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https://github.com/OpenMW/openmw.git
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6b00d4ad91
- Vanilla behaviour mimic'd where possible, except copying over autocalc spells to the npc's spell list when the status changes
47 lines
1.2 KiB
C++
47 lines
1.2 KiB
C++
#ifndef COMPONENTS_GAMEPLAY_AUTOCALC_H
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#define COMPONENTS_GAMEPLAY_AUTOCALC_H
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#include <string>
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#include "store.hpp"
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namespace ESM
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{
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struct NPC;
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struct Race;
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struct Class;
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}
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namespace GamePlay
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{
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// wrapper class for sharing the autocalc code between OpenMW and OpenCS
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class StatsBase
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{
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public:
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StatsBase();
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virtual ~StatsBase();
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virtual unsigned char getBaseAttribute(int index) const = 0;
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virtual void setAttribute(int index, unsigned char value) = 0;
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virtual void addSpells(std::string id) = 0;
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virtual unsigned char getBaseSkill(int index) const = 0;
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virtual void setBaseSkill(int index, unsigned char value) = 0;
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};
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void autoCalcAttributesImpl (const ESM::NPC* npc,
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const ESM::Race *race, const ESM::Class *class_, int level, StatsBase& stats, StoreWrap *store);
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void autoCalcSkillsImpl (const ESM::NPC* npc,
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const ESM::Race *race, const ESM::Class *class_, int level, StatsBase& stats, StoreWrap *store);
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unsigned short autoCalculateHealth(int level, const ESM::Class *class_, StatsBase& stats);
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void autoCalculateSpells(const ESM::Race *race, StatsBase& stats, StoreWrap *store);
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}
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#endif // COMPONENTS_GAMEPLAY_AUTOCALC_H
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