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#include "weapon.hpp"
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/*
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Start of tes3mp addition
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Include additional headers for multiplayer purposes
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*/
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#include <components/openmw-mp/Utils.hpp>
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#include "../mwmp/Main.hpp"
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#include "../mwmp/Networking.hpp"
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#include "../mwmp/LocalPlayer.hpp"
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/*
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End of tes3mp addition
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*/
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#include <components/esm/loadweap.hpp>
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#include <components/misc/constants.hpp>
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#include <components/settings/settings.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/actionequip.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwphysics/physicssystem.hpp"
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#include "../mwworld/nullaction.hpp"
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#include "../mwmechanics/weapontype.hpp"
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#include "../mwgui/tooltips.hpp"
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#include "../mwrender/objects.hpp"
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#include "../mwrender/renderinginterface.hpp"
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namespace MWClass
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{
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void Weapon::insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const
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{
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if (!model.empty()) {
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renderingInterface.getObjects().insertModel(ptr, model);
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}
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}
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void Weapon::insertObject(const MWWorld::Ptr& ptr, const std::string& model, MWPhysics::PhysicsSystem& physics) const
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{
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// TODO: add option somewhere to enable collision for placeable objects
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/*
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Start of tes3mp addition
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Make it possible to enable collision for this object class from a packet
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*/
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if (!model.empty())
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{
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mwmp::BaseWorldstate *worldstate = mwmp::Main::get().getNetworking()->getWorldstate();
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if (worldstate->hasPlacedObjectCollision ||
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Utils::vectorContains(worldstate->enforcedCollisionRefIds, ptr.getCellRef().getRefId()))
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{
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if (worldstate->useActorCollisionForPlacedObjects)
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physics.addObject(ptr, model, MWPhysics::CollisionType_Actor);
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else
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physics.addObject(ptr, model, MWPhysics::CollisionType_World);
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}
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}
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/*
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End of tes3mp addition
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*/
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}
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std::string Weapon::getModel(const MWWorld::ConstPtr &ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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const std::string &model = ref->mBase->mModel;
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if (!model.empty()) {
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return "meshes\\" + model;
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}
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return "";
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}
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std::string Weapon::getName (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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const std::string& name = ref->mBase->mName;
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return !name.empty() ? name : ref->mBase->mId;
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}
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std::shared_ptr<MWWorld::Action> Weapon::activate (const MWWorld::Ptr& ptr,
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const MWWorld::Ptr& actor) const
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{
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return defaultItemActivate(ptr, actor);
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}
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bool Weapon::hasItemHealth (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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int type = ref->mBase->mData.mType;
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return MWMechanics::getWeaponType(type)->mFlags & ESM::WeaponType::HasHealth;
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}
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int Weapon::getItemMaxHealth (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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return ref->mBase->mData.mHealth;
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}
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std::string Weapon::getScript (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref =
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ptr.get<ESM::Weapon>();
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return ref->mBase->mScript;
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}
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std::pair<std::vector<int>, bool> Weapon::getEquipmentSlots (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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ESM::WeaponType::Class weapClass = MWMechanics::getWeaponType(ref->mBase->mData.mType)->mWeaponClass;
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std::vector<int> slots_;
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bool stack = false;
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if (weapClass == ESM::WeaponType::Ammo)
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{
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slots_.push_back (int (MWWorld::InventoryStore::Slot_Ammunition));
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stack = true;
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}
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else if (weapClass == ESM::WeaponType::Thrown)
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{
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slots_.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
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stack = true;
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}
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else
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slots_.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
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return std::make_pair (slots_, stack);
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}
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int Weapon::getEquipmentSkill (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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int type = ref->mBase->mData.mType;
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return MWMechanics::getWeaponType(type)->mSkill;
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}
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int Weapon::getValue (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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return ref->mBase->mData.mValue;
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}
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void Weapon::registerSelf()
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{
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std::shared_ptr<Class> instance (new Weapon);
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registerClass (typeid (ESM::Weapon).name(), instance);
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}
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std::string Weapon::getUpSoundId (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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int type = ref->mBase->mData.mType;
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std::string soundId = MWMechanics::getWeaponType(type)->mSoundId;
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return soundId + " Up";
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}
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std::string Weapon::getDownSoundId (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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int type = ref->mBase->mData.mType;
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std::string soundId = MWMechanics::getWeaponType(type)->mSoundId;
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return soundId + " Down";
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}
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std::string Weapon::getInventoryIcon (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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return ref->mBase->mIcon;
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}
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MWGui::ToolTipInfo Weapon::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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const ESM::WeaponType* weaponType = MWMechanics::getWeaponType(ref->mBase->mData.mType);
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MWGui::ToolTipInfo info;
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info.caption = MyGUI::TextIterator::toTagsString(getName(ptr)) + MWGui::ToolTips::getCountString(count);
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info.icon = ref->mBase->mIcon;
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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std::string text;
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// weapon type & damage
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if (weaponType->mWeaponClass != ESM::WeaponType::Ammo || Settings::Manager::getBool("show projectile damage", "Game"))
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{
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text += "\n#{sType} ";
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int skill = MWMechanics::getWeaponType(ref->mBase->mData.mType)->mSkill;
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const std::string type = ESM::Skill::sSkillNameIds[skill];
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std::string oneOrTwoHanded;
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if (weaponType->mWeaponClass == ESM::WeaponType::Melee)
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{
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if (weaponType->mFlags & ESM::WeaponType::TwoHanded)
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oneOrTwoHanded = "sTwoHanded";
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else
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oneOrTwoHanded = "sOneHanded";
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}
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text += store.get<ESM::GameSetting>().find(type)->mValue.getString() +
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((oneOrTwoHanded != "") ? ", " + store.get<ESM::GameSetting>().find(oneOrTwoHanded)->mValue.getString() : "");
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// weapon damage
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if (weaponType->mWeaponClass == ESM::WeaponType::Thrown)
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{
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// Thrown weapons have 2x real damage applied
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// as they're both the weapon and the ammo
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text += "\n#{sAttack}: "
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+ MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[0] * 2))
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+ " - " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[1] * 2));
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}
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else if (weaponType->mWeaponClass == ESM::WeaponType::Melee)
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{
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// Chop
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text += "\n#{sChop}: "
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+ MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[0]))
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+ " - " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[1]));
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// Slash
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text += "\n#{sSlash}: "
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+ MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mSlash[0]))
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+ " - " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mSlash[1]));
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// Thrust
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text += "\n#{sThrust}: "
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+ MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mThrust[0]))
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+ " - " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mThrust[1]));
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}
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else
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{
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// marksman
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text += "\n#{sAttack}: "
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+ MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[0]))
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+ " - " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[1]));
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}
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}
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if (hasItemHealth(ptr))
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{
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int remainingHealth = getItemHealth(ptr);
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text += "\n#{sCondition}: " + MWGui::ToolTips::toString(remainingHealth) + "/"
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+ MWGui::ToolTips::toString(ref->mBase->mData.mHealth);
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}
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const bool verbose = Settings::Manager::getBool("show melee info", "Game");
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// add reach for melee weapon
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if (weaponType->mWeaponClass == ESM::WeaponType::Melee && verbose)
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{
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// display value in feet
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const float combatDistance = store.get<ESM::GameSetting>().find("fCombatDistance")->mValue.getFloat() * ref->mBase->mData.mReach;
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text += MWGui::ToolTips::getWeightString(combatDistance / Constants::UnitsPerFoot, "#{sRange}");
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text += " #{sFeet}";
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}
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// add attack speed for any weapon excepts arrows and bolts
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if (weaponType->mWeaponClass != ESM::WeaponType::Ammo && verbose)
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{
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text += MWGui::ToolTips::getPercentString(ref->mBase->mData.mSpeed, "#{sAttributeSpeed}");
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}
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text += MWGui::ToolTips::getWeightString(ref->mBase->mData.mWeight, "#{sWeight}");
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text += MWGui::ToolTips::getValueString(ref->mBase->mData.mValue, "#{sValue}");
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info.enchant = ref->mBase->mEnchant;
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if (!info.enchant.empty())
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info.remainingEnchantCharge = static_cast<int>(ptr.getCellRef().getEnchantmentCharge());
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if (MWBase::Environment::get().getWindowManager()->getFullHelp()) {
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text += MWGui::ToolTips::getCellRefString(ptr.getCellRef());
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text += MWGui::ToolTips::getMiscString(ref->mBase->mScript, "Script");
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}
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info.text = text;
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return info;
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}
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std::string Weapon::getEnchantment (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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return ref->mBase->mEnchant;
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}
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std::string Weapon::applyEnchantment(const MWWorld::ConstPtr &ptr, const std::string& enchId, int enchCharge, const std::string& newName) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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ESM::Weapon newItem = *ref->mBase;
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newItem.mId="";
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newItem.mName=newName;
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newItem.mData.mEnchant=enchCharge;
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newItem.mEnchant=enchId;
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newItem.mData.mFlags |= ESM::Weapon::Magical;
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[General] Implement RecordDynamic packet, part 1
Spell, potion, enchantment, creature, NPC, armor, book, clothing, miscellaneous and weapon record data can now be sent in a RecordDynamic packet. Additionally, the packets include data related to associated magical effects (for spells, potions and enchantments), data related to default inventory contents (for creatures and NPCs) and data related to body parts affected (for armor and clothing).
The server now has associated script functions for setting most of the details of the above, with the main exception being individual creature and NPC stats.
Records can either be created entirely from scratch or can use an existing record (set via the baseId variable) as a starting point for their values. In the latter case, only the values that are specifically set override the starting values. Creature and NPC records also have an inventoryBaseId that can be used on top of the baseId to base their inventories on another existing record.
The client's RecordHelper class has been heavily expanded to allow for the above mentioned functionality.
When players create spells, potions and enchantments as part of regular gameplay, they send RecordDynamic packets that provide the server with the complete details of the records that should be created. When they create enchantments, they also provide the server with armor, book, clothing and weapon records corresponding to the items they've enchanted.
This functionality added by this packet was originally supposed to be exclusive to the rewrite, but I've gone ahead and tried to provide it for the pre-rewrite in a way that can mostly be reused for the rewrite.
7 years ago
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/*
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Start of tes3mp addition
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Send the newly created record to the server and expect it to be
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returned with a server-set id
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*/
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unsigned int quantity = mwmp::Main::get().getLocalPlayer()->lastEnchantmentQuantity;
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mwmp::Main::get().getNetworking()->getWorldstate()->sendWeaponRecord(&newItem, ref->mBase->mId, quantity);
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[General] Implement RecordDynamic packet, part 1
Spell, potion, enchantment, creature, NPC, armor, book, clothing, miscellaneous and weapon record data can now be sent in a RecordDynamic packet. Additionally, the packets include data related to associated magical effects (for spells, potions and enchantments), data related to default inventory contents (for creatures and NPCs) and data related to body parts affected (for armor and clothing).
The server now has associated script functions for setting most of the details of the above, with the main exception being individual creature and NPC stats.
Records can either be created entirely from scratch or can use an existing record (set via the baseId variable) as a starting point for their values. In the latter case, only the values that are specifically set override the starting values. Creature and NPC records also have an inventoryBaseId that can be used on top of the baseId to base their inventories on another existing record.
The client's RecordHelper class has been heavily expanded to allow for the above mentioned functionality.
When players create spells, potions and enchantments as part of regular gameplay, they send RecordDynamic packets that provide the server with the complete details of the records that should be created. When they create enchantments, they also provide the server with armor, book, clothing and weapon records corresponding to the items they've enchanted.
This functionality added by this packet was originally supposed to be exclusive to the rewrite, but I've gone ahead and tried to provide it for the pre-rewrite in a way that can mostly be reused for the rewrite.
7 years ago
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/*
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End of tes3mp addition
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*/
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const ESM::Weapon *record = MWBase::Environment::get().getWorld()->createRecord (newItem);
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return record->mId;
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}
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std::pair<int, std::string> Weapon::canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const
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{
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if (hasItemHealth(ptr) && getItemHealth(ptr) == 0)
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return std::make_pair(0, "#{sInventoryMessage1}");
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// Do not allow equip weapons from inventory during attack
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if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(npc)
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&& MWBase::Environment::get().getWindowManager()->isGuiMode())
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return std::make_pair(0, "#{sCantEquipWeapWarning}");
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std::pair<std::vector<int>, bool> slots_ = getEquipmentSlots(ptr);
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if (slots_.first.empty())
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return std::make_pair (0, "");
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int type = ptr.get<ESM::Weapon>()->mBase->mData.mType;
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if(MWMechanics::getWeaponType(type)->mFlags & ESM::WeaponType::TwoHanded)
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{
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return std::make_pair (2, "");
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}
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return std::make_pair(1, "");
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}
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std::shared_ptr<MWWorld::Action> Weapon::use (const MWWorld::Ptr& ptr, bool force) const
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{
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std::shared_ptr<MWWorld::Action> action(new MWWorld::ActionEquip(ptr, force));
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action->setSound(getUpSoundId(ptr));
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return action;
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}
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MWWorld::Ptr Weapon::copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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return MWWorld::Ptr(cell.insert(ref), &cell);
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}
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int Weapon::getEnchantmentPoints (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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return ref->mBase->mData.mEnchant;
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}
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bool Weapon::canSell (const MWWorld::ConstPtr& item, int npcServices) const
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{
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return (npcServices & ESM::NPC::Weapon)
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|| ((npcServices & ESM::NPC::MagicItems) && !getEnchantment(item).empty());
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}
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float Weapon::getWeight(const MWWorld::ConstPtr &ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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return ref->mBase->mData.mWeight;
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}
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}
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