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vcmi/lib/spells/SpellSchoolHandler.h

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/*
* SpellSchoolHandler.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 "../constants/EntityIdentifiers.h"
#include "../IHandlerBase.h"
#include "../filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
class SpellSchoolHandler;
namespace spells
{
class DLL_LINKAGE SpellSchoolType
{
friend class VCMI_LIB_WRAP_NAMESPACE(SpellSchoolHandler);
SpellSchool id; //backlink
std::string jsonName;
AnimationPath spellBordersPath;
public:
std::string getJsonKey() const
{
return jsonName;
}
AnimationPath getSpellBordersPath() const
{
return spellBordersPath;
}
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int getIndex() const
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{
return id.getNum();
}
};
}
class DLL_LINKAGE SpellSchoolHandler : public IHandlerBase
{
std::shared_ptr<spells::SpellSchoolType> loadObjectImpl(std::string scope, std::string name, const JsonNode & data, size_t index);
public:
std::vector<JsonNode> loadLegacyData() override;
/// loads single object into game. Scope is namespace of this object, same as name of source mod
void loadObject(std::string scope, std::string name, const JsonNode & data) override;
void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
std::vector<SpellSchool> getAllObjects() const;
const spells::SpellSchoolType * getById(SpellSchool index) const
{
return objects.at(index).get();
}
private:
std::vector<std::shared_ptr<spells::SpellSchoolType>> objects;
};
VCMI_LIB_NAMESPACE_END