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openmw-tes3mp/apps/openmw/mwmechanics/npcstats.hpp

179 lines
5.6 KiB
C++

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