Split adjustBoundItem()

pull/456/head
Andrei Kortunov 7 years ago
parent d1b1cb748d
commit 4de9d9fa77

@ -235,70 +235,71 @@ namespace MWMechanics
} }
}; };
void Actors::adjustBoundItem (const std::string& itemId, bool bound, const MWWorld::Ptr& actor) void Actors::addBoundItem (const std::string& itemId, const MWWorld::Ptr& actor)
{ {
MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor); MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
int slot = getBoundItemSlot(itemId); int slot = getBoundItemSlot(itemId);
if (bound) if (actor.getClass().getContainerStore(actor).count(itemId) != 0)
{ return;
if (actor.getClass().getContainerStore(actor).count(itemId) != 0)
return;
MWWorld::ContainerStoreIterator prevItem = store.getSlot(slot); MWWorld::ContainerStoreIterator prevItem = store.getSlot(slot);
MWWorld::Ptr boundPtr = *store.MWWorld::ContainerStore::add(itemId, 1, actor); MWWorld::Ptr boundPtr = *store.MWWorld::ContainerStore::add(itemId, 1, actor);
MWWorld::ActionEquip action(boundPtr); MWWorld::ActionEquip action(boundPtr);
action.execute(actor); action.execute(actor);
if (actor != MWMechanics::getPlayer()) if (actor != MWMechanics::getPlayer())
return; return;
MWWorld::Ptr newItem = *store.getSlot(slot); MWWorld::Ptr newItem = *store.getSlot(slot);
if (newItem.isEmpty() || boundPtr != newItem) if (newItem.isEmpty() || boundPtr != newItem)
return; return;
// change draw state only if the item is in player's right hand // change draw state only if the item is in player's right hand
if (slot == MWWorld::InventoryStore::Slot_CarriedRight) if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Weapon); MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Weapon);
if (prevItem != store.end()) if (prevItem != store.end())
mPreviousItems[itemId] = *prevItem; mPreviousItems[itemId] = *prevItem;
} }
else
{
MWWorld::ContainerStoreIterator currentItem = store.getSlot(slot);
bool wasEquipped = currentItem != store.end() && Misc::StringUtils::ciEqual((*currentItem).getCellRef().getRefId(), itemId); void Actors::removeBoundItem (const std::string& itemId, const MWWorld::Ptr& actor)
{
MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
int slot = getBoundItemSlot(itemId);
store.remove(itemId, 1, actor, true); MWWorld::ContainerStoreIterator currentItem = store.getSlot(slot);
if (actor != MWMechanics::getPlayer()) bool wasEquipped = currentItem != store.end() && Misc::StringUtils::ciEqual((*currentItem).getCellRef().getRefId(), itemId);
return;
MWWorld::Ptr prevItem = mPreviousItems[itemId]; store.remove(itemId, 1, actor, true);
mPreviousItems.erase(itemId); if (actor != MWMechanics::getPlayer())
return;
if (prevItem.isEmpty()) MWWorld::Ptr prevItem = mPreviousItems[itemId];
return;
// check if the item is still in the player's inventory mPreviousItems.erase(itemId);
MWWorld::ContainerStoreIterator it = store.begin();
for (; it != store.end(); ++it)
{
if (*it == prevItem)
break;
}
// we should equip previous item only if expired bound item was equipped. if (prevItem.isEmpty())
if (it == store.end() || !wasEquipped) return;
return;
MWWorld::ActionEquip action(prevItem); // check if the item is still in the player's inventory
action.execute(actor); MWWorld::ContainerStoreIterator it = store.begin();
for (; it != store.end(); ++it)
{
if (*it == prevItem)
break;
} }
// we should equip previous item only if expired bound item was equipped.
if (it == store.end() || !wasEquipped)
return;
MWWorld::ActionEquip action(prevItem);
action.execute(actor);
} }
void Actors::updateActor (const MWWorld::Ptr& ptr, float duration) void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
@ -839,17 +840,14 @@ namespace MWMechanics
std::string item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find( std::string item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
itemGmst)->getString(); itemGmst)->getString();
magnitude > 0 ? addBoundItem(item, ptr) : removeBoundItem(item, ptr);
if (it->first == ESM::MagicEffect::BoundGloves) 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( item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"sMagicBoundRightGauntletID")->getString(); "sMagicBoundRightGauntletID")->getString();
adjustBoundItem(item, magnitude > 0, ptr); magnitude > 0 ? addBoundItem(item, ptr) : removeBoundItem(item, ptr);
} }
else
adjustBoundItem(item, magnitude > 0, ptr);
} }
} }

@ -28,7 +28,8 @@ namespace MWMechanics
typedef std::map<std::string, MWWorld::Ptr> PreviousItems; typedef std::map<std::string, MWWorld::Ptr> PreviousItems;
PreviousItems mPreviousItems; PreviousItems mPreviousItems;
void adjustBoundItem (const std::string& itemId, bool bound, const MWWorld::Ptr& actor); 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 updateNpc(const MWWorld::Ptr &ptr, float duration);

Loading…
Cancel
Save