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openmw-tes3mp/apps/openmw-mp/Spells.hpp
Koncord 2d0840cb3a [General] Modernize Script API
This commit changes the style of tes3mp serverside scripting mods. Short list of changes:
* Break compatibility with old server mods
* OOP style lua API
* Basic dependency checker, allowing the installation of multiple server mods without changing configs
* Remove support for C++ plugins
* Change outdated LuaBridge to [sol2](https://github.com/ThePhD/sol2);
* Support GCC, Clang and MSVC compilers
* New environment variables: "TES3MP_SERVER_DIR" and "TES3MP_SERVER_USERDIR";
* New entity "Command controller" for registering new chat commands;
* New Event system
* Simplified Timer API
* All Lua mods now run in their own environments
* Add global namespace - Data that can be used for communicating between mods
* Player and Actor inherit base class NetActor
2017-08-28 00:15:56 +08:00

98 lines
1.7 KiB
C++

//
// Created by koncord on 25.08.17.
//
#pragma once
#include <components/esm/records.hpp>
class LuaState;
class Player;
class Effect
{
public:
static void Init(LuaState &lua);
public:
explicit Effect(ESM::ENAMstruct effect);
short getId() const;
void setId(short id);
signed char getSkill() const;
void setSkill(signed char skill);
signed char getAttribute() const;
void setAttribute(signed char attr);
int getRange() const;
void setRange(int range);
int getArea() const;
void setArea(int area);
int getDuration() const;
void setDuration(int dur);
int getMinMag() const;
int getMaxMag() const;
void setMinMag(int mag);
void setMaxMag(int mag);
ESM::ENAMstruct effect;
};
class Spell
{
public:
static void Init(LuaState &lua);
public:
explicit Spell(const ESM::Spell &spell);
std::string getId() const;
void setId(const std::string &id);
std::string getName() const;
void setName(const std::string &name);
int getType() const;
void setType(int type);
int getCost() const;
void setCost(int cost);
int getFlags() const;
void setFlags(int flags);
size_t getEffectCount() const;
void addEffect(Effect effect);
Effect getEffect(int i);
ESM::Spell spell;
};
class Spells
{
public:
static void Init(LuaState &lua);
public:
explicit Spells(Player *player);
~Spells();
void update();
void addCustomSpell(Spell spell);
Spell getCustomSpell(unsigned int i);
void addDefaultSpell(const std::string &spell);
size_t size() const;
private:
void clear();
Player *player;
bool changed;
};