/* * CSkillHandler.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/HeroBonus.h" #include "GameConstants.h" #include "IHandlerBase.h" class DLL_LINKAGE CSkill // secondary skill { public: struct LevelInfo { std::string description; //descriptions of spell for skill level std::string iconSmall; std::string iconMedium; std::string iconLarge; std::vector> effects; LevelInfo(); ~LevelInfo(); template void serialize(Handler & h, const int version) { h & description; if(version >= 785) { h & iconSmall; h & iconMedium; h & iconLarge; } h & effects; } }; private: std::vector levels; // bonuses provided by basic, advanced and expert level void addNewBonus(const std::shared_ptr & b, int level); public: CSkill(SecondarySkill id = SecondarySkill::DEFAULT, std::string identifier = "default"); ~CSkill(); const LevelInfo & at(int level) const; LevelInfo & at(int level); std::string toString() const; SecondarySkill id; std::string identifier; std::string name; //as displayed in GUI std::array gainChance; // gainChance[0/1] = default gain chance on level-up for might/magic heroes template void serialize(Handler & h, const int version) { h & id; h & identifier; h & name; if(version >= 785) { h & gainChance; } h & levels; } friend class CSkillHandler; friend DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill & skill); friend DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill::LevelInfo & info); }; class DLL_LINKAGE CSkillHandler: public CHandlerBase { public: CSkillHandler(); virtual ~CSkillHandler(); ///IHandler base std::vector loadLegacyData(size_t dataSize) override; void afterLoadFinalization() override; void beforeValidate(JsonNode & object) override; std::vector getDefaultAllowed() const override; const std::vector & getTypeNames() const override; const std::string & skillInfo(int skill, int level) const; const std::string & skillName(int skill) const; ///json serialization helpers static si32 decodeSkill(const std::string & identifier); static std::string encodeSkill(const si32 index); static std::string encodeSkillWithType(const si32 index); template void serialize(Handler & h, const int version) { h & objects; } protected: CSkill * loadFromJson(const JsonNode & json, const std::string & identifier, size_t index) override; };