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OpenMW/apps/openmw/mwmechanics/spellcasting.hpp

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#ifndef MWMECHANICS_SPELLCASTING_H
#define MWMECHANICS_SPELLCASTING_H
#include <components/esm3/activespells.hpp>
#include <components/esm3/effectlist.hpp>
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#include "../mwworld/ptr.hpp"
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namespace ESM
{
struct Spell;
struct Ingredient;
struct Potion;
struct EffectList;
struct MagicEffect;
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}
namespace MWMechanics
{
struct EffectKey;
class CastSpell
{
private:
MWWorld::Ptr mCaster; // May be empty
MWWorld::Ptr mTarget; // May be empty
void playSpellCastingEffects(const std::vector<ESM::ENAMstruct>& effects);
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void explodeSpell(const ESM::EffectList& effects, const MWWorld::Ptr& ignore, ESM::RangeType rangeType) const;
/// Launch a bolt with the given effects.
void launchMagicBolt();
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public:
std::string mId; // ID of spell, potion, item etc
std::string mSourceName; // Display name for spell, potion, etc
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osg::Vec3f mHitPosition{0,0,0}; // Used for spawning area orb
bool mAlwaysSucceed{false}; // 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 mManualSpell; // True if spell is casted from script and ignores some checks (mana level, success chance, etc.)
int mSlot{0};
ESM::ActiveSpells::EffectType mType{ESM::ActiveSpells::Type_Temporary};
CastSpell(const MWWorld::Ptr& caster, const MWWorld::Ptr& target, const bool fromProjectile=false, const bool manualSpell=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, int slot, 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(std::string_view spellid, bool enchantment);
/// @note \a target can be any type of object, not just actors.
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void inflict(const MWWorld::Ptr& target, const ESM::EffectList& effects, ESM::RangeType range, bool exploded = false);
};
void playEffects(const MWWorld::Ptr& target, const ESM::MagicEffect& magicEffect, bool playNonLooping = true);
}
#endif