#include "armor.hpp" #include #include #include #include #include "../mwworld/ptr.hpp" #include "../mwworld/actiontake.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/environment.hpp" #include "../mwworld/world.hpp" #include "../mwrender/objects.hpp" #include "../mwsound/soundmanager.hpp" namespace MWClass { void Armor::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const { ESMS::LiveCellRef *ref = ptr.get(); assert (ref->base != NULL); const std::string &model = ref->base->model; if (!model.empty()) { MWRender::Objects& objects = renderingInterface.getObjects(); objects.insertBegin(ptr, ptr.getRefData().isEnabled(), false); objects.insertMesh(ptr, "meshes\\" + model); } } void Armor::insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics, MWWorld::Environment& environment) const { ESMS::LiveCellRef *ref = ptr.get(); const std::string &model = ref->base->model; assert (ref->base != NULL); if(!model.empty()){ physics.insertObjectPhysics(ptr, "meshes\\" + model); } } std::string Armor::getName (const MWWorld::Ptr& ptr) const { ESMS::LiveCellRef *ref = ptr.get(); return ref->base->name; } boost::shared_ptr Armor::activate (const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const { environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, MWSound::Play_NoTrack); return boost::shared_ptr ( new MWWorld::ActionTake (ptr)); } bool Armor::hasItemHealth (const MWWorld::Ptr& ptr) const { return true; } int Armor::getItemMaxHealth (const MWWorld::Ptr& ptr) const { ESMS::LiveCellRef *ref = ptr.get(); return ref->base->data.health; } std::string Armor::getScript (const MWWorld::Ptr& ptr) const { ESMS::LiveCellRef *ref = ptr.get(); return ref->base->script; } std::pair, bool> Armor::getEquipmentSlots (const MWWorld::Ptr& ptr) const { ESMS::LiveCellRef *ref = ptr.get(); std::vector 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; ibase->data.type) { slots.push_back (int (sMapping[i][1])); break; } return std::make_pair (slots, false); } int Armor::getEquipmentSkill (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const { ESMS::LiveCellRef *ref = ptr.get(); std::string typeGmst; switch (ref->base->data.type) { 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; /// \todo how to determine if shield light, medium or heavy? // case ESM::Armor::Shield: case ESM::Armor::LBracer: case ESM::Armor::RBracer: typeGmst = "iGauntletWeight"; break; } if (typeGmst.empty()) return -1; float iWeight = environment.mWorld->getStore().gameSettings.find (typeGmst)->i; if (iWeight * environment.mWorld->getStore().gameSettings.find ("fLightMaxMod")->f>= ref->base->data.weight) return ESM::Skill::LightArmor; if (iWeight * environment.mWorld->getStore().gameSettings.find ("fMedMaxMod")->f>= ref->base->data.weight) return ESM::Skill::MediumArmor; return ESM::Skill::HeavyArmor; } void Armor::registerSelf() { boost::shared_ptr instance (new Armor); registerClass (typeid (ESM::Armor).name(), instance); } std::string Armor::getUpSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const { int es = getEquipmentSkill(ptr, environment); if (es == ESM::Skill::LightArmor) return std::string("Item Armor Light Up"); else if (es == ESM::Skill::MediumArmor) return std::string("Item Armor Medium Up"); else return std::string("Item Armor Heavy Up"); } std::string Armor::getDownSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const { int es = getEquipmentSkill(ptr, environment); if (es == ESM::Skill::LightArmor) return std::string("Item Armor Light Down"); else if (es == ESM::Skill::MediumArmor) return std::string("Item Armor Medium Down"); else return std::string("Item Armor Heavy Down"); } }