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openmw-tes3mp/apps/openmw/mwmechanics/creaturestats.cpp

322 lines
7.3 KiB
C++

#include "creaturestats.hpp"
#include <algorithm>
#include "../mwworld/esmstore.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
namespace MWMechanics
{
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CreatureStats::CreatureStats()
: mLevel (0), mLevelHealthBonus(0.f), mDead (false), mDied (false), mFriendlyHits (0),
mTalkedTo (false), mAlarmed (false),
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mAttacked (false), mHostile (false),
mAttackingOrSpell(false)
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{
for (int i=0; i<4; ++i)
mAiSettings[i] = 0;
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}
float CreatureStats::getLevelHealthBonus () const
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{
return mLevelHealthBonus;
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}
void CreatureStats::levelUp()
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{
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
const int endurance = getAttribute(ESM::Attribute::Endurance).getBase();
// "When you gain a level, in addition to increasing three primary attributes, your Health
// will automatically increase by 10% of your Endurance attribute. If you increased Endurance this level,
// the Health increase is calculated from the increased Endurance"
mLevelHealthBonus += endurance * gmst.find("fLevelUpHealthEndMult")->getFloat();
updateHealth();
mLevel++;
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}
void CreatureStats::updateHealth()
{
const int endurance = getAttribute(ESM::Attribute::Endurance).getBase();
const int strength = getAttribute(ESM::Attribute::Strength).getBase();
setHealth(static_cast<int> (0.5 * (strength + endurance)) + mLevelHealthBonus);
}
const AiSequence& CreatureStats::getAiSequence() const
{
return mAiSequence;
}
AiSequence& CreatureStats::getAiSequence()
{
return mAiSequence;
}
float CreatureStats::getFatigueTerm() const
{
int max = getFatigue().getModified();
int current = getFatigue().getCurrent();
float normalised = max==0 ? 1 : std::max (0.0f, static_cast<float> (current)/max);
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
return gmst.find ("fFatigueBase")->getFloat()
- gmst.find ("fFatigueMult")->getFloat() * (1-normalised);
}
const Stat<int> &CreatureStats::getAttribute(int index) const
{
if (index < 0 || index > 7) {
throw std::runtime_error("attribute index is out of range");
}
return mAttributes[index];
}
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const DynamicStat<float> &CreatureStats::getHealth() const
{
return mDynamic[0];
}
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const DynamicStat<float> &CreatureStats::getMagicka() const
{
return mDynamic[1];
}
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const DynamicStat<float> &CreatureStats::getFatigue() const
{
return mDynamic[2];
}
const Spells &CreatureStats::getSpells() const
{
return mSpells;
}
const ActiveSpells &CreatureStats::getActiveSpells() const
{
return mActiveSpells;
}
const MagicEffects &CreatureStats::getMagicEffects() const
{
return mMagicEffects;
}
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const bool &CreatureStats::getAttackingOrSpell() const
{
return mAttackingOrSpell;
}
int CreatureStats::getLevel() const
{
return mLevel;
}
int CreatureStats::getAiSetting (int index) const
{
assert (index>=0 && index<4);
return mAiSettings[index];
}
Stat<int> &CreatureStats::getAttribute(int index)
{
if (index < 0 || index > 7) {
throw std::runtime_error("attribute index is out of range");
}
return mAttributes[index];
}
const DynamicStat<float> &CreatureStats::getDynamic(int index) const
{
if (index < 0 || index > 2) {
throw std::runtime_error("dynamic stat index is out of range");
}
return mDynamic[index];
}
Spells &CreatureStats::getSpells()
{
return mSpells;
}
void CreatureStats::setSpells(const Spells &spells)
{
mSpells = spells;
}
ActiveSpells &CreatureStats::getActiveSpells()
{
return mActiveSpells;
}
MagicEffects &CreatureStats::getMagicEffects()
{
return mMagicEffects;
}
void CreatureStats::setAttribute(int index, const Stat<int> &value)
{
if (index < 0 || index > 7) {
throw std::runtime_error("attribute index is out of range");
}
mAttributes[index] = value;
}
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void CreatureStats::setHealth(const DynamicStat<float> &value)
{
setDynamic (0, value);
}
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void CreatureStats::setMagicka(const DynamicStat<float> &value)
{
setDynamic (1, value);
}
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void CreatureStats::setFatigue(const DynamicStat<float> &value)
{
setDynamic (2, value);
}
void CreatureStats::setDynamic (int index, const DynamicStat<float> &value)
{
if (index < 0 || index > 2)
throw std::runtime_error("dynamic stat index is out of range");
mDynamic[index] = value;
if (index==0 && mDynamic[index].getCurrent()<1)
{
if (!mDead)
mDied = true;
mDead = true;
}
}
void CreatureStats::setLevel(int level)
{
mLevel = level;
}
void CreatureStats::setActiveSpells(const ActiveSpells &active)
{
mActiveSpells = active;
}
void CreatureStats::setMagicEffects(const MagicEffects &effects)
{
mMagicEffects = effects;
}
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void CreatureStats::setAttackingOrSpell(const bool &attackingOrSpell)
{
mAttackingOrSpell = attackingOrSpell;
}
void CreatureStats::setAiSetting (int index, int value)
{
assert (index>=0 && index<4);
mAiSettings[index] = value;
}
bool CreatureStats::isDead() const
{
return mDead;
}
bool CreatureStats::hasDied() const
{
return mDied;
}
void CreatureStats::clearHasDied()
{
mDied = false;
}
void CreatureStats::resurrect()
{
if (mDead)
{
if (mDynamic[0].getCurrent()<1)
mDynamic[0].setCurrent (1);
if (mDynamic[0].getCurrent()>=1)
mDead = false;
}
}
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bool CreatureStats::hasCommonDisease() const
{
return mSpells.hasCommonDisease();
}
bool CreatureStats::hasBlightDisease() const
{
return mSpells.hasBlightDisease();
}
int CreatureStats::getFriendlyHits() const
{
return mFriendlyHits;
}
void CreatureStats::friendlyHit()
{
++mFriendlyHits;
}
bool CreatureStats::hasTalkedToPlayer() const
{
return mTalkedTo;
}
void CreatureStats::talkedToPlayer()
{
mTalkedTo = true;
}
bool CreatureStats::isAlarmed() const
{
return mAlarmed;
}
void CreatureStats::setAlarmed (bool alarmed)
{
mAlarmed = alarmed;
}
bool CreatureStats::getAttacked() const
{
return mAttacked;
}
void CreatureStats::setAttacked (bool attacked)
{
mAttacked = attacked;
}
bool CreatureStats::isHostile() const
{
return mHostile;
}
void CreatureStats::setHostile (bool hostile)
{
mHostile = hostile;
}
bool CreatureStats::getCreatureTargetted() const
{
return false;
}
}