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OpenMW/apps/openmw/mwmechanics/spellutil.hpp

54 lines
1.9 KiB
C++

#ifndef MWMECHANICS_SPELLUTIL_H
#define MWMECHANICS_SPELLUTIL_H
#include <components/esm3/loadskil.hpp>
namespace ESM
{
struct ENAMstruct;
struct MagicEffect;
struct Spell;
}
namespace MWWorld
{
class Ptr;
}
namespace MWMechanics
{
ESM::Skill::SkillEnum spellSchoolToSkill(int school);
enum class EffectCostMethod {
GameSpell,
PlayerSpell,
};
float calcEffectCost(const ESM::ENAMstruct& effect, const ESM::MagicEffect* magicEffect = nullptr, const EffectCostMethod method = EffectCostMethod::GameSpell);
int calcSpellCost (const ESM::Spell& spell);
int getEffectiveEnchantmentCastCost (float castCost, const MWWorld::Ptr& actor);
/**
* @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 calcSpellBaseSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool);
float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool = nullptr, bool cap=true, bool checkMagicka=true);
float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool = nullptr, bool cap=true, bool checkMagicka=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);
}
#endif