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vcmi/lib/IHandlerBase.h

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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"
VCMI_LIB_NAMESPACE_BEGIN
class JsonNode;
class Entity;
/// base class for all handlers that can be accessed from mod system
class DLL_LINKAGE IHandlerBase
{
protected:
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static std::string getScopeBuiltin();
/// Calls modhandler. Mostly needed to avoid large number of includes in headers
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static void registerObject(const std::string & scope, const std::string & type_name, const std::string & name, si32 index);
public:
/// loads all original game data in vector of json nodes
/// dataSize - is number of items that must be loaded (normally - constant from GameConstants)
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virtual std::vector<JsonNode> loadLegacyData() = 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 _ObjectBase, class _Object, class _ServiceBase> class CHandlerBase : public _ServiceBase, public IHandlerBase
{
public:
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virtual ~CHandlerBase()
{
for(auto & o : objects)
{
o.dellNull();
}
}
const Entity * getBaseByIndex(const int32_t index) const override
{
return getByIndex(index);
}
const _ObjectBase * getById(const _ObjectID & id) const override
{
return (*this)[id].get();
}
const _ObjectBase * getByIndex(const int32_t index) const override
{
return (*this)[_ObjectID(index)].get();
}
void forEachBase(const std::function<void(const Entity * entity, bool & stop)> & cb) const override
{
forEachT(cb);
}
void forEach(const std::function<void(const _ObjectBase * entity, bool & stop)> & cb) const override
{
forEachT(cb);
}
void loadObject(std::string scope, std::string name, const JsonNode & data) override
{
auto object = loadFromJson(scope, data, name, objects.size());
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objects.push_back(object);
for(auto type_name : getTypeNames())
registerObject(scope, type_name, name, object->getIndex());
}
void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override
{
auto object = loadFromJson(scope, data, name, index);
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assert(objects[index] == nullptr); // ensure that this id was not loaded before
objects[index] = object;
for(auto type_name : getTypeNames())
registerObject(scope, type_name, name, object->getIndex());
}
ConstTransitivePtr<_Object> operator[] (const _ObjectID id) const
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{
const int32_t raw_id = id.getNum();
return operator[](raw_id);
}
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ConstTransitivePtr<_Object> operator[] (int32_t index) const
{
if(index < 0 || index >= objects.size())
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{
logMod->error("%s id %d is invalid", getTypeNames()[0], index);
throw std::runtime_error("internal error");
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}
return objects[index];
}
void updateEntity(int32_t index, const JsonNode & data)
{
if(index < 0 || index >= objects.size())
{
logMod->error("%s id %d is invalid", getTypeNames()[0], index);
}
else
{
objects.at(index)->updateFrom(data);
}
}
size_t size() const
{
return objects.size();
}
protected:
virtual _Object * loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index) = 0;
virtual const std::vector<std::string> & getTypeNames() const = 0;
template<typename ItemType>
void forEachT(const std::function<void(const ItemType *, bool &)> & cb) const
{
bool stop = false;
for(auto & object : objects)
{
cb(object.get(), stop);
if(stop)
break;
}
}
public: //todo: make private
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std::vector<ConstTransitivePtr<_Object>> objects;
};
VCMI_LIB_NAMESPACE_END