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