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OpenMW/apps/openmw/mwclass/armor.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

373 lines
13 KiB
C++

#include "armor.hpp"
#include <components/esm/loadarmo.hpp>
#include <components/esm/loadskil.hpp>
#include <components/esm/loadgmst.hpp>
#include "../mwbase/environment.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 "../mwworld/containerstore.hpp"
#include "../mwrender/objects.hpp"
#include "../mwrender/renderinginterface.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "../mwmechanics/weapontype.hpp"
#include "../mwgui/tooltips.hpp"
namespace MWClass
{
void Armor::insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const
{
if (!model.empty()) {
renderingInterface.getObjects().insertModel(ptr, model);
}
}
std::string Armor::getModel(const MWWorld::ConstPtr &ptr) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
const std::string &model = ref->mBase->mModel;
if (!model.empty()) {
return "meshes\\" + model;
}
return "";
}
std::string Armor::getName (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
const std::string& name = ref->mBase->mName;
return !name.empty() ? name : ref->mBase->mId;
}
std::shared_ptr<MWWorld::Action> Armor::activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor) const
{
return defaultItemActivate(ptr, actor);
}
bool Armor::hasItemHealth (const MWWorld::ConstPtr& ptr) const
{
return true;
}
int Armor::getItemMaxHealth (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
return ref->mBase->mData.mHealth;
}
std::string Armor::getScript (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
return ref->mBase->mScript;
}
std::pair<std::vector<int>, bool> Armor::getEquipmentSlots (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
std::vector<int> 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; 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 Armor::getEquipmentSkill (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
std::string typeGmst;
switch (ref->mBase->mData.mType)
{
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;
case ESM::Armor::Shield: typeGmst = "iShieldWeight"; break;
case ESM::Armor::LBracer:
case ESM::Armor::RBracer: typeGmst = "iGauntletWeight"; break;
}
if (typeGmst.empty())
return -1;
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
float iWeight = floor(gmst.find(typeGmst)->mValue.getFloat());
float epsilon = 0.0005f;
if (ref->mBase->mData.mWeight <= iWeight * gmst.find ("fLightMaxMod")->mValue.getFloat() + epsilon)
return ESM::Skill::LightArmor;
if (ref->mBase->mData.mWeight <= iWeight * gmst.find ("fMedMaxMod")->mValue.getFloat() + epsilon)
return ESM::Skill::MediumArmor;
else
return ESM::Skill::HeavyArmor;
}
int Armor::getValue (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
return ref->mBase->mData.mValue;
}
void Armor::registerSelf()
{
std::shared_ptr<Class> instance (new Armor);
registerClass (typeid (ESM::Armor).name(), instance);
}
std::string Armor::getUpSoundId (const MWWorld::ConstPtr& ptr) const
{
int es = getEquipmentSkill(ptr);
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::ConstPtr& ptr) const
{
int es = getEquipmentSkill(ptr);
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");
}
std::string Armor::getInventoryIcon (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
return ref->mBase->mIcon;
}
MWGui::ToolTipInfo Armor::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
MWGui::ToolTipInfo info;
info.caption = MyGUI::TextIterator::toTagsString(getName(ptr)) + MWGui::ToolTips::getCountString(count);
info.icon = ref->mBase->mIcon;
std::string text;
// get armor type string (light/medium/heavy)
std::string typeText;
if (ref->mBase->mData.mWeight == 0)
typeText = "";
else
{
int armorType = getEquipmentSkill(ptr);
if (armorType == ESM::Skill::LightArmor)
typeText = "#{sLight}";
else if (armorType == ESM::Skill::MediumArmor)
typeText = "#{sMedium}";
else
typeText = "#{sHeavy}";
}
text += "\n#{sArmorRating}: " + MWGui::ToolTips::toString(static_cast<int>(getEffectiveArmorRating(ptr,
MWMechanics::getPlayer())));
int remainingHealth = getItemHealth(ptr);
text += "\n#{sCondition}: " + MWGui::ToolTips::toString(remainingHealth) + "/"
+ MWGui::ToolTips::toString(ref->mBase->mData.mHealth);
if (typeText != "")
text += "\n#{sWeight}: " + MWGui::ToolTips::toString(ref->mBase->mData.mWeight) + " (" + typeText + ")";
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, "Script");
}
info.enchant = ref->mBase->mEnchant;
if (!info.enchant.empty())
info.remainingEnchantCharge = static_cast<int>(ptr.getCellRef().getEnchantmentCharge());
info.text = text;
return info;
}
std::string Armor::getEnchantment (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
return ref->mBase->mEnchant;
}
std::string Armor::applyEnchantment(const MWWorld::ConstPtr &ptr, const std::string& enchId, int enchCharge, const std::string& newName) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
ESM::Armor newItem = *ref->mBase;
newItem.mId="";
newItem.mName=newName;
newItem.mData.mEnchant=enchCharge;
newItem.mEnchant=enchId;
const ESM::Armor *record = MWBase::Environment::get().getWorld()->createRecord (newItem);
return record->mId;
}
float Armor::getEffectiveArmorRating(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &actor) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
int armorSkillType = getEquipmentSkill(ptr);
float armorSkill = actor.getClass().getSkill(actor, armorSkillType);
const MWBase::World *world = MWBase::Environment::get().getWorld();
int iBaseArmorSkill = world->getStore().get<ESM::GameSetting>().find("iBaseArmorSkill")->mValue.getInteger();
if(ref->mBase->mData.mWeight == 0)
return ref->mBase->mData.mArmor;
else
return ref->mBase->mData.mArmor * armorSkill / static_cast<float>(iBaseArmorSkill);
}
std::pair<int, std::string> Armor::canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const
{
const MWWorld::InventoryStore& invStore = npc.getClass().getInventoryStore(npc);
if (getItemHealth(ptr) == 0)
return std::make_pair(0, "#{sInventoryMessage1}");
// slots that this item can be equipped in
std::pair<std::vector<int>, bool> slots_ = getEquipmentSlots(ptr);
if (slots_.first.empty())
return std::make_pair(0, "");
if (npc.getClass().isNpc())
{
std::string 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::Armor>()->mBase->mParts.mParts;
for(std::vector<ESM::PartReference>::iterator itr = parts.begin(); itr != parts.end(); ++itr)
{
if((*itr).mPart == ESM::PRT_Head)
return std::make_pair(0, "#{sNotifyMessage13}");
if((*itr).mPart == ESM::PRT_LFoot || (*itr).mPart == ESM::PRT_RFoot)
return std::make_pair(0, "#{sNotifyMessage14}");
}
}
}
for (std::vector<int>::const_iterator slot=slots_.first.begin();
slot!=slots_.first.end(); ++slot)
{
// If equipping a shield, check if there's a twohanded weapon conflicting with it
if(*slot == MWWorld::InventoryStore::Slot_CarriedLeft)
{
MWWorld::ConstContainerStoreIterator weapon = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(weapon != invStore.end() && weapon->getTypeName() == typeid(ESM::Weapon).name())
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
if (MWMechanics::getWeaponType(ref->mBase->mData.mType)->mFlags & ESM::WeaponType::TwoHanded)
return std::make_pair(3,"");
}
return std::make_pair(1,"");
}
}
return std::make_pair(1,"");
}
std::shared_ptr<MWWorld::Action> Armor::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 Armor::copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
return MWWorld::Ptr(cell.insert(ref), &cell);
}
int Armor::getEnchantmentPoints (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
return ref->mBase->mData.mEnchant;
}
bool Armor::canSell (const MWWorld::ConstPtr& item, int npcServices) const
{
return (npcServices & ESM::NPC::Armor)
|| ((npcServices & ESM::NPC::MagicItems) && !getEnchantment(item).empty());
}
float Armor::getWeight(const MWWorld::ConstPtr &ptr) const
{
const MWWorld::LiveCellRef<ESM::Armor> *ref = ptr.get<ESM::Armor>();
return ref->mBase->mData.mWeight;
}
}