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

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#include "armor.hpp"
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
#include <components/openmw-mp/Utils.hpp>
#include "../mwmp/Main.hpp"
#include "../mwmp/Networking.hpp"
[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.
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#include "../mwmp/Worldstate.hpp"
/*
End of tes3mp addition
*/
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#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
/*
Start of tes3mp addition
Make it possible to enable collision for this object class from a packet
*/
if (!model.empty())
{
mwmp::BaseWorldstate *worldstate = mwmp::Main::get().getNetworking()->getWorldstate();
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if (worldstate->hasPlacedObjectCollision || Utils::vectorContains(worldstate->enforcedCollisionRefIds, ptr.getCellRef().getRefId()))
{
if (worldstate->useActorCollisionForPlacedObjects)
physics.addObject(ptr, model, MWPhysics::CollisionType_Actor);
else
physics.addObject(ptr, model, MWPhysics::CollisionType_World);
}
}
/*
End of tes3mp addition
*/
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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;
[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.
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/*
Start of tes3mp addition
Send the newly created record to the server and expect it to be
returned with a server-set id
*/
mwmp::Main::get().getNetworking()->getWorldstate()->sendArmorRecord(&newItem, ref->mBase->mId);
/*
End of tes3mp addition
*/
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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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}