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

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#include "weapon.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"
/*
End of tes3mp addition
*/
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#include <components/esm/loadweap.hpp>
#include <components/settings/settings.hpp>
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#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/actiontake.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"
#include "../mwgui/tooltips.hpp"
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#include "../mwrender/objects.hpp"
#include "../mwrender/renderinginterface.hpp"
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namespace MWClass
{
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void Weapon::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 Weapon::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 Weapon::getModel(const MWWorld::ConstPtr &ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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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 Weapon::getName (const MWWorld::ConstPtr& ptr) const
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{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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return ref->mBase->mName;
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}
std::shared_ptr<MWWorld::Action> Weapon::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 Weapon::hasItemHealth (const MWWorld::ConstPtr& ptr) const
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{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
return (ref->mBase->mData.mType < 11); // thrown weapons and arrows/bolts don't have health, only quantity
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}
int Weapon::getItemMaxHealth (const MWWorld::ConstPtr& ptr) const
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{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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return ref->mBase->mData.mHealth;
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}
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std::string Weapon::getScript (const MWWorld::ConstPtr& ptr) const
{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref =
ptr.get<ESM::Weapon>();
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return ref->mBase->mScript;
}
std::pair<std::vector<int>, bool> Weapon::getEquipmentSlots (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
std::vector<int> slots_;
bool stack = false;
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if (ref->mBase->mData.mType==ESM::Weapon::Arrow || ref->mBase->mData.mType==ESM::Weapon::Bolt)
{
slots_.push_back (int (MWWorld::InventoryStore::Slot_Ammunition));
stack = true;
}
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else if (ref->mBase->mData.mType==ESM::Weapon::MarksmanThrown)
{
slots_.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
stack = true;
}
else
slots_.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
return std::make_pair (slots_, stack);
}
int Weapon::getEquipmentSkill (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
const int size = 12;
static const int sMapping[size][2] =
{
{ ESM::Weapon::ShortBladeOneHand, ESM::Skill::ShortBlade },
{ ESM::Weapon::LongBladeOneHand, ESM::Skill::LongBlade },
{ ESM::Weapon::LongBladeTwoHand, ESM::Skill::LongBlade },
{ ESM::Weapon::BluntOneHand, ESM::Skill::BluntWeapon },
{ ESM::Weapon::BluntTwoClose, ESM::Skill::BluntWeapon },
{ ESM::Weapon::BluntTwoWide, ESM::Skill::BluntWeapon },
{ ESM::Weapon::SpearTwoWide, ESM::Skill::Spear },
{ ESM::Weapon::AxeOneHand, ESM::Skill::Axe },
{ ESM::Weapon::AxeTwoHand, ESM::Skill::Axe },
{ ESM::Weapon::MarksmanBow, ESM::Skill::Marksman },
{ ESM::Weapon::MarksmanCrossbow, ESM::Skill::Marksman },
{ ESM::Weapon::MarksmanThrown, ESM::Skill::Marksman }
};
for (int i=0; i<size; ++i)
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if (sMapping[i][0]==ref->mBase->mData.mType)
return sMapping[i][1];
return -1;
}
int Weapon::getValue (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
return ref->mBase->mData.mValue;
}
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void Weapon::registerSelf()
{
std::shared_ptr<Class> instance (new Weapon);
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registerClass (typeid (ESM::Weapon).name(), instance);
}
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std::string Weapon::getUpSoundId (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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int type = ref->mBase->mData.mType;
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// Ammo
if (type == 12 || type == 13)
{
return std::string("Item Ammo Up");
}
// Bow
if (type == 9)
{
return std::string("Item Weapon Bow Up");
}
// Crossbow
if (type == 10)
{
return std::string("Item Weapon Crossbow Up");
}
// Longblades, One hand and Two
if (type == 1 || type == 2)
{
return std::string("Item Weapon Longblade Up");
}
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// Shortblade
if (type == 0)
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{
return std::string("Item Weapon Shortblade Up");
}
// Spear
if (type == 6)
{
return std::string("Item Weapon Spear Up");
}
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// Blunts, Axes and Thrown weapons
if (type == 3 || type == 4 || type == 5 || type == 7 || type == 8 || type == 11)
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{
return std::string("Item Weapon Blunt Up");
}
return std::string("Item Misc Up");
}
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std::string Weapon::getDownSoundId (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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int type = ref->mBase->mData.mType;
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// Ammo
if (type == 12 || type == 13)
{
return std::string("Item Ammo Down");
}
// Bow
if (type == 9)
{
return std::string("Item Weapon Bow Down");
}
// Crossbow
if (type == 10)
{
return std::string("Item Weapon Crossbow Down");
}
// Longblades, One hand and Two
if (type == 1 || type == 2)
{
return std::string("Item Weapon Longblade Down");
}
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// Shortblade
if (type == 0)
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{
return std::string("Item Weapon Shortblade Down");
}
// Spear
if (type == 6)
{
return std::string("Item Weapon Spear Down");
}
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// Blunts, Axes and Thrown weapons
if (type == 3 || type == 4 || type == 5 || type == 7 || type == 8 || type == 11)
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{
return std::string("Item Weapon Blunt Down");
}
return std::string("Item Misc Down");
}
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std::string Weapon::getInventoryIcon (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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return ref->mBase->mIcon;
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}
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bool Weapon::hasToolTip (const MWWorld::ConstPtr& ptr) const
{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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return (ref->mBase->mName != "");
}
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MWGui::ToolTipInfo Weapon::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
std::string text;
// weapon type & damage
if ((ref->mBase->mData.mType < 12 || Settings::Manager::getBool("show projectile damage", "Game")) && ref->mBase->mData.mType < 14)
{
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text += "\n#{sType} ";
std::map <int, std::pair <std::string, std::string> > mapping;
mapping[ESM::Weapon::ShortBladeOneHand] = std::make_pair("sSkillShortblade", "sOneHanded");
mapping[ESM::Weapon::LongBladeOneHand] = std::make_pair("sSkillLongblade", "sOneHanded");
mapping[ESM::Weapon::LongBladeTwoHand] = std::make_pair("sSkillLongblade", "sTwoHanded");
mapping[ESM::Weapon::BluntOneHand] = std::make_pair("sSkillBluntweapon", "sOneHanded");
mapping[ESM::Weapon::BluntTwoClose] = std::make_pair("sSkillBluntweapon", "sTwoHanded");
mapping[ESM::Weapon::BluntTwoWide] = std::make_pair("sSkillBluntweapon", "sTwoHanded");
mapping[ESM::Weapon::SpearTwoWide] = std::make_pair("sSkillSpear", "sTwoHanded");
mapping[ESM::Weapon::AxeOneHand] = std::make_pair("sSkillAxe", "sOneHanded");
mapping[ESM::Weapon::AxeTwoHand] = std::make_pair("sSkillAxe", "sTwoHanded");
mapping[ESM::Weapon::MarksmanBow] = std::make_pair("sSkillMarksman", "");
mapping[ESM::Weapon::MarksmanCrossbow] = std::make_pair("sSkillMarksman", "");
mapping[ESM::Weapon::MarksmanThrown] = std::make_pair("sSkillMarksman", "");
mapping[ESM::Weapon::Arrow] = std::make_pair("sSkillMarksman", "");
mapping[ESM::Weapon::Bolt] = std::make_pair("sSkillMarksman", "");
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std::string type = mapping[ref->mBase->mData.mType].first;
std::string oneOrTwoHanded = mapping[ref->mBase->mData.mType].second;
text += store.get<ESM::GameSetting>().find(type)->getString() +
((oneOrTwoHanded != "") ? ", " + store.get<ESM::GameSetting>().find(oneOrTwoHanded)->getString() : "");
// weapon damage
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if (ref->mBase->mData.mType >= 9)
{
// marksman
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text += "\n#{sAttack}: "
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+ MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[0]))
+ " - " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[1]));
}
else
{
// Chop
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text += "\n#{sChop}: "
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+ MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[0]))
+ " - " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[1]));
// Slash
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text += "\n#{sSlash}: "
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+ MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mSlash[0]))
+ " - " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mSlash[1]));
// Thrust
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text += "\n#{sThrust}: "
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+ MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mThrust[0]))
+ " - " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mThrust[1]));
}
}
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if (ref->mBase->mData.mType < 11) // thrown weapons and arrows/bolts don't have health, only quantity
{
int remainingHealth = getItemHealth(ptr);
text += "\n#{sCondition}: " + MWGui::ToolTips::toString(remainingHealth) + "/"
+ MWGui::ToolTips::toString(ref->mBase->mData.mHealth);
}
// add reach and attack speed for melee weapon
if (ref->mBase->mData.mType < 9 && Settings::Manager::getBool("show melee info", "Game"))
{
// 64 game units = 1 yard = 3 ft, display value in feet
const float combatDistance = store.get<ESM::GameSetting>().find("fCombatDistance")->getFloat() * ref->mBase->mData.mReach;
text += MWGui::ToolTips::getWeightString(combatDistance*3/64, "#{sRange}");
text += " #{sFeet}";
text += MWGui::ToolTips::getPercentString(ref->mBase->mData.mSpeed, "#{sAttributeSpeed}");
}
text += MWGui::ToolTips::getWeightString(ref->mBase->mData.mWeight, "#{sWeight}");
text += MWGui::ToolTips::getValueString(ref->mBase->mData.mValue, "#{sValue}");
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info.enchant = ref->mBase->mEnchant;
if (!info.enchant.empty())
info.remainingEnchantCharge = static_cast<int>(ptr.getCellRef().getEnchantmentCharge());
if (MWBase::Environment::get().getWindowManager()->getFullHelp()) {
text += MWGui::ToolTips::getCellRefString(ptr.getCellRef());
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text += MWGui::ToolTips::getMiscString(ref->mBase->mScript, "Script");
}
info.text = text;
return info;
}
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std::string Weapon::getEnchantment (const MWWorld::ConstPtr& ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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return ref->mBase->mEnchant;
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}
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std::string Weapon::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::Weapon> *ref = ptr.get<ESM::Weapon>();
ESM::Weapon newItem = *ref->mBase;
newItem.mId="";
newItem.mName=newName;
newItem.mData.mEnchant=enchCharge;
newItem.mEnchant=enchId;
newItem.mData.mFlags |= ESM::Weapon::Magical;
[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()->sendWeaponRecord(&newItem, ref->mBase->mId);
/*
End of tes3mp addition
*/
const ESM::Weapon *record = MWBase::Environment::get().getWorld()->createRecord (newItem);
return record->mId;
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}
std::pair<int, std::string> Weapon::canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const
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{
if (hasItemHealth(ptr) && ptr.getCellRef().getCharge() == 0)
return std::make_pair(0, "#{sInventoryMessage1}");
// Do not allow equip weapons from inventory during attack
if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(npc)
&& MWBase::Environment::get().getWindowManager()->isGuiMode())
return std::make_pair(0, "#{sCantEquipWeapWarning}");
std::pair<std::vector<int>, bool> slots_ = ptr.getClass().getEquipmentSlots(ptr);
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if (slots_.first.empty())
return std::make_pair (0, "");
if(ptr.get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::LongBladeTwoHand ||
ptr.get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::BluntTwoClose ||
ptr.get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::BluntTwoWide ||
ptr.get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::SpearTwoWide ||
ptr.get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::AxeTwoHand ||
ptr.get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanBow ||
ptr.get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanCrossbow)
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{
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return std::make_pair (2, "");
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}
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return std::make_pair(1, "");
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}
std::shared_ptr<MWWorld::Action> Weapon::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 Weapon::copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const
{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
return MWWorld::Ptr(cell.insert(ref), &cell);
}
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int Weapon::getEnchantmentPoints (const MWWorld::ConstPtr& ptr) const
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{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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return ref->mBase->mData.mEnchant;
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}
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bool Weapon::canSell (const MWWorld::ConstPtr& item, int npcServices) const
{
return (npcServices & ESM::NPC::Weapon)
|| ((npcServices & ESM::NPC::MagicItems) && !getEnchantment(item).empty());
}
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float Weapon::getWeight(const MWWorld::ConstPtr &ptr) const
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
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return ref->mBase->mData.mWeight;
}
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}