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openmw-tes3mp/apps/openmw/mwmechanics/activespells.hpp

113 lines
3.4 KiB
C++

#ifndef GAME_MWMECHANICS_ACTIVESPELLS_H
#define GAME_MWMECHANICS_ACTIVESPELLS_H
#include <map>
#include <vector>
#include <string>
#include "../mwworld/timestamp.hpp"
#include "magiceffects.hpp"
#include <components/esm/defs.hpp>
namespace ESM
{
struct Spell;
struct EffectList;
}
namespace MWWorld
{
class Ptr;
}
namespace MWMechanics
{
struct ActiveSpellParams
{
// Only apply effects of this range type
ESM::RangeType mRange;
// When the spell was added
MWWorld::TimeStamp mTimeStamp;
// Random factor for each effect
std::vector<float> mRandom;
// Effect magnitude multiplier. Use 0 to completely disable the effect
// (if it was resisted, reflected or absorbed). Use (0,1) for partially resisted.
std::vector<float> mMultiplier;
// Display name, we need this for enchantments, which don't have a name - so you need to supply the
// name of the item with the enchantment to addSpell
std::string mName;
};
/// \brief Lasting spell effects
///
/// \note The name of this class is slightly misleading, since it also handels lasting potion
/// effects.
class ActiveSpells
{
public:
typedef std::multimap<std::string, ActiveSpellParams > TContainer;
typedef TContainer::const_iterator TIterator;
private:
mutable TContainer mSpells;
mutable MagicEffects mEffects;
mutable bool mSpellsChanged;
mutable MWWorld::TimeStamp mLastUpdate;
void update() const;
void rebuildEffects() const;
std::pair<ESM::EffectList, std::pair<bool, bool> > getEffectList (const std::string& id) const;
///< @return (EffectList, (isIngredient, stacks))
double timeToExpire (const TIterator& iterator) const;
///< Returns time (in in-game hours) until the spell pointed to by \a iterator
/// expires.
const TContainer& getActiveSpells() const;
TIterator begin() const;
TIterator end() const;
std::string getSpellDisplayName (const std::string& id) const;
public:
ActiveSpells();
bool addSpell (const std::string& id, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, ESM::RangeType range = ESM::RT_Self, const std::string& name = "", int effectIndex = -1);
///< Overwrites an existing spell with the same ID. If the spell does not have any
/// non-instant effects, it is ignored.
/// @param id
/// @param actor actor to add the spell to
/// @param caster actor who casted the spell
/// @param range Only effects with range type \a range will be applied
/// @param name Display name for enchantments, since they don't have a name in their record
/// @param effectIndex Only apply one specific effect - useful for reflecting spells, since each effect is reflected individually
///
/// \return Has the spell been added?
void removeSpell (const std::string& id);
bool isSpellActive (std::string id) const;
///< case insensitive
const MagicEffects& getMagicEffects() const;
void visitEffectSources (MWMechanics::EffectSourceVisitor& visitor) const;
};
}
#endif