Fixes #1100: Looting a corpse is no longer considered stealing

actorid
scrawl 11 years ago
parent e8210c92c6
commit 93b76a603b

@ -10,7 +10,7 @@ namespace MWGui
{
}
void CompanionItemModel::copyItem (const ItemStack& item, size_t count)
void CompanionItemModel::copyItem (const ItemStack& item, size_t count, bool setNewOwner=false)
{
if (mActor.getClass().isNpc())
{
@ -18,7 +18,7 @@ namespace MWGui
stats.modifyProfit(MWWorld::Class::get(item.mBase).getValue(item.mBase) * count);
}
InventoryItemModel::copyItem(item, count);
InventoryItemModel::copyItem(item, count, setNewOwner);
}
void CompanionItemModel::removeItem (const ItemStack& item, size_t count)

@ -13,7 +13,7 @@ namespace MWGui
public:
CompanionItemModel (const MWWorld::Ptr& actor);
virtual void copyItem (const ItemStack& item, size_t count);
virtual void copyItem (const ItemStack& item, size_t count, bool setNewOwner);
virtual void removeItem (const ItemStack& item, size_t count);
};

@ -13,6 +13,7 @@
#include "../mwworld/containerstore.hpp"
#include "../mwmechanics/pickpocket.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "countdialog.hpp"
#include "tradewindow.hpp"
@ -84,8 +85,7 @@ namespace MWGui
// otherwise, do the transfer
if (targetModel != mSourceModel)
{
targetModel->copyItem(mItem, mDraggedCount);
mSourceModel->removeItem(mItem, mDraggedCount);
mSourceModel->moveItem(mItem, mDraggedCount, targetModel);
}
mSourceModel->update();
@ -292,8 +292,7 @@ namespace MWGui
if (!onTakeItem(item, item.mCount))
break;
playerModel->copyItem(item, item.mCount);
mModel->removeItem(item, item.mCount);
mModel->moveItem(item, item.mCount, playerModel);
}
MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Container);
@ -341,7 +340,11 @@ namespace MWGui
}
else
{
MWBase::Environment::get().getMechanicsManager()->itemTaken(player, item.mBase, count);
// Looting a dead corpse is considered OK
if (mPtr.getClass().isActor() && mPtr.getClass().getCreatureStats(mPtr).isDead())
return true;
else
MWBase::Environment::get().getMechanicsManager()->itemTaken(player, item.mBase, count);
}
return true;
}

@ -71,7 +71,7 @@ ItemModel::ModelIndex ContainerItemModel::getIndex (ItemStack item)
return -1;
}
void ContainerItemModel::copyItem (const ItemStack& item, size_t count)
void ContainerItemModel::copyItem (const ItemStack& item, size_t count, bool setNewOwner)
{
const MWWorld::Ptr& source = mItemSources[mItemSources.size()-1];
if (item.mBase.getContainerStore() == &source.getClass().getContainerStore(source))

@ -21,7 +21,7 @@ namespace MWGui
virtual ModelIndex getIndex (ItemStack item);
virtual size_t getItemCount();
virtual void copyItem (const ItemStack& item, size_t count);
virtual void copyItem (const ItemStack& item, size_t count, bool setNewOwner=false);
virtual void removeItem (const ItemStack& item, size_t count);
virtual void update();

@ -4,6 +4,8 @@
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwmechanics/creaturestats.hpp"
namespace MWGui
{
@ -38,11 +40,11 @@ ItemModel::ModelIndex InventoryItemModel::getIndex (ItemStack item)
return -1;
}
void InventoryItemModel::copyItem (const ItemStack& item, size_t count)
void InventoryItemModel::copyItem (const ItemStack& item, size_t count, bool setNewOwner)
{
if (item.mBase.getContainerStore() == &mActor.getClass().getContainerStore(mActor))
throw std::runtime_error("Item to copy needs to be from a different container!");
mActor.getClass().getContainerStore(mActor).add(item.mBase, count, mActor);
mActor.getClass().getContainerStore(mActor).add(item.mBase, count, mActor, setNewOwner);
}
@ -57,6 +59,18 @@ void InventoryItemModel::removeItem (const ItemStack& item, size_t count)
throw std::runtime_error("Not enough items in the stack to remove");
}
void InventoryItemModel::moveItem(const ItemStack &item, size_t count, ItemModel *otherModel)
{
bool setNewOwner = false;
// Are you dead? Then you wont need that anymore
if (mActor.getClass().isActor() && mActor.getClass().getCreatureStats(mActor).isDead())
setNewOwner = true;
otherModel->copyItem(item, count, setNewOwner);
removeItem(item, count);
}
void InventoryItemModel::update()
{
MWWorld::ContainerStore& store = MWWorld::Class::get(mActor).getContainerStore(mActor);

@ -15,9 +15,12 @@ namespace MWGui
virtual ModelIndex getIndex (ItemStack item);
virtual size_t getItemCount();
virtual void copyItem (const ItemStack& item, size_t count);
virtual void copyItem (const ItemStack& item, size_t count, bool setNewOwner=false);
virtual void removeItem (const ItemStack& item, size_t count);
/// Move items from this model to \a otherModel.
virtual void moveItem (const ItemStack& item, size_t count, ItemModel* otherModel);
virtual void update();
protected:

@ -71,16 +71,22 @@ namespace MWGui
{
}
void ItemModel::moveItem(const ItemStack &item, size_t count, ItemModel *otherModel)
{
otherModel->copyItem(item, count);
removeItem(item, count);
}
ProxyItemModel::~ProxyItemModel()
{
delete mSourceModel;
}
void ProxyItemModel::copyItem (const ItemStack& item, size_t count)
void ProxyItemModel::copyItem (const ItemStack& item, size_t count, bool setNewOwner)
{
// no need to use mapToSource since itemIndex refers to an index in the sourceModel
mSourceModel->copyItem (item, count);
mSourceModel->copyItem (item, count, setNewOwner);
}
void ProxyItemModel::removeItem (const ItemStack& item, size_t count)

@ -55,7 +55,11 @@ namespace MWGui
virtual void update() = 0;
virtual void copyItem (const ItemStack& item, size_t count) = 0;
/// Move items from this model to \a otherModel.
virtual void moveItem (const ItemStack& item, size_t count, ItemModel* otherModel);
/// @param setNewOwner Set the copied item's owner to the actor we are copying to, or keep the original owner?
virtual void copyItem (const ItemStack& item, size_t count, bool setNewOwner=false) = 0;
virtual void removeItem (const ItemStack& item, size_t count) = 0;
private:
@ -69,7 +73,7 @@ namespace MWGui
{
public:
virtual ~ProxyItemModel();
virtual void copyItem (const ItemStack& item, size_t count);
virtual void copyItem (const ItemStack& item, size_t count, bool setNewOwner=false);
virtual void removeItem (const ItemStack& item, size_t count);
virtual ModelIndex getIndex (ItemStack item);

@ -120,14 +120,11 @@ namespace MWGui
if (i == sourceModel->getItemCount())
throw std::runtime_error("The borrowed item disappeared");
// reset owner before copying
// reset owner while copying, but only for items bought by the player
bool setNewOwner = (mMerchant.isEmpty());
const ItemStack& item = sourceModel->getItem(i);
std::string owner = item.mBase.getCellRef().mOwner;
if (mMerchant.isEmpty()) // only for items bought by player
item.mBase.getCellRef().mOwner = "";
// copy the borrowed items to our model
copyItem(item, it->mCount);
item.mBase.getCellRef().mOwner = owner;
copyItem(item, it->mCount, setNewOwner);
// then remove them from the source model
sourceModel->removeItem(item, it->mCount);
}

@ -199,16 +199,25 @@ MWWorld::ContainerStoreIterator MWWorld::ContainerStore::add (const Ptr& itemPtr
item.getCellRef().mPos.pos[1] = 0;
item.getCellRef().mPos.pos[2] = 0;
Ptr player = MWBase::Environment::get().getWorld ()->getPlayerPtr();
if (setOwner && actorPtr.getClass().isActor())
item.getCellRef().mOwner = actorPtr.getCellRef().mRefID;
{
if (actorPtr == player)
{
// No point in setting owner to the player - NPCs will not respect this anyway
// Additionally, setting it to "player" would make those items not stack with items that don't have an owner
item.getCellRef().mOwner = "";
}
else
item.getCellRef().mOwner = actorPtr.getCellRef().mRefID;
}
std::string script = MWWorld::Class::get(item).getScript(item);
if(script != "")
{
CellStore *cell;
Ptr player = MWBase::Environment::get().getWorld ()->getPlayerPtr();
if(&(MWWorld::Class::get (player).getContainerStore (player)) == this)
{
cell = 0; // Items in player's inventory have cell set to 0, so their scripts will never be removed

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