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

189 lines
5.7 KiB
C++

#ifndef GAME_MWMECHANICS_STAT_H
#define GAME_MWMECHANICS_STAT_H
#include <algorithm>
#include <limits>
namespace ESM
{
template<typename T>
struct StatState;
}
namespace MWMechanics
{
template<typename T>
class Stat
{
T mBase;
T mModified;
T mCurrentModified;
public:
typedef T Type;
Stat();
Stat(T base);
Stat(T base, T modified);
const T& getBase() const;
T getModified(bool capped = true) const;
T getCurrentModified() const;
T getModifier() const;
T getCurrentModifier() const;
/// Set base and modified to \a value.
void set (const T& value);
/// Set base and adjust modified accordingly.
void setBase (const T& value);
/// Set modified value and adjust base accordingly.
void setModified (T value, const T& min, const T& max = std::numeric_limits<T>::max());
/// Set "current modified," used for drain and fortify. Unlike the regular modifier
/// this just adds and subtracts from the current value without changing the maximum.
void setCurrentModified(T value);
void setModifier (const T& modifier);
void setCurrentModifier (const T& modifier);
void writeState (ESM::StatState<T>& state) const;
void readState (const ESM::StatState<T>& state);
};
template<typename T>
inline bool operator== (const Stat<T>& left, const Stat<T>& right)
{
return left.getBase()==right.getBase() &&
left.getModified()==right.getModified();
}
template<typename T>
inline bool operator!= (const Stat<T>& left, const Stat<T>& right)
{
return !(left==right);
}
template<typename T>
class DynamicStat
{
Stat<T> mStatic;
T mCurrent;
public:
typedef T Type;
DynamicStat();
DynamicStat(T base);
DynamicStat(T base, T modified, T current);
DynamicStat(const Stat<T> &stat, T current);
const T& getBase() const;
T getModified() const;
T getCurrentModified() const;
const T& getCurrent() const;
/// Set base, modified and current to \a value.
void set (const T& value);
/// Set base and adjust modified accordingly.
void setBase (const T& value);
/// Set modified value and adjust base accordingly.
void setModified (T value, const T& min, const T& max = std::numeric_limits<T>::max());
/// Set "current modified," used for drain and fortify. Unlike the regular modifier
/// this just adds and subtracts from the current value without changing the maximum.
void setCurrentModified(T value);
void setCurrent (const T& value, bool allowDecreaseBelowZero = false, bool allowIncreaseAboveModified = false);
void setModifier (const T& modifier, bool allowCurrentToDecreaseBelowZero=false);
void setCurrentModifier (const T& modifier, bool allowCurrentToDecreaseBelowZero = false);
void writeState (ESM::StatState<T>& state) const;
void readState (const ESM::StatState<T>& state);
};
template<typename T>
inline bool operator== (const DynamicStat<T>& left, const DynamicStat<T>& right)
{
return left.getBase()==right.getBase() &&
left.getModified()==right.getModified() &&
left.getCurrent()==right.getCurrent();
}
template<typename T>
inline bool operator!= (const DynamicStat<T>& left, const DynamicStat<T>& right)
{
return !(left==right);
}
class AttributeValue
{
float mBase;
float mModifier;
float mDamage; // needs to be float to allow continuous damage
public:
AttributeValue();
float getModified() const;
float getBase() const;
float getModifier() const;
void setBase(float base);
void setModifier(float mod);
// Maximum attribute damage is limited to the modified value.
// Note: I think MW applies damage directly to mModified, since you can also
// "restore" drained attributes. We need to rewrite the magic effect system to support this.
void damage(float damage);
void restore(float amount);
float getDamage() const;
void writeState (ESM::StatState<float>& state) const;
void readState (const ESM::StatState<float>& state);
};
class SkillValue : public AttributeValue
{
float mProgress;
public:
SkillValue();
float getProgress() const;
void setProgress(float progress);
void writeState (ESM::StatState<float>& state) const;
void readState (const ESM::StatState<float>& state);
};
inline bool operator== (const AttributeValue& left, const AttributeValue& right)
{
return left.getBase() == right.getBase()
&& left.getModifier() == right.getModifier()
&& left.getDamage() == right.getDamage();
}
inline bool operator!= (const AttributeValue& left, const AttributeValue& right)
{
return !(left == right);
}
inline bool operator== (const SkillValue& left, const SkillValue& right)
{
return left.getBase() == right.getBase()
&& left.getModifier() == right.getModifier()
&& left.getDamage() == right.getDamage()
&& left.getProgress() == right.getProgress();
}
inline bool operator!= (const SkillValue& left, const SkillValue& right)
{
return !(left == right);
}
}
#endif