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openmw/apps/openmw/mwmechanics/magiceffects.hpp

120 lines
3.0 KiB
C++

#ifndef GAME_MWMECHANICS_MAGICEFFECTS_H
#define GAME_MWMECHANICS_MAGICEFFECTS_H
#include <map>
#include <optional>
#include <string>
namespace ESM
{
struct ENAMstruct;
struct EffectList;
struct MagicEffect;
struct MagicEffects;
}
namespace MWMechanics
{
struct EffectKey
{
int mId;
int mArg; // skill or ability
EffectKey();
EffectKey(int id, int arg = -1)
: mId(id)
, mArg(arg)
{
}
EffectKey(const ESM::ENAMstruct& effect);
std::string toString() const;
};
bool operator<(const EffectKey& left, const EffectKey& right);
struct EffectParam
{
private:
// Note usually this would be int, but applying partial resistance might introduce a decimal point.
float mModifier;
int mBase;
public:
/// Get the total magnitude including base and modifier.
float getMagnitude() const;
void setModifier(float mod);
float getModifier() const;
/// Change mBase by \a diff
void modifyBase(int diff);
void setBase(int base);
int getBase() const;
EffectParam();
EffectParam(float magnitude)
: mModifier(magnitude)
, mBase(0)
{
}
EffectParam& operator+=(const EffectParam& param);
EffectParam& operator-=(const EffectParam& param);
};
inline EffectParam operator+(const EffectParam& left, const EffectParam& right)
{
EffectParam param(left);
return param += right;
}
inline EffectParam operator-(const EffectParam& left, const EffectParam& right)
{
EffectParam param(left);
return param -= right;
}
/// \brief Effects currently affecting a NPC or creature
class MagicEffects
{
public:
typedef std::map<EffectKey, EffectParam> Collection;
private:
Collection mCollection;
public:
Collection::const_iterator begin() const { return mCollection.begin(); }
Collection::const_iterator end() const { return mCollection.end(); }
void readState(const ESM::MagicEffects& state);
void writeState(ESM::MagicEffects& state) const;
void add(const EffectKey& key, const EffectParam& param);
void remove(const EffectKey& key);
void modifyBase(const EffectKey& key, int diff);
/// Copy Modifier values from \a effects, but keep original mBase values.
void setModifiers(const MagicEffects& effects);
EffectParam getOrDefault(const EffectKey& key) const;
std::optional<EffectParam> get(const EffectKey& key) const;
///< This function can safely be used for keys that are not present.
static MagicEffects diff(const MagicEffects& prev, const MagicEffects& now);
///< Return changes from \a prev to \a now.
};
std::string getMagicEffectString(const ESM::MagicEffect& effect, int attributeArg, int skillArg);
}
#endif