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

235 lines
5.1 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), mHello (0), mFight (0), mFlee (0), mAlarm (0), mLevelHealthBonus(0.f), mDead (false)
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{
}
void CreatureStats::increaseLevelHealthBonus (float value)
{
mLevelHealthBonus += value;
}
float CreatureStats::getLevelHealthBonus () const
{
return 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::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
return store.gameSettings.find ("fFatigueBase")->getFloat()
- store.gameSettings.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;
}
int CreatureStats::getLevel() const
{
return mLevel;
}
int CreatureStats::getHello() const
{
return mHello;
}
int CreatureStats::getFight() const
{
return mFight;
}
int CreatureStats::getFlee() const
{
return mFlee;
}
int CreatureStats::getAlarm() const
{
return mAlarm;
}
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)
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;
}
void CreatureStats::setHello(int value)
{
mHello = value;
}
void CreatureStats::setFight(int value)
{
mFight = value;
}
void CreatureStats::setFlee(int value)
{
mFlee = value;
}
void CreatureStats::setAlarm(int value)
{
mAlarm = value;
}
bool CreatureStats::isDead() const
{
return mDead;
}
void CreatureStats::resurrect()
{
if (mDead)
{
if (mDynamic[0].getCurrent()<1)
mDynamic[0].setCurrent (1);
if (mDynamic[0].getCurrent()>=1)
mDead = false;
}
}
}