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https://github.com/TES3MP/openmw-tes3mp.git
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Some cleanup - move definitions to implementation file
This commit is contained in:
parent
c04a8afc8b
commit
525ce2f042
6 changed files with 197 additions and 181 deletions
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@ -3,8 +3,15 @@
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#include <boost/lexical_cast.hpp>
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/actionequip.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwmechanics/spells.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwgui/inventorywindow.hpp"
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#include "../mwgui/bookwindow.hpp"
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#include "../mwgui/scrollwindow.hpp"
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@ -17,8 +24,8 @@ namespace
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{
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bool sortItems(const MWWorld::Ptr& left, const MWWorld::Ptr& right)
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{
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int cmp = MWWorld::Class::get(left).getName(left).compare(
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MWWorld::Class::get(right).getName(right));
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int cmp = left.getClass().getName(left).compare(
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right.getClass().getName(right));
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return cmp < 0;
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}
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@ -334,10 +341,7 @@ namespace MWGui
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// equip, if it can be equipped
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if (!MWWorld::Class::get(item).getEquipmentSlots(item).first.empty())
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{
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// Note: can't use Class::use here because enchanted scrolls for example would then open the scroll window instead of equipping
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MWWorld::ActionEquip action(item);
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action.execute (MWBase::Environment::get().getWorld ()->getPlayerPtr());
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MWBase::Environment::get().getWindowManager()->getInventoryWindow()->useItem(item);
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}
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store.setSelectedEnchantItem(it);
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@ -3,13 +3,17 @@
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#include <boost/lexical_cast.hpp>
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/containerstore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwmechanics/spells.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "tooltips.hpp"
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#include "class.hpp"
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@ -4,11 +4,15 @@
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#include <boost/format.hpp>
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/actionequip.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwmechanics/spells.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "spellicons.hpp"
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#include "inventorywindow.hpp"
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@ -231,8 +235,7 @@ namespace MWGui
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MyGUI::IntCoord(4, mHeight, mWidth-8, spellHeight), MyGUI::Align::Left | MyGUI::Align::Top);
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float enchantCost = enchant->mData.mCost;
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MWMechanics::NpcStats &stats = player.getClass().getNpcStats(player);
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int eSkill = stats.getSkill(ESM::Skill::Enchant).getModified();
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int eSkill = player.getClass().getSkill(player, ESM::Skill::Enchant);
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int castCost = std::max(1.f, enchantCost - (enchantCost / 100) * (eSkill - 10));
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std::string cost = boost::lexical_cast<std::string>(castCost);
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@ -316,13 +319,7 @@ namespace MWGui
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if (_sender->getUserString("Equipped") == "false"
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&& !MWWorld::Class::get(item).getEquipmentSlots(item).first.empty())
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{
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// Note: can't use Class::use here because enchanted scrolls for example would then open the scroll window instead of equipping
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MWWorld::ActionEquip action(item);
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action.execute (MWBase::Environment::get().getWorld ()->getPlayerPtr());
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// since we changed equipping status, update the inventory window
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MWBase::Environment::get().getWindowManager()->getInventoryWindow()->updateItemView();
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MWBase::Environment::get().getWindowManager()->getInventoryWindow()->useItem(item);
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}
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store.setSelectedEnchantItem(it);
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@ -1,20 +1,182 @@
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#include "spellcasting.hpp"
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#include <cfloat>
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#include <boost/format.hpp>
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/containerstore.hpp"
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#include "../mwworld/actionteleport.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwrender/animation.hpp"
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#include "magiceffects.hpp"
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#include "npcstats.hpp"
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namespace MWMechanics
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{
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ESM::Skill::SkillEnum spellSchoolToSkill(int school)
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{
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std::map<int, ESM::Skill::SkillEnum> schoolSkillMap; // maps spell school to skill id
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schoolSkillMap[0] = ESM::Skill::Alteration;
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schoolSkillMap[1] = ESM::Skill::Conjuration;
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schoolSkillMap[3] = ESM::Skill::Illusion;
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schoolSkillMap[2] = ESM::Skill::Destruction;
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schoolSkillMap[4] = ESM::Skill::Mysticism;
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schoolSkillMap[5] = ESM::Skill::Restoration;
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assert(schoolSkillMap.find(school) != schoolSkillMap.end());
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return schoolSkillMap[school];
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}
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float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool)
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{
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CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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if (stats.getMagicEffects().get(ESM::MagicEffect::Silence).mMagnitude)
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return 0;
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float y = FLT_MAX;
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float lowestSkill = 0;
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for (std::vector<ESM::ENAMstruct>::const_iterator it = spell->mEffects.mList.begin(); it != spell->mEffects.mList.end(); ++it)
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{
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float x = it->mDuration;
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const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(
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it->mEffectID);
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if (!(magicEffect->mData.mFlags & ESM::MagicEffect::UncappedDamage))
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x = std::max(1.f, x);
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x *= 0.1 * magicEffect->mData.mBaseCost;
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x *= 0.5 * (it->mMagnMin + it->mMagnMax);
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x *= it->mArea * 0.05 * magicEffect->mData.mBaseCost;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::CastTarget)
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x *= 1.5;
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static const float fEffectCostMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
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"fEffectCostMult")->getFloat();
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x *= fEffectCostMult;
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float s = 2 * actor.getClass().getSkill(actor, spellSchoolToSkill(magicEffect->mData.mSchool));
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if (s - x < y)
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{
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y = s - x;
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if (effectiveSchool)
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*effectiveSchool = magicEffect->mData.mSchool;
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lowestSkill = s;
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}
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}
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if (spell->mData.mType != ESM::Spell::ST_Spell)
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return 100;
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if (spell->mData.mFlags & ESM::Spell::F_Always)
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return 100;
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int castBonus = -stats.getMagicEffects().get(ESM::MagicEffect::Sound).mMagnitude;
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int actorWillpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
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int actorLuck = stats.getAttribute(ESM::Attribute::Luck).getModified();
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float castChance = (lowestSkill - spell->mData.mCost + castBonus + 0.2 * actorWillpower + 0.1 * actorLuck) * stats.getFatigueTerm();
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if (MWBase::Environment::get().getWorld()->getGodModeState() && actor.getRefData().getHandle() == "player")
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castChance = 100;
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return std::max(0.f, std::min(100.f, castChance));
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}
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float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool)
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{
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const ESM::Spell* spell =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
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return getSpellSuccessChance(spell, actor, effectiveSchool);
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}
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int getSpellSchool(const std::string& spellId, const MWWorld::Ptr& actor)
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{
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int school = 0;
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getSpellSuccessChance(spellId, actor, &school);
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return school;
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}
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int getSpellSchool(const ESM::Spell* spell, const MWWorld::Ptr& actor)
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{
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int school = 0;
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getSpellSuccessChance(spell, actor, &school);
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return school;
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}
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float getEffectResistance (short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, const ESM::Spell* spell)
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{
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const ESM::MagicEffect *magicEffect =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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effectId);
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const MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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float resisted = 0;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
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{
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short resistanceEffect = ESM::MagicEffect::getResistanceEffect(effectId);
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short weaknessEffect = ESM::MagicEffect::getWeaknessEffect(effectId);
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float resistance = 0;
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if (resistanceEffect != -1)
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resistance += stats.getMagicEffects().get(resistanceEffect).mMagnitude;
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if (weaknessEffect != -1)
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resistance -= stats.getMagicEffects().get(weaknessEffect).mMagnitude;
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float willpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
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float luck = stats.getAttribute(ESM::Attribute::Luck).getModified();
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float x = (willpower + 0.1 * luck) * stats.getFatigueTerm();
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// This makes spells that are easy to cast harder to resist and vice versa
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if (spell != NULL && caster.getClass().isActor())
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{
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float castChance = getSpellSuccessChance(spell, caster);
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if (castChance > 0)
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x *= 50 / castChance;
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}
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float roll = static_cast<float>(std::rand()) / RAND_MAX * 100;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
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roll -= resistance;
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if (x <= roll)
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x = 0;
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else
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{
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if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
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x = 100;
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else
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x = roll / std::min(x, 100.f);
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}
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x = std::min(x + resistance, 100.f);
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resisted = x;
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}
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return resisted;
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}
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float getEffectMultiplier(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, const ESM::Spell* spell)
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{
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float resistance = getEffectResistance(effectId, actor, caster, spell);
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if (resistance >= 0)
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return 1 - resistance / 100.f;
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else
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return -(resistance-100) / 100.f;
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}
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CastSpell::CastSpell(const MWWorld::Ptr &caster, const MWWorld::Ptr &target)
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: mCaster(caster)
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, mTarget(target)
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@ -230,7 +392,7 @@ namespace MWMechanics
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MWBase::Environment::get().getMechanicsManager()->commitCrime(caster, target, MWBase::MechanicsManager::OT_Assault);
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}
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void CastSpell::applyInstantEffect(const MWWorld::Ptr &target, const MWWorld::Ptr &caster, MWMechanics::EffectKey effect, float magnitude)
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void CastSpell::applyInstantEffect(const MWWorld::Ptr &target, const MWWorld::Ptr &caster, const MWMechanics::EffectKey& effect, float magnitude)
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{
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short effectId = effect.mId;
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if (!target.getClass().isActor())
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@ -1,33 +1,13 @@
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#ifndef MWMECHANICS_SPELLSUCCESS_H
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#define MWMECHANICS_SPELLSUCCESS_H
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#include <cfloat>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "npcstats.hpp"
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namespace MWMechanics
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{
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inline ESM::Skill::SkillEnum spellSchoolToSkill(int school)
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{
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std::map<int, ESM::Skill::SkillEnum> schoolSkillMap; // maps spell school to skill id
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schoolSkillMap[0] = ESM::Skill::Alteration;
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schoolSkillMap[1] = ESM::Skill::Conjuration;
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schoolSkillMap[3] = ESM::Skill::Illusion;
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schoolSkillMap[2] = ESM::Skill::Destruction;
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schoolSkillMap[4] = ESM::Skill::Mysticism;
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schoolSkillMap[5] = ESM::Skill::Restoration;
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assert(schoolSkillMap.find(school) != schoolSkillMap.end());
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return schoolSkillMap[school];
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}
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class EffectKey;
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ESM::Skill::SkillEnum spellSchoolToSkill(int school);
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/**
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* @param spell spell to cast
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@ -36,147 +16,16 @@ namespace MWMechanics
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* @attention actor has to be an NPC and not a creature!
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* @return success chance from 0 to 100 (in percent)
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*/
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inline float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool = NULL)
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{
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CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool = NULL);
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float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool = NULL);
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if (stats.getMagicEffects().get(ESM::MagicEffect::Silence).mMagnitude)
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return 0;
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float y = FLT_MAX;
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float lowestSkill = 0;
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for (std::vector<ESM::ENAMstruct>::const_iterator it = spell->mEffects.mList.begin(); it != spell->mEffects.mList.end(); ++it)
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{
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float x = it->mDuration;
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const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(
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it->mEffectID);
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if (!(magicEffect->mData.mFlags & ESM::MagicEffect::UncappedDamage))
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x = std::max(1.f, x);
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x *= 0.1 * magicEffect->mData.mBaseCost;
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x *= 0.5 * (it->mMagnMin + it->mMagnMax);
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x *= it->mArea * 0.05 * magicEffect->mData.mBaseCost;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::CastTarget)
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x *= 1.5;
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static const float fEffectCostMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
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"fEffectCostMult")->getFloat();
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x *= fEffectCostMult;
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float s = 2 * actor.getClass().getSkill(actor, spellSchoolToSkill(magicEffect->mData.mSchool));
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if (s - x < y)
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{
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y = s - x;
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if (effectiveSchool)
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*effectiveSchool = magicEffect->mData.mSchool;
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lowestSkill = s;
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}
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}
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if (spell->mData.mType != ESM::Spell::ST_Spell)
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return 100;
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if (spell->mData.mFlags & ESM::Spell::F_Always)
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return 100;
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int castBonus = -stats.getMagicEffects().get(ESM::MagicEffect::Sound).mMagnitude;
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int actorWillpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
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int actorLuck = stats.getAttribute(ESM::Attribute::Luck).getModified();
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float castChance = (lowestSkill - spell->mData.mCost + castBonus + 0.2 * actorWillpower + 0.1 * actorLuck) * stats.getFatigueTerm();
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if (MWBase::Environment::get().getWorld()->getGodModeState() && actor.getRefData().getHandle() == "player")
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castChance = 100;
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return std::max(0.f, std::min(100.f, castChance));
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}
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inline float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool = NULL)
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{
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const ESM::Spell* spell =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
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return getSpellSuccessChance(spell, actor, effectiveSchool);
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}
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inline int getSpellSchool(const std::string& spellId, const MWWorld::Ptr& actor)
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{
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int school = 0;
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getSpellSuccessChance(spellId, actor, &school);
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return school;
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}
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inline int getSpellSchool(const ESM::Spell* spell, const MWWorld::Ptr& actor)
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{
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int school = 0;
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getSpellSuccessChance(spell, actor, &school);
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return school;
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}
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int getSpellSchool(const std::string& spellId, const MWWorld::Ptr& actor);
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int getSpellSchool(const ESM::Spell* spell, const MWWorld::Ptr& actor);
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/// @return >=100 for fully resisted. can also return negative value for damage amplification.
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inline float getEffectResistance (short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, const ESM::Spell* spell = NULL)
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{
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const ESM::MagicEffect *magicEffect =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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effectId);
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const MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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float resisted = 0;
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||||
if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
|
||||
{
|
||||
|
||||
short resistanceEffect = ESM::MagicEffect::getResistanceEffect(effectId);
|
||||
short weaknessEffect = ESM::MagicEffect::getWeaknessEffect(effectId);
|
||||
|
||||
float resistance = 0;
|
||||
if (resistanceEffect != -1)
|
||||
resistance += stats.getMagicEffects().get(resistanceEffect).mMagnitude;
|
||||
if (weaknessEffect != -1)
|
||||
resistance -= stats.getMagicEffects().get(weaknessEffect).mMagnitude;
|
||||
|
||||
|
||||
float willpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
|
||||
float luck = stats.getAttribute(ESM::Attribute::Luck).getModified();
|
||||
float x = (willpower + 0.1 * luck) * stats.getFatigueTerm();
|
||||
|
||||
// This makes spells that are easy to cast harder to resist and vice versa
|
||||
if (spell != NULL && caster.getClass().isActor())
|
||||
{
|
||||
float castChance = getSpellSuccessChance(spell, caster);
|
||||
if (castChance > 0)
|
||||
x *= 50 / castChance;
|
||||
}
|
||||
|
||||
float roll = static_cast<float>(std::rand()) / RAND_MAX * 100;
|
||||
if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
|
||||
roll -= resistance;
|
||||
|
||||
if (x <= roll)
|
||||
x = 0;
|
||||
else
|
||||
{
|
||||
if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
|
||||
x = 100;
|
||||
else
|
||||
x = roll / std::min(x, 100.f);
|
||||
}
|
||||
|
||||
x = std::min(x + resistance, 100.f);
|
||||
|
||||
resisted = x;
|
||||
}
|
||||
|
||||
return resisted;
|
||||
}
|
||||
|
||||
inline float getEffectMultiplier(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, const ESM::Spell* spell = NULL)
|
||||
{
|
||||
float resistance = getEffectResistance(effectId, actor, caster, spell);
|
||||
if (resistance >= 0)
|
||||
return 1 - resistance / 100.f;
|
||||
else
|
||||
return -(resistance-100) / 100.f;
|
||||
}
|
||||
float getEffectResistance (short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, const ESM::Spell* spell = NULL);
|
||||
|
||||
float getEffectMultiplier(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, const ESM::Spell* spell = NULL);
|
||||
|
||||
class CastSpell
|
||||
{
|
||||
|
@ -202,7 +51,7 @@ namespace MWMechanics
|
|||
void inflict (const MWWorld::Ptr& target, const MWWorld::Ptr& caster,
|
||||
const ESM::EffectList& effects, ESM::RangeType range, bool reflected=false);
|
||||
|
||||
void applyInstantEffect (const MWWorld::Ptr& target, const MWWorld::Ptr& caster, MWMechanics::EffectKey effect, float magnitude);
|
||||
void applyInstantEffect (const MWWorld::Ptr& target, const MWWorld::Ptr& caster, const MWMechanics::EffectKey& effect, float magnitude);
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -20,7 +20,7 @@ namespace MWMechanics
|
|||
/// \brief Spell list
|
||||
///
|
||||
/// This class manages known spells as well as abilities, powers and permanent negative effects like
|
||||
/// diseaes.
|
||||
/// diseases.
|
||||
class Spells
|
||||
{
|
||||
public:
|
||||
|
|
Loading…
Reference in a new issue