# ifndef MWMECHANICS_SPELLSUCCESS_H
# define MWMECHANICS_SPELLSUCCESS_H
# include <components/esm/effectlist.hpp>
# include <components/esm/loadskil.hpp>
# include "../mwworld/ptr.hpp"
# include "magiceffects.hpp"
namespace ESM
{
struct Spell ;
struct Ingredient ;
struct Potion ;
struct EffectList ;
}
namespace MWMechanics
{
struct EffectKey ;
class MagicEffects ;
class CreatureStats ;
ESM : : Skill : : SkillEnum spellSchoolToSkill ( int school ) ;
float calcEffectCost ( const ESM : : ENAMstruct & effect ) ;
bool isSummoningEffect ( int effectId ) ;
/**
* @ param spell spell to cast
* @ param actor calculate spell success chance for this actor ( depends on actor ' s skills )
* @ param effectiveSchool the spell ' s effective school ( relevant for skill progress ) will be written here
* @ param cap cap the result to 100 % ?
* @ param checkMagicka check magicka ?
* @ note actor can be an NPC or a creature
* @ return success chance from 0 to 100 ( in percent ) , if cap = false then chance above 100 may be returned .
*/
float getSpellSuccessChance ( const ESM : : Spell * spell , const MWWorld : : Ptr & actor , int * effectiveSchool = NULL , bool cap = true , bool checkMagicka = false ) ;
float getSpellSuccessChance ( const std : : string & spellId , const MWWorld : : Ptr & actor , int * effectiveSchool = NULL , bool cap = true , bool checkMagicka = false ) ;
int getSpellSchool ( const std : : string & spellId , const MWWorld : : Ptr & actor ) ;
int getSpellSchool ( const ESM : : Spell * spell , const MWWorld : : Ptr & actor ) ;
/// Get whether or not the given spell contributes to skill progress.
bool spellIncreasesSkill ( const ESM : : Spell * spell ) ;
bool spellIncreasesSkill ( const std : : string & spellId ) ;
/// Get the resistance attribute against an effect for a given actor. This will add together
/// ResistX and Weakness to X effects relevant against the given effect.
float getEffectResistanceAttribute ( short effectId , const MagicEffects * actorEffects ) ;
/// Get the effective resistance against an effect casted by the given actor in the given spell (optional).
/// @return >=100 for fully resisted. can also return negative value for damage amplification.
/// @param effects Override the actor's current magicEffects. Useful if there are effects currently
/// being applied (but not applied yet) that should also be considered.
float getEffectResistance ( short effectId , const MWWorld : : Ptr & actor , const MWWorld : : Ptr & caster ,
const ESM : : Spell * spell = NULL , const MagicEffects * effects = NULL ) ;
/// Get an effect multiplier for applying an effect cast by the given actor in the given spell (optional).
/// @return effect multiplier from 0 to 2. (100% net resistance to 100% net weakness)
/// @param effects Override the actor's current magicEffects. Useful if there are effects currently
/// being applied (but not applied yet) that should also be considered.
float getEffectMultiplier ( short effectId , const MWWorld : : Ptr & actor , const MWWorld : : Ptr & caster ,
const ESM : : Spell * spell = NULL , const MagicEffects * effects = NULL ) ;
bool checkEffectTarget ( int effectId , const MWWorld : : Ptr & target , const MWWorld : : Ptr & caster , bool castByPlayer ) ;
int getEffectiveEnchantmentCastCost ( float castCost , const MWWorld : : Ptr & actor ) ;
float calcSpellBaseSuccessChance ( const ESM : : Spell * spell , const MWWorld : : Ptr & actor , int * effectiveSchool ) ;
/// Apply a magic effect that is applied in tick intervals until its remaining time ends or it is removed
/// @return Was the effect a tickable effect with a magnitude?
bool effectTick ( CreatureStats & creatureStats , const MWWorld : : Ptr & actor , const MWMechanics : : EffectKey & effectKey , float magnitude ) ;
std : : string getSummonedCreature ( int effectId ) ;
class CastSpell
{
private :
MWWorld : : Ptr mCaster ; // May be empty
MWWorld : : Ptr mTarget ; // May be empty
public :
bool mStack ;
std : : string mId ; // ID of spell, potion, item etc
std : : string mSourceName ; // Display name for spell, potion, etc
osg : : Vec3f mHitPosition ; // Used for spawning area orb
bool mAlwaysSucceed ; // Always succeed spells casted by NPCs/creatures regardless of their chance (default: false)
bool mFromProjectile ; // True if spell is cast by enchantment of some projectile (arrow, bolt or thrown weapon)
bool mManualSpell ; // True if spell is casted from script and ignores some checks (mana level, success chance, etc.)
public :
CastSpell ( const MWWorld : : Ptr & caster , const MWWorld : : Ptr & target , const bool fromProjectile = false , const bool manualSpell = false ) ;
bool cast ( const ESM : : Spell * spell ) ;
/// @note mCaster must be an actor
/// @param launchProjectile If set to false, "on target" effects are directly applied instead of being launched as projectile originating from the caster.
bool cast ( const MWWorld : : Ptr & item , bool launchProjectile = true ) ;
/// @note mCaster must be an NPC
bool cast ( const ESM : : Ingredient * ingredient ) ;
bool cast ( const ESM : : Potion * potion ) ;
/// @note Auto detects if spell, ingredient or potion
bool cast ( const std : : string & id ) ;
void playSpellCastingEffects ( const std : : string & spellid ) ;
bool spellIncreasesSkill ( ) ;
/// Launch a bolt with the given effects.
void launchMagicBolt ( ) ;
/// @note \a target can be any type of object, not just actors.
/// @note \a caster can be any type of object, or even an empty object.
void inflict ( const MWWorld : : Ptr & target , const MWWorld : : Ptr & caster ,
const ESM : : EffectList & effects , ESM : : RangeType range , bool reflected = false , bool exploded = false ) ;
/// @note \a caster can be any type of object, or even an empty object.
/// @return was the target suitable for the effect?
bool applyInstantEffect ( const MWWorld : : Ptr & target , const MWWorld : : Ptr & caster , const MWMechanics : : EffectKey & effect , float magnitude ) ;
} ;
class ApplyLoopingParticlesVisitor : public EffectSourceVisitor
{
private :
MWWorld : : Ptr mActor ;
public :
ApplyLoopingParticlesVisitor ( const MWWorld : : Ptr & actor )
: mActor ( actor )
{
}
virtual void visit ( MWMechanics : : EffectKey key ,
const std : : string & /*sourceName*/ , const std : : string & /*sourceId*/ , int /*casterActorId*/ ,
float /*magnitude*/ , float /*remainingTime*/ = - 1 , float /*totalTime*/ = - 1 ) ;
} ;
}
# endif