mirror of
https://github.com/vcmi/vcmi.git
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260 lines
8.0 KiB
C++
260 lines
8.0 KiB
C++
/*
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* ContentTypeHandler.cpp, 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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#include "StdInc.h"
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#include "ContentTypeHandler.h"
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#include "CModHandler.h"
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#include "CModInfo.h"
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#include "ModScope.h"
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#include "../BattleFieldHandler.h"
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#include "../CArtHandler.h"
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#include "../CCreatureHandler.h"
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#include "../CGeneralTextHandler.h"
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#include "../CHeroHandler.h"
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#include "../CSkillHandler.h"
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#include "../CStopWatch.h"
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#include "../CTownHandler.h"
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#include "../GameSettings.h"
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#include "../IHandlerBase.h"
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#include "../Languages.h"
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#include "../ObstacleHandler.h"
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#include "../RiverHandler.h"
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#include "../RoadHandler.h"
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#include "../ScriptHandler.h"
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#include "../constants/StringConstants.h"
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#include "../TerrainHandler.h"
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#include "../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../rmg/CRmgTemplateStorage.h"
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#include "../spells/CSpellHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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ContentTypeHandler::ContentTypeHandler(IHandlerBase * handler, const std::string & objectName):
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handler(handler),
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objectName(objectName),
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originalData(handler->loadLegacyData())
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{
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for(auto & node : originalData)
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{
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node.setMeta(ModScope::scopeBuiltin());
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}
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}
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bool ContentTypeHandler::preloadModData(const std::string & modName, const std::vector<std::string> & fileList, bool validate)
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{
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bool result = false;
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JsonNode data = JsonUtils::assembleFromFiles(fileList, result);
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data.setMeta(modName);
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ModInfo & modInfo = modData[modName];
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for(auto entry : data.Struct())
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{
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size_t colon = entry.first.find(':');
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if (colon == std::string::npos)
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{
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// normal object, local to this mod
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std::swap(modInfo.modData[entry.first], entry.second);
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}
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else
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{
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std::string remoteName = entry.first.substr(0, colon);
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std::string objectName = entry.first.substr(colon + 1);
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// patching this mod? Send warning and continue - this situation can be handled normally
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if (remoteName == modName)
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logMod->warn("Redundant namespace definition for %s", objectName);
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logMod->trace("Patching object %s (%s) from %s", objectName, remoteName, modName);
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JsonNode & remoteConf = modData[remoteName].patches[objectName];
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JsonUtils::merge(remoteConf, entry.second);
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}
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}
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return result;
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}
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bool ContentTypeHandler::loadMod(const std::string & modName, bool validate)
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{
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ModInfo & modInfo = modData[modName];
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bool result = true;
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auto performValidate = [&,this](JsonNode & data, const std::string & name){
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handler->beforeValidate(data);
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if (validate)
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result &= JsonUtils::validate(data, "vcmi:" + objectName, name);
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};
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// apply patches
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if (!modInfo.patches.isNull())
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JsonUtils::merge(modInfo.modData, modInfo.patches);
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for(auto & entry : modInfo.modData.Struct())
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{
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const std::string & name = entry.first;
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JsonNode & data = entry.second;
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if (data.meta != modName)
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{
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// in this scenario, entire object record comes from another mod
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// normally, this is used to "patch" object from another mod (which is legal)
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// however in this case there is no object to patch. This might happen in such cases:
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// - another mod attempts to add object into this mod (technically can be supported, but might lead to weird edge cases)
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// - another mod attempts to edit object from this mod that no longer exist - DANGER since such patch likely has very incomplete data
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// so emit warning and skip such case
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logMod->warn("Mod %s attempts to edit object %s from mod %s but no such object exist!", data.meta, name, modName);
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continue;
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}
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if (vstd::contains(data.Struct(), "index") && !data["index"].isNull())
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{
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if (modName != "core")
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logMod->warn("Mod %s is attempting to load original data! This should be reserved for built-in mod.", modName);
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// try to add H3 object data
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size_t index = static_cast<size_t>(data["index"].Float());
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if(originalData.size() > index)
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{
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logMod->trace("found original data in loadMod(%s) at index %d", name, index);
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JsonUtils::merge(originalData[index], data);
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std::swap(originalData[index], data);
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originalData[index].clear(); // do not use same data twice (same ID)
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}
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else
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{
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logMod->trace("no original data in loadMod(%s) at index %d", name, index);
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}
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performValidate(data, name);
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handler->loadObject(modName, name, data, index);
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}
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else
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{
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// normal new object
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logMod->trace("no index in loadMod(%s)", name);
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performValidate(data,name);
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handler->loadObject(modName, name, data);
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}
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}
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return result;
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}
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void ContentTypeHandler::loadCustom()
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{
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handler->loadCustom();
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}
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void ContentTypeHandler::afterLoadFinalization()
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{
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handler->afterLoadFinalization();
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}
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void CContentHandler::init()
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{
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handlers.insert(std::make_pair("heroClasses", ContentTypeHandler(&VLC->heroh->classes, "heroClass")));
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handlers.insert(std::make_pair("artifacts", ContentTypeHandler(VLC->arth, "artifact")));
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handlers.insert(std::make_pair("creatures", ContentTypeHandler(VLC->creh, "creature")));
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handlers.insert(std::make_pair("factions", ContentTypeHandler(VLC->townh, "faction")));
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handlers.insert(std::make_pair("objects", ContentTypeHandler(VLC->objtypeh, "object")));
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handlers.insert(std::make_pair("heroes", ContentTypeHandler(VLC->heroh, "hero")));
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handlers.insert(std::make_pair("spells", ContentTypeHandler(VLC->spellh, "spell")));
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handlers.insert(std::make_pair("skills", ContentTypeHandler(VLC->skillh, "skill")));
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handlers.insert(std::make_pair("templates", ContentTypeHandler(VLC->tplh, "template")));
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#if SCRIPTING_ENABLED
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handlers.insert(std::make_pair("scripts", ContentTypeHandler(VLC->scriptHandler, "script")));
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#endif
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handlers.insert(std::make_pair("battlefields", ContentTypeHandler(VLC->battlefieldsHandler, "battlefield")));
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handlers.insert(std::make_pair("terrains", ContentTypeHandler(VLC->terrainTypeHandler, "terrain")));
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handlers.insert(std::make_pair("rivers", ContentTypeHandler(VLC->riverTypeHandler, "river")));
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handlers.insert(std::make_pair("roads", ContentTypeHandler(VLC->roadTypeHandler, "road")));
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handlers.insert(std::make_pair("obstacles", ContentTypeHandler(VLC->obstacleHandler, "obstacle")));
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//TODO: any other types of moddables?
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}
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bool CContentHandler::preloadModData(const std::string & modName, JsonNode modConfig, bool validate)
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{
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bool result = true;
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for(auto & handler : handlers)
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{
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result &= handler.second.preloadModData(modName, modConfig[handler.first].convertTo<std::vector<std::string> >(), validate);
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}
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return result;
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}
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bool CContentHandler::loadMod(const std::string & modName, bool validate)
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{
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bool result = true;
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for(auto & handler : handlers)
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{
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result &= handler.second.loadMod(modName, validate);
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}
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return result;
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}
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void CContentHandler::loadCustom()
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{
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for(auto & handler : handlers)
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{
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handler.second.loadCustom();
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}
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}
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void CContentHandler::afterLoadFinalization()
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{
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for(auto & handler : handlers)
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{
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handler.second.afterLoadFinalization();
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}
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}
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void CContentHandler::preloadData(CModInfo & mod)
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{
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bool validate = (mod.validation != CModInfo::PASSED);
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// print message in format [<8-symbols checksum>] <modname>
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auto & info = mod.getVerificationInfo();
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logMod->info("\t\t[%08x]%s", info.checksum, info.name);
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if (validate && mod.identifier != ModScope::scopeBuiltin())
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{
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if (!JsonUtils::validate(mod.config, "vcmi:mod", mod.identifier))
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mod.validation = CModInfo::FAILED;
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}
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if (!preloadModData(mod.identifier, mod.config, validate))
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mod.validation = CModInfo::FAILED;
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}
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void CContentHandler::load(CModInfo & mod)
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{
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bool validate = (mod.validation != CModInfo::PASSED);
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if (!loadMod(mod.identifier, validate))
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mod.validation = CModInfo::FAILED;
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if (validate)
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{
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if (mod.validation != CModInfo::FAILED)
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logMod->info("\t\t[DONE] %s", mod.getVerificationInfo().name);
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else
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logMod->error("\t\t[FAIL] %s", mod.getVerificationInfo().name);
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}
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else
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logMod->info("\t\t[SKIP] %s", mod.getVerificationInfo().name);
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}
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const ContentTypeHandler & CContentHandler::operator[](const std::string & name) const
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{
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return handlers.at(name);
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}
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VCMI_LIB_NAMESPACE_END
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