/* * 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 { protected: struct LevelInfo { std::string description; //descriptions of spell for skill level std::vector> effects; LevelInfo(); ~LevelInfo(); template void serialize(Handler & h, const int version) { h & description; h & effects; } }; std::vector levels; // bonuses provided by basic, advanced and expert level public: CSkill(SecondarySkill id = SecondarySkill::DEFAULT); ~CSkill(); void addNewBonus(const std::shared_ptr & b, int level); void setDescription(const std::string & desc, int level); const std::vector> & getBonus(int level) const; const std::string & getDescription(int level) const; std::string toString() const; SecondarySkill id; std::string identifier; std::string name; //as displayed in GUI template void serialize(Handler & h, const int version) { h & id; h & identifier; h & name; 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::string getTypeName() const override; const std::string & skillInfo(int skill, int level) const; const std::string & skillName(int skill) const; template void serialize(Handler & h, const int version) { h & objects; } protected: CSkill * loadFromJson(const JsonNode & json, const std::string & identifier) override; };