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

122 lines
3.7 KiB
C++

#ifndef GAME_MWMECHANICS_SPELLS_H
#define GAME_MWMECHANICS_SPELLS_H
#include <map>
#include <string>
#include <components/misc/stringops.hpp>
#include "../mwworld/ptr.hpp"
#include "../mwworld/timestamp.hpp"
#include "magiceffects.hpp"
namespace ESM
{
struct Spell;
struct SpellState;
}
namespace MWMechanics
{
class MagicEffects;
/// \brief Spell list
///
/// This class manages known spells as well as abilities, powers and permanent negative effects like
/// diseases. It also keeps track of used powers (which can only be used every 24h).
class Spells
{
public:
typedef const ESM::Spell* SpellKey;
typedef std::map<SpellKey, std::map<int, float> > TContainer; // ID, <effect index, normalised random magnitude>
typedef TContainer::const_iterator TIterator;
struct CorprusStats
{
static const int sWorseningPeriod = 24;
int mWorsenings;
MWWorld::TimeStamp mNextWorsening;
};
private:
TContainer mSpells;
// spell-tied effects that will be applied even after removing the spell (currently used to keep positive effects when corprus is removed)
std::map<SpellKey, MagicEffects> mPermanentSpellEffects;
// Note: this is the spell that's about to be cast, *not* the spell selected in the GUI (which may be different)
std::string mSelectedSpell;
std::map<SpellKey, MWWorld::TimeStamp> mUsedPowers;
std::map<SpellKey, CorprusStats> mCorprusSpells;
/// Get spell from ID, throws exception if not found
const ESM::Spell* getSpell(const std::string& id) const;
public:
void worsenCorprus(const ESM::Spell* spell);
static bool hasCorprusEffect(const ESM::Spell *spell);
const std::map<SpellKey, CorprusStats> & getCorprusSpells() const;
bool canUsePower (const ESM::Spell* spell) const;
void usePower (const ESM::Spell* spell);
void purgeCommonDisease();
void purgeBlightDisease();
void purgeCorprusDisease();
void purgeCurses();
TIterator begin() const;
TIterator end() const;
bool hasSpell(const std::string& spell) const;
bool hasSpell(const ESM::Spell* spell) const;
void add (const std::string& spell);
///< Adding a spell that is already listed in *this is a no-op.
void add (const ESM::Spell* spell);
///< Adding a spell that is already listed in *this is a no-op.
void remove (const std::string& spell);
///< If the spell to be removed is the selected spell, the selected spell will be changed to
/// no spell (empty string).
MagicEffects getMagicEffects() const;
///< Return sum of magic effects resulting from abilities, blights, deseases and curses.
void clear();
///< Remove all spells of al types.
void setSelectedSpell (const std::string& spellId);
///< This function does not verify, if the spell is available.
const std::string getSelectedSpell() const;
///< May return an empty string.
bool isSpellActive(const std::string& id) const;
///< Are we under the effects of the given spell ID?
bool hasCommonDisease() const;
bool hasBlightDisease() const;
void visitEffectSources (MWMechanics::EffectSourceVisitor& visitor) const;
void readState (const ESM::SpellState& state);
void writeState (ESM::SpellState& state) const;
};
}
#endif