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#include "armor.hpp"
#include <MyGUI_TextIterator.h>
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#include <MyGUI_UString.h>
#include <components/esm3/loadarmo.hpp>
#include <components/esm3/loadgmst.hpp>
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#include <components/esm3/loadnpc.hpp>
#include <components/esm3/loadrace.hpp>
#include <components/esm3/loadskil.hpp>
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#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/actionequip.hpp"
#include "../mwworld/cellstore.hpp"
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#include "../mwworld/containerstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwmechanics/actorutil.hpp"
#include "../mwmechanics/weapontype.hpp"
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#include "../mwrender/objects.hpp"
#include "../mwrender/renderinginterface.hpp"
#include "../mwgui/tooltips.hpp"
#include "classmodel.hpp"
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namespace MWClass
{
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Armor::Armor()
: MWWorld::RegisteredClass<Armor>(ESM::Armor::sRecordId)
{
}
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);
}
}
std::string_view Armor::getModel(const MWWorld::ConstPtr& ptr) const
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{
return getClassModel<ESM::Armor>(ptr);
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}
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std::string_view 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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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> 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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}
ESM::RefId 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);
}
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ESM::RefId Armor::getEquipmentSkill(const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Armor>* ref = ptr.get<ESM::Armor>();
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std::string_view 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())
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return {};
const MWWorld::Store<ESM::GameSetting>& gmst
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= MWBase::Environment::get().getESMStore()->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;
}
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& Armor::getUpSoundId(const MWWorld::ConstPtr& ptr) const
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{
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const ESM::RefId es = getEquipmentSkill(ptr);
static const ESM::RefId lightUp = ESM::RefId::stringRefId("Item Armor Light Up");
static const ESM::RefId mediumUp = ESM::RefId::stringRefId("Item Armor Medium Up");
static const ESM::RefId heavyUp = ESM::RefId::stringRefId("Item Armor Heavy Up");
if (es == ESM::Skill::LightArmor)
return lightUp;
else if (es == ESM::Skill::MediumArmor)
return mediumUp;
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else
return heavyUp;
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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& Armor::getDownSoundId(const MWWorld::ConstPtr& ptr) const
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{
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const ESM::RefId es = getEquipmentSkill(ptr);
static const ESM::RefId lightDown = ESM::RefId::stringRefId("Item Armor Light Down");
static const ESM::RefId mediumDown = ESM::RefId::stringRefId("Item Armor Medium Down");
static const ESM::RefId heavyDown = ESM::RefId::stringRefId("Item Armor Heavy Down");
if (es == ESM::Skill::LightArmor)
return lightDown;
else if (es == ESM::Skill::MediumArmor)
return mediumDown;
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else
return heavyDown;
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}
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const 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;
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std::string_view name = getName(ptr);
info.caption = MyGUI::TextIterator::toTagsString(MyGUI::UString(name)) + MWGui::ToolTips::getCountString(count);
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info.icon = ref->mBase->mIcon;
std::string text;
// get armor type string (light/medium/heavy)
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std::string_view typeText;
if (ref->mBase->mData.mWeight == 0)
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{
// no type
}
else
{
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const ESM::RefId 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);
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if (!typeText.empty())
{
text += "\n#{sWeight}: " + MWGui::ToolTips::toString(ref->mBase->mData.mWeight) + " (";
text += typeText;
text += ')';
}
text += MWGui::ToolTips::getValueString(ref->mBase->mData.mValue, "#{sValue}");
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if (MWBase::Environment::get().getWindowManager()->getFullHelp())
{
info.extra += MWGui::ToolTips::getCellRefString(ptr.getCellRef());
info.extra += MWGui::ToolTips::getMiscString(ref->mBase->mScript.getRefIdString(), "Script");
}
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info.enchant = ref->mBase->mEnchant;
if (!info.enchant.empty())
info.remainingEnchantCharge = static_cast<int>(ptr.getCellRef().getEnchantmentCharge());
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info.text = std::move(text);
return info;
}
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ESM::RefId 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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}
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& Armor::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::Armor>* ref = ptr.get<ESM::Armor>();
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ESM::Armor newItem = *ref->mBase;
newItem.mId = ESM::RefId();
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newItem.mName = newName;
newItem.mData.mEnchant = enchCharge;
newItem.mEnchant = enchId;
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const ESM::Armor* record = MWBase::Environment::get().getESMStore()->insert(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>();
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const ESM::RefId armorSkillType = getEquipmentSkill(ptr);
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float armorSkill = actor.getClass().getSkill(actor, armorSkillType);
int iBaseArmorSkill = MWBase::Environment::get()
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.getESMStore()
->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_view> 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 { 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 { 0, {} };
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if (npc.getClass().isNpc())
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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& 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().getESMStore()->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 { 0, "#{sNotifyMessage13}" };
if ((*itr).mPart == ESM::PRT_LFoot || (*itr).mPart == ESM::PRT_RFoot)
return { 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->getType() == ESM::Weapon::sRecordId)
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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 { 3, {} };
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}
return { 1, {} };
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}
}
return { 1, {} };
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}
std::unique_ptr<MWWorld::Action> Armor::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 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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}