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78 lines
1.7 KiB
C++
78 lines
1.7 KiB
C++
#ifndef GAME_MWMECHANICS_MAGICEFFECTS_H
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#define GAME_MWMECHANICS_MAGICEFFECTS_H
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#include <map>
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namespace ESM
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{
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struct ENAMstruct;
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}
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namespace MWMechanics
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{
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struct EffectKey
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{
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int mId;
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int mArg; // skill or ability
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EffectKey();
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EffectKey (int id, int arg = -1) : mId (id), mArg (arg) {}
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EffectKey (const ESM::ENAMstruct& effect);
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};
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bool operator< (const EffectKey& left, const EffectKey& right);
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struct EffectParam
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{
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int mMagnitude;
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EffectParam();
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EffectParam& operator+= (const EffectParam& param);
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EffectParam& operator-= (const EffectParam& param);
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};
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inline EffectParam operator+ (const EffectParam& left, const EffectParam& right)
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{
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EffectParam param (left);
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return param += right;
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}
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inline EffectParam operator- (const EffectParam& left, const EffectParam& right)
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{
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EffectParam param (left);
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return param -= right;
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}
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/// \brief Effects currently affecting a NPC or creature
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class MagicEffects
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{
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public:
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typedef std::map<EffectKey, EffectParam> Collection;
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private:
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Collection mCollection;
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public:
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Collection::const_iterator Begin() const { return mCollection.begin(); }
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Collection::const_iterator End() const { return mCollection.end(); }
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void add (const EffectKey& key, const EffectParam& param);
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EffectParam get (const EffectKey& key) const;
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///< This function can safely be used for keys that are not present.
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static MagicEffects diff (const MagicEffects& prev, const MagicEffects& now);
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///< Return changes from \a prev to \a now.
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};
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}
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#endif
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