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OpenMW/apps/openmw/mwclass/weapon.cpp
fredzio c795e0bce6 Some actors are supposed to spawn on an object that belongs to an adjacent cell.
Since actors can be active in 3x3 grid around the player, we need to
first load all objects in a 5x5 grid around the player.

Split load and unloading in 2 phases. Add an mInactiveCells set into the
scene, which contains all cells inside the aforementioned 5x5 grid.
These cells contains only heightfields and non-animated physics objects.

Animated objects are tied to the scene graph, which doesn't exists yet
in these cells, so we skip them.
2021-06-28 09:36:04 +02:00

340 lines
12 KiB
C++

#include "weapon.hpp"
#include <components/esm/loadweap.hpp>
#include <components/misc/constants.hpp>
#include <components/settings/settings.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/actionequip.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwphysics/physicssystem.hpp"
#include "../mwworld/nullaction.hpp"
#include "../mwmechanics/weapontype.hpp"
#include "../mwgui/tooltips.hpp"
#include "../mwrender/objects.hpp"
#include "../mwrender/renderinginterface.hpp"
namespace MWClass
{
void Weapon::insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const
{
if (!model.empty()) {
renderingInterface.getObjects().insertModel(ptr, model);
}
}
std::string Weapon::getModel(const MWWorld::ConstPtr &ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
const std::string &model = ref->mBase->mModel;
if (!model.empty()) {
return "meshes\\" + model;
}
return "";
}
std::string Weapon::getName (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
const std::string& name = ref->mBase->mName;
return !name.empty() ? name : ref->mBase->mId;
}
std::shared_ptr<MWWorld::Action> Weapon::activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor) const
{
return defaultItemActivate(ptr, actor);
}
bool Weapon::hasItemHealth (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
int type = ref->mBase->mData.mType;
return MWMechanics::getWeaponType(type)->mFlags & ESM::WeaponType::HasHealth;
}
int Weapon::getItemMaxHealth (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
return ref->mBase->mData.mHealth;
}
std::string Weapon::getScript (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref =
ptr.get<ESM::Weapon>();
return ref->mBase->mScript;
}
std::pair<std::vector<int>, bool> Weapon::getEquipmentSlots (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
ESM::WeaponType::Class weapClass = MWMechanics::getWeaponType(ref->mBase->mData.mType)->mWeaponClass;
std::vector<int> slots_;
bool stack = false;
if (weapClass == ESM::WeaponType::Ammo)
{
slots_.push_back (int (MWWorld::InventoryStore::Slot_Ammunition));
stack = true;
}
else if (weapClass == ESM::WeaponType::Thrown)
{
slots_.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
stack = true;
}
else
slots_.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
return std::make_pair (slots_, stack);
}
int Weapon::getEquipmentSkill (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
int type = ref->mBase->mData.mType;
return MWMechanics::getWeaponType(type)->mSkill;
}
int Weapon::getValue (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
return ref->mBase->mData.mValue;
}
void Weapon::registerSelf()
{
std::shared_ptr<Class> instance (new Weapon);
registerClass (typeid (ESM::Weapon).name(), instance);
}
std::string Weapon::getUpSoundId (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
int type = ref->mBase->mData.mType;
std::string soundId = MWMechanics::getWeaponType(type)->mSoundId;
return soundId + " Up";
}
std::string Weapon::getDownSoundId (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
int type = ref->mBase->mData.mType;
std::string soundId = MWMechanics::getWeaponType(type)->mSoundId;
return soundId + " Down";
}
std::string Weapon::getInventoryIcon (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
return ref->mBase->mIcon;
}
MWGui::ToolTipInfo Weapon::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
const ESM::WeaponType* weaponType = MWMechanics::getWeaponType(ref->mBase->mData.mType);
MWGui::ToolTipInfo info;
info.caption = MyGUI::TextIterator::toTagsString(getName(ptr)) + MWGui::ToolTips::getCountString(count);
info.icon = ref->mBase->mIcon;
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
std::string text;
// weapon type & damage
if (weaponType->mWeaponClass != ESM::WeaponType::Ammo || Settings::Manager::getBool("show projectile damage", "Game"))
{
text += "\n#{sType} ";
int skill = MWMechanics::getWeaponType(ref->mBase->mData.mType)->mSkill;
const std::string type = ESM::Skill::sSkillNameIds[skill];
std::string oneOrTwoHanded;
if (weaponType->mWeaponClass == ESM::WeaponType::Melee)
{
if (weaponType->mFlags & ESM::WeaponType::TwoHanded)
oneOrTwoHanded = "sTwoHanded";
else
oneOrTwoHanded = "sOneHanded";
}
text += store.get<ESM::GameSetting>().find(type)->mValue.getString() +
((oneOrTwoHanded != "") ? ", " + store.get<ESM::GameSetting>().find(oneOrTwoHanded)->mValue.getString() : "");
// weapon damage
if (weaponType->mWeaponClass == ESM::WeaponType::Thrown)
{
// Thrown weapons have 2x real damage applied
// as they're both the weapon and the ammo
text += "\n#{sAttack}: "
+ MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[0] * 2))
+ " - " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[1] * 2));
}
else if (weaponType->mWeaponClass == ESM::WeaponType::Melee)
{
// Chop
text += "\n#{sChop}: "
+ MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[0]))
+ " - " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[1]));
// Slash
text += "\n#{sSlash}: "
+ MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mSlash[0]))
+ " - " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mSlash[1]));
// Thrust
text += "\n#{sThrust}: "
+ MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mThrust[0]))
+ " - " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mThrust[1]));
}
else
{
// marksman
text += "\n#{sAttack}: "
+ MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[0]))
+ " - " + MWGui::ToolTips::toString(static_cast<int>(ref->mBase->mData.mChop[1]));
}
}
if (hasItemHealth(ptr))
{
int remainingHealth = getItemHealth(ptr);
text += "\n#{sCondition}: " + MWGui::ToolTips::toString(remainingHealth) + "/"
+ MWGui::ToolTips::toString(ref->mBase->mData.mHealth);
}
const bool verbose = Settings::Manager::getBool("show melee info", "Game");
// add reach for melee weapon
if (weaponType->mWeaponClass == ESM::WeaponType::Melee && verbose)
{
// display value in feet
const float combatDistance = store.get<ESM::GameSetting>().find("fCombatDistance")->mValue.getFloat() * ref->mBase->mData.mReach;
text += MWGui::ToolTips::getWeightString(combatDistance / Constants::UnitsPerFoot, "#{sRange}");
text += " #{sFeet}";
}
// add attack speed for any weapon excepts arrows and bolts
if (weaponType->mWeaponClass != ESM::WeaponType::Ammo && verbose)
{
text += MWGui::ToolTips::getPercentString(ref->mBase->mData.mSpeed, "#{sAttributeSpeed}");
}
text += MWGui::ToolTips::getWeightString(ref->mBase->mData.mWeight, "#{sWeight}");
text += MWGui::ToolTips::getValueString(ref->mBase->mData.mValue, "#{sValue}");
info.enchant = ref->mBase->mEnchant;
if (!info.enchant.empty())
info.remainingEnchantCharge = static_cast<int>(ptr.getCellRef().getEnchantmentCharge());
if (MWBase::Environment::get().getWindowManager()->getFullHelp()) {
text += MWGui::ToolTips::getCellRefString(ptr.getCellRef());
text += MWGui::ToolTips::getMiscString(ref->mBase->mScript, "Script");
}
info.text = text;
return info;
}
std::string Weapon::getEnchantment (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
return ref->mBase->mEnchant;
}
std::string Weapon::applyEnchantment(const MWWorld::ConstPtr &ptr, const std::string& enchId, int enchCharge, const std::string& newName) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
ESM::Weapon newItem = *ref->mBase;
newItem.mId="";
newItem.mName=newName;
newItem.mData.mEnchant=enchCharge;
newItem.mEnchant=enchId;
newItem.mData.mFlags |= ESM::Weapon::Magical;
const ESM::Weapon *record = MWBase::Environment::get().getWorld()->createRecord (newItem);
return record->mId;
}
std::pair<int, std::string> Weapon::canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const
{
if (hasItemHealth(ptr) && getItemHealth(ptr) == 0)
return std::make_pair(0, "#{sInventoryMessage1}");
// Do not allow equip weapons from inventory during attack
if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(npc)
&& MWBase::Environment::get().getWindowManager()->isGuiMode())
return std::make_pair(0, "#{sCantEquipWeapWarning}");
std::pair<std::vector<int>, bool> slots_ = getEquipmentSlots(ptr);
if (slots_.first.empty())
return std::make_pair (0, "");
int type = ptr.get<ESM::Weapon>()->mBase->mData.mType;
if(MWMechanics::getWeaponType(type)->mFlags & ESM::WeaponType::TwoHanded)
{
return std::make_pair (2, "");
}
return std::make_pair(1, "");
}
std::shared_ptr<MWWorld::Action> Weapon::use (const MWWorld::Ptr& ptr, bool force) const
{
std::shared_ptr<MWWorld::Action> action(new MWWorld::ActionEquip(ptr, force));
action->setSound(getUpSoundId(ptr));
return action;
}
MWWorld::Ptr Weapon::copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
return MWWorld::Ptr(cell.insert(ref), &cell);
}
int Weapon::getEnchantmentPoints (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
return ref->mBase->mData.mEnchant;
}
bool Weapon::canSell (const MWWorld::ConstPtr& item, int npcServices) const
{
return (npcServices & ESM::NPC::Weapon)
|| ((npcServices & ESM::NPC::MagicItems) && !getEnchantment(item).empty());
}
float Weapon::getWeight(const MWWorld::ConstPtr &ptr) const
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = ptr.get<ESM::Weapon>();
return ref->mBase->mData.mWeight;
}
}