forked from teamnwah/openmw-tes3coop
Issue #777: Create InventoryStore for creatures with weapons/shields
This commit is contained in:
parent
69ca03c308
commit
589fbbd871
23 changed files with 111 additions and 62 deletions
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@ -289,7 +289,7 @@ namespace MWClass
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std::pair<int, std::string> Armor::canBeEquipped(const MWWorld::Ptr &ptr, const MWWorld::Ptr &npc) const
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{
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MWWorld::InventoryStore& invStore = MWWorld::Class::get(npc).getInventoryStore(npc);
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MWWorld::InventoryStore& invStore = npc.getClass().getInventoryStore(npc);
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if (ptr.getCellRef().mCharge == 0)
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return std::make_pair(0, "#{sInventoryMessage1}");
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@ -300,6 +300,8 @@ namespace MWClass
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if (slots_.first.empty())
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return std::make_pair(0, "");
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if (npc.getClass().isNpc())
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{
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std::string npcRace = npc.get<ESM::NPC>()->mBase->mRace;
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// Beast races cannot equip shoes / boots, or full helms (head part vs hair part)
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@ -316,6 +318,7 @@ namespace MWClass
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return std::make_pair(0, "#{sNotifyMessage14}");
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}
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}
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}
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for (std::vector<int>::const_iterator slot=slots_.first.begin();
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slot!=slots_.first.end(); ++slot)
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@ -238,6 +238,8 @@ namespace MWClass
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if (slots_.first.empty())
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return std::make_pair(0, "");
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if (npc.getClass().isNpc())
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{
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std::string npcRace = npc.get<ESM::NPC>()->mBase->mRace;
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// Beast races cannot equip shoes / boots, or full helms (head part vs hair part)
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@ -254,6 +256,7 @@ namespace MWClass
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return std::make_pair(0, "#{sNotifyMessage15}");
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}
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}
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}
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return std::make_pair (1, "");
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}
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@ -26,6 +26,8 @@
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#include "../mwgui/tooltips.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwmechanics/npcstats.hpp"
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namespace
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@ -33,15 +35,20 @@ namespace
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struct CustomData : public MWWorld::CustomData
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{
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MWMechanics::CreatureStats mCreatureStats;
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MWWorld::ContainerStore mContainerStore;
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MWWorld::ContainerStore* mContainerStore; // may be InventoryStore for some creatures
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MWMechanics::Movement mMovement;
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virtual MWWorld::CustomData *clone() const;
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CustomData() : mContainerStore(0) {}
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virtual ~CustomData() { delete mContainerStore; }
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};
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MWWorld::CustomData *CustomData::clone() const
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{
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return new CustomData (*this);
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CustomData* cloned = new CustomData (*this);
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cloned->mContainerStore = mContainerStore->clone();
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return cloned;
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}
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}
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@ -106,15 +113,23 @@ namespace MWClass
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data->mCreatureStats.getSpells().add (*iter);
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// inventory
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data->mContainerStore.fill(ref->mBase->mInventory, getId(ptr), "",
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if (ref->mBase->mFlags & ESM::Creature::Weapon)
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data->mContainerStore = new MWWorld::InventoryStore();
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else
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data->mContainerStore = new MWWorld::ContainerStore();
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// store
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ptr.getRefData().setCustomData (data.release());
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getContainerStore(ptr).fill(ref->mBase->mInventory, getId(ptr), "",
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MWBase::Environment::get().getWorld()->getStore());
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// TODO: this is not quite correct, in vanilla the merchant's gold pool is not available in his inventory.
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// (except for gold you gave him)
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data->mContainerStore.add(MWWorld::ContainerStore::sGoldId, ref->mBase->mData.mGold, ptr);
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getContainerStore(ptr).add(MWWorld::ContainerStore::sGoldId, ref->mBase->mData.mGold, ptr);
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// store
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ptr.getRefData().setCustomData (data.release());
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if (ref->mBase->mFlags & ESM::Creature::Weapon)
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getInventoryStore(ptr).autoEquip(ptr);
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}
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}
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@ -325,18 +340,33 @@ namespace MWClass
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return boost::shared_ptr<MWWorld::Action>(new MWWorld::ActionTalk(ptr));
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}
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MWWorld::ContainerStore& Creature::getContainerStore (const MWWorld::Ptr& ptr)
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const
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MWWorld::ContainerStore& Creature::getContainerStore (const MWWorld::Ptr& ptr) const
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{
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ensureCustomData (ptr);
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return dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mContainerStore;
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return *dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mContainerStore;
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}
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MWWorld::InventoryStore& Creature::getInventoryStore(const MWWorld::Ptr &ptr) const
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{
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MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
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if (ref->mBase->mFlags & ESM::Creature::Weapon)
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return dynamic_cast<MWWorld::InventoryStore&>(getContainerStore(ptr));
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else
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throw std::runtime_error("this creature has no inventory store");
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}
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bool Creature::hasInventoryStore(const MWWorld::Ptr &ptr) const
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{
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MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
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return (ref->mBase->mFlags & ESM::Creature::Weapon);
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}
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std::string Creature::getScript (const MWWorld::Ptr& ptr) const
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{
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MWWorld::LiveCellRef<ESM::Creature> *ref =
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ptr.get<ESM::Creature>();
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MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
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return ref->mBase->mScript;
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}
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@ -68,6 +68,11 @@ namespace MWClass
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const MWWorld::Ptr& ptr) const;
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///< Return container store
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virtual MWWorld::InventoryStore& getInventoryStore (const MWWorld::Ptr& ptr) const;
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///< Return inventory store
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virtual bool hasInventoryStore (const MWWorld::Ptr &ptr) const;
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virtual std::string getScript (const MWWorld::Ptr& ptr) const;
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///< Return name of the script attached to ptr
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@ -71,6 +71,8 @@ namespace MWClass
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virtual MWWorld::InventoryStore& getInventoryStore (const MWWorld::Ptr& ptr) const;
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///< Return inventory store
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virtual bool hasInventoryStore(const MWWorld::Ptr &ptr) const { return true; }
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virtual void hit(const MWWorld::Ptr& ptr, int type) const;
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virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, bool successful) const;
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@ -420,7 +420,7 @@ namespace MWDialogue
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MWBase::Environment::get().getWindowManager()->removeGuiMode(MWGui::GM_Dialogue);
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// Apply disposition change to NPC's base disposition
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if (mActor.getTypeName() == typeid(ESM::NPC).name())
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if (mActor.getClass().isNpc())
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{
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MWMechanics::NpcStats& npcStats = MWWorld::Class::get(mActor).getNpcStats(mActor);
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npcStats.setBaseDisposition(npcStats.getBaseDisposition() + mPermanentDispositionChange);
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@ -12,7 +12,7 @@ namespace MWGui
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void CompanionItemModel::copyItem (const ItemStack& item, size_t count)
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{
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if (mActor.getTypeName() == typeid(ESM::NPC).name())
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if (mActor.getClass().isNpc())
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{
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MWMechanics::NpcStats& stats = MWWorld::Class::get(mActor).getNpcStats(mActor);
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stats.modifyProfit(MWWorld::Class::get(item.mBase).getValue(item.mBase) * count);
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@ -23,7 +23,7 @@ namespace MWGui
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void CompanionItemModel::removeItem (const ItemStack& item, size_t count)
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{
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if (mActor.getTypeName() == typeid(ESM::NPC).name())
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if (mActor.getClass().isNpc())
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{
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MWMechanics::NpcStats& stats = MWWorld::Class::get(mActor).getNpcStats(mActor);
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stats.modifyProfit(-MWWorld::Class::get(item.mBase).getValue(item.mBase) * count);
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@ -74,9 +74,9 @@ void InventoryItemModel::update()
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ItemStack newItem (item, this, item.getRefData().getCount());
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if (mActor.getTypeName() == typeid(ESM::NPC).name())
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if (mActor.getClass().hasInventoryStore(mActor))
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{
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MWWorld::InventoryStore& store = MWWorld::Class::get(mActor).getInventoryStore(mActor);
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MWWorld::InventoryStore& store = mActor.getClass().getInventoryStore(mActor);
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for (int slot=0; slot<MWWorld::InventoryStore::Slots; ++slot)
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{
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MWWorld::ContainerStoreIterator equipped = store.getSlot(slot);
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@ -162,7 +162,7 @@ namespace MWGui
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}
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// don't show equipped items
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if(mMerchant.getTypeName() == typeid(ESM::NPC).name())
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if(mMerchant.getClass().hasInventoryStore(mMerchant))
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{
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bool isEquipped = false;
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MWWorld::InventoryStore& store = MWWorld::Class::get(mMerchant).getInventoryStore(mMerchant);
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@ -14,7 +14,6 @@
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#include "../mwworld/containerstore.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "inventorywindow.hpp"
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#include "itemview.hpp"
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@ -293,8 +292,8 @@ namespace MWGui
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float clampedDisposition = std::max<int>(0,std::min<int>(int(MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(mPtr)
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+ MWBase::Environment::get().getDialogueManager()->getTemporaryDispositionChange()),100));
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const MWMechanics::NpcStats &sellerStats = mPtr.getClass().getNpcStats(mPtr);
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const MWMechanics::NpcStats &playerStats = player.getClass().getNpcStats(player);
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const MWMechanics::CreatureStats &sellerStats = mPtr.getClass().getCreatureStats(mPtr);
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const MWMechanics::CreatureStats &playerStats = player.getClass().getCreatureStats(player);
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float a1 = std::min(player.getClass().getSkill(player, ESM::Skill::Mercantile), 100);
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float b1 = std::min(0.1f * playerStats.getAttribute(ESM::Attribute::Luck).getModified(), 10.f);
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@ -47,8 +47,7 @@ void adjustBoundItem (const std::string& item, bool bound, const MWWorld::Ptr& a
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bool disintegrateSlot (MWWorld::Ptr ptr, int slot, float disintegrate)
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{
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// TODO: remove this check once creatures support inventory store
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if (ptr.getTypeName() == typeid(ESM::NPC).name())
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if (ptr.getClass().hasInventoryStore(ptr))
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{
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MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr);
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MWWorld::ContainerStoreIterator item =
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@ -196,8 +196,8 @@ namespace MWMechanics
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creatureStats.setDynamic (i, stat);
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}
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// auto-equip again. we need this for when the race is changed to a beast race
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MWWorld::InventoryStore& invStore = MWWorld::Class::get(ptr).getInventoryStore(ptr);
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// auto-equip again. we need this for when the race is changed to a beast race and shoes are no longer equippable
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MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr);
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for (int i=0; i<MWWorld::InventoryStore::Slots; ++i)
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invStore.unequipAll(ptr);
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invStore.autoEquip(ptr);
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@ -75,9 +75,6 @@ void Actors::insertNPC(const MWWorld::Ptr& ptr)
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delete mAllActors[ptr];
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mAllActors[ptr] = anim;
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mRendering->addWaterRippleEmitter (ptr);
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// Create CustomData, will do autoEquip and trigger animation parts update
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ptr.getClass().getInventoryStore(ptr);
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}
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void Actors::insertCreature (const MWWorld::Ptr& ptr)
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{
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@ -142,7 +142,7 @@ namespace MWRender
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{
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mAnimation->updateParts();
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MWWorld::InventoryStore &inv = MWWorld::Class::get(mCharacter).getInventoryStore(mCharacter);
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MWWorld::InventoryStore &inv = mCharacter.getClass().getInventoryStore(mCharacter);
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MWWorld::ContainerStoreIterator iter = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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std::string groupname;
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if(iter == inv.end())
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@ -892,8 +892,6 @@ void RenderingManager::renderPlayer(const MWWorld::Ptr &ptr)
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mPlayerAnimation->~NpcAnimation();
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new(mPlayerAnimation) NpcAnimation(ptr, ptr.getRefData().getBaseNode(), RV_Actors);
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}
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// Ensure CustomData -> autoEquip -> animation update
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ptr.getClass().getInventoryStore(ptr);
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mCamera->setAnimation(mPlayerAnimation);
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mWater->removeEmitter(ptr);
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@ -159,7 +159,7 @@ namespace MWScript
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std::string item = runtime.getStringLiteral (runtime[0].mInteger);
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runtime.pop();
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MWWorld::InventoryStore& invStore = MWWorld::Class::get(ptr).getInventoryStore (ptr);
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MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore (ptr);
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MWWorld::ContainerStoreIterator it = invStore.begin();
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for (; it != invStore.end(); ++it)
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{
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@ -19,9 +19,9 @@ namespace MWWorld
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void ActionEquip::executeImp (const Ptr& actor)
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{
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MWWorld::Ptr object = getTarget();
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MWWorld::InventoryStore& invStore = MWWorld::Class::get(actor).getInventoryStore(actor);
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MWWorld::InventoryStore& invStore = actor.getClass().getInventoryStore(actor);
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std::pair <int, std::string> result = MWWorld::Class::get (object).canBeEquipped (object, actor);
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std::pair <int, std::string> result = object.getClass().canBeEquipped (object, actor);
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// display error message if the player tried to equip something
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if (!result.second.empty() && actor == MWBase::Environment::get().getWorld()->getPlayerPtr())
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@ -122,6 +122,11 @@ namespace MWWorld
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throw std::runtime_error ("class does not have an inventory store");
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}
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bool Class::hasInventoryStore(const Ptr &ptr) const
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{
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return false;
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}
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void Class::lock (const Ptr& ptr, int lockLevel) const
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{
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throw std::runtime_error ("class does not support locking");
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@ -150,6 +150,9 @@ namespace MWWorld
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///< Return inventory store or throw an exception, if class does not have a
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/// inventory store (default implementation: throw an exceoption)
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virtual bool hasInventoryStore (const Ptr& ptr) const;
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///< Does this object have an inventory store, i.e. equipment slots? (default implementation: false)
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virtual void lock (const Ptr& ptr, int lockLevel) const;
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///< Lock object (default implementation: throw an exception)
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@ -62,6 +62,8 @@ namespace MWWorld
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virtual ~ContainerStore();
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virtual ContainerStore* clone() { return new ContainerStore(*this); }
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ContainerStoreIterator begin (int mask = Type_All);
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ContainerStoreIterator end();
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@ -81,7 +81,7 @@ MWWorld::ContainerStoreIterator MWWorld::InventoryStore::add(const Ptr& itemPtr,
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// Auto-equip items if an armor/clothing or weapon item is added, but not for the player nor werewolves
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if ((actorPtr.getRefData().getHandle() != "player")
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&& !(MWWorld::Class::get(actorPtr).getNpcStats(actorPtr).isWerewolf())
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&& !(actorPtr.getClass().isNpc() && actorPtr.getClass().getNpcStats(actorPtr).isWerewolf())
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&& !actorPtr.getClass().getCreatureStats(actorPtr).isDead())
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{
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std::string type = itemPtr.getTypeName();
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@ -457,7 +457,7 @@ int MWWorld::InventoryStore::remove(const Ptr& item, int count, const Ptr& actor
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// If an armor/clothing item is removed, try to find a replacement,
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// but not for the player nor werewolves.
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if ((actor.getRefData().getHandle() != "player")
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&& !(MWWorld::Class::get(actor).getNpcStats(actor).isWerewolf()))
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&& !(actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf()))
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{
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std::string type = item.getTypeName();
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if (((type == typeid(ESM::Armor).name()) || (type == typeid(ESM::Clothing).name()))
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@ -113,6 +113,8 @@ namespace MWWorld
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InventoryStore& operator= (const InventoryStore& store);
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virtual InventoryStore* clone() { return new InventoryStore(*this); }
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virtual ContainerStoreIterator add (const Ptr& itemPtr, int count, const Ptr& actorPtr, bool setOwner=false);
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///< Add the item pointed to by \a ptr to this container. (Stacks automatically if needed)
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/// Auto-equip items if specific conditions are fulfilled (see the implementation).
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@ -2097,7 +2097,6 @@ namespace MWWorld
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void World::castSpell(const Ptr &actor)
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{
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MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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InventoryStore& inv = actor.getClass().getInventoryStore(actor);
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MWWorld::Ptr target = getFacedObject();
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@ -2111,8 +2110,10 @@ namespace MWWorld
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cast.cast(spell);
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}
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else if (inv.getSelectedEnchantItem() != inv.end())
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else if (actor.getClass().hasInventoryStore(actor))
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{
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MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor);
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if (inv.getSelectedEnchantItem() != inv.end())
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cast.cast(*inv.getSelectedEnchantItem());
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}
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}
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@ -2282,7 +2283,7 @@ namespace MWWorld
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void World::breakInvisibility(const Ptr &actor)
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{
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actor.getClass().getCreatureStats(actor).getActiveSpells().purgeEffect(ESM::MagicEffect::Invisibility);
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if (actor.getClass().isNpc())
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if (actor.getClass().hasInventoryStore(actor))
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actor.getClass().getInventoryStore(actor).purgeEffect(ESM::MagicEffect::Invisibility);
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}
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