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#include "clothing.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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/*
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End of tes3mp addition
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*/
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#include <components/esm/loadclot.hpp>
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#include "../mwbase/environment.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/actiontake.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 "../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 Clothing::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 Clothing::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 || 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 Clothing::getModel(const MWWorld::ConstPtr &ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Clothing> *ref = ptr.get<ESM::Clothing>();
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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 Clothing::getName (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Clothing> *ref = ptr.get<ESM::Clothing>();
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return ref->mBase->mName;
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}
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std::shared_ptr<MWWorld::Action> Clothing::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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std::string Clothing::getScript (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Clothing> *ref = ptr.get<ESM::Clothing>();
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return ref->mBase->mScript;
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}
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std::pair<std::vector<int>, bool> Clothing::getEquipmentSlots (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Clothing> *ref = ptr.get<ESM::Clothing>();
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std::vector<int> slots_;
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if (ref->mBase->mData.mType==ESM::Clothing::Ring)
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{
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slots_.push_back (int (MWWorld::InventoryStore::Slot_LeftRing));
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slots_.push_back (int (MWWorld::InventoryStore::Slot_RightRing));
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}
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else
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{
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const int size = 9;
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static const int sMapping[size][2] =
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{
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{ ESM::Clothing::Shirt, MWWorld::InventoryStore::Slot_Shirt },
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{ ESM::Clothing::Belt, MWWorld::InventoryStore::Slot_Belt },
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{ ESM::Clothing::Robe, MWWorld::InventoryStore::Slot_Robe },
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{ ESM::Clothing::Pants, MWWorld::InventoryStore::Slot_Pants },
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{ ESM::Clothing::Shoes, MWWorld::InventoryStore::Slot_Boots },
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{ ESM::Clothing::LGlove, MWWorld::InventoryStore::Slot_LeftGauntlet },
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{ ESM::Clothing::RGlove, MWWorld::InventoryStore::Slot_RightGauntlet },
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{ ESM::Clothing::Skirt, MWWorld::InventoryStore::Slot_Skirt },
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{ ESM::Clothing::Amulet, MWWorld::InventoryStore::Slot_Amulet }
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};
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for (int i=0; i<size; ++i)
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if (sMapping[i][0]==ref->mBase->mData.mType)
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{
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slots_.push_back (int (sMapping[i][1]));
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break;
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}
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}
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return std::make_pair (slots_, false);
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}
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int Clothing::getEquipmentSkill (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Clothing> *ref = ptr.get<ESM::Clothing>();
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if (ref->mBase->mData.mType==ESM::Clothing::Shoes)
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return ESM::Skill::Unarmored;
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return -1;
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}
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int Clothing::getValue (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Clothing> *ref = ptr.get<ESM::Clothing>();
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return ref->mBase->mData.mValue;
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}
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void Clothing::registerSelf()
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{
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std::shared_ptr<Class> instance (new Clothing);
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registerClass (typeid (ESM::Clothing).name(), instance);
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}
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std::string Clothing::getUpSoundId (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Clothing> *ref = ptr.get<ESM::Clothing>();
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if (ref->mBase->mData.mType == 8)
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{
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return std::string("Item Ring Up");
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}
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return std::string("Item Clothes Up");
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}
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std::string Clothing::getDownSoundId (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Clothing> *ref = ptr.get<ESM::Clothing>();
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if (ref->mBase->mData.mType == 8)
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{
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return std::string("Item Ring Down");
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}
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return std::string("Item Clothes Down");
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}
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std::string Clothing::getInventoryIcon (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Clothing> *ref = ptr.get<ESM::Clothing>();
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return ref->mBase->mIcon;
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}
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bool Clothing::hasToolTip (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Clothing> *ref = ptr.get<ESM::Clothing>();
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return (ref->mBase->mName != "");
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}
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MWGui::ToolTipInfo Clothing::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const
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{
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const MWWorld::LiveCellRef<ESM::Clothing> *ref = ptr.get<ESM::Clothing>();
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MWGui::ToolTipInfo info;
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info.caption = ref->mBase->mName + MWGui::ToolTips::getCountString(count);
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info.icon = ref->mBase->mIcon;
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std::string text;
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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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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.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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info.text = text;
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return info;
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}
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std::string Clothing::getEnchantment (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Clothing> *ref = ptr.get<ESM::Clothing>();
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return ref->mBase->mEnchant;
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}
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std::string Clothing::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::Clothing> *ref = ptr.get<ESM::Clothing>();
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ESM::Clothing 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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[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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mwmp::Main::get().getNetworking()->getWorldstate()->sendClothingRecord(&newItem, ref->mBase->mId);
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/*
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End of tes3mp addition
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*/
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const ESM::Clothing *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> Clothing::canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const
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{
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// slots that this item can be equipped in
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std::pair<std::vector<int>, bool> slots_ = ptr.getClass().getEquipmentSlots(ptr);
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if (slots_.first.empty())
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return std::make_pair(0, "");
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if (npc.getClass().isNpc())
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{
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std::string npcRace = npc.get<ESM::NPC>()->mBase->mRace;
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// Beast races cannot equip shoes / boots, or full helms (head part vs hair part)
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const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(npcRace);
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if(race->mData.mFlags & ESM::Race::Beast)
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{
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std::vector<ESM::PartReference> parts = ptr.get<ESM::Clothing>()->mBase->mParts.mParts;
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for(std::vector<ESM::PartReference>::iterator itr = parts.begin(); itr != parts.end(); ++itr)
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{
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if((*itr).mPart == ESM::PRT_Head)
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return std::make_pair(0, "#{sNotifyMessage13}");
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if((*itr).mPart == ESM::PRT_LFoot || (*itr).mPart == ESM::PRT_RFoot)
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return std::make_pair(0, "#{sNotifyMessage15}");
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}
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}
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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> Clothing::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 Clothing::copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const
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{
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const MWWorld::LiveCellRef<ESM::Clothing> *ref = ptr.get<ESM::Clothing>();
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return MWWorld::Ptr(cell.insert(ref), &cell);
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}
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int Clothing::getEnchantmentPoints (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Clothing> *ref = ptr.get<ESM::Clothing>();
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return ref->mBase->mData.mEnchant;
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}
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bool Clothing::canSell (const MWWorld::ConstPtr& item, int npcServices) const
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{
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return (npcServices & ESM::NPC::Clothing)
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|| ((npcServices & ESM::NPC::MagicItems) && !getEnchantment(item).empty());
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}
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float Clothing::getWeight(const MWWorld::ConstPtr &ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Clothing> *ref = ptr.get<ESM::Clothing>();
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return ref->mBase->mData.mWeight;
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}
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}
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