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438 lines
16 KiB
C++
438 lines
16 KiB
C++
#include "armor.hpp"
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/*
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Start of tes3mp addition
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Include additional headers for multiplayer purposes
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*/
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#include <components/openmw-mp/Utils.hpp>
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#include "../mwmp/Main.hpp"
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#include "../mwmp/Networking.hpp"
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#include "../mwmp/Worldstate.hpp"
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/*
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End of tes3mp addition
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*/
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#include <components/esm/loadarmo.hpp>
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#include <components/esm/loadskil.hpp>
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#include <components/esm/loadgmst.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/actiontake.hpp"
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#include "../mwworld/actionequip.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwphysics/physicssystem.hpp"
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#include "../mwworld/nullaction.hpp"
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#include "../mwworld/containerstore.hpp"
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#include "../mwrender/objects.hpp"
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#include "../mwrender/renderinginterface.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "../mwgui/tooltips.hpp"
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namespace MWClass
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{
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void Armor::insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const
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{
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if (!model.empty()) {
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renderingInterface.getObjects().insertModel(ptr, model);
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}
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}
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void Armor::insertObject(const MWWorld::Ptr& ptr, const std::string& model, MWPhysics::PhysicsSystem& physics) const
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{
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// TODO: add option somewhere to enable collision for placeable objects
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/*
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Start of tes3mp addition
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Make it possible to enable collision for this object class from a packet
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*/
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if (!model.empty())
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{
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mwmp::BaseWorldstate *worldstate = mwmp::Main::get().getNetworking()->getWorldstate();
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if (worldstate->hasPlacedObjectCollision || Utils::vectorContains(worldstate->enforcedCollisionRefIds, ptr.getCellRef().getRefId()))
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{
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if (worldstate->useActorCollisionForPlacedObjects)
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physics.addObject(ptr, model, MWPhysics::CollisionType_Actor);
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else
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physics.addObject(ptr, model, MWPhysics::CollisionType_World);
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}
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}
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/*
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End of tes3mp addition
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*/
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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()) {
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return "meshes\\" + model;
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}
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return "";
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}
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std::string Armor::getName (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->mName;
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}
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std::shared_ptr<MWWorld::Action> Armor::activate (const MWWorld::Ptr& ptr,
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const MWWorld::Ptr& actor) const
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{
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return defaultItemActivate(ptr, actor);
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}
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bool Armor::hasItemHealth (const MWWorld::ConstPtr& ptr) const
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{
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return true;
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}
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int Armor::getItemMaxHealth (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.mHealth;
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}
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std::string Armor::getScript (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->mScript;
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}
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std::pair<std::vector<int>, bool> Armor::getEquipmentSlots (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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std::vector<int> slots_;
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const int size = 11;
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static const int sMapping[size][2] =
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{
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{ ESM::Armor::Helmet, MWWorld::InventoryStore::Slot_Helmet },
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{ ESM::Armor::Cuirass, MWWorld::InventoryStore::Slot_Cuirass },
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{ ESM::Armor::LPauldron, MWWorld::InventoryStore::Slot_LeftPauldron },
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{ ESM::Armor::RPauldron, MWWorld::InventoryStore::Slot_RightPauldron },
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{ ESM::Armor::Greaves, MWWorld::InventoryStore::Slot_Greaves },
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{ ESM::Armor::Boots, MWWorld::InventoryStore::Slot_Boots },
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{ ESM::Armor::LGauntlet, MWWorld::InventoryStore::Slot_LeftGauntlet },
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{ ESM::Armor::RGauntlet, MWWorld::InventoryStore::Slot_RightGauntlet },
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{ ESM::Armor::Shield, MWWorld::InventoryStore::Slot_CarriedLeft },
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{ ESM::Armor::LBracer, MWWorld::InventoryStore::Slot_LeftGauntlet },
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{ ESM::Armor::RBracer, MWWorld::InventoryStore::Slot_RightGauntlet }
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};
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for (int i=0; i<size; ++i)
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if (sMapping[i][0]==ref->mBase->mData.mType)
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{
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slots_.push_back (int (sMapping[i][1]));
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break;
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}
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return std::make_pair (slots_, false);
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}
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int Armor::getEquipmentSkill (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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std::string typeGmst;
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switch (ref->mBase->mData.mType)
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{
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case ESM::Armor::Helmet: typeGmst = "iHelmWeight"; break;
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case ESM::Armor::Cuirass: typeGmst = "iCuirassWeight"; break;
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case ESM::Armor::LPauldron:
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case ESM::Armor::RPauldron: typeGmst = "iPauldronWeight"; break;
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case ESM::Armor::Greaves: typeGmst = "iGreavesWeight"; break;
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case ESM::Armor::Boots: typeGmst = "iBootsWeight"; break;
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case ESM::Armor::LGauntlet:
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case ESM::Armor::RGauntlet: typeGmst = "iGauntletWeight"; break;
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case ESM::Armor::Shield: typeGmst = "iShieldWeight"; break;
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case ESM::Armor::LBracer:
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case ESM::Armor::RBracer: typeGmst = "iGauntletWeight"; break;
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}
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if (typeGmst.empty())
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return -1;
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const MWWorld::Store<ESM::GameSetting> &gmst =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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float iWeight = floor(gmst.find(typeGmst)->getFloat());
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float epsilon = 0.0005f;
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if (ref->mBase->mData.mWeight <= iWeight * gmst.find ("fLightMaxMod")->getFloat() + epsilon)
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return ESM::Skill::LightArmor;
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if (ref->mBase->mData.mWeight <= iWeight * gmst.find ("fMedMaxMod")->getFloat() + epsilon)
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return ESM::Skill::MediumArmor;
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else
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return ESM::Skill::HeavyArmor;
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}
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int Armor::getValue (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.mValue;
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}
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void Armor::registerSelf()
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{
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std::shared_ptr<Class> instance (new Armor);
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registerClass (typeid (ESM::Armor).name(), instance);
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}
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std::string Armor::getUpSoundId (const MWWorld::ConstPtr& ptr) const
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{
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int es = getEquipmentSkill(ptr);
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if (es == ESM::Skill::LightArmor)
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return std::string("Item Armor Light Up");
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else if (es == ESM::Skill::MediumArmor)
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return std::string("Item Armor Medium Up");
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else
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return std::string("Item Armor Heavy Up");
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}
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std::string Armor::getDownSoundId (const MWWorld::ConstPtr& ptr) const
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{
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int es = getEquipmentSkill(ptr);
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if (es == ESM::Skill::LightArmor)
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return std::string("Item Armor Light Down");
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else if (es == ESM::Skill::MediumArmor)
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return std::string("Item Armor Medium Down");
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else
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return std::string("Item Armor Heavy Down");
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}
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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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bool Armor::hasToolTip (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->mName != "");
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}
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MWGui::ToolTipInfo Armor::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const
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{
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const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
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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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std::string text;
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// get armor type string (light/medium/heavy)
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std::string typeText;
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if (ref->mBase->mData.mWeight == 0)
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typeText = "";
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else
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{
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int armorType = getEquipmentSkill(ptr);
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if (armorType == ESM::Skill::LightArmor)
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typeText = "#{sLight}";
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else if (armorType == ESM::Skill::MediumArmor)
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typeText = "#{sMedium}";
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else
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typeText = "#{sHeavy}";
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}
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text += "\n#{sArmorRating}: " + MWGui::ToolTips::toString(static_cast<int>(getEffectiveArmorRating(ptr,
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MWMechanics::getPlayer())));
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int remainingHealth = getItemHealth(ptr);
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text += "\n#{sCondition}: " + MWGui::ToolTips::toString(remainingHealth) + "/"
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+ MWGui::ToolTips::toString(ref->mBase->mData.mHealth);
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if (typeText != "")
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text += "\n#{sWeight}: " + MWGui::ToolTips::toString(ref->mBase->mData.mWeight) + " (" + typeText + ")";
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text += MWGui::ToolTips::getValueString(ref->mBase->mData.mValue, "#{sValue}");
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if (MWBase::Environment::get().getWindowManager()->getFullHelp()) {
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text += MWGui::ToolTips::getCellRefString(ptr.getCellRef());
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text += MWGui::ToolTips::getMiscString(ref->mBase->mScript, "Script");
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}
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info.enchant = ref->mBase->mEnchant;
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if (!info.enchant.empty())
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info.remainingEnchantCharge = static_cast<int>(ptr.getCellRef().getEnchantmentCharge());
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info.text = text;
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return info;
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}
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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="";
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newItem.mName=newName;
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newItem.mData.mEnchant=enchCharge;
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newItem.mEnchant=enchId;
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/*
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Start of tes3mp addition
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Send the newly created record to the server and expect it to be
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returned with a server-set id
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*/
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mwmp::Main::get().getNetworking()->getWorldstate()->sendArmorRecord(&newItem, ref->mBase->mId);
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/*
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End of tes3mp addition
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*/
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const ESM::Armor *record = MWBase::Environment::get().getWorld()->createRecord (newItem);
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return record->mId;
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}
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float Armor::getEffectiveArmorRating(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &actor) const
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{
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const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
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int armorSkillType = getEquipmentSkill(ptr);
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int armorSkill = actor.getClass().getSkill(actor, armorSkillType);
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const MWBase::World *world = MWBase::Environment::get().getWorld();
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int iBaseArmorSkill = world->getStore().get<ESM::GameSetting>().find("iBaseArmorSkill")->getInt();
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if(ref->mBase->mData.mWeight == 0)
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return ref->mBase->mData.mArmor;
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else
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return ref->mBase->mData.mArmor * armorSkill / static_cast<float>(iBaseArmorSkill);
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}
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std::pair<int, std::string> Armor::canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const
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{
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const MWWorld::InventoryStore& invStore = npc.getClass().getInventoryStore(npc);
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if (ptr.getCellRef().getCharge() == 0)
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return std::make_pair(0, "#{sInventoryMessage1}");
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// slots that this item can be equipped in
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std::pair<std::vector<int>, bool> slots_ = ptr.getClass().getEquipmentSlots(ptr);
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if (slots_.first.empty())
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return std::make_pair(0, "");
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if (npc.getClass().isNpc())
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{
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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)
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const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(npcRace);
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if(race->mData.mFlags & ESM::Race::Beast)
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{
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std::vector<ESM::PartReference> parts = ptr.get<ESM::Armor>()->mBase->mParts.mParts;
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for(std::vector<ESM::PartReference>::iterator itr = parts.begin(); itr != parts.end(); ++itr)
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{
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if((*itr).mPart == ESM::PRT_Head)
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return std::make_pair(0, "#{sNotifyMessage13}");
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if((*itr).mPart == ESM::PRT_LFoot || (*itr).mPart == ESM::PRT_RFoot)
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return std::make_pair(0, "#{sNotifyMessage14}");
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}
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}
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}
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for (std::vector<int>::const_iterator slot=slots_.first.begin();
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slot!=slots_.first.end(); ++slot)
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{
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// If equipping a shield, check if there's a twohanded weapon conflicting with it
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if(*slot == MWWorld::InventoryStore::Slot_CarriedLeft)
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{
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MWWorld::ConstContainerStoreIterator weapon = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if(weapon == invStore.end())
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return std::make_pair(1,"");
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if(weapon->getTypeName() == typeid(ESM::Weapon).name() &&
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(weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::LongBladeTwoHand ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::BluntTwoClose ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::BluntTwoWide ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::SpearTwoWide ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::AxeTwoHand ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanBow ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanCrossbow))
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{
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return std::make_pair(3,"");
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}
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return std::make_pair(1,"");
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}
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}
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return std::make_pair(1,"");
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}
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std::shared_ptr<MWWorld::Action> Armor::use (const MWWorld::Ptr& ptr, bool force) const
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{
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std::shared_ptr<MWWorld::Action> action(new MWWorld::ActionEquip(ptr, force));
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action->setSound(getUpSoundId(ptr));
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return action;
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}
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MWWorld::Ptr Armor::copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const
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{
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const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
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return MWWorld::Ptr(cell.insert(ref), &cell);
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}
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int Armor::getEnchantmentPoints (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.mEnchant;
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}
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bool Armor::canSell (const MWWorld::ConstPtr& item, int npcServices) const
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{
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return (npcServices & ESM::NPC::Armor)
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|| ((npcServices & ESM::NPC::MagicItems) && !getEnchantment(item).empty());
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}
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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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}
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}
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