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