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

147 lines
4.9 KiB
C++

#ifndef GAME_MWMECHANICS_NPCSTATS_H
#define GAME_MWMECHANICS_NPCSTATS_H
#include <map>
#include <set>
#include <string>
#include <vector>
#include "stat.hpp"
#include "creaturestats.hpp"
namespace ESM
{
struct Class;
struct NpcStats;
}
namespace MWMechanics
{
/// \brief Additional stats for NPCs
class NpcStats : public CreatureStats
{
/// NPCs other than the player can only have one faction. But for the sake of consistency
/// we use the same data structure for the PC and the NPCs.
/// \note the faction key must be in lowercase
std::map<std::string, int> mFactionRank;
int mDisposition;
SkillValue mSkill[ESM::Skill::Length];
SkillValue mWerewolfSkill[ESM::Skill::Length];
int mBounty;
std::set<std::string> mExpelled;
std::map<std::string, int> mFactionReputation;
int mReputation;
int mCrimeId;
int mWerewolfKills;
int mProfit;
int mLevelProgress; // 0-10
std::vector<int> mSkillIncreases; // number of skill increases for each attribute
std::set<std::string> mUsedIds;
/// Countdown to getting damage while underwater
float mTimeToStartDrowning;
/// time since last hit from drowning
float mLastDrowningHit;
public:
NpcStats();
/// for mercenary companions. starts out as 0, and changes when items are added or removed through the UI.
int getProfit() const;
void modifyProfit(int diff);
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);
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);
/// Warning: this function performs no check whether the rank exists,
/// and should be used in initial actor setup only.
void setFactionRank(const std::string& faction, int rank);
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 isSameFaction (const NpcStats& npcStats) const;
///< Do *this and \a npcStats share a faction?
float getSkillGain (int skillIndex, const ESM::Class& class_, int usageType = -1,
int level = -1, float extraFactor=1.f) const;
///< \param usageType: Usage specific factor, specified in the respective skill record;
/// -1: use a factor of 1.0 instead.
/// \param level Level to base calculation on; -1: use current level.
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);
int getLevelProgress() const;
int getLevelupAttributeMultiplier(int attribute) const;
void levelUp();
void updateHealth();
///< Calculate health based on endurance and strength.
/// Called at character creation.
void flagAsUsed (const std::string& id);
bool hasBeenUsed (const std::string& id) const;
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