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174 lines
4.8 KiB
C++
174 lines
4.8 KiB
C++
#ifndef GAME_MWMECHANICS_STAT_H
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#define GAME_MWMECHANICS_STAT_H
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#include <algorithm>
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#include <limits>
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namespace ESM
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{
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template<typename T>
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struct StatState;
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}
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namespace MWMechanics
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{
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template<typename T>
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class Stat
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{
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T mBase;
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T mModified;
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public:
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typedef T Type;
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Stat();
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Stat(T base);
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Stat(T base, T modified);
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const T& getBase() const;
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T getModified() const;
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T getModifier() const;
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/// Set base and modified to \a value.
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void set (const T& value);
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/// Set base and adjust modified accordingly.
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void setBase (const T& value);
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/// Set modified value an adjust base accordingly.
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void setModified (T value, const T& min, const T& max = std::numeric_limits<T>::max());
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void setModifier (const T& modifier);
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void writeState (ESM::StatState<T>& state) const;
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void readState (const ESM::StatState<T>& state);
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};
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template<typename T>
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inline bool operator== (const Stat<T>& left, const Stat<T>& right)
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{
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return left.getBase()==right.getBase() &&
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left.getModified()==right.getModified();
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}
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template<typename T>
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inline bool operator!= (const Stat<T>& left, const Stat<T>& right)
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{
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return !(left==right);
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}
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template<typename T>
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class DynamicStat
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{
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Stat<T> mStatic;
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T mCurrent;
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public:
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typedef T Type;
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DynamicStat();
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DynamicStat(T base);
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DynamicStat(T base, T modified, T current);
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DynamicStat(const Stat<T> &stat, T current);
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const T& getBase() const;
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T getModified() const;
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const T& getCurrent() const;
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/// Set base, modified and current to \a value.
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void set (const T& value);
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/// Set base and adjust modified accordingly.
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void setBase (const T& value);
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/// Set modified value an adjust base accordingly.
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void setModified (T value, const T& min, const T& max = std::numeric_limits<T>::max());
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void setCurrent (const T& value, bool allowDecreaseBelowZero = false);
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void setModifier (const T& modifier, bool allowCurrentDecreaseBelowZero=false);
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void writeState (ESM::StatState<T>& state) const;
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void readState (const ESM::StatState<T>& state);
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};
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template<typename T>
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inline bool operator== (const DynamicStat<T>& left, const DynamicStat<T>& right)
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{
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return left.getBase()==right.getBase() &&
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left.getModified()==right.getModified() &&
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left.getCurrent()==right.getCurrent();
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}
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template<typename T>
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inline bool operator!= (const DynamicStat<T>& left, const DynamicStat<T>& right)
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{
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return !(left==right);
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}
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class AttributeValue
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{
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int mBase;
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int mModifier;
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float mDamage; // needs to be float to allow continuous damage
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public:
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AttributeValue();
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int getModified() const;
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int getBase() const;
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int getModifier() const;
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void setBase(int base);
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void setModifier(int mod);
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// Maximum attribute damage is limited to the modified value.
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// Note: I think MW applies damage directly to mModified, since you can also
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// "restore" drained attributes. We need to rewrite the magic effect system to support this.
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void damage(float damage);
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void restore(float amount);
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float getDamage() const;
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void writeState (ESM::StatState<int>& state) const;
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void readState (const ESM::StatState<int>& state);
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};
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class SkillValue : public AttributeValue
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{
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float mProgress;
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public:
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SkillValue();
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float getProgress() const;
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void setProgress(float progress);
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void writeState (ESM::StatState<int>& state) const;
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void readState (const ESM::StatState<int>& state);
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};
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inline bool operator== (const AttributeValue& left, const AttributeValue& right)
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{
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return left.getBase() == right.getBase()
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&& left.getModifier() == right.getModifier()
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&& left.getDamage() == right.getDamage();
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}
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inline bool operator!= (const AttributeValue& left, const AttributeValue& right)
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{
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return !(left == right);
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}
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inline bool operator== (const SkillValue& left, const SkillValue& right)
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{
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return left.getBase() == right.getBase()
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&& left.getModifier() == right.getModifier()
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&& left.getDamage() == right.getDamage()
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&& left.getProgress() == right.getProgress();
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}
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inline bool operator!= (const SkillValue& left, const SkillValue& right)
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{
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return !(left == right);
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}
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}
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#endif
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