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181 lines
5.8 KiB
C++
181 lines
5.8 KiB
C++
#ifndef GAME_MWMECHANICS_NPCSTATS_H
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#define GAME_MWMECHANICS_NPCSTATS_H
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#include <map>
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#include <set>
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#include <string>
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#include <vector>
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/*
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Start of tes3mp addition
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Include additional headers for multiplayer purposes
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*/
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#include <time.h>
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/*
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End of tes3mp addition
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*/
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#include "creaturestats.hpp"
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namespace ESM
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{
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struct Class;
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struct NpcStats;
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}
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namespace MWMechanics
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{
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/// \brief Additional stats for NPCs
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class NpcStats : public CreatureStats
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{
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int mDisposition;
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SkillValue mSkill[ESM::Skill::Length]; // SkillValue.mProgress used by the player only
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int mReputation;
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int mCrimeId;
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/*
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Start of tes3mp addition
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Add a variable used to track the time of the most recent crime by a player
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*/
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time_t mCrimeTime = time(0);
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/*
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End of tes3mp addition
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*/
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// ----- used by the player only, maybe should be moved at some point -------
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int mBounty;
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int mWerewolfKills;
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/// Used only for the player and for NPC's with ranks, modified by scripts; other NPCs have maximum one faction defined in their NPC record
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std::map<std::string, int> mFactionRank;
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std::set<std::string> mExpelled;
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std::map<std::string, int> mFactionReputation;
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int mLevelProgress; // 0-10
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std::vector<int> mSkillIncreases; // number of skill increases for each attribute (resets after leveling up)
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std::vector<int> mSpecIncreases; // number of skill increases for each specialization (accumulates throughout the entire game)
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std::set<std::string> mUsedIds;
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// ---------------------------------------------------------------------------
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/// Countdown to getting damage while underwater
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float mTimeToStartDrowning;
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bool mIsWerewolf;
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public:
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NpcStats();
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int getBaseDisposition() const;
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void setBaseDisposition(int disposition);
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int getReputation() const;
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void setReputation(int reputation);
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int getCrimeId() const;
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void setCrimeId(int id);
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const SkillValue& getSkill (int index) const;
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SkillValue& getSkill (int index);
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void setSkill(int index, const SkillValue& value);
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int getFactionRank(const std::string &faction) const;
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const std::map<std::string, int>& getFactionRanks() const;
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/// Increase the rank in this faction by 1, if such a rank exists.
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void raiseRank(const std::string& faction);
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/// Lower the rank in this faction by 1, if such a rank exists.
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void lowerRank(const std::string& faction);
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/// Join this faction, setting the initial rank to 0.
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void joinFaction(const std::string& faction);
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const std::set<std::string>& getExpelled() const { return mExpelled; }
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bool getExpelled(const std::string& factionID) const;
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void expell(const std::string& factionID);
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void clearExpelled(const std::string& factionID);
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bool isInFaction (const std::string& faction) const;
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float getSkillProgressRequirement (int skillIndex, const ESM::Class& class_) const;
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void useSkill (int skillIndex, const ESM::Class& class_, int usageType = -1, float extraFactor=1.f);
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///< Increase skill by usage.
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void increaseSkill (int skillIndex, const ESM::Class& class_, bool preserveProgress, bool readBook = false);
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int getLevelProgress() const;
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/*
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Start of tes3mp addition
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Useful methods for setting player stats
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*/
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void setLevelProgress(int value);
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int getSkillIncrease(int attribute) const;
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void setSkillIncrease(int attribute, int value);
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/*
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End of tes3mp addition
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*/
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/*
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Start of tes3mp addition
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Make it possible to get and set the time of the last crime witnessed by the NPC,
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used to stop combat with a player after that player dies and is resurrected
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*/
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time_t getCrimeTime();
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void setCrimeTime(time_t crimeTime);
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/*
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End of tes3mp addition
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*/
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int getLevelupAttributeMultiplier(int attribute) const;
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int getSkillIncreasesForSpecialization(int spec) const;
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void levelUp();
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void updateHealth();
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///< Calculate health based on endurance and strength.
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/// Called at character creation.
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void flagAsUsed (const std::string& id);
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///< @note Id must be lower-case
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bool hasBeenUsed (const std::string& id) const;
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///< @note Id must be lower-case
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int getBounty() const;
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void setBounty (int bounty);
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int getFactionReputation (const std::string& faction) const;
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void setFactionReputation (const std::string& faction, int value);
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bool hasSkillsForRank (const std::string& factionId, int rank) const;
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bool isWerewolf() const;
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void setWerewolf(bool set);
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int getWerewolfKills() const;
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/// Increments mWerewolfKills by 1.
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void addWerewolfKill();
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float getTimeToStartDrowning() const;
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/// Sets time left for the creature to drown if it stays underwater.
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/// @param time value from [0,20]
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void setTimeToStartDrowning(float time);
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void writeState (ESM::NpcStats& state) const;
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void readState (const ESM::NpcStats& state);
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};
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}
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#endif
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