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89 lines
3.9 KiB
C++
89 lines
3.9 KiB
C++
#ifndef GAME_MWCLASS_ARMOR_H
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#define GAME_MWCLASS_ARMOR_H
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#include "../mwworld/registeredclass.hpp"
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namespace MWClass
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{
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class Armor : public MWWorld::RegisteredClass<Armor>
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{
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friend MWWorld::RegisteredClass<Armor>;
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Armor();
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MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr& ptr, MWWorld::CellStore& cell) const override;
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public:
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float getWeight(const MWWorld::ConstPtr& ptr) const override;
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void insertObjectRendering(const MWWorld::Ptr& ptr, const std::string& model,
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MWRender::RenderingInterface& renderingInterface) const override;
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///< Add reference into a cell for rendering
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std::string_view getName(const MWWorld::ConstPtr& ptr) const override;
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///< \return name or ID; can return an empty string.
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bool isItem(const MWWorld::ConstPtr&) const override { return true; }
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std::unique_ptr<MWWorld::Action> activate(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const override;
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///< Generate action for activation
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bool hasItemHealth(const MWWorld::ConstPtr& ptr) const override;
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///< \return Item health data available?
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int getItemMaxHealth(const MWWorld::ConstPtr& ptr) const override;
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///< Return item max health or throw an exception, if class does not have item health
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ESM::RefId getScript(const MWWorld::ConstPtr& ptr) const override;
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///< Return name of the script attached to ptr
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std::pair<std::vector<int>, bool> getEquipmentSlots(const MWWorld::ConstPtr& ptr) const override;
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///< \return first: Return IDs of the slot this object can be equipped in; second: can object
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/// stay stacked when equipped?
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ESM::RefId getEquipmentSkill(const MWWorld::ConstPtr& ptr) const override;
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MWGui::ToolTipInfo getToolTipInfo(const MWWorld::ConstPtr& ptr, int count) const override;
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///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip.
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int getValue(const MWWorld::ConstPtr& ptr) const override;
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///< Return trade value of the object. Throws an exception, if the object can't be traded.
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const ESM::RefId& getUpSoundId(const MWWorld::ConstPtr& ptr) const override;
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///< Return the pick up sound Id
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const ESM::RefId& getDownSoundId(const MWWorld::ConstPtr& ptr) const override;
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///< Return the put down sound Id
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const std::string& getInventoryIcon(const MWWorld::ConstPtr& ptr) const override;
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///< Return name of inventory icon.
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ESM::RefId getEnchantment(const MWWorld::ConstPtr& ptr) const override;
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///< @return the enchantment ID if the object is enchanted, otherwise an empty string
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const ESM::RefId& applyEnchantment(const MWWorld::ConstPtr& ptr, const ESM::RefId& enchId, int enchCharge,
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const std::string& newName) const override;
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///< Creates a new record using \a ptr as template, with the given name and the given enchantment applied to it.
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std::pair<int, std::string_view> canBeEquipped(
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const MWWorld::ConstPtr& ptr, const MWWorld::Ptr& npc) const override;
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///< Return 0 if player cannot equip item. 1 if can equip. 2 if it's twohanded weapon. 3 if twohanded weapon
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///< conflicts with that. \n
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/// Second item in the pair specifies the error message
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std::unique_ptr<MWWorld::Action> use(const MWWorld::Ptr& ptr, bool force = false) const override;
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///< Generate action for using via inventory menu
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std::string_view getModel(const MWWorld::ConstPtr& ptr) const override;
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int getEnchantmentPoints(const MWWorld::ConstPtr& ptr) const override;
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bool canSell(const MWWorld::ConstPtr& item, int npcServices) const override;
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/// Get the effective armor rating, factoring in the actor's skills, for the given armor.
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float getEffectiveArmorRating(const MWWorld::ConstPtr& armor, const MWWorld::Ptr& actor) const override;
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};
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}
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#endif
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