Ensure the item can be equipped in the given slot when loading inventory

openmw-35
scrawl 10 years ago
parent c65f9cb3c0
commit d13335ba40

@ -466,7 +466,7 @@ namespace MWWorld
// List moved references, from separately tracked list.
for (ESM::CellRefTracker::const_iterator it = mCell->mLeasedRefs.begin(); it != mCell->mLeasedRefs.end(); ++it)
{
ESM::CellRef &ref = const_cast<ESM::CellRef&>(*it);
const ESM::CellRef &ref = *it;
mIds.push_back(Misc::StringUtils::lowerCase(ref.mRefID));
}

@ -86,7 +86,7 @@ void MWWorld::ContainerStore::storeState (const LiveCellRef<T>& ref, ESM::Object
}
template<typename T>
void MWWorld::ContainerStore::storeStates (const CellRefList<T>& collection,
void MWWorld::ContainerStore::storeStates (CellRefList<T>& collection,
std::vector<std::pair<ESM::ObjectState, int> >& states, bool equipable) const
{
for (typename CellRefList<T>::List::const_iterator iter (collection.mList.begin());
@ -641,7 +641,7 @@ MWWorld::Ptr MWWorld::ContainerStore::search (const std::string& id)
return Ptr();
}
void MWWorld::ContainerStore::writeState (ESM::InventoryState& state) const
void MWWorld::ContainerStore::writeState (ESM::InventoryState& state)
{
state.mItems.clear();
@ -688,7 +688,6 @@ void MWWorld::ContainerStore::readState (const ESM::InventoryState& state)
case ESM::REC_REPA: getState (repairs, iter->first); break;
case ESM::REC_WEAP: setSlot (getState (weapons, iter->first), slot); break;
case ESM::REC_LIGH: setSlot (getState (lights, iter->first), slot); break;
default:
std::cerr << "invalid item type in inventory state, refid " << state.mRef.mRefID << std::endl;
break;

@ -85,7 +85,7 @@ namespace MWWorld
void storeState (const LiveCellRef<T>& ref, ESM::ObjectState& state) const;
template<typename T>
void storeStates (const CellRefList<T>& collection,
void storeStates (CellRefList<T>& collection,
std::vector<std::pair<ESM::ObjectState, int> >& states,
bool equipable = false) const;
@ -171,7 +171,8 @@ namespace MWWorld
Ptr search (const std::string& id);
virtual void writeState (ESM::InventoryState& state) const;
/// \todo make this method const once const-correct ContainerStoreIterators are available
virtual void writeState (ESM::InventoryState& state);
virtual void readState (const ESM::InventoryState& state);

@ -58,10 +58,24 @@ int MWWorld::InventoryStore::getSlot (const MWWorld::LiveCellRefBase& ref) const
return -1;
}
void MWWorld::InventoryStore::setSlot (const MWWorld::ContainerStoreIterator& iter, int slot)
void MWWorld::InventoryStore::setSlot (const MWWorld::ContainerStoreIterator& iter, int relativeSlot)
{
if (iter!=end() && slot>=0 && slot<Slots)
mSlots[slot] = iter;
if (relativeSlot < 0 || iter == end())
return;
// make sure the item can actually be equipped in this slot
std::pair<std::vector<int>, bool> allowedSlots = iter->getClass().getEquipmentSlots(*iter);
relativeSlot = std::min(int(allowedSlots.first.size()-1), relativeSlot);
// unstack if required
if (!allowedSlots.second && iter->getRefData().getCount() > 1)
{
MWWorld::ContainerStoreIterator newIter = addNewStack(*iter, 1);
iter->getRefData().setCount(iter->getRefData().getCount()-1);
mSlots[allowedSlots.first[relativeSlot]] = newIter;
}
else
mSlots[allowedSlots.first[relativeSlot]] = iter;
}
MWWorld::InventoryStore::InventoryStore()
@ -703,7 +717,7 @@ bool MWWorld::InventoryStore::isEquipped(const MWWorld::Ptr &item)
return false;
}
void MWWorld::InventoryStore::writeState(ESM::InventoryState &state) const
void MWWorld::InventoryStore::writeState(ESM::InventoryState &state)
{
MWWorld::ContainerStore::writeState(state);

@ -116,7 +116,7 @@ namespace MWWorld
virtual int getSlot (const MWWorld::LiveCellRefBase& ref) const;
///< Return inventory slot that \a ref is in or -1 (if \a ref is not in a slot).
virtual void setSlot (const MWWorld::ContainerStoreIterator& iter, int slot);
virtual void setSlot (const MWWorld::ContainerStoreIterator& iter, int relativeSlot);
///< Set slot for \a iter. Ignored if \a iter is an end iterator or if slot==-1.
public:
@ -209,7 +209,7 @@ namespace MWWorld
virtual void clear();
///< Empty container.
virtual void writeState (ESM::InventoryState& state) const;
virtual void writeState (ESM::InventoryState& state);
virtual void readState (const ESM::InventoryState& state);
};

@ -2031,7 +2031,7 @@ namespace MWWorld
bool World::isOnGround(const MWWorld::Ptr &ptr) const
{
RefData &refdata = ptr.getRefData();
const OEngine::Physic::PhysicActor *physactor = mPhysEngine->getCharacter(refdata.getHandle());
OEngine::Physic::PhysicActor *physactor = mPhysEngine->getCharacter(refdata.getHandle());
if(!physactor)
return false;
@ -2049,7 +2049,7 @@ namespace MWWorld
mPhysEngine);
if(tracer.mFraction < 1.0f) // collision, must be close to something below
{
const_cast<OEngine::Physic::PhysicActor *> (physactor)->setOnGround(true);
physactor->setOnGround(true);
return true;
}
else

@ -15,6 +15,7 @@ namespace ESM
/// \brief State for inventories and containers
struct InventoryState
{
/// <ObjectState, relative equipment slot>
std::vector<std::pair<ObjectState, int> > mItems;
std::map<std::string, int> mLevelledItemMap;

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