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OpenMW/apps/openmw/mwclass/clothing.hpp
fteppe 125b21de20 Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type
The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID

Slowly going through all the changes to make, still hundreds of errors

a lot of functions/structures use std::string or stringview to designate an ID. So it takes time

Continues slowly replacing ids. There are technically more and more compilation errors

I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type

Continue moving forward, changes to the stores

slowly moving along

Starting to see the fruit of those changes.

still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type.

More replacements. Things are starting to get easier

I can see more and more often the issue is that the function is awaiting a RefId, but is given a string
there is less need to go down functions and to fix a long list of them.

Still moving forward, and for the first time error count is going down!

Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably

Cells are back to using string for the name, haven't fixed everything yet. Many other changes

Under the bar of 400 compilation errors.

more good progress <100 compile errors!

More progress

Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string

some more progress on other fronts

Mostly game settings clean

one error opened a lot of other errors. Down to 18, but more will prbably appear

only link errors left??

Fixed link errors

OpenMW compiles, and launches, with some issues, but still!
2022-12-27 19:15:54 +01:00

80 lines
3.5 KiB
C++

#ifndef GAME_MWCLASS_CLOTHING_H
#define GAME_MWCLASS_CLOTHING_H
#include "../mwworld/registeredclass.hpp"
namespace MWClass
{
class Clothing : public MWWorld::RegisteredClass<Clothing>
{
friend MWWorld::RegisteredClass<Clothing>;
Clothing();
MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr& ptr, MWWorld::CellStore& cell) const override;
public:
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
const ESM::RefId& 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.
const ESM::RefId& getUpSoundId(const MWWorld::ConstPtr& ptr) const override;
///< Return the pick up sound Id
const ESM::RefId& getDownSoundId(const MWWorld::ConstPtr& ptr) const override;
///< Return the put down sound Id
const std::string& getInventoryIcon(const MWWorld::ConstPtr& ptr) const override;
///< Return name of inventory icon.
const ESM::RefId& getEnchantment(const MWWorld::ConstPtr& ptr) const override;
///< @return the enchantment ID if the object is enchanted, otherwise an empty string
const ESM::RefId& applyEnchantment(const MWWorld::ConstPtr& ptr, const ESM::RefId& 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_view> 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.
/// 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;
float getWeight(const MWWorld::ConstPtr& ptr) const override;
bool canSell(const MWWorld::ConstPtr& item, int npcServices) const override;
};
}
#endif