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#ifndef GAME_MWCLASS_ARMOR_H
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#define GAME_MWCLASS_ARMOR_H
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#include "../mwworld/class.hpp"
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namespace MWClass
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{
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class Armor : public MWWorld::Class
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{
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public:
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virtual void insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const;
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///< Add reference into a cell for rendering
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virtual void insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics, MWWorld::Environment& environment) const;
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virtual std::string getName (const MWWorld::Ptr& ptr) const;
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///< \return name (the one that is to be presented to the user; not the internal one);
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/// can return an empty string.
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virtual boost::shared_ptr<MWWorld::Action> activate (const MWWorld::Ptr& ptr,
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const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const;
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///< Generate action for activation
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virtual bool hasItemHealth (const MWWorld::Ptr& ptr) const;
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///< \return Item health data available?
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virtual int getItemMaxHealth (const MWWorld::Ptr& ptr) const;
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///< Return item max health or throw an exception, if class does not have item health
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virtual std::string getScript (const MWWorld::Ptr& ptr) const;
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///< Return name of the script attached to ptr
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virtual std::pair<std::vector<int>, bool> getEquipmentSlots (const MWWorld::Ptr& ptr) const;
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///< \return first: Return IDs of the slot this object can be equipped in; second: can object
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/// stay stacked when equipped?
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virtual int getEquipmentSkill (const MWWorld::Ptr& ptr,
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const MWWorld::Environment& environment) const;
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/// Return the index of the skill this item corresponds to when equiopped or -1, if there is
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/// no such skill.
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virtual int getValue (const MWWorld::Ptr& ptr) const;
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///< Return trade value of the object. Throws an exception, if the object can't be traded.
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static void registerSelf();
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virtual std::string getUpSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const;
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///< Return the pick up sound Id
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virtual std::string getDownSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const;
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///< Return the put down sound Id
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};
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}
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#endif
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