/* * 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: static std::string getScopeBuiltin(); /// Calls modhandler. Mostly needed to avoid large number of includes in headers 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) virtual std::vector 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(){}; virtual ~IHandlerBase(){} }; template class CHandlerBase : public _ServiceBase, public IHandlerBase { public: 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 & cb) const override { forEachT(cb); } void forEach(const std::function & 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()); objects.push_back(object); for(const 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); assert(objects[index] == nullptr); // ensure that this id was not loaded before objects[index] = object; for(const auto & type_name : getTypeNames()) registerObject(scope, type_name, name, object->getIndex()); } ConstTransitivePtr<_Object> operator[] (const _ObjectID id) const { const int32_t raw_id = id.getNum(); return operator[](raw_id); } ConstTransitivePtr<_Object> operator[] (int32_t index) const { if(index < 0 || index >= objects.size()) { logMod->error("%s id %d is invalid", getTypeNames()[0], index); throw std::runtime_error("internal error"); } 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 & getTypeNames() const = 0; template void forEachT(const std::function & cb) const { bool stop = false; for(auto & object : objects) { cb(object.get(), stop); if(stop) break; } } public: //todo: make private std::vector> objects; }; VCMI_LIB_NAMESPACE_END