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openmw/components/esm3/magiceffects.hpp
florent.teppe 65cdd489fb create a specific esm reader function for RefID to avoid allocation for string and then again for RefId
Fixed some types

removed useless header

applied clang format

fixed compile tests

fixed clang tidy, and closer to logic before this MR

Removed hardcoded refids

unless there is a returned value we don't use static RefIds
can use == between RefId and hardcoded string

Fix clang format

Fixed a few instances where std::string was used, when only const std::string& was needed

removed unused variable
2022-12-27 19:15:57 +01:00

58 lines
1.4 KiB
C++

#ifndef COMPONENTS_ESM_MAGICEFFECTS_H
#define COMPONENTS_ESM_MAGICEFFECTS_H
#include <components/esm/refid.hpp>
#include <map>
#include <string>
namespace ESM
{
class ESMReader;
class ESMWriter;
// format 0, saved games only
struct MagicEffects
{
// <Effect Id, Base value, Modifier>
std::map<int, std::pair<int, float>> mEffects;
void load(ESMReader& esm);
void save(ESMWriter& esm) const;
};
struct SummonKey
{
SummonKey(int effectId, const ESM::RefId& sourceId, int index)
: mEffectId(effectId)
, mSourceId(sourceId)
, mEffectIndex(index)
{
}
bool operator==(const SummonKey& other) const
{
return mEffectId == other.mEffectId && mSourceId == other.mSourceId && mEffectIndex == other.mEffectIndex;
}
bool operator<(const SummonKey& other) const
{
if (mEffectId < other.mEffectId)
return true;
if (mEffectId > other.mEffectId)
return false;
if (mSourceId < other.mSourceId)
return true;
if (mSourceId > other.mSourceId)
return false;
return mEffectIndex < other.mEffectIndex;
}
int mEffectId;
ESM::RefId mSourceId;
int mEffectIndex;
};
}
#endif