#ifndef MWMECHANICS_SPELLSUCCESS_H #define MWMECHANICS_SPELLSUCCESS_H #include "../mwworld/ptr.hpp" #include #include namespace ESM { struct Spell; struct Ingredient; struct Potion; struct EffectList; } namespace MWMechanics { class EffectKey; class MagicEffects; ESM::Skill::SkillEnum spellSchoolToSkill(int school); /** * @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%? * @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); float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool = NULL, bool cap=true); 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); float getEffectMultiplier(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, const ESM::Spell* spell = NULL, const MagicEffects* effects = NULL); 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 Ogre::Vector3 mHitPosition; // Used for spawning area orb public: CastSpell(const MWWorld::Ptr& caster, const MWWorld::Ptr& target); bool cast (const ESM::Spell* spell); /// @note mCaster must be an actor bool cast (const MWWorld::Ptr& item); /// @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); /// @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. void applyInstantEffect (const MWWorld::Ptr& target, const MWWorld::Ptr& caster, const MWMechanics::EffectKey& effect, float magnitude); }; } #endif