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87 lines
4.1 KiB
C++

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