1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-10 15:39:02 +00:00
OpenMW/apps/openmw/mwmechanics/creaturestats.hpp
Marc Zinnschlag be1334b202 disease tests
2012-11-09 18:16:29 +01:00

120 lines
2.7 KiB
C++

#ifndef GAME_MWMECHANICS_CREATURESTATS_H
#define GAME_MWMECHANICS_CREATURESTATS_H
#include <set>
#include <string>
#include <stdexcept>
#include "stat.hpp"
#include "magiceffects.hpp"
#include "spells.hpp"
#include "activespells.hpp"
#include "aisequence.hpp"
namespace MWMechanics
{
/// \brief Common creature stats
///
///
class CreatureStats
{
Stat<int> mAttributes[8];
DynamicStat<float> mDynamic[3]; // health, magicka, fatigue
int mLevel;
Spells mSpells;
ActiveSpells mActiveSpells;
MagicEffects mMagicEffects;
int mHello;
int mFight;
int mFlee;
int mAlarm;
AiSequence mAiSequence;
float mLevelHealthBonus;
bool mDead;
public:
CreatureStats();
const Stat<int> & getAttribute(int index) 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;
int getLevel() const;
int getHello() const;
int getFight() const;
int getFlee() const;
int getAlarm() const;
Stat<int> & getAttribute(int index);
Spells & getSpells();
ActiveSpells & getActiveSpells();
MagicEffects & getMagicEffects();
void setAttribute(int index, const Stat<int> &value);
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);
void setSpells(const Spells &spells);
void setActiveSpells(const ActiveSpells &active);
void setMagicEffects(const MagicEffects &effects);
void setLevel(int level);
void setHello(int value);
void setFight(int value);
void setFlee(int value);
void setAlarm(int value);
const AiSequence& getAiSequence() const;
AiSequence& getAiSequence();
float getFatigueTerm() const;
///< Return effective fatigue
// small hack to allow the fact that Health permanently increases by 10% of endurance on each level up
void increaseLevelHealthBonus(float value);
float getLevelHealthBonus() const;
bool isDead() const;
void resurrect();
bool hasCommonDisease() const;
bool hasBlightDisease() const;
};
}
#endif