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openmw-tes3coop/apps/openmw/mwmechanics/spellcasting.hpp

145 lines
6.5 KiB
C++

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