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

69 lines
2.3 KiB
C++

#ifndef GAME_MWMECHANICS_SPELLLIST_H
#define GAME_MWMECHANICS_SPELLLIST_H
#include <functional>
#include <map>
#include <string>
#include <set>
#include <vector>
#include <components/esm/loadspel.hpp>
namespace ESM
{
struct SpellState;
}
namespace MWMechanics
{
struct SpellParams
{
std::map<int, float> mEffectRands; // <effect index, normalised random magnitude>
std::set<int> mPurgedEffects; // indices of purged effects
};
class Spells;
/// Multiple instances of the same actor share the same spell list in Morrowind.
/// The most obvious result of this is that adding a spell or ability to one instance adds it to all instances.
/// @note The original game will only update visual effects associated with any added abilities for the originally targeted actor,
/// changing cells applies the update to all actors.
/// Aside from sharing the same active spell list, changes made to this list are also written to the actor's base record.
/// Interestingly, it is not just scripted changes that are persisted to the base record. Curing one instance's disease will cure all instances.
/// @note The original game is inconsistent in persisting this example;
/// saving and loading the game might reapply the cured disease depending on which instance was cured.
class SpellList
{
const std::string mId;
const int mType;
std::vector<Spells*> mListeners;
bool withBaseRecord(const std::function<bool(std::vector<std::string>&)>& function);
public:
SpellList(const std::string& id, int type);
/// Get spell from ID, throws exception if not found
static const ESM::Spell* getSpell(const std::string& id);
void add (const ESM::Spell* spell);
///< Adding a spell that is already listed in *this is a no-op.
void remove (const ESM::Spell* spell);
void removeAll(const std::vector<std::string>& spells);
void clear();
///< Remove all spells of all types.
void addListener(Spells* spells);
void removeListener(Spells* spells);
void updateListener(Spells* before, Spells* after);
const std::vector<std::string> getSpells() const;
};
}
#endif