //make sure that at least some def info was found
- const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::TOWN].begin()->second;
- auto & townInfos = VLC->dobjinfo->gobjs[Obj::TOWN];
- BOOST_FOREACH(auto & faction, VLC->townh->factions)
- {
- TFaction index = faction->index;
- CTown * town = faction->town;
- if (town)
- {
- auto & cientInfo = town->clientInfo;
- if (!vstd::contains(VLC->dobjinfo->gobjs[Obj::TOWN], index)) // no obj info for this type
- {
- CGDefInfo * info = new CGDefInfo(*baseInfo);
- info->subid = index;
- townInfos[index] = info;
- }
- townInfos[index]->name = cientInfo.advMapCastle;
- VLC->dobjinfo->villages[index] = new CGDefInfo(*townInfos[index]);
- VLC->dobjinfo->villages[index]->name = cientInfo.advMapVillage;
- VLC->dobjinfo->capitols[index] = new CGDefInfo(*townInfos[index]);
- VLC->dobjinfo->capitols[index]->name = cientInfo.advMapCapitol;
- for (int i = 0; i < town->dwellings.size(); ++i)
- {
- const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][i]; //get same blockmap as first dwelling of tier i
- BOOST_FOREACH (auto cre, town->creatures[i]) //both unupgraded and upgraded get same dwelling
- {
- CGDefInfo * info = new CGDefInfo(*baseInfo);
- info->subid = cre;
- info->name = town->dwellings[i];
- VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][cre] = info;
- VLC->objh->cregens[cre] = cre; //map of dwelling -> creature id
- }
- }
- }
- }
- }
- }
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