Merge pull request #1499 from lukago/bug4155

Bugfix #4155: NPCs don't equip a second ring in some cases
pull/313/head
scrawl 7 years ago committed by GitHub
commit 09d7681254

1
.gitignore vendored

@ -26,6 +26,7 @@ Doxygen
.settings
.directory
.idea
cmake-build-*
files/windows/*.aps
## qt-creator
CMakeLists.txt.user*

@ -265,7 +265,6 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
// Autoequip clothing, armor and weapons.
// Equipping lights is handled in Actors::updateEquippedLight based on environment light.
for (ContainerStoreIterator iter (begin(ContainerStore::Type_Clothing | ContainerStore::Type_Armor)); iter!=end(); ++iter)
{
Ptr test = *iter;
@ -290,9 +289,12 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
std::pair<std::vector<int>, bool> itemsSlots =
iter->getClass().getEquipmentSlots (*iter);
// checking if current item poited by iter can be equipped
for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
iter2!=itemsSlots.first.end(); ++iter2)
{
// if true then it means slot is equipped already
// check if slot may require swapping if current item is more valueable
if (slots_.at (*iter2)!=end())
{
Ptr old = *slots_.at (*iter2);
@ -315,6 +317,26 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
}
else if (iter.getType() == ContainerStore::Type_Clothing)
{
// if left ring is equipped
if (*iter2 == Slot_LeftRing)
{
// if there is a place for right ring dont swap it
if (slots_.at(Slot_RightRing) == end())
{
continue;
}
else // if right ring is equipped too
{
Ptr rightRing = *slots_.at(Slot_RightRing);
// we want to swap cheaper ring only if both are equipped
if (rightRing.getClass().getValue(rightRing) < old.getClass().getValue(old))
{
continue;
}
}
}
if (old.getTypeName() == typeid(ESM::Clothing).name())
{
// check value
@ -337,6 +359,7 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
}
}
// if we are here it means item can be equipped or swapped
slots_[*iter2] = iter;
break;
}

Loading…
Cancel
Save