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161 lines
4.6 KiB
C++
161 lines
4.6 KiB
C++
#ifndef GAME_MWMECHANICS_STAT_H
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#define GAME_MWMECHANICS_STAT_H
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#include <algorithm>
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#include <limits>
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namespace ESM
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{
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template <typename T>
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struct StatState;
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}
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namespace MWMechanics
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{
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template <typename T>
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class Stat
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{
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T mBase;
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T mModifier;
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public:
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typedef T Type;
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Stat();
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Stat(T base, T modified);
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const T& getBase() const { return mBase; }
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T getModified(bool capped = true) const;
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T getModifier() const { return mModifier; }
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void setBase(const T& value) { mBase = value; }
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void setModifier(const T& modifier) { mModifier = modifier; }
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void writeState(ESM::StatState<T>& state) const;
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void readState(const ESM::StatState<T>& state);
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};
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template <typename T>
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inline bool operator==(const Stat<T>& left, const Stat<T>& right)
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{
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return left.getBase() == right.getBase() && left.getModifier() == right.getModifier();
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}
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template <typename T>
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inline bool operator!=(const Stat<T>& left, const Stat<T>& right)
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{
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return !(left == right);
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}
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template <typename T>
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class DynamicStat
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{
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Stat<T> mStatic;
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T mCurrent;
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public:
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typedef T Type;
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DynamicStat();
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DynamicStat(T base);
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DynamicStat(T base, T modified, T current);
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DynamicStat(const Stat<T>& stat, T current);
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const T& getBase() const { return mStatic.getBase(); }
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T getModified(bool capped = true) const { return mStatic.getModified(capped); }
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const T& getCurrent() const { return mCurrent; }
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T getRatio(bool nanIsZero = true) const;
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/// Set base and adjust current accordingly.
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void setBase(const T& value) { mStatic.setBase(value); }
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void setCurrent(const T& value, bool allowDecreaseBelowZero = false, bool allowIncreaseAboveModified = false);
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T getModifier() const { return mStatic.getModifier(); }
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void setModifier(T value) { mStatic.setModifier(value); }
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void writeState(ESM::StatState<T>& state) const;
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void readState(const ESM::StatState<T>& state);
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};
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template <typename T>
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inline bool operator==(const DynamicStat<T>& left, const DynamicStat<T>& right)
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{
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return left.getBase() == right.getBase() && left.getModifier() == right.getModifier()
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&& left.getCurrent() == right.getCurrent();
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}
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template <typename T>
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inline bool operator!=(const DynamicStat<T>& left, const DynamicStat<T>& right)
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{
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return !(left == right);
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}
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class AttributeValue
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{
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float mBase;
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float mModifier;
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float mDamage; // needs to be float to allow continuous damage
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public:
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AttributeValue();
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float getModified() const;
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float getBase() const;
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float getModifier() const;
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void setBase(float base, bool clearModifier = false);
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void setModifier(float mod);
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// Maximum attribute damage is limited to the modified value.
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// Note: MW applies damage directly to mModified, however it does track how much
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// a damaged attribute that has been fortified beyond its base can be restored.
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// Getting rid of mDamage would require calculating its value by ignoring active effects when restoring
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void damage(float damage);
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void restore(float amount);
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float getDamage() const;
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void writeState(ESM::StatState<float>& state) const;
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void readState(const ESM::StatState<float>& state);
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};
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class SkillValue : public AttributeValue
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{
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float mProgress;
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public:
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SkillValue();
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float getProgress() const;
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void setProgress(float progress);
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void writeState(ESM::StatState<float>& state) const;
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void readState(const ESM::StatState<float>& state);
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};
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inline bool operator==(const AttributeValue& left, const AttributeValue& right)
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{
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return left.getBase() == right.getBase() && left.getModifier() == right.getModifier()
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&& left.getDamage() == right.getDamage();
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}
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inline bool operator!=(const AttributeValue& left, const AttributeValue& right)
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{
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return !(left == right);
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}
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inline bool operator==(const SkillValue& left, const SkillValue& right)
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{
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return left.getBase() == right.getBase() && left.getModifier() == right.getModifier()
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&& left.getDamage() == right.getDamage() && left.getProgress() == right.getProgress();
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}
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inline bool operator!=(const SkillValue& left, const SkillValue& right)
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{
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return !(left == right);
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}
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}
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#endif
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