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https://github.com/vcmi/vcmi.git
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697 lines
16 KiB
C++
697 lines
16 KiB
C++
/*
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* BattleSpellMechanics.cpp, 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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#include "StdInc.h"
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#include "BattleSpellMechanics.h"
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#include "Problem.h"
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#include "CSpellHandler.h"
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#include "../battle/IBattleState.h"
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#include "../battle/CBattleInfoCallback.h"
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#include "../networkPacks/PacksForClientBattle.h"
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#include "../networkPacks/SetStackEffect.h"
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#include "../CStack.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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namespace spells
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{
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namespace SRSLPraserHelpers
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{
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static int XYToHex(int x, int y)
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{
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return x + GameConstants::BFIELD_WIDTH * y;
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}
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static int XYToHex(std::pair<int, int> xy)
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{
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return XYToHex(xy.first, xy.second);
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}
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static int hexToY(int battleFieldPosition)
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{
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return battleFieldPosition/GameConstants::BFIELD_WIDTH;
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}
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static int hexToX(int battleFieldPosition)
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{
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int pos = battleFieldPosition - hexToY(battleFieldPosition) * GameConstants::BFIELD_WIDTH;
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return pos;
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}
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static std::pair<int, int> hexToPair(int battleFieldPosition)
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{
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return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
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}
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//moves hex by one hex in given direction
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//0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
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static std::pair<int, int> gotoDir(int x, int y, int direction)
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{
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switch(direction)
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{
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case 0: //top left
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return std::make_pair((y%2) ? x-1 : x, y-1);
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case 1: //top right
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return std::make_pair((y%2) ? x : x+1, y-1);
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case 2: //right
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return std::make_pair(x+1, y);
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case 3: //right bottom
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return std::make_pair((y%2) ? x : x+1, y+1);
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case 4: //left bottom
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return std::make_pair((y%2) ? x-1 : x, y+1);
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case 5: //left
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return std::make_pair(x-1, y);
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default:
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throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
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}
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}
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static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
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{
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return gotoDir(xy.first, xy.second, direction);
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}
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static bool isGoodHex(std::pair<int, int> xy)
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{
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return xy.first >=0 && xy.first < GameConstants::BFIELD_WIDTH && xy.second >= 0 && xy.second < GameConstants::BFIELD_HEIGHT;
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}
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//helper function for rangeInHexes
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static std::set<ui16> getInRange(unsigned int center, int low, int high)
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{
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std::set<ui16> ret;
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if(low == 0)
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{
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ret.insert(center);
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}
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std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
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for(auto & elem : mainPointForLayer)
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elem = hexToPair(center);
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for(int it=1; it<=high; ++it) //it - distance to the center
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{
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for(int b=0; b<6; ++b)
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mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
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if(it>=low)
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{
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std::pair<int, int> curHex;
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//adding lines (A-b, B-c, C-d, etc)
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for(int v=0; v<6; ++v)
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{
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curHex = mainPointForLayer[v];
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for(int h=0; h<it; ++h)
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{
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if(isGoodHex(curHex))
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ret.insert(XYToHex(curHex));
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curHex = gotoDir(curHex, (v+2)%6);
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}
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}
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} //if(it>=low)
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}
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return ret;
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}
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}
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BattleSpellMechanics::BattleSpellMechanics(const IBattleCast * event,
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std::shared_ptr<effects::Effects> effects_,
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std::shared_ptr<IReceptiveCheck> targetCondition_):
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BaseMechanics(event),
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effects(std::move(effects_)),
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targetCondition(std::move(targetCondition_))
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{}
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BattleSpellMechanics::~BattleSpellMechanics() = default;
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void BattleSpellMechanics::applyEffects(ServerCallback * server, const Target & targets, bool indirect, bool ignoreImmunity) const
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{
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auto callback = [&](const effects::Effect * effect, bool & stop)
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{
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if(indirect == effect->indirect)
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{
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if(ignoreImmunity)
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{
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effect->apply(server, this, targets);
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}
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else
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{
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EffectTarget filtered = effect->filterTarget(this, targets);
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effect->apply(server, this, filtered);
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}
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}
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};
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effects->forEachEffect(getEffectLevel(), callback);
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}
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bool BattleSpellMechanics::canBeCast(Problem & problem) const
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{
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auto genProblem = battle()->battleCanCastSpell(caster, mode);
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if(genProblem != ESpellCastProblem::OK)
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return adaptProblem(genProblem, problem);
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switch(mode)
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{
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case Mode::HERO:
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{
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const auto * castingHero = dynamic_cast<const CGHeroInstance *>(caster); //todo: unify hero|creature spell cost
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if(!castingHero)
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{
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logGlobal->debug("CSpell::canBeCast: invalid caster");
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genProblem = ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
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}
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else if(!castingHero->getArt(ArtifactPosition::SPELLBOOK))
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genProblem = ESpellCastProblem::NO_SPELLBOOK;
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else if(!castingHero->canCastThisSpell(owner))
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genProblem = ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;
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else if(castingHero->mana < battle()->battleGetSpellCost(owner, castingHero)) //not enough mana
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genProblem = ESpellCastProblem::NOT_ENOUGH_MANA;
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}
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break;
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}
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if(genProblem != ESpellCastProblem::OK)
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return adaptProblem(genProblem, problem);
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if(!owner->isCombat())
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return adaptProblem(ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL, problem);
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const PlayerColor player = caster->getCasterOwner();
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const BattleSide side = battle()->playerToSide(player);
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if(side == BattleSide::NONE)
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return adaptProblem(ESpellCastProblem::INVALID, problem);
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//effect like Recanter's Cloak. Blocks also passive casting.
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//TODO: check creature abilities to block
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//TODO: check any possible caster
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if(battle()->battleMaxSpellLevel(side) < getSpellLevel() || battle()->battleMinSpellLevel(side) > getSpellLevel())
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return adaptProblem(ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED, problem);
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return effects->applicable(problem, this);
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}
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bool BattleSpellMechanics::canBeCastAt(const Target & target, Problem & problem) const
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{
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if(!canBeCast(problem))
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return false;
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Target spellTarget = transformSpellTarget(target);
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const battle::Unit * mainTarget = nullptr;
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if (!getSpell()->canCastOnSelf())
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{
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if(spellTarget.front().unitValue)
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{
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mainTarget = target.front().unitValue;
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}
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else if(spellTarget.front().hexValue.isValid())
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{
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mainTarget = battle()->battleGetUnitByPos(target.front().hexValue, true);
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}
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if(mainTarget && mainTarget == caster)
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return false; // can't cast on self
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if(mainTarget && mainTarget->hasBonusOfType(BonusType::INVINCIBLE) && !getSpell()->getPositiveness())
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return false;
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}
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return effects->applicable(problem, this, target, spellTarget);
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}
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std::vector<const CStack *> BattleSpellMechanics::getAffectedStacks(const Target & target) const
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{
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Target spellTarget = transformSpellTarget(target);
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EffectTarget all;
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effects->forEachEffect(getEffectLevel(), [&all, &target, &spellTarget, this](const effects::Effect * e, bool & stop)
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{
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EffectTarget one = e->transformTarget(this, target, spellTarget);
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vstd::concatenate(all, one);
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});
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std::set<const CStack *> stacks;
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for(const Destination & dest : all)
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{
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if(dest.unitValue)
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{
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//FIXME: remove and return battle::Unit
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stacks.insert(battle()->battleGetStackByID(dest.unitValue->unitId(), false));
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}
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}
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std::vector<const CStack *> res;
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std::copy(stacks.begin(), stacks.end(), std::back_inserter(res));
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return res;
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}
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void BattleSpellMechanics::cast(ServerCallback * server, const Target & target)
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{
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BattleSpellCast sc;
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int spellCost = 0;
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sc.side = casterSide;
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sc.spellID = getSpellId();
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sc.battleID = battle()->getBattle()->getBattleID();
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sc.tile = target.at(0).hexValue;
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sc.castByHero = mode == Mode::HERO;
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sc.casterStack = caster->getCasterUnitId();
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sc.manaGained = 0;
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sc.activeCast = false;
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affectedUnits.clear();
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const CGHeroInstance * otherHero = nullptr;
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{
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//check it there is opponent hero
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const BattleSide otherSide = battle()->otherSide(casterSide);
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if(battle()->battleHasHero(otherSide))
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otherHero = battle()->battleGetFightingHero(otherSide);
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}
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//calculate spell cost
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if(mode == Mode::HERO)
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{
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const auto * casterHero = dynamic_cast<const CGHeroInstance *>(caster);
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spellCost = battle()->battleGetSpellCost(owner, casterHero);
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if(nullptr != otherHero) //handle mana channel
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{
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int manaChannel = 0;
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for(const auto * stack : battle()->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?
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{
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if(stack->unitOwner() == otherHero->tempOwner)
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{
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vstd::amax(manaChannel, stack->valOfBonuses(BonusType::MANA_CHANNELING));
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}
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}
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sc.manaGained = (manaChannel * spellCost) / 100;
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}
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sc.activeCast = true;
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}
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else if(mode == Mode::CREATURE_ACTIVE || mode == Mode::ENCHANTER)
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{
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spellCost = 1;
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sc.activeCast = true;
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}
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beforeCast(sc, *server->getRNG(), target);
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BattleLogMessage castDescription;
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castDescription.battleID = battle()->getBattle()->getBattleID();
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switch (mode)
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{
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case Mode::CREATURE_ACTIVE:
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case Mode::ENCHANTER:
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case Mode::HERO:
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case Mode::PASSIVE:
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{
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MetaString line;
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caster->getCastDescription(owner, affectedUnits, line);
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if(!line.empty())
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castDescription.lines.push_back(line);
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}
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break;
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default:
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break;
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}
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doRemoveEffects(server, affectedUnits, std::bind(&BattleSpellMechanics::counteringSelector, this, _1));
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for(auto & unit : affectedUnits)
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sc.affectedCres.insert(unit->unitId());
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if(!castDescription.lines.empty())
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server->apply(&castDescription);
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server->apply(&sc);
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for(auto & p : effectsToApply)
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p.first->apply(server, this, p.second);
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if(sc.activeCast)
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{
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caster->spendMana(server, spellCost);
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if(sc.manaGained > 0)
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{
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assert(otherHero);
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otherHero->spendMana(server, -sc.manaGained);
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}
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}
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// send empty event to client
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// temporary(?) workaround to force animations to trigger
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StacksInjured fakeEvent;
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fakeEvent.battleID = battle()->getBattle()->getBattleID();
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server->apply(&fakeEvent);
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}
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void BattleSpellMechanics::beforeCast(BattleSpellCast & sc, vstd::RNG & rng, const Target & target)
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{
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affectedUnits.clear();
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Target spellTarget = transformSpellTarget(target);
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std::vector <const battle::Unit *> resisted;
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auto filterResisted = [&, this](const battle::Unit * unit) -> bool
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{
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if(isNegativeSpell() && isMagicalEffect())
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{
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//magic resistance
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const int prob = std::min(unit->magicResistance(), 100); //probability of resistance in %
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if(rng.nextInt(0, 99) < prob)
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return true;
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}
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return false;
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};
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auto filterUnit = [&](const battle::Unit * unit)
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{
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if(filterResisted(unit))
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resisted.push_back(unit);
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else
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affectedUnits.push_back(unit);
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};
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//prepare targets
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effectsToApply = effects->prepare(this, target, spellTarget);
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std::set<const battle::Unit *> unitTargets = collectTargets();
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//process them
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for(const auto * unit : unitTargets)
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filterUnit(unit);
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//and update targets
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for(auto & p : effectsToApply)
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{
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vstd::erase_if(p.second, [&](const Destination & d)
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{
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if(!d.unitValue)
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return false;
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return vstd::contains(resisted, d.unitValue);
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});
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}
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if(mode == Mode::MAGIC_MIRROR)
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{
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if(caster->getHeroCaster() == nullptr)
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{
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sc.reflectedCres.insert(caster->getCasterUnitId());
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}
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}
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for(const auto * unit : resisted)
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sc.resistedCres.insert(unit->unitId());
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}
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void BattleSpellMechanics::castEval(ServerCallback * server, const Target & target)
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{
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affectedUnits.clear();
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//TODO: evaluate caster updates (mana usage etc.)
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//TODO: evaluate random values
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Target spellTarget = transformSpellTarget(target);
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effectsToApply = effects->prepare(this, target, spellTarget);
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std::set<const battle::Unit *> unitTargets = collectTargets();
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auto selector = std::bind(&BattleSpellMechanics::counteringSelector, this, _1);
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std::copy(std::begin(unitTargets), std::end(unitTargets), std::back_inserter(affectedUnits));
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doRemoveEffects(server, affectedUnits, selector);
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for(auto & p : effectsToApply)
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p.first->apply(server, this, p.second);
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}
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std::set<const battle::Unit *> BattleSpellMechanics::collectTargets() const
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{
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std::set<const battle::Unit *> result;
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for(const auto & p : effectsToApply)
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{
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for(const Destination & d : p.second)
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if(d.unitValue)
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result.insert(d.unitValue);
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}
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return result;
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}
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void BattleSpellMechanics::doRemoveEffects(ServerCallback * server, const std::vector<const battle::Unit *> & targets, const CSelector & selector)
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{
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SetStackEffect sse;
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sse.battleID = battle()->getBattle()->getBattleID();
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for(const auto * unit : targets)
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{
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std::vector<Bonus> buffer;
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auto bl = unit->getBonuses(selector);
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for(const auto & item : *bl)
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buffer.emplace_back(*item);
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if(!buffer.empty())
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sse.toRemove.emplace_back(unit->unitId(), buffer);
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}
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if(!sse.toRemove.empty())
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server->apply(&sse);
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}
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bool BattleSpellMechanics::counteringSelector(const Bonus * bonus) const
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{
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if(bonus->source != BonusSource::SPELL_EFFECT)
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return false;
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for(const SpellID & id : owner->counteredSpells)
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{
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if(bonus->sid.as<SpellID>() == id)
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return true;
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}
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return false;
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}
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std::set<BattleHex> BattleSpellMechanics::spellRangeInHexes(BattleHex centralHex) const
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{
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using namespace SRSLPraserHelpers;
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std::set<BattleHex> ret;
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std::vector<int> rng = owner->getLevelInfo(getRangeLevel()).range;
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for(auto & elem : rng)
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{
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std::set<ui16> curLayer = getInRange(centralHex, elem, elem);
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//adding obtained hexes
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for(const auto & curLayer_it : curLayer)
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ret.insert(curLayer_it);
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}
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return ret;
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}
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Target BattleSpellMechanics::transformSpellTarget(const Target & aimPoint) const
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{
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Target spellTarget;
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if(aimPoint.empty())
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{
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logGlobal->error("Aimed spell cast with no destination.");
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}
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else
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{
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const Destination & primary = aimPoint.at(0);
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BattleHex aimPointHex = primary.hexValue;
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//transform primary spell target with spell range (if it`s valid), leave anything else to effects
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if(aimPointHex.isValid())
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{
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auto spellRange = spellRangeInHexes(aimPointHex);
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for(const auto & hex : spellRange)
|
|
spellTarget.push_back(Destination(hex));
|
|
}
|
|
}
|
|
|
|
if(spellTarget.empty())
|
|
spellTarget.push_back(Destination(BattleHex::INVALID));
|
|
|
|
return spellTarget;
|
|
}
|
|
|
|
std::vector<AimType> BattleSpellMechanics::getTargetTypes() const
|
|
{
|
|
auto ret = BaseMechanics::getTargetTypes();
|
|
|
|
if(!ret.empty())
|
|
{
|
|
effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * e, bool & stop)
|
|
{
|
|
e->adjustTargetTypes(ret);
|
|
stop = ret.empty();
|
|
});
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
std::vector<Destination> BattleSpellMechanics::getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast) const
|
|
{
|
|
//TODO: BattleSpellMechanics::getPossibleDestinations
|
|
|
|
if(index != 0)
|
|
return std::vector<Destination>();
|
|
|
|
std::vector<Destination> ret;
|
|
|
|
switch(aimType)
|
|
{
|
|
case AimType::CREATURE:
|
|
{
|
|
auto stacks = battle()->battleGetAllStacks();
|
|
|
|
for(auto stack : stacks)
|
|
{
|
|
Target tmp = current;
|
|
tmp.emplace_back(stack->getPosition());
|
|
|
|
detail::ProblemImpl ignored;
|
|
|
|
if(canBeCastAt(tmp, ignored))
|
|
ret.emplace_back(stack->getPosition());
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case AimType::LOCATION:
|
|
if(fast)
|
|
{
|
|
auto stacks = battle()->battleGetAllStacks();
|
|
std::set<BattleHex> hexesToCheck;
|
|
|
|
for(auto stack : stacks)
|
|
{
|
|
hexesToCheck.insert(stack->getPosition());
|
|
|
|
for(auto adjacent : stack->getPosition().neighbouringTiles())
|
|
hexesToCheck.insert(adjacent);
|
|
}
|
|
|
|
for(auto hex : hexesToCheck)
|
|
{
|
|
if(hex.isAvailable())
|
|
{
|
|
Target tmp = current;
|
|
tmp.emplace_back(hex);
|
|
|
|
detail::ProblemImpl ignored;
|
|
|
|
if(canBeCastAt(tmp, ignored))
|
|
ret.emplace_back(hex);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
|
|
{
|
|
BattleHex dest(i);
|
|
if(dest.isAvailable())
|
|
{
|
|
Target tmp = current;
|
|
tmp.emplace_back(dest);
|
|
|
|
detail::ProblemImpl ignored;
|
|
|
|
if(canBeCastAt(tmp, ignored))
|
|
ret.emplace_back(dest);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case AimType::NO_TARGET:
|
|
ret.emplace_back();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool BattleSpellMechanics::isReceptive(const battle::Unit * target) const
|
|
{
|
|
return targetCondition->isReceptive(this, target);
|
|
}
|
|
|
|
std::vector<BattleHex> BattleSpellMechanics::rangeInHexes(BattleHex centralHex) const
|
|
{
|
|
if(isMassive() || !centralHex.isValid())
|
|
return std::vector<BattleHex>(1, BattleHex::INVALID);
|
|
|
|
Target aimPoint;
|
|
aimPoint.push_back(Destination(centralHex));
|
|
|
|
Target spellTarget = transformSpellTarget(aimPoint);
|
|
|
|
std::set<BattleHex> effectRange;
|
|
|
|
effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * effect, bool & stop)
|
|
{
|
|
if(!effect->indirect)
|
|
{
|
|
effect->adjustAffectedHexes(effectRange, this, spellTarget);
|
|
}
|
|
});
|
|
|
|
std::vector<BattleHex> ret;
|
|
ret.reserve(effectRange.size());
|
|
|
|
std::copy(effectRange.begin(), effectRange.end(), std::back_inserter(ret));
|
|
|
|
return ret;
|
|
}
|
|
|
|
const Spell * BattleSpellMechanics::getSpell() const
|
|
{
|
|
return owner;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
VCMI_LIB_NAMESPACE_END
|