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OpenMW/apps/openmw/mwclass/weapon.cpp

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#include "weapon.hpp"
#include <MyGUI_TextIterator.h>
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#include <components/esm3/loadnpc.hpp>
#include <components/esm3/loadweap.hpp>
#include <components/misc/constants.hpp>
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#include <components/settings/values.hpp>
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#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/actionequip.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/ptr.hpp"
#include "../mwmechanics/weapontype.hpp"
#include "../mwgui/tooltips.hpp"
#include "../mwgui/ustring.hpp"
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#include "../mwrender/objects.hpp"
#include "../mwrender/renderinginterface.hpp"
#include "classmodel.hpp"
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namespace MWClass
{
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Weapon::Weapon()
: MWWorld::RegisteredClass<Weapon>(ESM::Weapon::sRecordId)
{
}
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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);
}
}
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std::string Weapon::getModel(const MWWorld::ConstPtr& ptr) const
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{
return getClassModel<ESM::Weapon>(ptr);
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}
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std::string_view Weapon::getName(const MWWorld::ConstPtr& ptr) const
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{
const MWWorld::LiveCellRef<ESM::Weapon>* ref = ptr.get<ESM::Weapon>();
const std::string& name = ref->mBase->mName;
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Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID Slowly going through all the changes to make, still hundreds of errors a lot of functions/structures use std::string or stringview to designate an ID. So it takes time Continues slowly replacing ids. There are technically more and more compilation errors I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type Continue moving forward, changes to the stores slowly moving along Starting to see the fruit of those changes. still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type. More replacements. Things are starting to get easier I can see more and more often the issue is that the function is awaiting a RefId, but is given a string there is less need to go down functions and to fix a long list of them. Still moving forward, and for the first time error count is going down! Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably Cells are back to using string for the name, haven't fixed everything yet. Many other changes Under the bar of 400 compilation errors. more good progress <100 compile errors! More progress Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string some more progress on other fronts Mostly game settings clean one error opened a lot of other errors. Down to 18, but more will prbably appear only link errors left?? Fixed link errors OpenMW compiles, and launches, with some issues, but still!
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return !name.empty() ? name : ref->mBase->mId.getRefIdString();
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}
std::unique_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>();
int type = ref->mBase->mData.mType;
return MWMechanics::getWeaponType(type)->mFlags & ESM::WeaponType::HasHealth;
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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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}
ESM::RefId 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>();
ESM::WeaponType::Class weapClass = MWMechanics::getWeaponType(ref->mBase->mData.mType)->mWeaponClass;
std::vector<int> 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);
}
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ESM::RefId Weapon::getEquipmentSkill(const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon>* ref = ptr.get<ESM::Weapon>();
int type = ref->mBase->mData.mType;
return MWMechanics::getWeaponType(type)->mSkill;
}
int Weapon::getValue(const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon>* ref = ptr.get<ESM::Weapon>();
return ref->mBase->mData.mValue;
}
Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID Slowly going through all the changes to make, still hundreds of errors a lot of functions/structures use std::string or stringview to designate an ID. So it takes time Continues slowly replacing ids. There are technically more and more compilation errors I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type Continue moving forward, changes to the stores slowly moving along Starting to see the fruit of those changes. still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type. More replacements. Things are starting to get easier I can see more and more often the issue is that the function is awaiting a RefId, but is given a string there is less need to go down functions and to fix a long list of them. Still moving forward, and for the first time error count is going down! Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably Cells are back to using string for the name, haven't fixed everything yet. Many other changes Under the bar of 400 compilation errors. more good progress <100 compile errors! More progress Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string some more progress on other fronts Mostly game settings clean one error opened a lot of other errors. Down to 18, but more will prbably appear only link errors left?? Fixed link errors OpenMW compiles, and launches, with some issues, but still!
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const ESM::RefId& 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;
return MWMechanics::getWeaponType(type)->mSoundIdUp;
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}
Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID Slowly going through all the changes to make, still hundreds of errors a lot of functions/structures use std::string or stringview to designate an ID. So it takes time Continues slowly replacing ids. There are technically more and more compilation errors I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type Continue moving forward, changes to the stores slowly moving along Starting to see the fruit of those changes. still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type. More replacements. Things are starting to get easier I can see more and more often the issue is that the function is awaiting a RefId, but is given a string there is less need to go down functions and to fix a long list of them. Still moving forward, and for the first time error count is going down! Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably Cells are back to using string for the name, haven't fixed everything yet. Many other changes Under the bar of 400 compilation errors. more good progress <100 compile errors! More progress Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string some more progress on other fronts Mostly game settings clean one error opened a lot of other errors. Down to 18, but more will prbably appear only link errors left?? Fixed link errors OpenMW compiles, and launches, with some issues, but still!
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const ESM::RefId& 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;
return MWMechanics::getWeaponType(type)->mSoundIdDown;
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}
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const 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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MWGui::ToolTipInfo Weapon::getToolTipInfo(const MWWorld::ConstPtr& ptr, int count) const
{
const MWWorld::LiveCellRef<ESM::Weapon>* ref = ptr.get<ESM::Weapon>();
const ESM::WeaponType* weaponType = MWMechanics::getWeaponType(ref->mBase->mData.mType);
MWGui::ToolTipInfo info;
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std::string_view name = getName(ptr);
info.caption
= MyGUI::TextIterator::toTagsString(MWGui::toUString(name)) + MWGui::ToolTips::getCountString(count);
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info.icon = ref->mBase->mIcon;
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const MWWorld::ESMStore& store = *MWBase::Environment::get().getESMStore();
std::string text;
// weapon type & damage
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if (weaponType->mWeaponClass != ESM::WeaponType::Ammo || Settings::game().mShowProjectileDamage)
{
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text += "\n#{sType} ";
const ESM::Skill* skill
= store.get<ESM::Skill>().find(MWMechanics::getWeaponType(ref->mBase->mData.mType)->mSkill);
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std::string_view oneOrTwoHanded;
if (weaponType->mWeaponClass == ESM::WeaponType::Melee)
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{
if (weaponType->mFlags & ESM::WeaponType::TwoHanded)
oneOrTwoHanded = "sTwoHanded";
else
oneOrTwoHanded = "sOneHanded";
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}
text += skill->mName;
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if (!oneOrTwoHanded.empty())
text += ", " + store.get<ESM::GameSetting>().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<int>(ref->mBase->mData.mChop[0] * 2))
+ " - " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[1] * 2));
}
else if (weaponType->mWeaponClass == ESM::WeaponType::Melee)
{
// Chop
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text += "\n#{sChop}: " + 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}: " + 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}: " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mThrust[0]))
+ " - " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mThrust[1]));
}
else
{
// marksman
text += "\n#{sAttack}: " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[0]))
+ " - " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[1]));
}
}
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if (hasItemHealth(ptr))
{
int remainingHealth = getItemHealth(ptr);
text += "\n#{sCondition}: " + MWGui::ToolTips::toString(remainingHealth) + "/"
+ MWGui::ToolTips::toString(ref->mBase->mData.mHealth);
}
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const bool verbose = Settings::game().mShowMeleeInfo;
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// add reach for melee weapon
if (weaponType->mWeaponClass == ESM::WeaponType::Melee && verbose)
{
// display value in feet
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const float combatDistance
= store.get<ESM::GameSetting>().find("fCombatDistance")->mValue.getFloat() * ref->mBase->mData.mReach;
text += MWGui::ToolTips::getWeightString(combatDistance / Constants::UnitsPerFoot, "#{sRange}");
text += " #{sFeet}";
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}
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// add attack speed for any weapon excepts arrows and bolts
if (weaponType->mWeaponClass != ESM::WeaponType::Ammo && verbose)
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{
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());
Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID Slowly going through all the changes to make, still hundreds of errors a lot of functions/structures use std::string or stringview to designate an ID. So it takes time Continues slowly replacing ids. There are technically more and more compilation errors I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type Continue moving forward, changes to the stores slowly moving along Starting to see the fruit of those changes. still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type. More replacements. Things are starting to get easier I can see more and more often the issue is that the function is awaiting a RefId, but is given a string there is less need to go down functions and to fix a long list of them. Still moving forward, and for the first time error count is going down! Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably Cells are back to using string for the name, haven't fixed everything yet. Many other changes Under the bar of 400 compilation errors. more good progress <100 compile errors! More progress Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string some more progress on other fronts Mostly game settings clean one error opened a lot of other errors. Down to 18, but more will prbably appear only link errors left?? Fixed link errors OpenMW compiles, and launches, with some issues, but still!
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text += MWGui::ToolTips::getMiscString(ref->mBase->mScript.getRefIdString(), "Script");
}
info.text = text;
return info;
}
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ESM::RefId 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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}
Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID Slowly going through all the changes to make, still hundreds of errors a lot of functions/structures use std::string or stringview to designate an ID. So it takes time Continues slowly replacing ids. There are technically more and more compilation errors I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type Continue moving forward, changes to the stores slowly moving along Starting to see the fruit of those changes. still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type. More replacements. Things are starting to get easier I can see more and more often the issue is that the function is awaiting a RefId, but is given a string there is less need to go down functions and to fix a long list of them. Still moving forward, and for the first time error count is going down! Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably Cells are back to using string for the name, haven't fixed everything yet. Many other changes Under the bar of 400 compilation errors. more good progress <100 compile errors! More progress Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string some more progress on other fronts Mostly game settings clean one error opened a lot of other errors. Down to 18, but more will prbably appear only link errors left?? Fixed link errors OpenMW compiles, and launches, with some issues, but still!
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const ESM::RefId& Weapon::applyEnchantment(
const MWWorld::ConstPtr& ptr, const ESM::RefId& 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 = ESM::RefId();
newItem.mName = newName;
newItem.mData.mEnchant = enchCharge;
newItem.mEnchant = enchId;
newItem.mData.mFlags |= ESM::Weapon::Magical;
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const ESM::Weapon* record = MWBase::Environment::get().getESMStore()->insert(newItem);
return record->mId;
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}
std::pair<int, std::string_view> Weapon::canBeEquipped(const MWWorld::ConstPtr& ptr, const MWWorld::Ptr& npc) const
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{
if (hasItemHealth(ptr) && getItemHealth(ptr) == 0)
return { 0, "#{sInventoryMessage1}" };
// Do not allow equip weapons from inventory during attack
if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(npc)
&& MWBase::Environment::get().getWindowManager()->isGuiMode())
return { 0, "#{sCantEquipWeapWarning}" };
std::pair<std::vector<int>, bool> slots_ = getEquipmentSlots(ptr);
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if (slots_.first.empty())
return { 0, {} };
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int type = ptr.get<ESM::Weapon>()->mBase->mData.mType;
if (MWMechanics::getWeaponType(type)->mFlags & ESM::WeaponType::TwoHanded)
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{
return { 2, {} };
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}
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return { 1, {} };
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}
std::unique_ptr<MWWorld::Action> Weapon::use(const MWWorld::Ptr& ptr, bool force) const
{
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std::unique_ptr<MWWorld::Action> action = std::make_unique<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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}