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OpenMW/apps/openmw/mwmechanics/npcstats.hpp
florent.teppe 65cdd489fb create a specific esm reader function for RefID to avoid allocation for string and then again for RefId
Fixed some types

removed useless header

applied clang format

fixed compile tests

fixed clang tidy, and closer to logic before this MR

Removed hardcoded refids

unless there is a returned value we don't use static RefIds
can use == between RefId and hardcoded string

Fix clang format

Fixed a few instances where std::string was used, when only const std::string& was needed

removed unused variable
2022-12-27 19:15:57 +01:00

140 lines
4.5 KiB
C++

#ifndef GAME_MWMECHANICS_NPCSTATS_H
#define GAME_MWMECHANICS_NPCSTATS_H
#include "creaturestats.hpp"
#include <components/esm/refid.hpp>
#include <map>
#include <set>
#include <string>
#include <vector>
namespace ESM
{
struct Class;
struct NpcStats;
}
namespace MWMechanics
{
/// \brief Additional stats for NPCs
class NpcStats : public CreatureStats
{
int mDisposition;
SkillValue mSkill[ESM::Skill::Length]; // SkillValue.mProgress used by the player only
int mReputation;
int mCrimeId;
// ----- used by the player only, maybe should be moved at some point -------
int mBounty;
int mWerewolfKills;
/// Used only for the player and for NPC's with ranks, modified by scripts; other NPCs have maximum one faction
/// defined in their NPC record
std::map<ESM::RefId, int> mFactionRank;
std::set<ESM::RefId> mExpelled;
std::map<ESM::RefId, int> mFactionReputation;
int mLevelProgress; // 0-10
std::vector<int> mSkillIncreases; // number of skill increases for each attribute (resets after leveling up)
std::vector<int> mSpecIncreases; // number of skill increases for each specialization (accumulates throughout
// the entire game)
std::set<ESM::RefId> mUsedIds;
// ---------------------------------------------------------------------------
/// Countdown to getting damage while underwater
float mTimeToStartDrowning;
bool mIsWerewolf;
public:
NpcStats();
int getBaseDisposition() const;
void setBaseDisposition(int disposition);
int getReputation() const;
void setReputation(int reputation);
int getCrimeId() const;
void setCrimeId(int id);
const SkillValue& getSkill(int index) const;
SkillValue& getSkill(int index);
void setSkill(int index, const SkillValue& value);
int getFactionRank(const ESM::RefId& faction) const;
const std::map<ESM::RefId, int>& getFactionRanks() const;
/// Increase the rank in this faction by 1, if such a rank exists.
void raiseRank(const ESM::RefId& faction);
/// Lower the rank in this faction by 1, if such a rank exists.
void lowerRank(const ESM::RefId& faction);
/// Join this faction, setting the initial rank to 0.
void joinFaction(const ESM::RefId& faction);
const std::set<ESM::RefId>& getExpelled() const { return mExpelled; }
bool getExpelled(const ESM::RefId& factionID) const;
void expell(const ESM::RefId& factionID);
void clearExpelled(const ESM::RefId& factionID);
bool isInFaction(const ESM::RefId& faction) const;
float getSkillProgressRequirement(int skillIndex, const ESM::Class& class_) const;
void useSkill(int skillIndex, const ESM::Class& class_, int usageType = -1, float extraFactor = 1.f);
///< Increase skill by usage.
void increaseSkill(int skillIndex, const ESM::Class& class_, bool preserveProgress, bool readBook = false);
int getLevelProgress() const;
int getLevelupAttributeMultiplier(int attribute) const;
int getSkillIncreasesForSpecialization(int spec) const;
void levelUp();
void updateHealth();
///< Calculate health based on endurance and strength.
/// Called at character creation.
void flagAsUsed(const ESM::RefId& id);
///< @note Id must be lower-case
bool hasBeenUsed(const ESM::RefId& id) const;
///< @note Id must be lower-case
int getBounty() const;
void setBounty(int bounty);
int getFactionReputation(const ESM::RefId& faction) const;
void setFactionReputation(const ESM::RefId& faction, int value);
bool hasSkillsForRank(const ESM::RefId& factionId, int rank) const;
bool isWerewolf() const;
void setWerewolf(bool set);
int getWerewolfKills() const;
/// Increments mWerewolfKills by 1.
void addWerewolfKill();
float getTimeToStartDrowning() const;
/// Sets time left for the creature to drown if it stays underwater.
/// @param time value from [0,20]
void setTimeToStartDrowning(float time);
void writeState(ESM::CreatureStats& state) const;
void writeState(ESM::NpcStats& state) const;
void readState(const ESM::CreatureStats& state);
void readState(const ESM::NpcStats& state);
};
}
#endif