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	The variable has been included since TES3MP's earliest proof of concept, but never used for anything. It is now possible to get and set it, due to semi-popular demand.
		
			
				
	
	
		
			679 lines
		
	
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			679 lines
		
	
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef OPENMW_STATAPI_HPP
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| #define OPENMW_STATAPI_HPP
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| 
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| #define STATAPI \
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|     {"GetAttributeCount",       StatsFunctions::GetAttributeCount},\
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|     {"GetSkillCount",           StatsFunctions::GetSkillCount},\
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|     {"GetAttributeId",          StatsFunctions::GetAttributeId},\
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|     {"GetSkillId",              StatsFunctions::GetSkillId},\
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|     {"GetAttributeName",        StatsFunctions::GetAttributeName},\
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|     {"GetSkillName",            StatsFunctions::GetSkillName},\
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|     \
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|     {"GetName",                 StatsFunctions::GetName},\
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|     {"GetRace",                 StatsFunctions::GetRace},\
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|     {"GetHead",                 StatsFunctions::GetHead},\
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|     {"GetHair",                 StatsFunctions::GetHairstyle},\
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|     {"GetIsMale",               StatsFunctions::GetIsMale},\
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|     {"GetModel",                StatsFunctions::GetModel},\
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|     {"GetBirthsign",            StatsFunctions::GetBirthsign},\
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|     \
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|     {"GetLevel",                StatsFunctions::GetLevel},\
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|     {"GetLevelProgress",        StatsFunctions::GetLevelProgress},\
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|     \
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|     {"GetHealthBase",           StatsFunctions::GetHealthBase},\
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|     {"GetHealthCurrent",        StatsFunctions::GetHealthCurrent},\
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|     \
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|     {"GetMagickaBase",          StatsFunctions::GetMagickaBase},\
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|     {"GetMagickaCurrent",       StatsFunctions::GetMagickaCurrent},\
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|     \
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|     {"GetFatigueBase",          StatsFunctions::GetFatigueBase},\
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|     {"GetFatigueCurrent",       StatsFunctions::GetFatigueCurrent},\
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|     \
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|     {"GetAttributeBase",        StatsFunctions::GetAttributeBase},\
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|     {"GetAttributeModifier",    StatsFunctions::GetAttributeModifier},\
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|     {"GetAttributeDamage",      StatsFunctions::GetAttributeDamage},\
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|     \
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|     {"GetSkillBase",            StatsFunctions::GetSkillBase},\
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|     {"GetSkillModifier",        StatsFunctions::GetSkillModifier},\
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|     {"GetSkillDamage",          StatsFunctions::GetSkillDamage},\
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|     {"GetSkillProgress",        StatsFunctions::GetSkillProgress},\
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|     {"GetSkillIncrease",        StatsFunctions::GetSkillIncrease},\
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|     \
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|     {"GetBounty",               StatsFunctions::GetBounty},\
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|     \
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|     {"SetName",                 StatsFunctions::SetName},\
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|     {"SetRace",                 StatsFunctions::SetRace},\
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|     {"SetHead",                 StatsFunctions::SetHead},\
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|     {"SetHair",                 StatsFunctions::SetHairstyle},\
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|     {"SetIsMale",               StatsFunctions::SetIsMale},\
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|     {"SetModel",                StatsFunctions::SetModel},\
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|     {"SetBirthsign",            StatsFunctions::SetBirthsign},\
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|     {"SetResetStats",           StatsFunctions::SetResetStats},\
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|     \
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|     {"SetLevel",                StatsFunctions::SetLevel},\
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|     {"SetLevelProgress",        StatsFunctions::SetLevelProgress},\
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|     \
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|     {"SetHealthBase",           StatsFunctions::SetHealthBase},\
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|     {"SetHealthCurrent",        StatsFunctions::SetHealthCurrent},\
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|     {"SetMagickaBase",          StatsFunctions::SetMagickaBase},\
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|     {"SetMagickaCurrent",       StatsFunctions::SetMagickaCurrent},\
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|     {"SetFatigueBase",          StatsFunctions::SetFatigueBase},\
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|     {"SetFatigueCurrent",       StatsFunctions::SetFatigueCurrent},\
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|     \
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|     {"SetAttributeBase",        StatsFunctions::SetAttributeBase},\
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|     {"ClearAttributeModifier",  StatsFunctions::ClearAttributeModifier},\
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|     {"SetAttributeDamage",      StatsFunctions::SetAttributeDamage},\
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|     \
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|     {"SetSkillBase",            StatsFunctions::SetSkillBase},\
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|     {"ClearSkillModifier",      StatsFunctions::ClearSkillModifier},\
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|     {"SetSkillDamage",          StatsFunctions::SetSkillDamage},\
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|     {"SetSkillProgress",        StatsFunctions::SetSkillProgress},\
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|     {"SetSkillIncrease",        StatsFunctions::SetSkillIncrease},\
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|     \
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|     {"SetBounty",               StatsFunctions::SetBounty},\
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|     {"SetCharGenStage",         StatsFunctions::SetCharGenStage},\
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|     \
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|     {"SendBaseInfo",            StatsFunctions::SendBaseInfo},\
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|     \
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|     {"SendStatsDynamic",        StatsFunctions::SendStatsDynamic},\
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|     {"SendAttributes",          StatsFunctions::SendAttributes},\
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|     {"SendSkills",              StatsFunctions::SendSkills},\
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|     {"SendLevel",               StatsFunctions::SendLevel},\
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|     {"SendBounty",              StatsFunctions::SendBounty}
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| 
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| class StatsFunctions
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| {
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| public:
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| 
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|     /**
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|     * \brief Get the number of attributes.
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|     *
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|     * The number is 8 before any dehardcoding is done in OpenMW.
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|     *
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|     * \return The number of attributes.
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|     */
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|     static int GetAttributeCount() noexcept;
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| 
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|     /**
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|     * \brief Get the number of skills.
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|     *
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|     * The number is 27 before any dehardcoding is done in OpenMW.
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|     *
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|     * \return The number of skills.
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|     */
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|     static int GetSkillCount() noexcept;
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| 
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|     /**
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|     * \brief Get the numerical ID of an attribute with a certain name.
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|     *
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|     * If an invalid name is used, the ID returned is -1
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|     *
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|     * \param name The name of the attribute.
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|     * \return The ID of the attribute.
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|     */
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|     static int GetAttributeId(const char *name) noexcept;
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| 
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|     /**
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|     * \brief Get the numerical ID of a skill with a certain name.
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|     *
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|     * If an invalid name is used, the ID returned is -1
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|     *
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|     * \param name The name of the skill.
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|     * \return The ID of the skill.
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|     */
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|     static int GetSkillId(const char *name) noexcept;
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| 
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|     /**
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|     * \brief Get the name of the attribute with a certain numerical ID.
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|     *
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|     * If an invalid ID is used, "invalid" is returned.
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|     *
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|     * \param attributeId The ID of the attribute.
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|     * \return The name of the attribute.
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|     */
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|     static const char *GetAttributeName(unsigned short attributeId) noexcept;
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| 
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|     /**
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|     * \brief Get the name of the skill with a certain numerical ID.
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|     *
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|     * If an invalid ID is used, "invalid" is returned.
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|     *
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|     * \param skillId The ID of the skill.
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|     * \return The name of the skill.
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|     */
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|     static const char *GetSkillName(unsigned short skillId) noexcept;
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| 
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|     /**
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|     * \brief Get the name of a player.
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|     *
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|     * \param pid The player ID.
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|     * \return The name of the player.
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|     */
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|     static const char *GetName(unsigned short pid) noexcept;
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| 
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|     /**
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|     * \brief Get the race of a player.
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|     *
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|     * \param pid The player ID.
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|     * \return The race of the player.
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|     */
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|     static const char *GetRace(unsigned short pid) noexcept;
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| 
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|     /**
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|     * \brief Get the head mesh used by a player.
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|     *
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|     * \param pid The player ID.
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|     * \return The head mesh of the player.
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|     */
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|     static const char *GetHead(unsigned short pid) noexcept;
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| 
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|     /**
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|     * \brief Get the hairstyle mesh used by a player.
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|     *
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|     * \param pid The player ID.
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|     * \return The hairstyle mesh of the player.
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|     */
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|     static const char *GetHairstyle(unsigned short pid) noexcept;
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| 
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|     /**
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|     * \brief Check whether a player is male or not.
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|     *
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|     * \param pid The player ID.
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|     * \return Whether the player is male.
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|     */
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|     static int GetIsMale(unsigned short pid) noexcept;
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| 
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|     /**
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|     * \brief Get the model of a player.
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|     *
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|     * \param pid The player ID.
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|     * \return The model of the player.
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|     */
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|     static const char* GetModel(unsigned short pid) noexcept;
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| 
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|     /**
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|     * \brief Get the birthsign of a player.
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|     *
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|     * \param pid The player ID.
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|     * \return The birthsign of the player.
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|     */
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|     static const char *GetBirthsign(unsigned short pid) noexcept;
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| 
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|     /**
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|     * \brief Get the character level of a player.
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|     *
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|     * \param pid The player ID.
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|     * \return The level of the player.
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|     */
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|     static int GetLevel(unsigned short pid) noexcept;
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| 
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|     /**
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|     * \brief Get the player's progress to their next character level.
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|     *
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|     * \param pid The player ID.
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|     * \return The level progress.
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|     */
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|     static int GetLevelProgress(unsigned short pid) noexcept;
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| 
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|     /**
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|     * \brief Get the base health of the player.
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|     *
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|     * \param pid The player ID.
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|     * \return The base health.
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|     */
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|     static double GetHealthBase(unsigned short pid) noexcept;
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| 
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|     /**
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|     * \brief Get the current health of the player.
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|     *
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|     * \param pid The player ID.
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|     * \return The current health.
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|     */
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|     static double GetHealthCurrent(unsigned short pid) noexcept;
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| 
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|     /**
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|     * \brief Get the base magicka of the player.
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|     *
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|     * \param pid The player ID.
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|     * \return The base magicka.
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|     */
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|     static double GetMagickaBase(unsigned short pid) noexcept;
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| 
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|     /**
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|     * \brief Get the current magicka of the player.
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|     *
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|     * \param pid The player ID.
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|     * \return The current magicka.
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|     */
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|     static double GetMagickaCurrent(unsigned short pid) noexcept;
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| 
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|     /**
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|     * \brief Get the base fatigue of the player.
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|     *
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|     * \param pid The player ID.
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|     * \return The base fatigue.
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|     */
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|     static double GetFatigueBase(unsigned short pid) noexcept;
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| 
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|     /**
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|     * \brief Get the current fatigue of the player.
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|     *
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|     * \param pid The player ID.
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|     * \return The current fatigue.
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|     */
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|     static double GetFatigueCurrent(unsigned short pid) noexcept;
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| 
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|     /**
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|     * \brief Get the base value of a player's attribute.
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|     *
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|     * \param pid The player ID.
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|     * \param attributeId The attribute ID.
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|     * \return The base value of the attribute.
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|     */
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|     static int GetAttributeBase(unsigned short pid, unsigned short attributeId) noexcept;
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| 
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|     /**
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|     * \brief Get the modifier value of a player's attribute.
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|     *
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|     * \param pid The player ID.
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|     * \param attributeId The attribute ID.
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|     * \return The modifier value of the attribute.
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|     */
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|     static int GetAttributeModifier(unsigned short pid, unsigned short attributeId) noexcept;
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| 
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|     /**
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|     * \brief Get the amount of damage (as caused through the Damage Attribute effect)
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|     *        to a player's attribute.
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|     *
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|     * \param pid The player ID.
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|     * \param attributeId The attribute ID.
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|     * \return The amount of damage to the attribute.
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|     */
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|     static double GetAttributeDamage(unsigned short pid, unsigned short attributeId) noexcept;
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| 
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|     /**
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|     * \brief Get the base value of a player's skill.
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|     *
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|     * \param pid The player ID.
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|     * \param skillId The skill ID.
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|     * \return The base value of the skill.
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|     */
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|     static int GetSkillBase(unsigned short pid, unsigned short skillId) noexcept;
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| 
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|     /**
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|     * \brief Get the modifier value of a player's skill.
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|     *
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|     * \param pid The player ID.
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|     * \param skillId The skill ID.
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|     * \return The modifier value of the skill.
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|     */
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|     static int GetSkillModifier(unsigned short pid, unsigned short skillId) noexcept;
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| 
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|     /**
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|     * \brief Get the amount of damage (as caused through the Damage Skill effect)
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|     *        to a player's skill.
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|     *
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|     * \param pid The player ID.
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|     * \param skillId The skill ID.
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|     * \return The amount of damage to the skill.
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|     */
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|     static double GetSkillDamage(unsigned short pid, unsigned short skillId) noexcept;
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| 
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|     /**
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|     * \brief Get the progress the player has made towards increasing a certain skill by 1.
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|     *
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|     * \param pid The player ID.
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|     * \param skillId The skill ID.
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|     * \return The skill progress.
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|     */
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|     static double GetSkillProgress(unsigned short pid, unsigned short skillId) noexcept;
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| 
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|     /**
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|     * \brief Get the bonus applied to a certain attribute at the next level up as a result
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|     *        of associated skill increases.
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|     *
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|     * Although confusing, the term "skill increase" for this is taken from OpenMW itself.
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|     *
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|     * \param pid The player ID.
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|     * \param skillId The attribute ID.
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|     * \return The increase in the attribute caused by skills.
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|     */
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|     static int GetSkillIncrease(unsigned short pid, unsigned int attributeId) noexcept;
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| 
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|     /**
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|     * \brief Get the bounty of the player.
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|     *
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|     * \param pid The player ID.
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|     * \return The bounty.
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|     */
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|     static int GetBounty(unsigned short pid) noexcept;
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| 
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|     /**
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|     * \brief Set the name of a player.
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|     *
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|     * \param pid The player ID.
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|     * \param name The new name of the player.
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|     * \return void
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|     */
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|     static void SetName(unsigned short pid, const char *name) noexcept;
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| 
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|     /**
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|     * \brief Set the race of a player.
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|     *
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|     * \param pid The player ID.
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|     * \param race The new race of the player.
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|     * \return void
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|     */
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|     static void SetRace(unsigned short pid, const char *race) noexcept;
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| 
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|     /**
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|     * \brief Set the head mesh used by a player.
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|     *
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|     * \param pid The player ID.
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|     * \param head The new head mesh of the player.
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|     * \return void
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|     */
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|     static void SetHead(unsigned short pid, const char *head) noexcept;
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| 
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|     /**
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|     * \brief Set the hairstyle mesh used by a player.
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|     *
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|     * \param pid The player ID.
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|     * \param hairstyle The new hairstyle mesh of the player.
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|     * \return void
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|     */
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|     static void SetHairstyle(unsigned short pid, const char *hairstyle) noexcept;
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| 
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|     /**
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|     * \brief Set whether a player is male or not.
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|     *
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|     * \param pid The player ID.
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|     * \param state Whether the player is male.
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|     * \return void
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|     */
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|     static void SetIsMale(unsigned short pid, int state) noexcept;
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| 
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|     /**
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|     * \brief Set the model of a player.
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|     *
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|     * \param pid The player ID.
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|     * \param name The new model of the player.
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|     * \return void
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|     */
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|     static void SetModel(unsigned short pid, const char *model) noexcept;
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| 
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|     /**
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|     * \brief Set the birthsign of a player.
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|     *
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|     * \param pid The player ID.
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|     * \param name The new birthsign of the player.
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|     * \return void
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|     */
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|     static void SetBirthsign(unsigned short pid, const char *name) noexcept;
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| 
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|     /**
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|     * \brief Set whether the player's stats should be reset based on their
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|     *        current race as the result of a PlayerBaseInfo packet.
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|     *
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|     * This changes the resetState for that player in the server memory, but does not by itself
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|     * send a packet.
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|     *
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|     * \param pid The player ID.
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|     * \param resetStats The stat reset state.
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|     * \return void
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|     */
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|     static void SetResetStats(unsigned short pid, bool resetStats) noexcept;
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|     
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|     /**
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|     * \brief Set the character level of a player.
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|     *
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|     * \param pid The player ID.
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|     * \param value The new level of the player.
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|     * \return void
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|     */
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|     static void SetLevel(unsigned short pid, int value) noexcept;
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| 
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|     /**
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|     * \brief Set the player's progress to their next character level.
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|     *
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|     * \param pid The player ID.
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|     * \param value The new level progress of the player.
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|     * \return void
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|     */
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|     static void SetLevelProgress(unsigned short pid, int value) noexcept;
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| 
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|     /**
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|     * \brief Set the base health of a player.
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|     *
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|     * \param pid The player ID.
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|     * \param name The new base health of the player.
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|     * \return void
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|     */
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|     static void SetHealthBase(unsigned short pid, double value) noexcept;
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| 
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|     /**
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|     * \brief Set the current health of a player.
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|     *
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|     * \param pid The player ID.
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|     * \param name The new current health of the player.
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|     * \return void
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|     */
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|     static void SetHealthCurrent(unsigned short pid, double value) noexcept;
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| 
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|     /**
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|     * \brief Set the base magicka of a player.
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|     *
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|     * \param pid The player ID.
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|     * \param name The new base magicka of the player.
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|     * \return void
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|     */
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|     static void SetMagickaBase(unsigned short pid, double value) noexcept;
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| 
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|     /**
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|     * \brief Set the current magicka of a player.
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|     *
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|     * \param pid The player ID.
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|     * \param name The new current magicka of the player.
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|     * \return void
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|     */
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|     static void SetMagickaCurrent(unsigned short pid, double value) noexcept;
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| 
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|     /**
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|     * \brief Set the base fatigue of a player.
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|     *
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|     * \param pid The player ID.
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|     * \param name The new base fatigue of the player.
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|     * \return void
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|     */
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|     static void SetFatigueBase(unsigned short pid, double value) noexcept;
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| 
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|     /**
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|     * \brief Set the current fatigue of a player.
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|     *
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|     * \param pid The player ID.
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|     * \param name The new current fatigue of the player.
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|     * \return void
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|     */
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|     static void SetFatigueCurrent(unsigned short pid, double value) noexcept;
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| 
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|     /**
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|     * \brief Set the base value of a player's attribute.
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|     *
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|     * \param pid The player ID.
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|     * \param attributeId The attribute ID.
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|     * \param value The new base value of the player's attribute.
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|     * \return void
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|     */
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|     static void SetAttributeBase(unsigned short pid, unsigned short attributeId, int value) noexcept;
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| 
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|     /**
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|     * \brief Clear the modifier value of a player's attribute.
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|     *
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|     * There's no way to set a modifier to a specific value because it can come from
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|     * multiple different sources, but clearing it is a straightforward process that
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|     * dispels associated effects on a client and, if necessary, unequips associated
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|     * items.
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|     *
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|     * \param pid The player ID.
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|     * \param attributeId The attribute ID.
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|     * \return void
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|     */
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|     static void ClearAttributeModifier(unsigned short pid, unsigned short attributeId) noexcept;
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| 
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|     /**
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|     * \brief Set the amount of damage (as caused through the Damage Attribute effect) to
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|     *        a player's attribute.
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|     *
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|     * \param pid The player ID.
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|     * \param attributeId The attribute ID.
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|     * \param value The amount of damage to the player's attribute.
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|     * \return void
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|     */
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|     static void SetAttributeDamage(unsigned short pid, unsigned short attributeId, double value) noexcept;
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| 
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|     /**
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|     * \brief Set the base value of a player's skill.
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|     *
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|     * \param pid The player ID.
 | |
|     * \param skillId The skill ID.
 | |
|     * \param value The new base value of the player's skill.
 | |
|     * \return void
 | |
|     */
 | |
|     static void SetSkillBase(unsigned short pid, unsigned short skillId, int value) noexcept;    
 | |
| 
 | |
|     /**
 | |
|     * \brief Clear the modifier value of a player's skill.
 | |
|     *
 | |
|     * There's no way to set a modifier to a specific value because it can come from
 | |
|     * multiple different sources, but clearing it is a straightforward process that
 | |
|     * dispels associated effects on a client and, if necessary, unequips associated
 | |
|     * items.
 | |
|     *
 | |
|     * \param pid The player ID.
 | |
|     * \param skillId The skill ID.
 | |
|     * \return void
 | |
|     */
 | |
|     static void ClearSkillModifier(unsigned short pid, unsigned short skillId) noexcept;
 | |
| 
 | |
|     /**
 | |
|     * \brief Set the amount of damage (as caused through the Damage Skill effect) to
 | |
|     *        a player's skill.
 | |
|     *
 | |
|     * \param pid The player ID.
 | |
|     * \param skillId The skill ID.
 | |
|     * \param value The amount of damage to the player's skill.
 | |
|     * \return void
 | |
|     */
 | |
|     static void SetSkillDamage(unsigned short pid, unsigned short skillId, double value) noexcept;
 | |
| 
 | |
|     /**
 | |
|     * \brief Set the progress the player has made towards increasing a certain skill by 1.
 | |
|     *
 | |
|     * \param pid The player ID.
 | |
|     * \param skillId The skill ID.
 | |
|     * \param value The progress value.
 | |
|     * \return void
 | |
|     */
 | |
|     static void SetSkillProgress(unsigned short pid, unsigned short skillId, double value) noexcept;
 | |
| 
 | |
|     /**
 | |
|     * \brief Set the bonus applied to a certain attribute at the next level up as a result
 | |
|     *        of associated skill increases.
 | |
|     *
 | |
|     * Although confusing, the term "skill increase" for this is taken from OpenMW itself.
 | |
|     *
 | |
|     * \param pid The player ID.
 | |
|     * \param skillId The attribute ID.
 | |
|     * \param value The increase in the attribute caused by skills.
 | |
|     * \return void
 | |
|     */
 | |
|     static void SetSkillIncrease(unsigned short pid, unsigned int attributeId, int value) noexcept;
 | |
| 
 | |
|     /**
 | |
|     * \brief Set the bounty of a player.
 | |
|     *
 | |
|     * \param pid The player ID.
 | |
|     * \param value The new bounty.
 | |
|     * \return void
 | |
|     */
 | |
|     static void SetBounty(unsigned short pid, int value) noexcept;
 | |
| 
 | |
|     /**
 | |
|     * \brief Set the current and ending stages of character generation for a player.
 | |
|     *
 | |
|     * This is used to repeat part of character generation or to only go through part of it.
 | |
|     *
 | |
|     * \param pid The player ID.
 | |
|     * \param currentStage The new current stage.
 | |
|     * \param endStage The new ending stage.
 | |
|     * \return void
 | |
|     */
 | |
|     static void SetCharGenStage(unsigned short pid, int currentStage, int endStage) noexcept;
 | |
| 
 | |
|     /**
 | |
|     * \brief Send a PlayerBaseInfo packet with a player's name, race, head mesh,
 | |
|     *        hairstyle mesh, birthsign and stat reset state.
 | |
|     *
 | |
|     * It is always sent to all players.
 | |
|     *
 | |
|     * \param pid The player ID.
 | |
|     * \return void
 | |
|     */
 | |
|     static void SendBaseInfo(unsigned short pid) noexcept;
 | |
| 
 | |
|     /**
 | |
|     * \brief Send a PlayerStatsDynamic packet with a player's dynamic stats (health,
 | |
|     *        magicka and fatigue).
 | |
|     *
 | |
|     * It is always sent to all players.
 | |
|     *
 | |
|     * \param pid The player ID.
 | |
|     * \return void
 | |
|     */
 | |
|     static void SendStatsDynamic(unsigned short pid) noexcept;
 | |
| 
 | |
|     /**
 | |
|     * \brief Send a PlayerAttribute packet with a player's attributes and bonuses
 | |
|     *        to those attributes at the next level up (the latter being called
 | |
|     *        "skill increases" as in OpenMW).
 | |
|     *
 | |
|     * It is always sent to all players.
 | |
|     *
 | |
|     * \param pid The player ID.
 | |
|     * \return void
 | |
|     */
 | |
|     static void SendAttributes(unsigned short pid) noexcept;
 | |
| 
 | |
|     /**
 | |
|     * \brief Send a PlayerSkill packet with a player's skills.
 | |
|     *
 | |
|     * It is always sent to all players.
 | |
|     *
 | |
|     * \param pid The player ID.
 | |
|     * \return void
 | |
|     */
 | |
|     static void SendSkills(unsigned short pid) noexcept;
 | |
| 
 | |
|     /**
 | |
|     * \brief Send a PlayerLevel packet with a player's character level and
 | |
|     *        progress towards the next level up
 | |
|     *
 | |
|     * It is always sent to all players.
 | |
|     *
 | |
|     * \param pid The player ID.
 | |
|     * \return void
 | |
|     */
 | |
|     static void SendLevel(unsigned short pid) noexcept;
 | |
| 
 | |
|     /**
 | |
|     * \brief Send a PlayerBounty packet with a player's bounty.
 | |
|     *
 | |
|     * It is always sent to all players.
 | |
|     *
 | |
|     * \param pid The player ID.
 | |
|     * \return void
 | |
|     */
 | |
|     static void SendBounty(unsigned short pid) noexcept;
 | |
| };
 | |
| 
 | |
| #endif //OPENMW_STATAPI_HPP
 |