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openmw-tes3mp/apps/openmw/mwclass/armor.cpp

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#include "armor.hpp"
#include <components/esm/loadarmo.hpp>
#include <components/esm/loadskil.hpp>
#include <components/esm/loadgmst.hpp>
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#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
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#include "../mwworld/ptr.hpp"
#include "../mwworld/actionequip.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwphysics/physicssystem.hpp"
#include "../mwworld/nullaction.hpp"
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#include "../mwworld/containerstore.hpp"
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#include "../mwrender/objects.hpp"
#include "../mwrender/renderinginterface.hpp"
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#include "../mwmechanics/actorutil.hpp"
#include "../mwmechanics/weapontype.hpp"
#include "../mwgui/tooltips.hpp"
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namespace MWClass
{
void Armor::insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const
{
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if (!model.empty()) {
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renderingInterface.getObjects().insertModel(ptr, model);
}
}
void Armor::insertObject(const MWWorld::Ptr& ptr, const std::string& model, MWPhysics::PhysicsSystem& physics) const
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{
// TODO: add option somewhere to enable collision for placeable objects
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}
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std::string Armor::getModel(const MWWorld::ConstPtr &ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
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const std::string &model = ref->mBase->mModel;
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if (!model.empty()) {
return "meshes\\" + model;
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}
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return "";
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}
std::string Armor::getName (const MWWorld::ConstPtr& ptr) const
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{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
const std::string& name = ref->mBase->mName;
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return !name.empty() ? name : ref->mBase->mId;
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}
std::shared_ptr<MWWorld::Action> Armor::activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor) const
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{
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return defaultItemActivate(ptr, actor);
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}
bool Armor::hasItemHealth (const MWWorld::ConstPtr& ptr) const
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{
return true;
}
int Armor::getItemMaxHealth (const MWWorld::ConstPtr& ptr) const
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{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
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return ref->mBase->mData.mHealth;
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}
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std::string Armor::getScript (const MWWorld::ConstPtr& ptr) const
{
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const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
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return ref->mBase->mScript;
}
std::pair<std::vector<int>, bool> Armor::getEquipmentSlots (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
std::vector<int> slots_;
const int size = 11;
static const int sMapping[size][2] =
{
{ ESM::Armor::Helmet, MWWorld::InventoryStore::Slot_Helmet },
{ ESM::Armor::Cuirass, MWWorld::InventoryStore::Slot_Cuirass },
{ ESM::Armor::LPauldron, MWWorld::InventoryStore::Slot_LeftPauldron },
{ ESM::Armor::RPauldron, MWWorld::InventoryStore::Slot_RightPauldron },
{ ESM::Armor::Greaves, MWWorld::InventoryStore::Slot_Greaves },
{ ESM::Armor::Boots, MWWorld::InventoryStore::Slot_Boots },
{ ESM::Armor::LGauntlet, MWWorld::InventoryStore::Slot_LeftGauntlet },
{ ESM::Armor::RGauntlet, MWWorld::InventoryStore::Slot_RightGauntlet },
{ ESM::Armor::Shield, MWWorld::InventoryStore::Slot_CarriedLeft },
{ ESM::Armor::LBracer, MWWorld::InventoryStore::Slot_LeftGauntlet },
{ ESM::Armor::RBracer, MWWorld::InventoryStore::Slot_RightGauntlet }
};
for (int i=0; i<size; ++i)
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if (sMapping[i][0]==ref->mBase->mData.mType)
{
slots_.push_back (int (sMapping[i][1]));
break;
}
return std::make_pair (slots_, false);
}
int Armor::getEquipmentSkill (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
std::string typeGmst;
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switch (ref->mBase->mData.mType)
{
case ESM::Armor::Helmet: typeGmst = "iHelmWeight"; break;
case ESM::Armor::Cuirass: typeGmst = "iCuirassWeight"; break;
case ESM::Armor::LPauldron:
case ESM::Armor::RPauldron: typeGmst = "iPauldronWeight"; break;
case ESM::Armor::Greaves: typeGmst = "iGreavesWeight"; break;
case ESM::Armor::Boots: typeGmst = "iBootsWeight"; break;
case ESM::Armor::LGauntlet:
case ESM::Armor::RGauntlet: typeGmst = "iGauntletWeight"; break;
case ESM::Armor::Shield: typeGmst = "iShieldWeight"; break;
case ESM::Armor::LBracer:
case ESM::Armor::RBracer: typeGmst = "iGauntletWeight"; break;
}
if (typeGmst.empty())
return -1;
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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float iWeight = floor(gmst.find(typeGmst)->mValue.getFloat());
float epsilon = 0.0005f;
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if (ref->mBase->mData.mWeight <= iWeight * gmst.find ("fLightMaxMod")->mValue.getFloat() + epsilon)
return ESM::Skill::LightArmor;
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if (ref->mBase->mData.mWeight <= iWeight * gmst.find ("fMedMaxMod")->mValue.getFloat() + epsilon)
return ESM::Skill::MediumArmor;
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else
return ESM::Skill::HeavyArmor;
}
int Armor::getValue (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
return ref->mBase->mData.mValue;
}
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void Armor::registerSelf()
{
std::shared_ptr<Class> instance (new Armor);
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registerClass (typeid (ESM::Armor).name(), instance);
}
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std::string Armor::getUpSoundId (const MWWorld::ConstPtr& ptr) const
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{
int es = getEquipmentSkill(ptr);
if (es == ESM::Skill::LightArmor)
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return std::string("Item Armor Light Up");
else if (es == ESM::Skill::MediumArmor)
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return std::string("Item Armor Medium Up");
else
return std::string("Item Armor Heavy Up");
}
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std::string Armor::getDownSoundId (const MWWorld::ConstPtr& ptr) const
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{
int es = getEquipmentSkill(ptr);
if (es == ESM::Skill::LightArmor)
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return std::string("Item Armor Light Down");
else if (es == ESM::Skill::MediumArmor)
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return std::string("Item Armor Medium Down");
else
return std::string("Item Armor Heavy Down");
}
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std::string Armor::getInventoryIcon (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
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return ref->mBase->mIcon;
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}
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MWGui::ToolTipInfo Armor::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
MWGui::ToolTipInfo info;
info.caption = MyGUI::TextIterator::toTagsString(getName(ptr)) + MWGui::ToolTips::getCountString(count);
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info.icon = ref->mBase->mIcon;
std::string text;
// get armor type string (light/medium/heavy)
std::string typeText;
if (ref->mBase->mData.mWeight == 0)
typeText = "";
else
{
int armorType = getEquipmentSkill(ptr);
if (armorType == ESM::Skill::LightArmor)
typeText = "#{sLight}";
else if (armorType == ESM::Skill::MediumArmor)
typeText = "#{sMedium}";
else
typeText = "#{sHeavy}";
}
text += "\n#{sArmorRating}: " + MWGui::ToolTips::toString(static_cast<int>(getEffectiveArmorRating(ptr,
MWMechanics::getPlayer())));
int remainingHealth = getItemHealth(ptr);
text += "\n#{sCondition}: " + MWGui::ToolTips::toString(remainingHealth) + "/"
+ MWGui::ToolTips::toString(ref->mBase->mData.mHealth);
if (typeText != "")
text += "\n#{sWeight}: " + MWGui::ToolTips::toString(ref->mBase->mData.mWeight) + " (" + typeText + ")";
text += MWGui::ToolTips::getValueString(ref->mBase->mData.mValue, "#{sValue}");
if (MWBase::Environment::get().getWindowManager()->getFullHelp()) {
text += MWGui::ToolTips::getCellRefString(ptr.getCellRef());
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text += MWGui::ToolTips::getMiscString(ref->mBase->mScript, "Script");
}
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info.enchant = ref->mBase->mEnchant;
if (!info.enchant.empty())
info.remainingEnchantCharge = static_cast<int>(ptr.getCellRef().getEnchantmentCharge());
info.text = text;
return info;
}
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std::string Armor::getEnchantment (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
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return ref->mBase->mEnchant;
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}
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std::string Armor::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::Armor> *ref = ptr.get<ESM::Armor>();
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ESM::Armor newItem = *ref->mBase;
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newItem.mId="";
newItem.mName=newName;
newItem.mData.mEnchant=enchCharge;
newItem.mEnchant=enchId;
const ESM::Armor *record = MWBase::Environment::get().getWorld()->createRecord (newItem);
return record->mId;
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}
float Armor::getEffectiveArmorRating(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &actor) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
int armorSkillType = getEquipmentSkill(ptr);
float armorSkill = actor.getClass().getSkill(actor, armorSkillType);
const MWBase::World *world = MWBase::Environment::get().getWorld();
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int iBaseArmorSkill = world->getStore().get<ESM::GameSetting>().find("iBaseArmorSkill")->mValue.getInteger();
if(ref->mBase->mData.mWeight == 0)
return ref->mBase->mData.mArmor;
else
return ref->mBase->mData.mArmor * armorSkill / static_cast<float>(iBaseArmorSkill);
}
std::pair<int, std::string> Armor::canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const
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{
const MWWorld::InventoryStore& invStore = npc.getClass().getInventoryStore(npc);
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if (getItemHealth(ptr) == 0)
return std::make_pair(0, "#{sInventoryMessage1}");
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// slots that this item can be equipped in
std::pair<std::vector<int>, bool> slots_ = getEquipmentSlots(ptr);
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if (slots_.first.empty())
return std::make_pair(0, "");
if (npc.getClass().isNpc())
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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)
const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(npcRace);
if(race->mData.mFlags & ESM::Race::Beast)
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{
std::vector<ESM::PartReference> parts = ptr.get<ESM::Armor>()->mBase->mParts.mParts;
for(std::vector<ESM::PartReference>::iterator itr = parts.begin(); itr != parts.end(); ++itr)
{
if((*itr).mPart == ESM::PRT_Head)
return std::make_pair(0, "#{sNotifyMessage13}");
if((*itr).mPart == ESM::PRT_LFoot || (*itr).mPart == ESM::PRT_RFoot)
return std::make_pair(0, "#{sNotifyMessage14}");
}
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}
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}
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for (std::vector<int>::const_iterator slot=slots_.first.begin();
slot!=slots_.first.end(); ++slot)
{
// If equipping a shield, check if there's a twohanded weapon conflicting with it
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if(*slot == MWWorld::InventoryStore::Slot_CarriedLeft)
{
MWWorld::ConstContainerStoreIterator weapon = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(weapon != invStore.end() && weapon->getTypeName() == typeid(ESM::Weapon).name())
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{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
if (MWMechanics::getWeaponType(ref->mBase->mData.mType)->mFlags & ESM::WeaponType::TwoHanded)
return std::make_pair(3,"");
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}
return std::make_pair(1,"");
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}
}
return std::make_pair(1,"");
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}
std::shared_ptr<MWWorld::Action> Armor::use (const MWWorld::Ptr& ptr, bool force) const
{
std::shared_ptr<MWWorld::Action> action(new MWWorld::ActionEquip(ptr, force));
action->setSound(getUpSoundId(ptr));
return action;
}
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MWWorld::Ptr Armor::copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const
{
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const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
return MWWorld::Ptr(cell.insert(ref), &cell);
}
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int Armor::getEnchantmentPoints (const MWWorld::ConstPtr& ptr) const
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{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
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return ref->mBase->mData.mEnchant;
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}
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bool Armor::canSell (const MWWorld::ConstPtr& item, int npcServices) const
{
return (npcServices & ESM::NPC::Armor)
|| ((npcServices & ESM::NPC::MagicItems) && !getEnchantment(item).empty());
}
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float Armor::getWeight(const MWWorld::ConstPtr &ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
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return ref->mBase->mData.mWeight;
}
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}