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