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Implement getNormalizedEnchantmentCharge() method and use it
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@ -86,66 +86,24 @@ namespace
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if (!leftName.empty())
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{
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const ESM::Enchantment* ench = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().search(leftName);
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if (ench)
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{
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if (ench->mData.mType == ESM::Enchantment::ConstantEffect)
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{
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leftChargePercent = 101;
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}
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else
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{
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int maxEnchCharge = ench->mData.mCharge;
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if (maxEnchCharge == 0)
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{
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leftChargePercent = 0;
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}
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else
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{
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float enchCharge = left.mBase.getCellRef().getEnchantmentCharge();
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if (enchCharge == -1)
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{
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leftChargePercent = 100;
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}
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else
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{
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leftChargePercent = static_cast<int>(enchCharge / static_cast<float>(maxEnchCharge) * 100);
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}
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}
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}
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leftChargePercent = static_cast<int>(left.mBase.getCellRef().getNormalizedEnchantmentCharge(ench->mData.mCharge) * 100);
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}
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}
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if (!rightName.empty())
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{
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const ESM::Enchantment* ench = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().search(rightName);
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if (ench)
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{
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if (ench->mData.mType == ESM::Enchantment::ConstantEffect)
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{
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rightChargePercent = 101;
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}
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else
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{
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int maxEnchCharge = ench->mData.mCharge;
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if (maxEnchCharge == 0)
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{
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rightChargePercent = 0;
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}
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else
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{
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float enchCharge = right.mBase.getCellRef().getEnchantmentCharge();
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if (enchCharge == -1)
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{
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rightChargePercent = 100;
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}
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else
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{
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rightChargePercent = static_cast<int>(enchCharge / static_cast<float>(maxEnchCharge) * 100);
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}
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}
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}
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rightChargePercent = static_cast<int>(right.mBase.getCellRef().getNormalizedEnchantmentCharge(ench->mData.mCharge) * 100);
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}
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}
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@ -34,8 +34,9 @@ namespace
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{
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float price = static_cast<float>(item.getClass().getValue(item));
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if (item.getClass().hasItemHealth(item))
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{
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price *= item.getClass().getItemNormalizedHealth(item);
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}
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return static_cast<int>(price * count);
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}
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@ -1369,22 +1369,7 @@ namespace MWGui
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const ESM::Enchantment* ench = mStore->get<ESM::Enchantment>()
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.find(item.getClass().getEnchantment(item));
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int chargePercent = 100;
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int maxEnchCharge = ench->mData.mCharge;
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if (maxEnchCharge == 0)
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{
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chargePercent = 0;
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}
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else
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{
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float enchCharge = item.getCellRef().getEnchantmentCharge();
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if (enchCharge != -1)
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{
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chargePercent = static_cast<int>(enchCharge / static_cast<float>(maxEnchCharge) * 100);
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}
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}
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int chargePercent = static_cast<int>(item.getCellRef().getNormalizedEnchantmentCharge(ench->mData.mCharge) * 100);
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mHud->setSelectedEnchantItem(item, chargePercent);
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mSpellWindow->setTitle(item.getClass().getName(item));
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}
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@ -1402,7 +1387,6 @@ namespace MWGui
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{
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durabilityPercent = static_cast<int>(item.getClass().getItemNormalizedHealth(item));
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}
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mHud->setSelectedWeapon(item, durabilityPercent);
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mInventoryWindow->setTitle(item.getClass().getName(item));
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}
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@ -70,6 +70,22 @@ namespace MWWorld
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return mCellRef.mEnchantmentCharge;
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}
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float CellRef::getNormalizedEnchantmentCharge(int maxCharge) const
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{
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if (maxCharge == 0)
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{
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return 0;
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}
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else if (mCellRef.mEnchantmentCharge == -1)
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{
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return 1;
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}
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else
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{
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return mCellRef.mEnchantmentCharge / static_cast<float>(maxCharge);
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}
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}
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void CellRef::setEnchantmentCharge(float charge)
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{
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if (charge != mCellRef.mEnchantmentCharge)
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@ -56,6 +56,9 @@ namespace MWWorld
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// Remaining enchantment charge. This could be -1 if the charge was not touched yet (i.e. full).
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float getEnchantmentCharge() const;
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// Remaining enchantment charge rescaled to the supplied maximum charge (such as one of the enchantment).
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float getNormalizedEnchantmentCharge(int maxCharge) const;
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void setEnchantmentCharge(float charge);
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// For weapon or armor, this is the remaining item health.
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