#ifndef MWMECHANICS_SPELLCASTING_H #define MWMECHANICS_SPELLCASTING_H #include #include "../mwworld/ptr.hpp" namespace ESM { struct Spell; struct Ingredient; struct Potion; struct EffectList; } namespace MWMechanics { struct EffectKey; class CastSpell { private: MWWorld::Ptr mCaster; // May be empty MWWorld::Ptr mTarget; // May be empty void playSpellCastingEffects(const std::vector& effects); public: bool mStack{false}; std::string mId; // ID of spell, potion, item etc std::string mSourceName; // Display name for spell, potion, etc osg::Vec3f mHitPosition{0,0,0}; // Used for spawning area orb bool mAlwaysSucceed{false}; // 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 enchantment); /// 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); }; } #endif