Reequip previous item only if the expired bound item was equipped

0.6.3
Andrei Kortunov 7 years ago
parent 9b72a6ac69
commit d1b1cb748d

@ -238,15 +238,14 @@ namespace MWMechanics
void Actors::adjustBoundItem (const std::string& itemId, bool bound, const MWWorld::Ptr& actor)
{
MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
int slot = getBoundItemSlot(itemId);
if (bound)
{
if (actor.getClass().getContainerStore(actor).count(itemId) != 0)
return;
int slot = getBoundItemSlot(itemId);
MWWorld::Ptr prevItem = *store.getSlot(slot);
MWWorld::ContainerStoreIterator prevItem = store.getSlot(slot);
MWWorld::Ptr boundPtr = *store.MWWorld::ContainerStore::add(itemId, 1, actor);
MWWorld::ActionEquip action(boundPtr);
@ -264,39 +263,40 @@ namespace MWMechanics
if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Weapon);
mPreviousItems[slot] = std::make_pair(itemId, prevItem);
if (prevItem != store.end())
mPreviousItems[itemId] = *prevItem;
}
else
{
MWWorld::ContainerStoreIterator currentItem = store.getSlot(slot);
bool wasEquipped = currentItem != store.end() && Misc::StringUtils::ciEqual((*currentItem).getCellRef().getRefId(), itemId);
store.remove(itemId, 1, actor, true);
if (actor != MWMechanics::getPlayer())
return;
int slot = getBoundItemSlot(itemId);
MWWorld::Ptr prevItem = mPreviousItems[itemId];
std::pair<std::string, MWWorld::Ptr> prevItem = mPreviousItems[slot];
mPreviousItems.erase(itemId);
if (prevItem.first != itemId)
return;
mPreviousItems.erase(slot);
if (prevItem.second.isEmpty())
if (prevItem.isEmpty())
return;
// check if the item is still in the player's inventory
MWWorld::ContainerStoreIterator it = store.begin();
for (; it != store.end(); ++it)
{
if (*it == prevItem.second)
if (*it == prevItem)
break;
}
if (it == store.end())
// we should equip previous item only if expired bound item was equipped.
if (it == store.end() || !wasEquipped)
return;
MWWorld::ActionEquip action(prevItem.second);
MWWorld::ActionEquip action(prevItem);
action.execute(actor);
}
}
@ -830,9 +830,15 @@ namespace MWMechanics
float magnitude = effects.get(it->first).getMagnitude();
if (found != (magnitude > 0))
{
if (magnitude > 0)
creatureStats.mBoundItems.insert(it->first);
else
creatureStats.mBoundItems.erase(it->first);
std::string itemGmst = it->second;
std::string item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
itemGmst)->getString();
if (it->first == ESM::MagicEffect::BoundGloves)
{
item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
@ -844,11 +850,6 @@ namespace MWMechanics
}
else
adjustBoundItem(item, magnitude > 0, ptr);
if (magnitude > 0)
creatureStats.mBoundItems.insert(it->first);
else
creatureStats.mBoundItems.erase(it->first);
}
}

@ -25,7 +25,7 @@ namespace MWMechanics
class Actors
{
std::map<std::string, int> mDeathCount;
typedef std::map<int, std::pair<std::string, MWWorld::Ptr>> PreviousItems;
typedef std::map<std::string, MWWorld::Ptr> PreviousItems;
PreviousItems mPreviousItems;
void adjustBoundItem (const std::string& itemId, bool bound, const MWWorld::Ptr& actor);

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