#ifndef GAME_MWCLASS_ARMOR_H #define GAME_MWCLASS_ARMOR_H #include "../mwworld/class.hpp" namespace MWClass { class Armor : public MWWorld::Class { public: virtual void insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const; ///< Add reference into a cell for rendering virtual void insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics, MWWorld::Environment& environment) const; virtual std::string getName (const MWWorld::Ptr& ptr) const; ///< \return name (the one that is to be presented to the user; not the internal one); /// can return an empty string. virtual boost::shared_ptr activate (const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const; ///< Generate action for activation virtual bool hasItemHealth (const MWWorld::Ptr& ptr) const; ///< \return Item health data available? virtual int getItemMaxHealth (const MWWorld::Ptr& ptr) const; ///< Return item max health or throw an exception, if class does not have item health virtual std::string getScript (const MWWorld::Ptr& ptr) const; ///< Return name of the script attached to ptr virtual std::pair, bool> getEquipmentSlots (const MWWorld::Ptr& ptr) const; ///< \return first: Return IDs of the slot this object can be equipped in; second: can object /// stay stacked when equipped? virtual int getEquipmentSkill (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const; /// Return the index of the skill this item corresponds to when equiopped or -1, if there is /// no such skill. virtual int getValue (const MWWorld::Ptr& ptr) const; ///< Return trade value of the object. Throws an exception, if the object can't be traded. static void registerSelf(); virtual std::string getUpSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const; ///< Return the pick up sound Id virtual std::string getDownSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const; ///< Return the put down sound Id }; } #endif