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Merge pull request #64 from OpenMW/master
Add OpenMW commits up to 24 Sep
This commit is contained in:
commit
7e4543ffcb
11 changed files with 60 additions and 28 deletions
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@ -175,6 +175,12 @@ namespace CSMWorld
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{
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mContainer[index].setModified(record);
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}
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else
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{
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// Overwrite
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mContainer[index].setModified(record);
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mContainer[index].merge();
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}
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}
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return index;
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@ -173,6 +173,16 @@ namespace MWClass
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return info;
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}
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bool Light::showsInInventory (const MWWorld::ConstPtr& ptr) const
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{
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const ESM::Light* light = ptr.get<ESM::Light>()->mBase;
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if (!(light->mData.mFlags & ESM::Light::Carry))
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return false;
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return Class::showsInInventory(ptr);
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}
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boost::shared_ptr<MWWorld::Action> Light::use (const MWWorld::Ptr& ptr) const
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{
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boost::shared_ptr<MWWorld::Action> action(new MWWorld::ActionEquip(ptr));
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@ -26,6 +26,8 @@ namespace MWClass
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virtual MWGui::ToolTipInfo getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const;
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///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip.
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virtual bool showsInInventory (const MWWorld::ConstPtr& ptr) const;
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virtual boost::shared_ptr<MWWorld::Action> activate (const MWWorld::Ptr& ptr,
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const MWWorld::Ptr& actor) const;
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///< Generate action for activation
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@ -77,10 +77,8 @@ void InventoryItemModel::update()
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for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
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{
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MWWorld::Ptr item = *it;
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// NOTE: Don't show WerewolfRobe objects in the inventory, or allow them to be taken.
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// Vanilla likely uses a hack like this since there's no other way to prevent it from
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// being shown or taken.
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if(item.getCellRef().getRefId() == "werewolfrobe")
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if (!item.getClass().showsInInventory(item))
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continue;
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ItemStack newItem (item, this, item.getRefData().getCount());
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@ -545,10 +545,7 @@ namespace MWGui
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if(invStore.getSlot(slot) != invStore.end())
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{
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MWWorld::Ptr item = *invStore.getSlot(slot);
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// NOTE: Don't allow users to select WerewolfRobe objects in the inventory. Vanilla
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// likely uses a hack like this since there's no other way to prevent it from being
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// taken.
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if(item.getCellRef().getRefId() == "werewolfrobe")
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if (!item.getClass().showsInInventory(item))
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return MWWorld::Ptr();
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return item;
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}
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@ -163,6 +163,10 @@ namespace MWGui
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MWWorld::Ptr base = item.mBase;
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if(Misc::StringUtils::ciEqual(base.getCellRef().getRefId(), MWWorld::ContainerStore::sGoldId))
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continue;
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if (!base.getClass().showsInInventory(base))
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return;
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if(!base.getClass().canSell(base, services))
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continue;
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@ -362,9 +362,9 @@ namespace MWMechanics
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}
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}
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// Original engine behavior seems to be to back up during ranged combat
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// according to fCombatDistance or opponent's weapon range, unless opponent
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// is also using a ranged weapon
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// Below behavior for backing up during ranged combat differs from vanilla.
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// Vanilla is observed as backing up only as far as fCombatDistance or
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// opponent's weapon range, or not backing up if opponent is also using a ranged weapon
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if (isDistantCombat && distToTarget < rangeAttack / 4)
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{
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mMovement.mPosition[1] = -1;
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@ -468,6 +468,8 @@ std::string chooseBestAttack(const ESM::Weapon* weapon)
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else
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attackType = "chop";
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}
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else
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MWMechanics::CharacterController::setAttackTypeRandomly(attackType);
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return attackType;
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}
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@ -1312,9 +1312,9 @@ bool CharacterController::updateWeaponState()
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mAttackType = "shoot";
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else
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{
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if (isWeapon)
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if(mPtr == getPlayer())
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{
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if(mPtr == getPlayer())
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if (isWeapon)
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{
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if (Settings::Manager::getBool("best attack", "Game"))
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{
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@ -1324,10 +1324,10 @@ bool CharacterController::updateWeaponState()
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else
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setAttackTypeBasedOnMovement();
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}
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// else if (mPtr != getPlayer()) use mAttackType already set by AiCombat
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else
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setAttackTypeRandomly(mAttackType);
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}
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else
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setAttackTypeRandomly();
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// else if (mPtr != getPlayer()) use mAttackType set by AiCombat
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}
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mAnimation->play(mCurrentWeapon, priorityWeapon,
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@ -2188,17 +2188,6 @@ void CharacterController::updateMagicEffects()
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mAnimation->setLightEffect(light);
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}
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void CharacterController::setAttackTypeRandomly()
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{
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float random = Misc::Rng::rollProbability();
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if (random >= 2/3.f)
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mAttackType = "thrust";
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else if (random >= 1/3.f)
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mAttackType = "slash";
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else
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mAttackType = "chop";
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}
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void CharacterController::setAttackTypeBasedOnMovement()
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{
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float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition;
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@ -2240,6 +2229,17 @@ void CharacterController::setAIAttackType(std::string attackType)
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mAttackType = attackType;
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}
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void CharacterController::setAttackTypeRandomly(std::string& attackType)
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{
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float random = Misc::Rng::rollProbability();
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if (random >= 2/3.f)
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attackType = "thrust";
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else if (random >= 1/3.f)
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attackType = "slash";
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else
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attackType = "chop";
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}
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bool CharacterController::readyToPrepareAttack() const
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{
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return (mHitState == CharState_None || mHitState == CharState_Block)
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@ -198,7 +198,6 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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bool mAttackingOrSpell;
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void setAttackTypeBasedOnMovement();
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void setAttackTypeRandomly();
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void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false);
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void refreshHitRecoilAnims();
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@ -270,6 +269,7 @@ public:
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void setAttackingOrSpell(bool attackingOrSpell);
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void setAIAttackType(std::string attackType); // set and used by AiCombat
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static void setAttackTypeRandomly(std::string& attackType);
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bool readyToPrepareAttack() const;
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bool readyToStartAttack() const;
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@ -277,6 +277,14 @@ namespace MWWorld
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throw std::runtime_error ("class does not have a tool tip");
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}
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bool Class::showsInInventory (const ConstPtr& ptr) const
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{
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// NOTE: Don't show WerewolfRobe objects in the inventory, or allow them to be taken.
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// Vanilla likely uses a hack like this since there's no other way to prevent it from
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// being shown or taken.
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return (ptr.getCellRef().getRefId() != "werewolfrobe");
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}
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bool Class::hasToolTip (const ConstPtr& ptr) const
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{
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return false;
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@ -98,6 +98,11 @@ namespace MWWorld
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virtual MWGui::ToolTipInfo getToolTipInfo (const ConstPtr& ptr, int count) const;
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///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip.
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virtual bool showsInInventory (const ConstPtr& ptr) const;
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///< Return whether ptr shows in inventory views.
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/// Hidden items are not displayed and cannot be (re)moved by the user.
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/// \return True if shown, false if hidden.
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virtual MWMechanics::NpcStats& getNpcStats (const Ptr& ptr) const;
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///< Return NPC stats or throw an exception, if class does not have NPC stats
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/// (default implementation: throw an exception)
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