/* * 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; } int getIndex() const { return id.getNum(); } }; } class DLL_LINKAGE SpellSchoolHandler : public IHandlerBase { std::shared_ptr loadObjectImpl(std::string scope, std::string name, const JsonNode & data, size_t index); public: std::vector 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 getAllObjects() const; const spells::SpellSchoolType * getById(SpellSchool index) const { return objects.at(index).get(); } private: std::vector> objects; }; VCMI_LIB_NAMESPACE_END