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- /*
- * IHandlerBase.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 "../lib/ConstTransitivePtr.h"
- #include "VCMI_Lib.h"
- //#include "CModHandler.h"
- class JsonNode;
- /// base class for all handlers that can be accessed from mod system
- class DLL_LINKAGE IHandlerBase
- {
- // there also should be private member with such signature:
- // Object * loadFromJson(const JsonNode & json);
- // where Object is type of data loaded by handler
- // primary used in loadObject methods
- protected:
- /// Calls modhandler. Mostly needed to avoid large number of includes in headers
- void registerObject(std::string scope, std::string type_name, std::string name, si32 index);
- std::string normalizeIdentifier(const std::string & scope, const std::string & remoteScope, const std::string & identifier) const;
- public:
- /// loads all original game data in vector of json nodes
- /// dataSize - is number of items that must be loaded (normally - constant from GameConstants)
- virtual std::vector<JsonNode> loadLegacyData(size_t dataSize) = 0;
- /// loads single object into game. Scope is namespace of this object, same as name of source mod
- virtual void loadObject(std::string scope, std::string name, const JsonNode & data) = 0;
- virtual void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) = 0;
- /// allows handlers to alter object configuration before validation and actual load
- virtual void beforeValidate(JsonNode & object){};
- /// allows handler to load some custom internal data before identifier finalization
- virtual void loadCustom(){};
- /// allows handler to do post-loading step for validation or integration of loaded data
- virtual void afterLoadFinalization(){};
- /**
- * Gets a list of objects that are allowed by default on maps
- *
- * @return a list of allowed objects, the index is the object id
- */
- virtual std::vector<bool> getDefaultAllowed() const = 0;
- virtual ~IHandlerBase(){}
- };
- template <class _ObjectID, class _Object> class CHandlerBase: public IHandlerBase
- {
- public:
- virtual ~CHandlerBase()
- {
- for(auto & o : objects)
- {
- o.dellNull();
- }
- }
- void loadObject(std::string scope, std::string name, const JsonNode & data) override
- {
- auto type_name = getTypeName();
- auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
- object->id = _ObjectID(objects.size());
- objects.push_back(object);
- registerObject(scope, type_name, name, object->id);
- }
- void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override
- {
- auto type_name = getTypeName();
- auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
- object->id = _ObjectID(index);
- assert(objects[index] == nullptr); // ensure that this id was not loaded before
- objects[index] = object;
- registerObject(scope,type_name, name, object->id);
- }
- ConstTransitivePtr<_Object> operator[] (const _ObjectID id) const
- {
- const auto raw_id = id.toEnum();
- if (raw_id < 0 || raw_id >= objects.size())
- {
- logMod->error("%s id %d is invalid", getTypeName(), static_cast<si64>(raw_id));
- throw std::runtime_error("internal error");
- }
- return objects[raw_id];
- }
- protected:
- virtual _Object * loadFromJson(const JsonNode & json, const std::string & identifier) = 0;
- virtual const std::string getTypeName() const = 0;
- public: //todo: make private
- std::vector<ConstTransitivePtr<_Object>> objects;
- };
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