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c795e0bce6
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.
85 lines
4.1 KiB
C++
85 lines
4.1 KiB
C++
#ifndef GAME_MWCLASS_ARMOR_H
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#define GAME_MWCLASS_ARMOR_H
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#include "../mwworld/class.hpp"
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namespace MWClass
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{
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class Armor : public MWWorld::Class
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{
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MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const override;
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public:
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float getWeight (const MWWorld::ConstPtr& ptr) const override;
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void insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const override;
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///< Add reference into a cell for rendering
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std::string getName (const MWWorld::ConstPtr& ptr) const override;
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///< \return name or ID; can return an empty string.
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std::shared_ptr<MWWorld::Action> activate (const MWWorld::Ptr& ptr,
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const MWWorld::Ptr& actor) const override;
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///< Generate action for activation
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bool hasItemHealth (const MWWorld::ConstPtr& ptr) const override;
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///< \return Item health data available?
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int getItemMaxHealth (const MWWorld::ConstPtr& ptr) const override;
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///< Return item max health or throw an exception, if class does not have item health
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std::string getScript (const MWWorld::ConstPtr& ptr) const override;
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///< Return name of the script attached to ptr
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std::pair<std::vector<int>, bool> getEquipmentSlots (const MWWorld::ConstPtr& ptr) const override;
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///< \return first: Return IDs of the slot this object can be equipped in; second: can object
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/// stay stacked when equipped?
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int getEquipmentSkill (const MWWorld::ConstPtr& ptr) const override;
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/// Return the index of the skill this item corresponds to when equipped or -1, if there is
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/// no such skill.
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MWGui::ToolTipInfo getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const override;
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///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip.
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int getValue (const MWWorld::ConstPtr& ptr) const override;
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///< Return trade value of the object. Throws an exception, if the object can't be traded.
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static void registerSelf();
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std::string getUpSoundId (const MWWorld::ConstPtr& ptr) const override;
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///< Return the pick up sound Id
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std::string getDownSoundId (const MWWorld::ConstPtr& ptr) const override;
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///< Return the put down sound Id
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std::string getInventoryIcon (const MWWorld::ConstPtr& ptr) const override;
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///< Return name of inventory icon.
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std::string getEnchantment (const MWWorld::ConstPtr& ptr) const override;
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///< @return the enchantment ID if the object is enchanted, otherwise an empty string
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std::string applyEnchantment(const MWWorld::ConstPtr &ptr, const std::string& enchId, int enchCharge, const std::string& newName) const override;
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///< Creates a new record using \a ptr as template, with the given name and the given enchantment applied to it.
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std::pair<int, std::string> canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const override;
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///< 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
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/// Second item in the pair specifies the error message
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std::shared_ptr<MWWorld::Action> use (const MWWorld::Ptr& ptr, bool force=false) const override;
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///< Generate action for using via inventory menu
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std::string getModel(const MWWorld::ConstPtr &ptr) const override;
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int getEnchantmentPoints (const MWWorld::ConstPtr& ptr) const override;
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bool canSell (const MWWorld::ConstPtr& item, int npcServices) const override;
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/// Get the effective armor rating, factoring in the actor's skills, for the given armor.
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float getEffectiveArmorRating(const MWWorld::ConstPtr& armor, const MWWorld::Ptr& actor) const override;
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};
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}
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#endif
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