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