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openmw-tes3mp/apps/openmw/mwworld/inventorystore.cpp

312 lines
9.5 KiB
C++

#include "inventorystore.hpp"
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#include <iterator>
#include <algorithm>
#include <components/esm/loadench.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "esmstore.hpp"
#include "class.hpp"
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void MWWorld::InventoryStore::copySlots (const InventoryStore& store)
{
// some const-trickery, required because of a flaw in the handling of MW-references and the
// resulting workarounds
for (std::vector<ContainerStoreIterator>::const_iterator iter (
const_cast<InventoryStore&> (store).mSlots.begin());
iter!=const_cast<InventoryStore&> (store).mSlots.end(); ++iter)
{
std::size_t distance = std::distance (const_cast<InventoryStore&> (store).begin(), *iter);
ContainerStoreIterator slot = begin();
std::advance (slot, distance);
mSlots.push_back (slot);
}
}
void MWWorld::InventoryStore::initSlots (TSlots& slots)
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{
for (int i=0; i<Slots; ++i)
slots.push_back (end());
}
MWWorld::InventoryStore::InventoryStore() : mMagicEffectsUpToDate (false)
, mSelectedEnchantItem(end())
{
initSlots (mSlots);
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}
MWWorld::InventoryStore::InventoryStore (const InventoryStore& store)
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: ContainerStore (store)
, mSelectedEnchantItem(end())
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{
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mMagicEffects = store.mMagicEffects;
mMagicEffectsUpToDate = store.mMagicEffectsUpToDate;
mSelectedEnchantItem = store.mSelectedEnchantItem;
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copySlots (store);
}
MWWorld::InventoryStore& MWWorld::InventoryStore::operator= (const InventoryStore& store)
{
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mMagicEffects = store.mMagicEffects;
mMagicEffectsUpToDate = store.mMagicEffectsUpToDate;
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ContainerStore::operator= (store);
mSlots.clear();
copySlots (store);
return *this;
}
void MWWorld::InventoryStore::equip (int slot, const ContainerStoreIterator& iterator)
{
if (slot<0 || slot>=static_cast<int> (mSlots.size()))
throw std::runtime_error ("slot number out of range");
if (iterator.getContainerStore()!=this)
throw std::runtime_error ("attempt to equip an item that is not in the inventory");
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std::pair<std::vector<int>, bool> slots;
if (iterator!=end())
{
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slots = Class::get (*iterator).getEquipmentSlots (*iterator);
if (std::find (slots.first.begin(), slots.first.end(), slot)==slots.first.end())
throw std::runtime_error ("invalid slot");
}
// restack item previously in this slot (if required)
if (mSlots[slot] != end())
{
for (MWWorld::ContainerStoreIterator iter (begin()); iter!=end(); ++iter)
{
if (stacks(*iter, *mSlots[slot]))
{
iter->getRefData().setCount( iter->getRefData().getCount() + mSlots[slot]->getRefData().getCount() );
mSlots[slot]->getRefData().setCount(0);
break;
}
}
}
// unstack item pointed to by iterator if required
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if (iterator!=end() && !slots.second && iterator->getRefData().getCount() > 1) // if slots.second is true, item can stay stacked when equipped
{
// add the item again with a count of count-1, then set the count of the original (that will be equipped) to 1
int count = iterator->getRefData().getCount();
iterator->getRefData().setCount(count-1);
addImpl(*iterator);
iterator->getRefData().setCount(1);
}
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mSlots[slot] = iterator;
flagAsModified();
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}
void MWWorld::InventoryStore::unequipAll()
{
for (int slot=0; slot < MWWorld::InventoryStore::Slots; ++slot)
{
MWWorld::ContainerStoreIterator it = getSlot(slot);
if (it != end())
{
equip(slot, end());
std::string script = MWWorld::Class::get(*it).getScript(*it);
// Unset OnPCEquip Variable on item's script, if it has a script with that variable declared
if(script != "")
(*it).mRefData->getLocals().setVarByInt(script, "onpcequip", 0);
}
}
}
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MWWorld::ContainerStoreIterator MWWorld::InventoryStore::getSlot (int slot)
{
if (slot<0 || slot>=static_cast<int> (mSlots.size()))
throw std::runtime_error ("slot number out of range");
if (mSlots[slot]==end())
return end();
if (mSlots[slot]->getRefData().getCount()<1)
{
// object has been deleted
mSlots[slot] = end();
return end();
}
return mSlots[slot];
}
void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& npc)
{
const MWMechanics::NpcStats& stats = MWWorld::Class::get(npc).getNpcStats(npc);
MWWorld::InventoryStore& invStore = MWWorld::Class::get(npc).getInventoryStore(npc);
TSlots slots;
initSlots (slots);
for (ContainerStoreIterator iter (begin()); iter!=end(); ++iter)
{
Ptr test = *iter;
int testSkill = MWWorld::Class::get (test).getEquipmentSkill (test);
std::pair<std::vector<int>, bool> itemsSlots =
MWWorld::Class::get (*iter).getEquipmentSlots (*iter);
for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
iter2!=itemsSlots.first.end(); ++iter2)
{
bool use = false;
if (slots.at (*iter2)==end())
use = true; // slot was empty before -> skip all further checks
else
{
Ptr old = *slots.at (*iter2);
if (!use)
{
// check skill
int oldSkill =
MWWorld::Class::get (old).getEquipmentSkill (old);
if (testSkill!=-1 && oldSkill==-1)
use = true;
else if (testSkill!=-1 && oldSkill!=-1 && testSkill!=oldSkill)
{
if (stats.getSkill (oldSkill).getModified()>stats.getSkill (testSkill).getModified())
continue; // rejected, because old item better matched the NPC's skills.
if (stats.getSkill (oldSkill).getModified()<stats.getSkill (testSkill).getModified())
use = true;
}
}
if (!use)
{
// check value
if (MWWorld::Class::get (old).getValue (old)>=
MWWorld::Class::get (test).getValue (test))
{
continue;
}
use = true;
}
}
switch(MWWorld::Class::get (test).canBeEquipped (test, npc).first)
{
case 0:
continue;
case 2:
invStore.equip(MWWorld::InventoryStore::Slot_CarriedLeft, invStore.end());
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break;
case 3:
invStore.equip(MWWorld::InventoryStore::Slot_CarriedRight, invStore.end());
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break;
}
if (!itemsSlots.second) // if itemsSlots.second is true, item can stay stacked when equipped
{
// unstack item pointed to by iterator if required
if (iter->getRefData().getCount() > 1)
{
// add the item again with a count of count-1, then set the count of the original (that will be equipped) to 1
int count = iter->getRefData().getCount();
iter->getRefData().setCount(count-1);
addImpl(*iter);
iter->getRefData().setCount(1);
}
}
slots[*iter2] = iter;
break;
}
}
bool changed = false;
for (std::size_t i=0; i<slots.size(); ++i)
if (slots[i]!=mSlots[i])
{
changed = true;
}
if (changed)
{
mSlots.swap (slots);
flagAsModified();
}
}
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const MWMechanics::MagicEffects& MWWorld::InventoryStore::getMagicEffects()
{
if (!mMagicEffectsUpToDate)
{
mMagicEffects = MWMechanics::MagicEffects();
for (TSlots::const_iterator iter (mSlots.begin()); iter!=mSlots.end(); ++iter)
if (*iter!=end())
{
std::string enchantmentId = MWWorld::Class::get (**iter).getEnchantment (**iter);
if (!enchantmentId.empty())
{
const ESM::Enchantment& enchantment =
*MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find (enchantmentId);
if (enchantment.mData.mType==ESM::Enchantment::ConstantEffect)
mMagicEffects.add (enchantment.mEffects);
}
}
mMagicEffectsUpToDate = true;
}
return mMagicEffects;
}
void MWWorld::InventoryStore::flagAsModified()
{
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ContainerStore::flagAsModified();
mMagicEffectsUpToDate = false;
}
bool MWWorld::InventoryStore::stacks(const Ptr& ptr1, const Ptr& ptr2)
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{
bool canStack = MWWorld::ContainerStore::stacks(ptr1, ptr2);
if (!canStack)
return false;
// don't stack if the item being checked against is currently equipped.
for (TSlots::const_iterator iter (mSlots.begin());
iter!=mSlots.end(); ++iter)
{
if (*iter != end() && ptr1 == **iter)
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return false;
if (*iter != end() && ptr2 == **iter)
return false;
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}
return true;
}
void MWWorld::InventoryStore::setSelectedEnchantItem(const ContainerStoreIterator& iterator)
{
mSelectedEnchantItem = iterator;
}
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::getSelectedEnchantItem()
{
return mSelectedEnchantItem;
}