/* * ContentTypeHandler.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 * */ #include "StdInc.h" #include "ContentTypeHandler.h" #include "CModHandler.h" #include "CModInfo.h" #include "ModScope.h" #include "../BattleFieldHandler.h" #include "../CArtHandler.h" #include "../CCreatureHandler.h" #include "../CGeneralTextHandler.h" #include "../CHeroHandler.h" #include "../CSkillHandler.h" #include "../CStopWatch.h" #include "../CTownHandler.h" #include "../GameSettings.h" #include "../IHandlerBase.h" #include "../Languages.h" #include "../ObstacleHandler.h" #include "../RiverHandler.h" #include "../RoadHandler.h" #include "../ScriptHandler.h" #include "../constants/StringConstants.h" #include "../TerrainHandler.h" #include "../mapObjectConstructors/CObjectClassesHandler.h" #include "../rmg/CRmgTemplateStorage.h" #include "../spells/CSpellHandler.h" VCMI_LIB_NAMESPACE_BEGIN ContentTypeHandler::ContentTypeHandler(IHandlerBase * handler, const std::string & objectName): handler(handler), objectName(objectName), originalData(handler->loadLegacyData()) { for(auto & node : originalData) { node.setMeta(ModScope::scopeBuiltin()); } } bool ContentTypeHandler::preloadModData(const std::string & modName, const std::vector & fileList, bool validate) { bool result = false; JsonNode data = JsonUtils::assembleFromFiles(fileList, result); data.setMeta(modName); ModInfo & modInfo = modData[modName]; for(auto entry : data.Struct()) { size_t colon = entry.first.find(':'); if (colon == std::string::npos) { // normal object, local to this mod std::swap(modInfo.modData[entry.first], 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) logMod->warn("Redundant namespace definition for %s", objectName); logMod->trace("Patching object %s (%s) from %s", objectName, remoteName, modName); JsonNode & remoteConf = modData[remoteName].patches[objectName]; JsonUtils::merge(remoteConf, entry.second); } } return result; } bool ContentTypeHandler::loadMod(const std::string & modName, bool validate) { ModInfo & modInfo = modData[modName]; bool result = true; auto performValidate = [&,this](JsonNode & data, const std::string & name){ handler->beforeValidate(data); if (validate) result &= JsonUtils::validate(data, "vcmi:" + objectName, name); }; // apply patches if (!modInfo.patches.isNull()) JsonUtils::merge(modInfo.modData, modInfo.patches); for(auto & entry : modInfo.modData.Struct()) { const std::string & name = entry.first; JsonNode & data = entry.second; if (data.meta != modName) { // in this scenario, entire object record comes from another mod // normally, this is used to "patch" object from another mod (which is legal) // however in this case there is no object to patch. This might happen in such cases: // - another mod attempts to add object into this mod (technically can be supported, but might lead to weird edge cases) // - another mod attempts to edit object from this mod that no longer exist - DANGER since such patch likely has very incomplete data // so emit warning and skip such case logMod->warn("Mod %s attempts to edit object %s from mod %s but no such object exist!", data.meta, name, modName); continue; } if (vstd::contains(data.Struct(), "index") && !data["index"].isNull()) { if (modName != "core") logMod->warn("Mod %s is attempting to load original data! This should be reserved for built-in mod.", modName); // try to add H3 object data size_t index = static_cast(data["index"].Float()); if(originalData.size() > index) { logMod->trace("found original data in loadMod(%s) at index %d", name, index); JsonUtils::merge(originalData[index], data); std::swap(originalData[index], data); originalData[index].clear(); // do not use same data twice (same ID) } else { logMod->trace("no original data in loadMod(%s) at index %d", name, index); } performValidate(data, name); handler->loadObject(modName, name, data, index); } else { // normal new object logMod->trace("no index in loadMod(%s)", name); performValidate(data,name); handler->loadObject(modName, name, data); } } return result; } void ContentTypeHandler::loadCustom() { handler->loadCustom(); } void ContentTypeHandler::afterLoadFinalization() { handler->afterLoadFinalization(); } void CContentHandler::init() { handlers.insert(std::make_pair("heroClasses", ContentTypeHandler(&VLC->heroh->classes, "heroClass"))); handlers.insert(std::make_pair("artifacts", ContentTypeHandler(VLC->arth, "artifact"))); handlers.insert(std::make_pair("creatures", ContentTypeHandler(VLC->creh, "creature"))); handlers.insert(std::make_pair("factions", ContentTypeHandler(VLC->townh, "faction"))); handlers.insert(std::make_pair("objects", ContentTypeHandler(VLC->objtypeh, "object"))); handlers.insert(std::make_pair("heroes", ContentTypeHandler(VLC->heroh, "hero"))); handlers.insert(std::make_pair("spells", ContentTypeHandler(VLC->spellh, "spell"))); handlers.insert(std::make_pair("skills", ContentTypeHandler(VLC->skillh, "skill"))); handlers.insert(std::make_pair("templates", ContentTypeHandler(VLC->tplh, "template"))); #if SCRIPTING_ENABLED handlers.insert(std::make_pair("scripts", ContentTypeHandler(VLC->scriptHandler, "script"))); #endif handlers.insert(std::make_pair("battlefields", ContentTypeHandler(VLC->battlefieldsHandler, "battlefield"))); handlers.insert(std::make_pair("terrains", ContentTypeHandler(VLC->terrainTypeHandler, "terrain"))); handlers.insert(std::make_pair("rivers", ContentTypeHandler(VLC->riverTypeHandler, "river"))); handlers.insert(std::make_pair("roads", ContentTypeHandler(VLC->roadTypeHandler, "road"))); handlers.insert(std::make_pair("obstacles", ContentTypeHandler(VLC->obstacleHandler, "obstacle"))); //TODO: any other types of moddables? } bool CContentHandler::preloadModData(const std::string & modName, JsonNode modConfig, bool validate) { bool result = true; for(auto & handler : handlers) { result &= handler.second.preloadModData(modName, modConfig[handler.first].convertTo >(), validate); } return result; } bool CContentHandler::loadMod(const std::string & modName, bool validate) { bool result = true; for(auto & handler : handlers) { result &= handler.second.loadMod(modName, validate); } return result; } void CContentHandler::loadCustom() { for(auto & handler : handlers) { handler.second.loadCustom(); } } void CContentHandler::afterLoadFinalization() { for(auto & handler : handlers) { handler.second.afterLoadFinalization(); } } void CContentHandler::preloadData(CModInfo & mod) { bool validate = (mod.validation != CModInfo::PASSED); // print message in format [<8-symbols checksum>] auto & info = mod.getVerificationInfo(); logMod->info("\t\t[%08x]%s", info.checksum, info.name); if (validate && mod.identifier != ModScope::scopeBuiltin()) { if (!JsonUtils::validate(mod.config, "vcmi:mod", mod.identifier)) mod.validation = CModInfo::FAILED; } if (!preloadModData(mod.identifier, mod.config, validate)) mod.validation = CModInfo::FAILED; } void CContentHandler::load(CModInfo & mod) { bool validate = (mod.validation != CModInfo::PASSED); if (!loadMod(mod.identifier, validate)) mod.validation = CModInfo::FAILED; if (validate) { if (mod.validation != CModInfo::FAILED) logMod->info("\t\t[DONE] %s", mod.getVerificationInfo().name); else logMod->error("\t\t[FAIL] %s", mod.getVerificationInfo().name); } else logMod->info("\t\t[SKIP] %s", mod.getVerificationInfo().name); } const ContentTypeHandler & CContentHandler::operator[](const std::string & name) const { return handlers.at(name); } VCMI_LIB_NAMESPACE_END