#include "weapon.hpp" /* Start of tes3mp addition Include additional headers for multiplayer purposes */ #include #include "../mwmp/Main.hpp" #include "../mwmp/Networking.hpp" #include "../mwmp/LocalPlayer.hpp" /* End of tes3mp addition */ #include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/world.hpp" #include "../mwbase/windowmanager.hpp" #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" #include "../mwmechanics/weapontype.hpp" #include "../mwgui/tooltips.hpp" #include "../mwrender/objects.hpp" #include "../mwrender/renderinginterface.hpp" namespace MWClass { void Weapon::insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const { if (!model.empty()) { renderingInterface.getObjects().insertModel(ptr, model); } } void Weapon::insertObject(const MWWorld::Ptr& ptr, const std::string& model, MWPhysics::PhysicsSystem& physics) const { // 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(); 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 */ } std::string Weapon::getModel(const MWWorld::ConstPtr &ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); const std::string &model = ref->mBase->mModel; if (!model.empty()) { return "meshes\\" + model; } return ""; } std::string Weapon::getName (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); const std::string& name = ref->mBase->mName; return !name.empty() ? name : ref->mBase->mId; } std::shared_ptr Weapon::activate (const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const { return defaultItemActivate(ptr, actor); } bool Weapon::hasItemHealth (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); int type = ref->mBase->mData.mType; return MWMechanics::getWeaponType(type)->mFlags & ESM::WeaponType::HasHealth; } int Weapon::getItemMaxHealth (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mData.mHealth; } std::string Weapon::getScript (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mScript; } std::pair, bool> Weapon::getEquipmentSlots (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); ESM::WeaponType::Class weapClass = MWMechanics::getWeaponType(ref->mBase->mData.mType)->mWeaponClass; std::vector slots_; bool stack = false; if (weapClass == ESM::WeaponType::Ammo) { slots_.push_back (int (MWWorld::InventoryStore::Slot_Ammunition)); stack = true; } else if (weapClass == ESM::WeaponType::Thrown) { 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 *ref = ptr.get(); int type = ref->mBase->mData.mType; return MWMechanics::getWeaponType(type)->mSkill; } int Weapon::getValue (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mData.mValue; } void Weapon::registerSelf() { std::shared_ptr instance (new Weapon); registerClass (typeid (ESM::Weapon).name(), instance); } std::string Weapon::getUpSoundId (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); int type = ref->mBase->mData.mType; std::string soundId = MWMechanics::getWeaponType(type)->mSoundId; return soundId + " Up"; } std::string Weapon::getDownSoundId (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); int type = ref->mBase->mData.mType; std::string soundId = MWMechanics::getWeaponType(type)->mSoundId; return soundId + " Down"; } std::string Weapon::getInventoryIcon (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mIcon; } MWGui::ToolTipInfo Weapon::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const { const MWWorld::LiveCellRef *ref = ptr.get(); const ESM::WeaponType* weaponType = MWMechanics::getWeaponType(ref->mBase->mData.mType); MWGui::ToolTipInfo info; info.caption = MyGUI::TextIterator::toTagsString(getName(ptr)) + MWGui::ToolTips::getCountString(count); info.icon = ref->mBase->mIcon; const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore(); std::string text; // weapon type & damage if (weaponType->mWeaponClass != ESM::WeaponType::Ammo || Settings::Manager::getBool("show projectile damage", "Game")) { text += "\n#{sType} "; int skill = MWMechanics::getWeaponType(ref->mBase->mData.mType)->mSkill; const std::string type = ESM::Skill::sSkillNameIds[skill]; std::string oneOrTwoHanded; if (weaponType->mWeaponClass == ESM::WeaponType::Melee) { if (weaponType->mFlags & ESM::WeaponType::TwoHanded) oneOrTwoHanded = "sTwoHanded"; else oneOrTwoHanded = "sOneHanded"; } text += store.get().find(type)->mValue.getString() + ((oneOrTwoHanded != "") ? ", " + store.get().find(oneOrTwoHanded)->mValue.getString() : ""); // weapon damage if (weaponType->mWeaponClass == ESM::WeaponType::Thrown) { // Thrown weapons have 2x real damage applied // as they're both the weapon and the ammo text += "\n#{sAttack}: " + MWGui::ToolTips::toString(static_cast(ref->mBase->mData.mChop[0] * 2)) + " - " + MWGui::ToolTips::toString(static_cast(ref->mBase->mData.mChop[1] * 2)); } else if (weaponType->mWeaponClass == ESM::WeaponType::Melee) { // Chop text += "\n#{sChop}: " + MWGui::ToolTips::toString(static_cast(ref->mBase->mData.mChop[0])) + " - " + MWGui::ToolTips::toString(static_cast(ref->mBase->mData.mChop[1])); // Slash text += "\n#{sSlash}: " + MWGui::ToolTips::toString(static_cast(ref->mBase->mData.mSlash[0])) + " - " + MWGui::ToolTips::toString(static_cast(ref->mBase->mData.mSlash[1])); // Thrust text += "\n#{sThrust}: " + MWGui::ToolTips::toString(static_cast(ref->mBase->mData.mThrust[0])) + " - " + MWGui::ToolTips::toString(static_cast(ref->mBase->mData.mThrust[1])); } else { // marksman text += "\n#{sAttack}: " + MWGui::ToolTips::toString(static_cast(ref->mBase->mData.mChop[0])) + " - " + MWGui::ToolTips::toString(static_cast(ref->mBase->mData.mChop[1])); } } if (hasItemHealth(ptr)) { int remainingHealth = getItemHealth(ptr); text += "\n#{sCondition}: " + MWGui::ToolTips::toString(remainingHealth) + "/" + MWGui::ToolTips::toString(ref->mBase->mData.mHealth); } const bool verbose = Settings::Manager::getBool("show melee info", "Game"); // add reach for melee weapon if (weaponType->mWeaponClass == ESM::WeaponType::Melee && verbose) { // display value in feet const float combatDistance = store.get().find("fCombatDistance")->mValue.getFloat() * ref->mBase->mData.mReach; text += MWGui::ToolTips::getWeightString(combatDistance / Constants::UnitsPerFoot, "#{sRange}"); text += " #{sFeet}"; } // add attack speed for any weapon excepts arrows and bolts if (weaponType->mWeaponClass != ESM::WeaponType::Ammo && verbose) { 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}"); info.enchant = ref->mBase->mEnchant; if (!info.enchant.empty()) info.remainingEnchantCharge = static_cast(ptr.getCellRef().getEnchantmentCharge()); if (MWBase::Environment::get().getWindowManager()->getFullHelp()) { text += MWGui::ToolTips::getCellRefString(ptr.getCellRef()); text += MWGui::ToolTips::getMiscString(ref->mBase->mScript, "Script"); } info.text = text; return info; } std::string Weapon::getEnchantment (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mEnchant; } std::string Weapon::applyEnchantment(const MWWorld::ConstPtr &ptr, const std::string& enchId, int enchCharge, const std::string& newName) const { const MWWorld::LiveCellRef *ref = ptr.get(); ESM::Weapon newItem = *ref->mBase; newItem.mId=""; newItem.mName=newName; newItem.mData.mEnchant=enchCharge; newItem.mEnchant=enchId; newItem.mData.mFlags |= ESM::Weapon::Magical; /* Start of tes3mp addition Send the newly created record to the server and expect it to be returned with a server-set id */ unsigned int quantity = mwmp::Main::get().getLocalPlayer()->lastEnchantmentQuantity; mwmp::Main::get().getNetworking()->getWorldstate()->sendWeaponRecord(&newItem, ref->mBase->mId, quantity); /* End of tes3mp addition */ const ESM::Weapon *record = MWBase::Environment::get().getWorld()->createRecord (newItem); return record->mId; } std::pair Weapon::canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const { if (hasItemHealth(ptr) && getItemHealth(ptr) == 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, bool> slots_ = getEquipmentSlots(ptr); if (slots_.first.empty()) return std::make_pair (0, ""); int type = ptr.get()->mBase->mData.mType; if(MWMechanics::getWeaponType(type)->mFlags & ESM::WeaponType::TwoHanded) { return std::make_pair (2, ""); } return std::make_pair(1, ""); } std::shared_ptr Weapon::use (const MWWorld::Ptr& ptr, bool force) const { std::shared_ptr action(new MWWorld::ActionEquip(ptr, force)); action->setSound(getUpSoundId(ptr)); return action; } MWWorld::Ptr Weapon::copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const { const MWWorld::LiveCellRef *ref = ptr.get(); return MWWorld::Ptr(cell.insert(ref), &cell); } int Weapon::getEnchantmentPoints (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mData.mEnchant; } bool Weapon::canSell (const MWWorld::ConstPtr& item, int npcServices) const { return (npcServices & ESM::NPC::Weapon) || ((npcServices & ESM::NPC::MagicItems) && !getEnchantment(item).empty()); } float Weapon::getWeight(const MWWorld::ConstPtr &ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mData.mWeight; } }