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Refactoring

This commit is contained in:
AlexVinS
2015-02-06 15:41:26 +03:00
parent 666d7a4f45
commit 36cdb2968b
8 changed files with 111 additions and 81 deletions

View File

@@ -19,37 +19,6 @@
#include "../CGameState.h"
#include "../CGameInfoCallback.h"
///AdventureBonusingMechanics
bool AdventureBonusingMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
{
const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
const int subtype = spellLevelToSubtype(schoolLevel);
GiveBonus gb;
gb.id = parameters.caster->id.getNum();
gb.bonus = Bonus(Bonus::ONE_DAY, bonusTypeID, Bonus::SPELL_EFFECT, 0, owner->id, subtype);
env->sendAndApply(&gb);
return true;
}
int FlyMechanics::spellLevelToSubtype(const int schoolLevel) const
{
return schoolLevel >= 2 ? 1 : 2; //adv or expert
}
int VisionsMechanics::spellLevelToSubtype(const int schoolLevel) const
{
//0,1 schoolLevel => 0 subtype
//2 schoolLevel => 1 subtype
//3 schoolLevel => 2 subtype
int result = schoolLevel - 1;
vstd::amin(result, 0);
vstd::amax(result, 2);
return result; //adv or expert
}
///SummonBoatMechanics
bool SummonBoatMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
{