mirror of
https://github.com/vcmi/vcmi.git
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166 lines
4.4 KiB
C++
166 lines
4.4 KiB
C++
/*
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* IHandlerBase.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../lib/ConstTransitivePtr.h"
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#include "VCMI_Lib.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class JsonNode;
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class Entity;
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/// base class for all handlers that can be accessed from mod system
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class DLL_LINKAGE IHandlerBase
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{
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protected:
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static std::string getScopeBuiltin();
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/// 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);
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public:
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/// loads all original game data in vector of json nodes
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/// dataSize - is number of items that must be loaded (normally - constant from GameConstants)
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virtual std::vector<JsonNode> loadLegacyData() = 0;
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/// loads single object into game. Scope is namespace of this object, same as name of source mod
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virtual void loadObject(std::string scope, std::string name, const JsonNode & data) = 0;
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virtual void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) = 0;
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/// allows handlers to alter object configuration before validation and actual load
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virtual void beforeValidate(JsonNode & object){};
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/// allows handler to load some custom internal data before identifier finalization
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virtual void loadCustom(){};
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/// allows handler to do post-loading step for validation or integration of loaded data
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virtual void afterLoadFinalization(){};
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virtual ~IHandlerBase() = default;
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};
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template <class _ObjectID, class _ObjectBase, class _Object, class _ServiceBase> class CHandlerBase : public _ServiceBase, public IHandlerBase
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{
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const _Object * getObjectImpl(const int32_t index) const
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{
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if(index < 0 || index >= objects.size())
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{
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logMod->error("%s id %d is invalid", getTypeNames()[0], index);
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throw std::runtime_error("Attempt to access invalid index " + std::to_string(index) + " of type " + getTypeNames().front());
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}
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return objects[index].get();
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}
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public:
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virtual ~CHandlerBase()
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{
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for(auto & o : objects)
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{
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o.dellNull();
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}
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}
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const Entity * getBaseByIndex(const int32_t index) const override
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{
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return getObjectImpl(index);
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}
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const _ObjectBase * getById(const _ObjectID & id) const override
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{
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return getObjectImpl(id.getNum());
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}
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const _ObjectBase * getByIndex(const int32_t index) const override
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{
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return getObjectImpl(index);
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}
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void forEachBase(const std::function<void(const Entity * entity, bool & stop)> & cb) const override
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{
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forEachT(cb);
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}
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void forEach(const std::function<void(const _ObjectBase * entity, bool & stop)> & cb) const override
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{
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forEachT(cb);
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}
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void loadObject(std::string scope, std::string name, const JsonNode & data) override
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{
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auto object = loadFromJson(scope, data, name, objects.size());
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objects.push_back(object);
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for(const auto & type_name : getTypeNames())
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registerObject(scope, type_name, name, object->getIndex());
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}
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void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override
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{
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auto object = loadFromJson(scope, data, name, index);
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assert(objects[index] == nullptr); // ensure that this id was not loaded before
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objects[index] = object;
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for(const auto & type_name : getTypeNames())
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registerObject(scope, type_name, name, object->getIndex());
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}
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const _Object * operator[] (const _ObjectID id) const
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{
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return getObjectImpl(id.getNum());
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}
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const _Object * operator[] (int32_t index) const
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{
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return getObjectImpl(index);
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}
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void updateEntity(int32_t index, const JsonNode & data)
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{
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if(index < 0 || index >= objects.size())
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{
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logMod->error("%s id %d is invalid", getTypeNames()[0], index);
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}
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else
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{
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objects.at(index)->updateFrom(data);
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}
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}
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size_t size() const
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{
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return objects.size();
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}
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protected:
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virtual _Object * loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index) = 0;
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virtual const std::vector<std::string> & getTypeNames() const = 0;
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template<typename ItemType>
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void forEachT(const std::function<void(const ItemType *, bool &)> & cb) const
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{
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bool stop = false;
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for(auto & object : objects)
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{
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cb(object.get(), stop);
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if(stop)
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break;
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}
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}
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public: //todo: make private
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std::vector<ConstTransitivePtr<_Object>> objects;
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};
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VCMI_LIB_NAMESPACE_END
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