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

200 lines
6.6 KiB
C++

#include "armor.hpp"
#include <components/esm/loadarmo.hpp>
#include <components/esm/loadskil.hpp>
#include <components/esm/loadgmst.hpp>
#include <components/esm_store/cell_store.hpp>
#include "../mwworld/ptr.hpp"
#include "../mwworld/actiontake.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/world.hpp"
#include "../mwbase/environment.hpp"
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#include "../mwrender/objects.hpp"
#include "../mwsound/soundmanager.hpp"
namespace MWClass
{
void Armor::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const
{
ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
ptr.get<ESM::Armor>();
assert (ref->base != NULL);
const std::string &model = ref->base->model;
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if (!model.empty())
{
MWRender::Objects& objects = renderingInterface.getObjects();
objects.insertBegin(ptr, ptr.getRefData().isEnabled(), false);
objects.insertMesh(ptr, "meshes\\" + model);
}
}
void Armor::insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics) const
{
ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
ptr.get<ESM::Armor>();
const std::string &model = ref->base->model;
assert (ref->base != NULL);
if(!model.empty()){
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physics.insertObjectPhysics(ptr, "meshes\\" + model);
}
}
std::string Armor::getName (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
ptr.get<ESM::Armor>();
return ref->base->name;
}
boost::shared_ptr<MWWorld::Action> Armor::activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor) const
{
MWBase::Environment::get().getSoundManager()->playSound3D (ptr, getUpSoundId(ptr), 1.0, 1.0, MWSound::Play_NoTrack);
return boost::shared_ptr<MWWorld::Action> (
new MWWorld::ActionTake (ptr));
}
bool Armor::hasItemHealth (const MWWorld::Ptr& ptr) const
{
return true;
}
int Armor::getItemMaxHealth (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
ptr.get<ESM::Armor>();
return ref->base->data.health;
}
std::string Armor::getScript (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
ptr.get<ESM::Armor>();
return ref->base->script;
}
std::pair<std::vector<int>, bool> Armor::getEquipmentSlots (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *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)
if (sMapping[i][0]==ref->base->data.type)
{
slots.push_back (int (sMapping[i][1]));
break;
}
return std::make_pair (slots, false);
}
int Armor::getEquipmentSkill (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
ptr.get<ESM::Armor>();
std::string typeGmst;
switch (ref->base->data.type)
{
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;
/// \todo how to determine if shield light, medium or heavy?
// case ESM::Armor::Shield:
case ESM::Armor::LBracer:
case ESM::Armor::RBracer: typeGmst = "iGauntletWeight"; break;
}
if (typeGmst.empty())
return -1;
float iWeight = MWBase::Environment::get().getWorld()->getStore().gameSettings.find (typeGmst)->i;
if (iWeight * MWBase::Environment::get().getWorld()->getStore().gameSettings.find ("fLightMaxMod")->f>=
ref->base->data.weight)
return ESM::Skill::LightArmor;
if (iWeight * MWBase::Environment::get().getWorld()->getStore().gameSettings.find ("fMedMaxMod")->f>=
ref->base->data.weight)
return ESM::Skill::MediumArmor;
return ESM::Skill::HeavyArmor;
}
int Armor::getValue (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
ptr.get<ESM::Armor>();
return ref->base->data.value;
}
void Armor::registerSelf()
{
boost::shared_ptr<Class> instance (new Armor);
registerClass (typeid (ESM::Armor).name(), instance);
}
std::string Armor::getUpSoundId (const MWWorld::Ptr& ptr) const
{
int es = getEquipmentSkill(ptr);
if (es == ESM::Skill::LightArmor)
return std::string("Item Armor Light Up");
else if (es == ESM::Skill::MediumArmor)
return std::string("Item Armor Medium Up");
else
return std::string("Item Armor Heavy Up");
}
std::string Armor::getDownSoundId (const MWWorld::Ptr& ptr) const
{
int es = getEquipmentSkill(ptr);
if (es == ESM::Skill::LightArmor)
return std::string("Item Armor Light Down");
else if (es == ESM::Skill::MediumArmor)
return std::string("Item Armor Medium Down");
else
return std::string("Item Armor Heavy Down");
}
}