Merge pull request #64 from OpenMW/master

Add OpenMW commits up to 24 Sep
pull/76/head
David Cernat 8 years ago committed by GitHub
commit 7e4543ffcb

@ -175,6 +175,12 @@ namespace CSMWorld
{
mContainer[index].setModified(record);
}
else
{
// Overwrite
mContainer[index].setModified(record);
mContainer[index].merge();
}
}
return index;

@ -173,6 +173,16 @@ namespace MWClass
return info;
}
bool Light::showsInInventory (const MWWorld::ConstPtr& ptr) const
{
const ESM::Light* light = ptr.get<ESM::Light>()->mBase;
if (!(light->mData.mFlags & ESM::Light::Carry))
return false;
return Class::showsInInventory(ptr);
}
boost::shared_ptr<MWWorld::Action> Light::use (const MWWorld::Ptr& ptr) const
{
boost::shared_ptr<MWWorld::Action> action(new MWWorld::ActionEquip(ptr));

@ -26,6 +26,8 @@ namespace MWClass
virtual MWGui::ToolTipInfo getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const;
///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip.
virtual bool showsInInventory (const MWWorld::ConstPtr& ptr) const;
virtual boost::shared_ptr<MWWorld::Action> activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor) const;
///< Generate action for activation

@ -77,10 +77,8 @@ void InventoryItemModel::update()
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
{
MWWorld::Ptr item = *it;
// NOTE: Don't show WerewolfRobe objects in the inventory, or allow them to be taken.
// Vanilla likely uses a hack like this since there's no other way to prevent it from
// being shown or taken.
if(item.getCellRef().getRefId() == "werewolfrobe")
if (!item.getClass().showsInInventory(item))
continue;
ItemStack newItem (item, this, item.getRefData().getCount());

@ -545,10 +545,7 @@ namespace MWGui
if(invStore.getSlot(slot) != invStore.end())
{
MWWorld::Ptr item = *invStore.getSlot(slot);
// NOTE: Don't allow users to select WerewolfRobe objects in the inventory. Vanilla
// likely uses a hack like this since there's no other way to prevent it from being
// taken.
if(item.getCellRef().getRefId() == "werewolfrobe")
if (!item.getClass().showsInInventory(item))
return MWWorld::Ptr();
return item;
}

@ -163,6 +163,10 @@ namespace MWGui
MWWorld::Ptr base = item.mBase;
if(Misc::StringUtils::ciEqual(base.getCellRef().getRefId(), MWWorld::ContainerStore::sGoldId))
continue;
if (!base.getClass().showsInInventory(base))
return;
if(!base.getClass().canSell(base, services))
continue;

@ -362,9 +362,9 @@ namespace MWMechanics
}
}
// Original engine behavior seems to be to back up during ranged combat
// according to fCombatDistance or opponent's weapon range, unless opponent
// is also using a ranged weapon
// Below behavior for backing up during ranged combat differs from vanilla.
// Vanilla is observed as backing up only as far as fCombatDistance or
// opponent's weapon range, or not backing up if opponent is also using a ranged weapon
if (isDistantCombat && distToTarget < rangeAttack / 4)
{
mMovement.mPosition[1] = -1;
@ -468,6 +468,8 @@ std::string chooseBestAttack(const ESM::Weapon* weapon)
else
attackType = "chop";
}
else
MWMechanics::CharacterController::setAttackTypeRandomly(attackType);
return attackType;
}

@ -1312,9 +1312,9 @@ bool CharacterController::updateWeaponState()
mAttackType = "shoot";
else
{
if (isWeapon)
if(mPtr == getPlayer())
{
if(mPtr == getPlayer())
if (isWeapon)
{
if (Settings::Manager::getBool("best attack", "Game"))
{
@ -1324,10 +1324,10 @@ bool CharacterController::updateWeaponState()
else
setAttackTypeBasedOnMovement();
}
// else if (mPtr != getPlayer()) use mAttackType already set by AiCombat
else
setAttackTypeRandomly(mAttackType);
}
else
setAttackTypeRandomly();
// else if (mPtr != getPlayer()) use mAttackType set by AiCombat
}
mAnimation->play(mCurrentWeapon, priorityWeapon,
@ -2188,17 +2188,6 @@ void CharacterController::updateMagicEffects()
mAnimation->setLightEffect(light);
}
void CharacterController::setAttackTypeRandomly()
{
float random = Misc::Rng::rollProbability();
if (random >= 2/3.f)
mAttackType = "thrust";
else if (random >= 1/3.f)
mAttackType = "slash";
else
mAttackType = "chop";
}
void CharacterController::setAttackTypeBasedOnMovement()
{
float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition;
@ -2240,6 +2229,17 @@ void CharacterController::setAIAttackType(std::string attackType)
mAttackType = attackType;
}
void CharacterController::setAttackTypeRandomly(std::string& attackType)
{
float random = Misc::Rng::rollProbability();
if (random >= 2/3.f)
attackType = "thrust";
else if (random >= 1/3.f)
attackType = "slash";
else
attackType = "chop";
}
bool CharacterController::readyToPrepareAttack() const
{
return (mHitState == CharState_None || mHitState == CharState_Block)

@ -198,7 +198,6 @@ class CharacterController : public MWRender::Animation::TextKeyListener
bool mAttackingOrSpell;
void setAttackTypeBasedOnMovement();
void setAttackTypeRandomly();
void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false);
void refreshHitRecoilAnims();
@ -270,6 +269,7 @@ public:
void setAttackingOrSpell(bool attackingOrSpell);
void setAIAttackType(std::string attackType); // set and used by AiCombat
static void setAttackTypeRandomly(std::string& attackType);
bool readyToPrepareAttack() const;
bool readyToStartAttack() const;

@ -277,6 +277,14 @@ namespace MWWorld
throw std::runtime_error ("class does not have a tool tip");
}
bool Class::showsInInventory (const ConstPtr& ptr) const
{
// NOTE: Don't show WerewolfRobe objects in the inventory, or allow them to be taken.
// Vanilla likely uses a hack like this since there's no other way to prevent it from
// being shown or taken.
return (ptr.getCellRef().getRefId() != "werewolfrobe");
}
bool Class::hasToolTip (const ConstPtr& ptr) const
{
return false;

@ -98,6 +98,11 @@ namespace MWWorld
virtual MWGui::ToolTipInfo getToolTipInfo (const ConstPtr& ptr, int count) const;
///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip.
virtual bool showsInInventory (const ConstPtr& ptr) const;
///< Return whether ptr shows in inventory views.
/// Hidden items are not displayed and cannot be (re)moved by the user.
/// \return True if shown, false if hidden.
virtual MWMechanics::NpcStats& getNpcStats (const Ptr& ptr) const;
///< Return NPC stats or throw an exception, if class does not have NPC stats
/// (default implementation: throw an exception)

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