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OpenMW/apps/openmw/mwmechanics/spells.hpp

114 lines
3.1 KiB
C++

#ifndef GAME_MWMECHANICS_SPELLS_H
#define GAME_MWMECHANICS_SPELLS_H
#include <map>
#include <memory>
#include <string>
#include <vector>
#include "../mwworld/timestamp.hpp"
#include "spelllist.hpp"
namespace ESM
{
struct SpellState;
}
namespace MWMechanics
{
class CreatureStats;
class MagicEffects;
/// \brief Spell list
///
/// This class manages known spells as well as abilities, powers and permanent negative effects like
/// diseases. It also keeps track of used powers (which can only be used every 24h).
class Spells
{
std::shared_ptr<SpellList> mSpellList;
std::vector<const ESM::Spell*> mSpells;
// Note: this is the spell that's about to be cast, *not* the spell selected in the GUI (which may be different)
ESM::RefId mSelectedSpell;
std::vector<std::pair<const ESM::Spell*, MWWorld::TimeStamp>> mUsedPowers;
bool hasSpellType(const ESM::Spell::SpellType type) const;
using SpellFilter = bool (*)(const ESM::Spell*);
void purge(const SpellFilter& filter);
void addSpell(const ESM::Spell* spell);
void removeSpell(const ESM::Spell* spell);
void removeAllSpells();
friend class SpellList;
public:
using Collection = std::vector<const ESM::Spell*>;
Spells();
Spells(const Spells&);
Spells(Spells&& spells);
~Spells();
static bool hasCorprusEffect(const ESM::Spell* spell);
bool canUsePower(const ESM::Spell* spell) const;
void usePower(const ESM::Spell* spell);
void purgeCommonDisease();
void purgeBlightDisease();
void purgeCorprusDisease();
void purgeCurses();
Collection::const_iterator begin() const;
Collection::const_iterator end() const;
bool hasSpell(const ESM::RefId& spell) const;
bool hasSpell(const ESM::Spell* spell) const;
void add(const ESM::RefId& spell);
///< Adding a spell that is already listed in *this is a no-op.
void add(const ESM::Spell* spell);
///< Adding a spell that is already listed in *this is a no-op.
void remove(const ESM::RefId& spell);
///< If the spell to be removed is the selected spell, the selected spell will be changed to
/// no spell (empty string).
void clear(bool modifyBase = false);
///< Remove all spells of al types.
void setSelectedSpell(const ESM::RefId& spellId);
///< This function does not verify, if the spell is available.
const ESM::RefId& getSelectedSpell() const;
///< May return an empty string.
bool hasCommonDisease() const;
bool hasBlightDisease() const;
/// Iteration methods for lua
size_t count() const { return mSpells.size(); }
const ESM::Spell* at(size_t index) const { return mSpells.at(index); }
void readState(const ESM::SpellState& state, CreatureStats* creatureStats);
void writeState(ESM::SpellState& state) const;
bool setSpells(const ESM::RefId& id);
void addAllToInstance(const std::vector<ESM::RefId>& spells);
};
}
#endif