#pragma once /* * 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 * */ #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 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 getDefaultAllowed() const = 0; virtual ~IHandlerBase(){} }; template 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()) { logGlobal->errorStream() << getTypeName() << " id " << static_cast(raw_id) << "is invalid"; 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> objects; };