1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-04 03:40:14 +00:00
elsid ce263af393
Use existing functions and objects to call correctMeshPath etc
Remove WindowManager wrappers.

It's not safe to use WindowManager in all places and it's not required.
Environment stores resource system providing VFS required to call these
functions. In the case of ObjectPaging it's available from the member variable.
Also ObjectPaging::createChunk may access WindowManager when it's already
destructed when exiting the game because it's destructed before CellPreloader
finishes all background jobs. Engine::mResourceSystem is destructed after all
other systems so it's safe to use it.
2022-06-29 00:58:49 +02:00

370 lines
13 KiB
C++

#include "armor.hpp"
#include <MyGUI_TextIterator.h>
#include <components/esm3/loadarmo.hpp>
#include <components/esm3/loadskil.hpp>
#include <components/esm3/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"
#include "classmodel.hpp"
namespace MWClass
{
Armor::Armor()
: MWWorld::RegisteredClass<Armor>(ESM::Armor::sRecordId)
{
}
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
{
return getClassModel<ESM::Armor>(ptr);
}
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::unique_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;
}
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)
{
// no type
}
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.clear();
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->getType() == ESM::Weapon::sRecordId)
{
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::unique_ptr<MWWorld::Action> Armor::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 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;
}
}