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vcmi/lib/spells/AbilityCaster.cpp
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* 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.
2021-02-14 19:05:43 +03:00

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/*
* AbilityCaster.cpp, 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
*
*/
#include "StdInc.h"
#include "AbilityCaster.h"
#include <vcmi/spells/Spell.h>
#include "../battle/Unit.h"
namespace spells
{
AbilityCaster::AbilityCaster(const battle::Unit * actualCaster_, int32_t baseSpellLevel_)
: ProxyCaster(actualCaster_),
actualCaster(actualCaster_),
baseSpellLevel(baseSpellLevel_)
{
}
AbilityCaster::~AbilityCaster() = default;
int32_t AbilityCaster::getSpellSchoolLevel(const Spell * spell, int32_t * outSelectedSchool) const
{
auto skill = baseSpellLevel;
if(spell->getLevel() > 0)
{
vstd::amax(skill, actualCaster->valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0));
}
vstd::amax(skill, 0);
vstd::amin(skill, 3);
return static_cast<ui8>(skill); //todo: unify spell school level type
}
int32_t AbilityCaster::getEffectLevel(const Spell * spell) const
{
return getSpellSchoolLevel(spell);
}
void AbilityCaster::getCastDescription(const Spell * spell, const std::vector<const battle::Unit*> & attacked, MetaString & text) const
{
//do nothing
}
void AbilityCaster::spendMana(ServerCallback * server, const int32_t spellCost) const
{
//do nothing
}
} // namespace spells