#ifndef GAME_MWMECHANICS_SPELLEFFECTS_H #define GAME_MWMECHANICS_SPELLEFFECTS_H #include "activespells.hpp" #include "../mwworld/ptr.hpp" // These functions should probably be split up into separate Lua functions for each magic effect when magic is dehardcoded. // That way ESM::MGEF could point to two Lua scripts for each effect. Needs discussion. namespace MWMechanics { enum class MagicApplicationResult { APPLIED, REMOVED, REFLECTED }; // Applies a tick of a single effect. Returns true if the effect should be removed immediately MagicApplicationResult applyMagicEffect(const MWWorld::Ptr& target, const MWWorld::Ptr& caster, ActiveSpells::ActiveSpellParams& spellParams, ESM::ActiveEffect& effect, float dt); // Undoes permanent effects created by ESM::MagicEffect::AppliedOnce void onMagicEffectRemoved(const MWWorld::Ptr& target, ActiveSpells::ActiveSpellParams& spell, const ESM::ActiveEffect& effect); } #endif