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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/lib/IHandlerBase.h
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

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4.5 KiB
C++

/*
* 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"
class JsonNode;
class Entity;
/// base class for all handlers that can be accessed from mod system
class DLL_LINKAGE IHandlerBase
{
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<JsonNode> 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<bool> getDefaultAllowed() const = 0;
virtual ~IHandlerBase(){}
};
template <class _ObjectID, class _ObjectBase, class _Object, class _ServiceBase> 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<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, normalizeIdentifier(scope, "core", name), objects.size());
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, normalizeIdentifier(scope, "core", name), index);
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
{
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<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
std::vector<ConstTransitivePtr<_Object>> objects;
};