/* * Magic.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 /** * High-level interface for spells subsystem */ class CSpell; class CStack; class PlayerColor; struct MetaString; class DLL_LINKAGE ISpellCaster { public: virtual ~ISpellCaster(){}; /// returns level on which given spell would be cast by this(0 - none, 1 - basic etc); /// caster may not know this spell at all /// optionally returns number of selected school by arg - 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic virtual ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const = 0; ///applying sorcery secondary skill etc virtual ui32 getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const = 0; ///default spell school level for effect calculation virtual int getEffectLevel(const CSpell * spell) const = 0; ///default spell-power for damage/heal calculation virtual int getEffectPower(const CSpell * spell) const = 0; ///default spell-power for timed effects duration virtual int getEnchantPower(const CSpell * spell) const = 0; ///damage/heal override(ignores spell configuration, effect level and effect power) virtual int getEffectValue(const CSpell * spell) const = 0; virtual const PlayerColor getOwner() const = 0; ///only name substitution virtual void getCasterName(MetaString & text) const = 0; ///full default text virtual void getCastDescription(const CSpell * spell, const std::vector & attacked, MetaString & text) const = 0; };