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OpenMW/apps/openmw/mwclass/clothing.cpp
fteppe 125b21de20 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!
2022-12-27 19:15:54 +01:00

270 lines
9.2 KiB
C++

#include "clothing.hpp"
#include <MyGUI_TextIterator.h>
#include <components/esm3/loadclot.hpp>
#include <components/esm3/loadnpc.hpp>
#include <components/esm3/loadrace.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/actionequip.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwgui/tooltips.hpp"
#include "../mwgui/ustring.hpp"
#include "../mwrender/objects.hpp"
#include "../mwrender/renderinginterface.hpp"
#include "classmodel.hpp"
namespace MWClass
{
Clothing::Clothing()
: MWWorld::RegisteredClass<Clothing>(ESM::Clothing::sRecordId)
{
}
void Clothing::insertObjectRendering(
const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const
{
if (!model.empty())
{
renderingInterface.getObjects().insertModel(ptr, model);
}
}
std::string Clothing::getModel(const MWWorld::ConstPtr& ptr) const
{
return getClassModel<ESM::Clothing>(ptr);
}
std::string_view Clothing::getName(const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Clothing>* ref = ptr.get<ESM::Clothing>();
const std::string& name = ref->mBase->mName;
return !name.empty() ? name : ref->mBase->mId.getRefIdString();
}
std::unique_ptr<MWWorld::Action> Clothing::activate(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const
{
return defaultItemActivate(ptr, actor);
}
const ESM::RefId& Clothing::getScript(const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Clothing>* ref = ptr.get<ESM::Clothing>();
return ref->mBase->mScript;
}
std::pair<std::vector<int>, bool> Clothing::getEquipmentSlots(const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Clothing>* ref = ptr.get<ESM::Clothing>();
std::vector<int> slots_;
if (ref->mBase->mData.mType == ESM::Clothing::Ring)
{
slots_.push_back(int(MWWorld::InventoryStore::Slot_LeftRing));
slots_.push_back(int(MWWorld::InventoryStore::Slot_RightRing));
}
else
{
const int size = 9;
static const int sMapping[size][2] = { { ESM::Clothing::Shirt, MWWorld::InventoryStore::Slot_Shirt },
{ ESM::Clothing::Belt, MWWorld::InventoryStore::Slot_Belt },
{ ESM::Clothing::Robe, MWWorld::InventoryStore::Slot_Robe },
{ ESM::Clothing::Pants, MWWorld::InventoryStore::Slot_Pants },
{ ESM::Clothing::Shoes, MWWorld::InventoryStore::Slot_Boots },
{ ESM::Clothing::LGlove, MWWorld::InventoryStore::Slot_LeftGauntlet },
{ ESM::Clothing::RGlove, MWWorld::InventoryStore::Slot_RightGauntlet },
{ ESM::Clothing::Skirt, MWWorld::InventoryStore::Slot_Skirt },
{ ESM::Clothing::Amulet, MWWorld::InventoryStore::Slot_Amulet } };
for (int i = 0; i < size; ++i)
if (sMapping[i][0] == ref->mBase->mData.mType)
{
slots_.push_back(int(sMapping[i][1]));
break;
}
}
return std::make_pair(slots_, false);
}
int Clothing::getEquipmentSkill(const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Clothing>* ref = ptr.get<ESM::Clothing>();
if (ref->mBase->mData.mType == ESM::Clothing::Shoes)
return ESM::Skill::Unarmored;
return -1;
}
int Clothing::getValue(const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Clothing>* ref = ptr.get<ESM::Clothing>();
return ref->mBase->mData.mValue;
}
const ESM::RefId& Clothing::getUpSoundId(const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Clothing>* ref = ptr.get<ESM::Clothing>();
static ESM::RefId sound;
if (ref->mBase->mData.mType == 8)
{
sound = ESM::RefId::stringRefId("Item Ring Up");
}
sound = ESM::RefId::stringRefId("Item Clothes Up");
return sound;
}
const ESM::RefId& Clothing::getDownSoundId(const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Clothing>* ref = ptr.get<ESM::Clothing>();
static ESM::RefId sound;
if (ref->mBase->mData.mType == 8)
{
sound = ESM::RefId::stringRefId("Item Ring Down");
}
sound = ESM::RefId::stringRefId("Item Clothes Down");
return sound;
}
const std::string& Clothing::getInventoryIcon(const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Clothing>* ref = ptr.get<ESM::Clothing>();
return ref->mBase->mIcon;
}
MWGui::ToolTipInfo Clothing::getToolTipInfo(const MWWorld::ConstPtr& ptr, int count) const
{
const MWWorld::LiveCellRef<ESM::Clothing>* ref = ptr.get<ESM::Clothing>();
MWGui::ToolTipInfo info;
std::string_view name = getName(ptr);
info.caption
= MyGUI::TextIterator::toTagsString(MWGui::toUString(name)) + MWGui::ToolTips::getCountString(count);
info.icon = ref->mBase->mIcon;
std::string text;
text += MWGui::ToolTips::getWeightString(ref->mBase->mData.mWeight, "#{sWeight}");
text += MWGui::ToolTips::getValueString(ref->mBase->mData.mValue, "#{sValue}");
if (MWBase::Environment::get().getWindowManager()->getFullHelp())
{
text += MWGui::ToolTips::getCellRefString(ptr.getCellRef());
text += MWGui::ToolTips::getMiscString(ref->mBase->mScript.getRefIdString(), "Script");
}
info.enchant = ref->mBase->mEnchant;
if (!info.enchant.empty())
info.remainingEnchantCharge = static_cast<int>(ptr.getCellRef().getEnchantmentCharge());
info.text = text;
return info;
}
const ESM::RefId& Clothing::getEnchantment(const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Clothing>* ref = ptr.get<ESM::Clothing>();
return ref->mBase->mEnchant;
}
const ESM::RefId& Clothing::applyEnchantment(
const MWWorld::ConstPtr& ptr, const ESM::RefId& enchId, int enchCharge, const std::string& newName) const
{
const MWWorld::LiveCellRef<ESM::Clothing>* ref = ptr.get<ESM::Clothing>();
ESM::Clothing newItem = *ref->mBase;
newItem.mId.clear();
newItem.mName = newName;
newItem.mData.mEnchant = enchCharge;
newItem.mEnchant = enchId;
const ESM::Clothing* record = MWBase::Environment::get().getWorld()->createRecord(newItem);
return record->mId;
}
std::pair<int, std::string_view> Clothing::canBeEquipped(
const MWWorld::ConstPtr& ptr, const MWWorld::Ptr& npc) const
{
// slots that this item can be equipped in
std::pair<std::vector<int>, bool> slots_ = getEquipmentSlots(ptr);
if (slots_.first.empty())
return { 0, {} };
if (npc.getClass().isNpc())
{
const ESM::RefId& npcRace = npc.get<ESM::NPC>()->mBase->mRace;
// Beast races cannot equip shoes / boots, or full helms (head part vs hair part)
const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(npcRace);
if (race->mData.mFlags & ESM::Race::Beast)
{
std::vector<ESM::PartReference> parts = ptr.get<ESM::Clothing>()->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, "#{sNotifyMessage15}" };
}
}
}
return { 1, {} };
}
std::unique_ptr<MWWorld::Action> Clothing::use(const MWWorld::Ptr& ptr, bool force) const
{
std::unique_ptr<MWWorld::Action> action = std::make_unique<MWWorld::ActionEquip>(ptr, force);
action->setSound(getUpSoundId(ptr));
return action;
}
MWWorld::Ptr Clothing::copyToCellImpl(const MWWorld::ConstPtr& ptr, MWWorld::CellStore& cell) const
{
const MWWorld::LiveCellRef<ESM::Clothing>* ref = ptr.get<ESM::Clothing>();
return MWWorld::Ptr(cell.insert(ref), &cell);
}
int Clothing::getEnchantmentPoints(const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Clothing>* ref = ptr.get<ESM::Clothing>();
return ref->mBase->mData.mEnchant;
}
bool Clothing::canSell(const MWWorld::ConstPtr& item, int npcServices) const
{
return (npcServices & ESM::NPC::Clothing)
|| ((npcServices & ESM::NPC::MagicItems) && !getEnchantment(item).empty());
}
float Clothing::getWeight(const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Clothing>* ref = ptr.get<ESM::Clothing>();
return ref->mBase->mData.mWeight;
}
}