/* * ResourceTypeHandler.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 #include #include "../constants/EntityIdentifiers.h" #include "../IHandlerBase.h" #include "../filesystem/ResourcePath.h" VCMI_LIB_NAMESPACE_BEGIN class ResourceTypeHandler; namespace resources { class DLL_LINKAGE ResourceType : public EntityT { friend class VCMI_LIB_WRAP_NAMESPACE(ResourceTypeHandler); GameResID id; //backlink int price; std::string identifier; std::string modScope; public: int getPrice() const { return price; } std::string getJsonKey() const override { return identifier; } int32_t getIndex() const override { return id.getNum(); } GameResID getId() const override { return id;} int32_t getIconIndex() const override { return 0; } std::string getModScope() const override { return modScope; }; void registerIcons(const IconRegistar & cb) const override {}; std::string getNameTextID() const override; std::string getNameTranslated() const override; }; } class DLL_LINKAGE ResourceTypeHandler : 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 resources::ResourceType * getById(GameResID index) const { return objects.at(index).get(); } private: std::vector> objects; }; VCMI_LIB_NAMESPACE_END