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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
123 lines
3.3 KiB
C++
123 lines
3.3 KiB
C++
/*
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* CSkillHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include <vcmi/Skill.h>
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#include <vcmi/SkillService.h>
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#include "../lib/HeroBonus.h"
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#include "GameConstants.h"
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#include "IHandlerBase.h"
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class JsonSerializeFormat;
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class DLL_LINKAGE CSkill : public Skill
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{
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public:
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struct LevelInfo
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{
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std::string description; //descriptions of spell for skill level
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std::string iconSmall;
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std::string iconMedium;
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std::string iconLarge;
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std::vector<std::shared_ptr<Bonus>> effects;
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LevelInfo();
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~LevelInfo();
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & description;
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if(version >= 785)
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{
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h & iconSmall;
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h & iconMedium;
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h & iconLarge;
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}
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h & effects;
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}
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};
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private:
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std::vector<LevelInfo> levels; // bonuses provided by basic, advanced and expert level
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void addNewBonus(const std::shared_ptr<Bonus> & b, int level);
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public:
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CSkill(SecondarySkill id = SecondarySkill::DEFAULT, std::string identifier = "default");
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~CSkill();
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int32_t getIndex() const override;
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int32_t getIconIndex() const override;
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const std::string & getName() const override;
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const std::string & getJsonKey() const override;
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void registerIcons(const IconRegistar & cb) const override;
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SecondarySkill getId() const override;
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const LevelInfo & at(int level) const;
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LevelInfo & at(int level);
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std::string toString() const;
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SecondarySkill id;
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std::string identifier;
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std::string name; //as displayed in GUI
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std::array<si32, 2> gainChance; // gainChance[0/1] = default gain chance on level-up for might/magic heroes
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void updateFrom(const JsonNode & data);
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void serializeJson(JsonSerializeFormat & handler);
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & id;
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h & identifier;
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h & name;
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if(version >= 785)
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{
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h & gainChance;
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}
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h & levels;
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}
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friend class CSkillHandler;
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friend DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill & skill);
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friend DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill::LevelInfo & info);
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};
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class DLL_LINKAGE CSkillHandler: public CHandlerBase<SecondarySkill, Skill, CSkill, SkillService>
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{
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public:
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CSkillHandler();
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virtual ~CSkillHandler();
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///IHandler base
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std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
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void afterLoadFinalization() override;
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void beforeValidate(JsonNode & object) override;
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std::vector<bool> getDefaultAllowed() const override;
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const std::string & skillInfo(int skill, int level) const;
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const std::string & skillName(int skill) const;
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///json serialization helpers
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static si32 decodeSkill(const std::string & identifier);
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static std::string encodeSkill(const si32 index);
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static std::string encodeSkillWithType(const si32 index);
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & objects;
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}
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protected:
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const std::vector<std::string> & getTypeNames() const override;
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CSkill * loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index) override;
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};
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