Merged pull request #1592

pull/456/head
Marc Zinnschlag 7 years ago
commit 48711bbdde

@ -1,6 +1,7 @@
0.45.0
------
Bug #2326: After a bound item expires the last equipped item of that type is not automatically re-equipped
Bug #2835: Player able to slowly move when overencumbered
Bug #3374: Touch spells not hitting kwama foragers
Bug #3591: Angled hit distance too low

@ -50,27 +50,36 @@ bool isConscious(const MWWorld::Ptr& ptr)
return !stats.isDead() && !stats.getKnockedDown();
}
void adjustBoundItem (const std::string& item, bool bound, const MWWorld::Ptr& actor)
int getBoundItemSlot (const std::string& itemId)
{
if (bound)
static std::map<std::string, int> boundItemsMap;
if (boundItemsMap.empty())
{
if (actor.getClass().getContainerStore(actor).count(item) == 0)
{
MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
MWWorld::Ptr newPtr = *store.MWWorld::ContainerStore::add(item, 1, actor);
MWWorld::ActionEquip action(newPtr);
action.execute(actor);
MWWorld::ConstContainerStoreIterator rightHand = store.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
// change draw state only if the item is in player's right hand
if (actor == MWMechanics::getPlayer()
&& rightHand != store.end() && newPtr == *rightHand)
{
MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Weapon);
}
}
std::string boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundBootsID")->getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Boots;
boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundCuirassID")->getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Cuirass;
boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundLeftGauntletID")->getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_LeftGauntlet;
boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundRightGauntletID")->getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_RightGauntlet;
boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundHelmID")->getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Helmet;
boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundShieldID")->getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_CarriedLeft;
}
else
actor.getClass().getInventoryStore(actor).remove(item, 1, actor, true);
int slot = MWWorld::InventoryStore::Slot_CarriedRight;
std::map<std::string, int>::iterator it = boundItemsMap.find(itemId);
if (it != boundItemsMap.end())
slot = it->second;
return slot;
}
class CheckActorCommanded : public MWMechanics::EffectSourceVisitor
@ -139,7 +148,6 @@ void getRestorationPerHourOfSleep (const MWWorld::Ptr& ptr, float& health, float
namespace MWMechanics
{
const float aiProcessingDistance = 7168;
const float sqrAiProcessingDistance = aiProcessingDistance*aiProcessingDistance;
@ -227,6 +235,83 @@ namespace MWMechanics
}
};
void Actors::addBoundItem (const std::string& itemId, const MWWorld::Ptr& actor)
{
MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
int slot = getBoundItemSlot(itemId);
if (actor.getClass().getContainerStore(actor).count(itemId) != 0)
return;
MWWorld::ContainerStoreIterator prevItem = store.getSlot(slot);
MWWorld::Ptr boundPtr = *store.MWWorld::ContainerStore::add(itemId, 1, actor);
MWWorld::ActionEquip action(boundPtr);
action.execute(actor);
if (actor != MWMechanics::getPlayer())
return;
MWWorld::Ptr newItem = *store.getSlot(slot);
if (newItem.isEmpty() || boundPtr != newItem)
return;
MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
// change draw state only if the item is in player's right hand
if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
player.setDrawState(MWMechanics::DrawState_Weapon);
if (prevItem != store.end())
player.setPreviousItem(itemId, prevItem->getCellRef().getRefId());
}
void Actors::removeBoundItem (const std::string& itemId, const MWWorld::Ptr& actor)
{
MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
int slot = getBoundItemSlot(itemId);
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;
MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
std::string prevItemId = player.getPreviousItem(itemId);
player.erasePreviousItem(itemId);
if (prevItemId.empty())
return;
// Find the item by id
MWWorld::Ptr item;
for (MWWorld::ContainerStoreIterator iter = store.begin(); iter != store.end(); ++iter)
{
if (Misc::StringUtils::ciEqual(iter->getCellRef().getRefId(), prevItemId))
{
if (item.isEmpty() ||
// Prefer the stack with the lowest remaining uses
!item.getClass().hasItemHealth(*iter) ||
iter->getClass().getItemHealth(*iter) < item.getClass().getItemHealth(item))
{
item = *iter;
}
}
}
// we should equip previous item only if expired bound item was equipped.
if (item.isEmpty() || !wasEquipped)
return;
MWWorld::ActionEquip action(item);
action.execute(actor);
}
void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
{
// magic effects
@ -756,25 +841,23 @@ 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();
magnitude > 0 ? addBoundItem(item, ptr) : removeBoundItem(item, ptr);
if (it->first == ESM::MagicEffect::BoundGloves)
{
item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"sMagicBoundLeftGauntletID")->getString();
adjustBoundItem(item, magnitude > 0, ptr);
item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"sMagicBoundRightGauntletID")->getString();
adjustBoundItem(item, magnitude > 0, ptr);
magnitude > 0 ? addBoundItem(item, ptr) : removeBoundItem(item, ptr);
}
else
adjustBoundItem(item, magnitude > 0, ptr);
if (magnitude > 0)
creatureStats.mBoundItems.insert(it->first);
else
creatureStats.mBoundItems.erase(it->first);
}
}

@ -4,7 +4,6 @@
#include <set>
#include <vector>
#include <string>
#include <map>
#include <list>
#include "../mwbase/world.hpp"
@ -26,6 +25,9 @@ namespace MWMechanics
{
std::map<std::string, int> mDeathCount;
void addBoundItem (const std::string& itemId, const MWWorld::Ptr& actor);
void removeBoundItem (const std::string& itemId, const MWWorld::Ptr& actor);
void updateNpc(const MWWorld::Ptr &ptr, float duration);
void adjustMagicEffects (const MWWorld::Ptr& creature);

@ -287,6 +287,7 @@ namespace MWWorld
mAttackingOrSpell = false;
mCurrentCrimeId = -1;
mPaidCrimeId = -1;
mPreviousItems.clear();
mLastKnownExteriorPosition = osg::Vec3f(0,0,0);
for (int i=0; i<ESM::Skill::Length; ++i)
@ -341,6 +342,8 @@ namespace MWWorld
for (int i=0; i<ESM::Skill::Length; ++i)
mSaveSkills[i].writeState(player.mSaveSkills[i]);
player.mPreviousItems = mPreviousItems;
writer.startRecord (ESM::REC_PLAY);
player.save (writer);
writer.endRecord (ESM::REC_PLAY);
@ -441,6 +444,8 @@ namespace MWWorld
mForwardBackward = 0;
mTeleported = false;
mPreviousItems = player.mPreviousItems;
return true;
}
@ -461,4 +466,19 @@ namespace MWWorld
{
return mPaidCrimeId;
}
void Player::setPreviousItem(const std::string& boundItemId, const std::string& previousItemId)
{
mPreviousItems[boundItemId] = previousItemId;
}
std::string Player::getPreviousItem(const std::string& boundItemId)
{
return mPreviousItems[boundItemId];
}
void Player::erasePreviousItem(const std::string& boundItemId)
{
mPreviousItems.erase(boundItemId);
}
}

@ -1,6 +1,8 @@
#ifndef GAME_MWWORLD_PLAYER_H
#define GAME_MWWORLD_PLAYER_H
#include <map>
#include "../mwworld/refdata.hpp"
#include "../mwworld/livecellref.hpp"
@ -46,6 +48,9 @@ namespace MWWorld
int mCurrentCrimeId; // the id assigned witnesses
int mPaidCrimeId; // the last id paid off (0 bounty)
typedef std::map<std::string, std::string> PreviousItems; // previous equipped items, needed for bound spells
PreviousItems mPreviousItems;
// Saved stats prior to becoming a werewolf
MWMechanics::SkillValue mSaveSkills[ESM::Skill::Length];
MWMechanics::AttributeValue mSaveAttributes[ESM::Attribute::Length];
@ -120,6 +125,10 @@ namespace MWWorld
int getNewCrimeId(); // get new id for witnesses
void recordCrimeId(); // record the paid crime id when bounty is 0
int getCrimeId() const; // get the last paid crime id
void setPreviousItem(const std::string& boundItemId, const std::string& previousItemId);
std::string getPreviousItem(const std::string& boundItemId);
void erasePreviousItem(const std::string& boundItemId);
};
}
#endif

@ -31,6 +31,18 @@ void ESM::Player::load (ESMReader &esm)
mPaidCrimeId = -1;
esm.getHNOT (mPaidCrimeId, "PAYD");
bool checkPrevItems = true;
while (checkPrevItems)
{
std::string boundItemId = esm.getHNOString("BOUN");
std::string prevItemId = esm.getHNOString("PREV");
if (!boundItemId.empty())
mPreviousItems[boundItemId] = prevItemId;
else
checkPrevItems = false;
}
if (esm.hasMoreSubs())
{
for (int i=0; i<ESM::Attribute::Length; ++i)
@ -62,6 +74,12 @@ void ESM::Player::save (ESMWriter &esm) const
esm.writeHNT ("CURD", mCurrentCrimeId);
esm.writeHNT ("PAYD", mPaidCrimeId);
for (PreviousItems::const_iterator it=mPreviousItems.begin(); it != mPreviousItems.end(); ++it)
{
esm.writeHNString ("BOUN", it->first);
esm.writeHNString ("PREV", it->second);
}
for (int i=0; i<ESM::Attribute::Length; ++i)
mSaveAttributes[i].save(esm);
for (int i=0; i<ESM::Skill::Length; ++i)

@ -34,6 +34,9 @@ namespace ESM
StatState<int> mSaveAttributes[ESM::Attribute::Length];
StatState<int> mSaveSkills[ESM::Skill::Length];
typedef std::map<std::string, std::string> PreviousItems; // previous equipped items, needed for bound spells
PreviousItems mPreviousItems;
void load (ESMReader &esm);
void save (ESMWriter &esm) const;
};

@ -5,7 +5,7 @@
#include "defs.hpp"
unsigned int ESM::SavedGame::sRecordId = ESM::REC_SAVE;
int ESM::SavedGame::sCurrentFormat = 4;
int ESM::SavedGame::sCurrentFormat = 5;
void ESM::SavedGame::load (ESMReader &esm)
{

Loading…
Cancel
Save