1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-04 02:41:19 +00:00
OpenMW/apps/openmw/mwmechanics/creaturestats.hpp

310 lines
9.3 KiB
C++

#ifndef GAME_MWMECHANICS_CREATURESTATS_H
#define GAME_MWMECHANICS_CREATURESTATS_H
#include <map>
#include <set>
#include <stdexcept>
#include <string>
#include "activespells.hpp"
#include "aisequence.hpp"
#include "aisetting.hpp"
#include "drawstate.hpp"
#include "magiceffects.hpp"
#include "spells.hpp"
#include "stat.hpp"
#include <components/esm/attr.hpp>
#include <components/esm/refid.hpp>
#include <components/esm3/magiceffects.hpp>
namespace ESM
{
struct CreatureStats;
}
namespace MWMechanics
{
struct CorprusStats
{
static constexpr int sWorseningPeriod = 24;
int mWorsenings[ESM::Attribute::Length];
MWWorld::TimeStamp mNextWorsening;
};
/// \brief Common creature stats
///
///
class CreatureStats
{
static int sActorId;
std::map<ESM::RefId, AttributeValue> mAttributes;
DynamicStat<float> mDynamic[3]; // health, magicka, fatigue
DrawState mDrawState = DrawState::Nothing;
Spells mSpells;
ActiveSpells mActiveSpells;
MagicEffects mMagicEffects;
Stat<int> mAiSettings[4];
AiSequence mAiSequence;
bool mDead = false;
bool mDeathAnimationFinished = false;
bool mDied = false; // flag for OnDeath script function
bool mMurdered = false;
int mFriendlyHits = 0;
bool mTalkedTo = false;
bool mAlarmed = false;
bool mAttacked = false;
bool mKnockdown = false;
bool mKnockdownOneFrame = false;
bool mKnockdownOverOneFrame = false;
bool mHitRecovery = false;
bool mBlock = false;
unsigned int mMovementFlags = 0;
float mFallHeight = 0.f;
ESM::RefId mLastHitObject; // The last object to hit this actor
ESM::RefId mLastHitAttemptObject; // The last object to attempt to hit this actor
// For merchants: the last time items were restocked and gold pool refilled.
MWWorld::TimeStamp mLastRestock;
// The pool of merchant gold (not in inventory)
int mGoldPool = 0;
int mActorId = -1;
// Stores an actor that attacked this actor. Only one is stored at a time, and it is not changed if a different
// actor attacks. It is cleared when combat ends.
int mHitAttemptActorId = -1;
// The difference between view direction and lower body direction.
float mSideMovementAngle = 0;
MWWorld::TimeStamp mTimeOfDeath;
private:
std::multimap<int, int> mSummonedCreatures; // <Effect, ActorId>
// Contains ActorIds of summoned creatures with an expired lifetime that have not been deleted yet.
// This may be necessary when the creature is in an inactive cell.
std::vector<int> mSummonGraveyard;
protected:
std::string mAttackType;
int mLevel = 0;
bool mAttackingOrSpell = false;
private:
// The index of the death animation that was played, or -1 if none played
signed char mDeathAnimation = -1;
bool mTeleported = false;
public:
CreatureStats();
DrawState getDrawState() const;
void setDrawState(DrawState state);
void recalculateMagicka();
float getFallHeight() const;
void addToFallHeight(float height);
/// Reset the fall height
/// @return total fall height
float land(bool isPlayer = false);
const AttributeValue& getAttribute(ESM::RefId id) const;
const DynamicStat<float>& getHealth() const;
const DynamicStat<float>& getMagicka() const;
const DynamicStat<float>& getFatigue() const;
const DynamicStat<float>& getDynamic(int index) const;
const Spells& getSpells() const;
const ActiveSpells& getActiveSpells() const;
const MagicEffects& getMagicEffects() const;
bool getAttackingOrSpell() const { return mAttackingOrSpell; }
std::string_view getAttackType() const { return mAttackType; }
int getLevel() const;
Spells& getSpells();
ActiveSpells& getActiveSpells();
MagicEffects& getMagicEffects();
void setAttribute(ESM::RefId id, const AttributeValue& value);
// Shortcut to set only the base
void setAttribute(ESM::RefId id, float base);
void setHealth(const DynamicStat<float>& value);
void setMagicka(const DynamicStat<float>& value);
void setFatigue(const DynamicStat<float>& value);
void setDynamic(int index, const DynamicStat<float>& value);
/// Set Modifier for each magic effect according to \a effects. Does not touch Base values.
void modifyMagicEffects(const MagicEffects& effects);
void setAttackingOrSpell(bool attackingOrSpell) { mAttackingOrSpell = attackingOrSpell; }
void setAttackType(std::string_view attackType) { mAttackType = attackType; }
void setLevel(int level);
void setAiSetting(AiSetting index, Stat<int> value);
void setAiSetting(AiSetting index, int base);
Stat<int> getAiSetting(AiSetting index) const;
const AiSequence& getAiSequence() const;
AiSequence& getAiSequence();
float getFatigueTerm() const;
///< Return effective fatigue
bool isParalyzed() const;
bool isDead() const;
bool isDeathAnimationFinished() const;
void setDeathAnimationFinished(bool finished);
void notifyDied();
bool hasDied() const;
void clearHasDied();
bool hasBeenMurdered() const;
void clearHasBeenMurdered();
void notifyMurder();
void resurrect();
bool hasCommonDisease() const;
bool hasBlightDisease() const;
int getFriendlyHits() const;
///< Number of friendly hits received.
void friendlyHit();
///< Increase number of friendly hits by one.
void resetFriendlyHits();
bool hasTalkedToPlayer() const;
///< Has this creature talked with the player before?
void talkedToPlayer();
bool isAlarmed() const;
void setAlarmed(bool alarmed);
bool getAttacked() const;
void setAttacked(bool attacked);
float getEvasion() const;
void setKnockedDown(bool value);
/// Returns true for the entire duration of the actor being knocked down or knocked out,
/// including transition animations (falling down & standing up)
bool getKnockedDown() const;
void setKnockedDownOneFrame(bool value);
/// Returns true only for the first frame of the actor being knocked out; used for "onKnockedOut" command
bool getKnockedDownOneFrame() const;
void setKnockedDownOverOneFrame(bool value);
/// Returns true for all but the first frame of being knocked out; used to know to not reset
/// mKnockedDownOneFrame
bool getKnockedDownOverOneFrame() const;
void setHitRecovery(bool value);
bool getHitRecovery() const;
void setBlock(bool value);
bool getBlock() const;
std::multimap<int, int>& getSummonedCreatureMap(); // <Effect, ActorId of summoned creature>
std::vector<int>& getSummonedCreatureGraveyard(); // ActorIds
enum Flag
{
Flag_ForceRun = 1,
Flag_ForceSneak = 2,
Flag_Run = 4,
Flag_Sneak = 8,
Flag_ForceJump = 16,
Flag_ForceMoveJump = 32
};
enum Stance
{
Stance_Run,
Stance_Sneak
};
bool getMovementFlag(Flag flag) const;
void setMovementFlag(Flag flag, bool state);
/// Like getMovementFlag, but also takes into account if the flag is Forced
bool getStance(Stance flag) const;
void setLastHitObject(const ESM::RefId& objectid);
void clearLastHitObject();
const ESM::RefId& getLastHitObject() const;
void setLastHitAttemptObject(const ESM::RefId& objectid);
void clearLastHitAttemptObject();
const ESM::RefId& getLastHitAttemptObject() const;
void setHitAttemptActorId(const int actorId);
int getHitAttemptActorId() const;
void writeState(ESM::CreatureStats& state) const;
void readState(const ESM::CreatureStats& state);
static void writeActorIdCounter(ESM::ESMWriter& esm);
static void readActorIdCounter(ESM::ESMReader& esm);
void setLastRestockTime(MWWorld::TimeStamp tradeTime);
MWWorld::TimeStamp getLastRestockTime() const;
void setGoldPool(int pool);
int getGoldPool() const;
signed char getDeathAnimation() const; // -1 means not decided
void setDeathAnimation(signed char index);
MWWorld::TimeStamp getTimeOfDeath() const;
int getActorId();
///< Will generate an actor ID, if the actor does not have one yet.
bool matchesActorId(int id) const;
///< Check if \a id matches the actor ID of *this (if the actor does not have an ID
/// assigned this function will return false).
static void cleanup();
float getSideMovementAngle() const { return mSideMovementAngle; }
void setSideMovementAngle(float angle) { mSideMovementAngle = angle; }
bool wasTeleported() const { return mTeleported; }
void setTeleported(bool v) { mTeleported = v; }
const std::map<ESM::RefId, AttributeValue>& getAttributes() const { return mAttributes; }
};
}
#endif