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145 lines
6.5 KiB
C++
145 lines
6.5 KiB
C++
#ifndef MWMECHANICS_SPELLSUCCESS_H
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#define MWMECHANICS_SPELLSUCCESS_H
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#include <components/esm/effectlist.hpp>
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#include <components/esm/loadskil.hpp>
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#include "../mwworld/ptr.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 Ingredient;
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struct Potion;
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struct EffectList;
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}
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namespace MWMechanics
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{
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struct EffectKey;
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class MagicEffects;
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class CreatureStats;
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ESM::Skill::SkillEnum spellSchoolToSkill(int school);
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float calcEffectCost(const ESM::ENAMstruct& effect);
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bool isSummoningEffect(int effectId);
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/**
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* @param spell spell to cast
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* @param actor calculate spell success chance for this actor (depends on actor's skills)
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* @param effectiveSchool the spell's effective school (relevant for skill progress) will be written here
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* @param cap cap the result to 100%?
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* @param checkMagicka check magicka?
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* @note actor can be an NPC or a creature
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* @return success chance from 0 to 100 (in percent), if cap=false then chance above 100 may be returned.
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*/
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float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool = NULL, bool cap=true, bool checkMagicka=false);
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float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool = NULL, bool cap=true, bool checkMagicka=false);
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int getSpellSchool(const std::string& spellId, const MWWorld::Ptr& actor);
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int getSpellSchool(const ESM::Spell* spell, const MWWorld::Ptr& actor);
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/// Get whether or not the given spell contributes to skill progress.
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bool spellIncreasesSkill(const ESM::Spell* spell);
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bool spellIncreasesSkill(const std::string& spellId);
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/// Get the resistance attribute against an effect for a given actor. This will add together
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/// ResistX and Weakness to X effects relevant against the given effect.
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float getEffectResistanceAttribute (short effectId, const MagicEffects* actorEffects);
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/// Get the effective resistance against an effect casted by the given actor in the given spell (optional).
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/// @return >=100 for fully resisted. can also return negative value for damage amplification.
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/// @param effects Override the actor's current magicEffects. Useful if there are effects currently
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/// being applied (but not applied yet) that should also be considered.
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float getEffectResistance (short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster,
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const ESM::Spell* spell = NULL, const MagicEffects* effects = NULL);
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/// Get an effect multiplier for applying an effect cast by the given actor in the given spell (optional).
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/// @return effect multiplier from 0 to 2. (100% net resistance to 100% net weakness)
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/// @param effects Override the actor's current magicEffects. Useful if there are effects currently
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/// being applied (but not applied yet) that should also be considered.
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float getEffectMultiplier(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster,
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const ESM::Spell* spell = NULL, const MagicEffects* effects = NULL);
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bool checkEffectTarget (int effectId, const MWWorld::Ptr& target, const MWWorld::Ptr& caster, bool castByPlayer);
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int getEffectiveEnchantmentCastCost (float castCost, const MWWorld::Ptr& actor);
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float calcSpellBaseSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool);
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/// Apply a magic effect that is applied in tick intervals until its remaining time ends or it is removed
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/// @return Was the effect a tickable effect with a magnitude?
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bool effectTick(CreatureStats& creatureStats, const MWWorld::Ptr& actor, const MWMechanics::EffectKey& effectKey, float magnitude);
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std::string getSummonedCreature(int effectId);
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class CastSpell
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{
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private:
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MWWorld::Ptr mCaster; // May be empty
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MWWorld::Ptr mTarget; // May be empty
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public:
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bool mStack;
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std::string mId; // ID of spell, potion, item etc
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std::string mSourceName; // Display name for spell, potion, etc
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osg::Vec3f mHitPosition; // Used for spawning area orb
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bool mAlwaysSucceed; // Always succeed spells casted by NPCs/creatures regardless of their chance (default: false)
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bool mFromProjectile; // True if spell is cast by enchantment of some projectile (arrow, bolt or thrown weapon)
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bool mIsScripted; // True if spell is casted from script and ignores some checks (mana level, success chance, etc.)
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public:
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CastSpell(const MWWorld::Ptr& caster, const MWWorld::Ptr& target, const bool fromProjectile=false, const bool isScripted=false);
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bool cast (const ESM::Spell* spell);
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/// @note mCaster must be an actor
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/// @param launchProjectile If set to false, "on target" effects are directly applied instead of being launched as projectile originating from the caster.
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bool cast (const MWWorld::Ptr& item, bool launchProjectile=true);
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/// @note mCaster must be an NPC
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bool cast (const ESM::Ingredient* ingredient);
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bool cast (const ESM::Potion* potion);
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/// @note Auto detects if spell, ingredient or potion
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bool cast (const std::string& id);
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void playSpellCastingEffects(const std::string &spellid);
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bool spellIncreasesSkill();
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/// Launch a bolt with the given effects.
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void launchMagicBolt ();
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/// @note \a target can be any type of object, not just actors.
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/// @note \a caster can be any type of object, or even an empty object.
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void inflict (const MWWorld::Ptr& target, const MWWorld::Ptr& caster,
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const ESM::EffectList& effects, ESM::RangeType range, bool reflected=false, bool exploded=false);
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/// @note \a caster can be any type of object, or even an empty object.
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/// @return was the target suitable for the effect?
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bool applyInstantEffect (const MWWorld::Ptr& target, const MWWorld::Ptr& caster, const MWMechanics::EffectKey& effect, float magnitude);
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};
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class ApplyLoopingParticlesVisitor : public EffectSourceVisitor
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{
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private:
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MWWorld::Ptr mActor;
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public:
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ApplyLoopingParticlesVisitor(const MWWorld::Ptr& actor)
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: mActor(actor)
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{
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}
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virtual void visit (MWMechanics::EffectKey key,
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const std::string& /*sourceName*/, const std::string& /*sourceId*/, int /*casterActorId*/,
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float /*magnitude*/, float /*remainingTime*/ = -1, float /*totalTime*/ = -1);
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};
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}
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#endif
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