#ifndef GAME_MWMECHANICS_ACTIVESPELLS_H #define GAME_MWMECHANICS_ACTIVESPELLS_H #include #include #include #include "../mwworld/timestamp.hpp" #include "magiceffects.hpp" #include namespace ESM { struct Spell; struct EffectList; } namespace MWWorld { class Ptr; } namespace MWMechanics { struct ActiveSpellParams { // Only apply effects of this range type ESM::RangeType mRange; // When the spell was added MWWorld::TimeStamp mTimeStamp; // Random factor for each effect std::vector mRandom; // Display name, we need this for enchantments, which don't have a name - so you need to supply the // name of the item with the enchantment to addSpell std::string mName; }; /// \brief Lasting spell effects /// /// \note The name of this class is slightly misleading, since it also handels lasting potion /// effects. class ActiveSpells { public: typedef std::multimap TContainer; typedef TContainer::const_iterator TIterator; private: mutable TContainer mSpells; // spellId, (time of casting, relative magnitude) mutable MagicEffects mEffects; mutable bool mSpellsChanged; mutable MWWorld::TimeStamp mLastUpdate; void update() const; void rebuildEffects() const; std::pair > getEffectList (const std::string& id) const; ///< @return (EffectList, (isIngredient, stacks)) public: ActiveSpells(); bool addSpell (const std::string& id, const MWWorld::Ptr& actor, ESM::RangeType range = ESM::RT_Self, const std::string& name = ""); ///< Overwrites an existing spell with the same ID. If the spell does not have any /// non-instant effects, it is ignored. /// @param id /// @param actor /// @param range Only effects with range type \a range will be applied /// @param name Display name for enchantments, since they don't have a name in their record /// /// \return Has the spell been added? void removeSpell (const std::string& id); bool isSpellActive (std::string id) const; ///< case insensitive const MagicEffects& getMagicEffects() const; const TContainer& getActiveSpells() const; TIterator begin() const; TIterator end() const; double timeToExpire (const TIterator& iterator) const; ///< Returns time (in in-game hours) until the spell pointed to by \a iterator /// expires. }; } #endif