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@ -99,7 +99,8 @@ void MWWorld::InventoryStore::readEquipmentState(const MWWorld::ContainerStoreIt
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}
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MWWorld::InventoryStore::InventoryStore()
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: mListener(nullptr)
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: ContainerStore()
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, mInventoryListener(nullptr)
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, mUpdatesEnabled (true)
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, mFirstAutoEquip(true)
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, mSelectedEnchantItem(end())
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@ -111,7 +112,7 @@ MWWorld::InventoryStore::InventoryStore()
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MWWorld::InventoryStore::InventoryStore (const InventoryStore& store)
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: ContainerStore (store)
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, mMagicEffects(store.mMagicEffects)
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, mListener(store.mListener)
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, mInventoryListener(store.mInventoryListener)
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, mUpdatesEnabled(store.mUpdatesEnabled)
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, mFirstAutoEquip(store.mFirstAutoEquip)
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, mPermanentMagicEffectMagnitudes(store.mPermanentMagicEffectMagnitudes)
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@ -124,6 +125,7 @@ MWWorld::InventoryStore::InventoryStore (const InventoryStore& store)
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MWWorld::InventoryStore& MWWorld::InventoryStore::operator= (const InventoryStore& store)
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{
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mListener = store.mListener;
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mInventoryListener = store.mInventoryListener;
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mMagicEffects = store.mMagicEffects;
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mFirstAutoEquip = store.mFirstAutoEquip;
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mPermanentMagicEffectMagnitudes = store.mPermanentMagicEffectMagnitudes;
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@ -147,6 +149,9 @@ MWWorld::ContainerStoreIterator MWWorld::InventoryStore::add(const Ptr& itemPtr,
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autoEquip(actorPtr);
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}
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if (mListener)
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mListener->itemAdded(itemPtr, count);
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return retVal;
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}
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@ -246,25 +251,195 @@ MWWorld::ContainerStoreIterator MWWorld::InventoryStore::findSlot (int slot) con
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return mSlots[slot];
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}
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void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
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void MWWorld::InventoryStore::autoEquipWeapon (const MWWorld::Ptr& actor, TSlots& slots_)
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{
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if (!actor.getClass().isNpc())
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{
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// In original game creatures do not autoequip weapon, but we need it for weapon sheathing.
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// The only case when the difference is noticable - when this creature sells weapon.
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// So just disable weapon autoequipping for creatures which sells weapon.
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int services = actor.getClass().getServices(actor);
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bool sellsWeapon = services & (ESM::NPC::Weapon|ESM::NPC::MagicItems);
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if (sellsWeapon)
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return;
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}
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static const ESM::Skill::SkillEnum weaponSkills[] =
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{
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ESM::Skill::LongBlade,
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ESM::Skill::Axe,
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ESM::Skill::Spear,
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ESM::Skill::ShortBlade,
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ESM::Skill::Marksman,
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ESM::Skill::BluntWeapon
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};
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const size_t weaponSkillsLength = sizeof(weaponSkills) / sizeof(weaponSkills[0]);
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bool weaponSkillVisited[weaponSkillsLength] = { false };
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// give arrows/bolt with max damage by default
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int arrowMax = 0;
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int boltMax = 0;
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ContainerStoreIterator arrow(end());
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ContainerStoreIterator bolt(end());
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// rate ammo
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for (ContainerStoreIterator iter(begin(ContainerStore::Type_Weapon)); iter!=end(); ++iter)
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{
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const ESM::Weapon* esmWeapon = iter->get<ESM::Weapon>()->mBase;
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if (esmWeapon->mData.mType == ESM::Weapon::Arrow)
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{
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if (esmWeapon->mData.mChop[1] >= arrowMax)
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{
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arrowMax = esmWeapon->mData.mChop[1];
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arrow = iter;
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}
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}
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else if (esmWeapon->mData.mType == ESM::Weapon::Bolt)
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{
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if (esmWeapon->mData.mChop[1] >= boltMax)
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{
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boltMax = esmWeapon->mData.mChop[1];
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bolt = iter;
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}
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}
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}
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// rate weapon
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for (int i = 0; i < static_cast<int>(weaponSkillsLength); ++i)
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{
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int max = 0;
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int maxWeaponSkill = -1;
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for (int j = 0; j < static_cast<int>(weaponSkillsLength); ++j)
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{
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int skillValue = actor.getClass().getSkill(actor, static_cast<int>(weaponSkills[j]));
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if (skillValue > max && !weaponSkillVisited[j])
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{
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max = skillValue;
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maxWeaponSkill = j;
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}
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}
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if (maxWeaponSkill == -1)
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break;
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max = 0;
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ContainerStoreIterator weapon(end());
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for (ContainerStoreIterator iter(begin(ContainerStore::Type_Weapon)); iter!=end(); ++iter)
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{
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if (!canActorAutoEquip(actor, *iter))
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continue;
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const ESM::Weapon* esmWeapon = iter->get<ESM::Weapon>()->mBase;
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if (esmWeapon->mData.mType == ESM::Weapon::Arrow || esmWeapon->mData.mType == ESM::Weapon::Bolt)
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continue;
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if (iter->getClass().getEquipmentSkill(*iter) == weaponSkills[maxWeaponSkill])
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{
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if (esmWeapon->mData.mChop[1] >= max)
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{
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max = esmWeapon->mData.mChop[1];
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weapon = iter;
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}
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if (esmWeapon->mData.mSlash[1] >= max)
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{
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max = esmWeapon->mData.mSlash[1];
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weapon = iter;
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}
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if (esmWeapon->mData.mThrust[1] >= max)
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{
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max = esmWeapon->mData.mThrust[1];
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weapon = iter;
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}
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}
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}
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bool isBow = false;
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bool isCrossbow = false;
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if (weapon != end())
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
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ESM::Weapon::Type type = (ESM::Weapon::Type)ref->mBase->mData.mType;
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if (type == ESM::Weapon::MarksmanBow)
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isBow = true;
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else if (type == ESM::Weapon::MarksmanCrossbow)
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isCrossbow = true;
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}
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if (weapon != end() && weapon->getClass().canBeEquipped(*weapon, actor).first)
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{
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// Do not equip ranged weapons, if there is no suitable ammo
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bool hasAmmo = true;
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if (isBow == true)
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{
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if (arrow == end())
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hasAmmo = false;
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else
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slots_[Slot_Ammunition] = arrow;
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}
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if (isCrossbow == true)
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{
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if (bolt == end())
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hasAmmo = false;
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else
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slots_[Slot_Ammunition] = bolt;
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}
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if (hasAmmo)
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{
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std::pair<std::vector<int>, bool> itemsSlots = weapon->getClass().getEquipmentSlots (*weapon);
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if (!itemsSlots.first.empty())
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{
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if (!itemsSlots.second)
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{
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if (weapon->getRefData().getCount() > 1)
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{
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unstack(*weapon, actor);
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}
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}
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int slot = itemsSlots.first.front();
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slots_[slot] = weapon;
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if (!isBow && !isCrossbow)
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slots_[Slot_Ammunition] = end();
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}
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break;
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}
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}
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weaponSkillVisited[maxWeaponSkill] = true;
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}
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}
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void MWWorld::InventoryStore::autoEquipArmor (const MWWorld::Ptr& actor, TSlots& slots_)
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{
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// Only NPCs can wear armor for now.
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// For creatures we equip only shields.
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if (!actor.getClass().isNpc())
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{
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autoEquipShield(actor, slots_);
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return;
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}
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const MWBase::World *world = MWBase::Environment::get().getWorld();
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const MWWorld::Store<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
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static float fUnarmoredBase1 = store.find("fUnarmoredBase1")->mValue.getFloat();
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static float fUnarmoredBase2 = store.find("fUnarmoredBase2")->mValue.getFloat();
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int unarmoredSkill = actor.getClass().getSkill(actor, ESM::Skill::Unarmored);
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int unarmoredSkill = actor.getClass().getSkill(actor, ESM::Skill::Unarmored);
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float unarmoredRating = (fUnarmoredBase1 * unarmoredSkill) * (fUnarmoredBase2 * unarmoredSkill);
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TSlots slots_;
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initSlots (slots_);
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// Disable model update during auto-equip
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mUpdatesEnabled = false;
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// Autoequip clothing, armor and weapons.
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// Equipping lights is handled in Actors::updateEquippedLight based on environment light.
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for (ContainerStoreIterator iter (begin(ContainerStore::Type_Clothing | ContainerStore::Type_Armor)); iter!=end(); ++iter)
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{
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Ptr test = *iter;
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@ -289,12 +464,12 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
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std::pair<std::vector<int>, bool> itemsSlots =
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iter->getClass().getEquipmentSlots (*iter);
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// checking if current item poited by iter can be equipped
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// checking if current item pointed by iter can be equipped
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for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
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iter2!=itemsSlots.first.end(); ++iter2)
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{
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// if true then it means slot is equipped already
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// check if slot may require swapping if current item is more valueable
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// check if slot may require swapping if current item is more valuable
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if (slots_.at (*iter2)!=end())
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{
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Ptr old = *slots_.at (*iter2);
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@ -362,161 +537,67 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
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break;
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}
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}
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static const ESM::Skill::SkillEnum weaponSkills[] =
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{
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ESM::Skill::LongBlade,
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ESM::Skill::Axe,
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ESM::Skill::Spear,
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ESM::Skill::ShortBlade,
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ESM::Skill::Marksman,
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ESM::Skill::BluntWeapon
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};
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const size_t weaponSkillsLength = sizeof(weaponSkills) / sizeof(weaponSkills[0]);
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bool weaponSkillVisited[weaponSkillsLength] = { false };
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for (int i = 0; i < static_cast<int>(weaponSkillsLength); ++i)
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{
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int max = 0;
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int maxWeaponSkill = -1;
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for (int j = 0; j < static_cast<int>(weaponSkillsLength); ++j)
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{
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int skillValue = actor.getClass().getSkill(actor, static_cast<int>(weaponSkills[j]));
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if (skillValue > max && !weaponSkillVisited[j])
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{
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max = skillValue;
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maxWeaponSkill = j;
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}
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}
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if (maxWeaponSkill == -1)
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break;
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max = 0;
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ContainerStoreIterator weapon(end());
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for (ContainerStoreIterator iter(begin(ContainerStore::Type_Weapon)); iter!=end(); ++iter)
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{
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if (!canActorAutoEquip(actor, *iter))
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continue;
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const ESM::Weapon* esmWeapon = iter->get<ESM::Weapon>()->mBase;
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if (esmWeapon->mData.mType == ESM::Weapon::Arrow || esmWeapon->mData.mType == ESM::Weapon::Bolt)
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continue;
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if (iter->getClass().getEquipmentSkill(*iter) == weaponSkills[maxWeaponSkill])
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{
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if (esmWeapon->mData.mChop[1] >= max)
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{
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max = esmWeapon->mData.mChop[1];
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weapon = iter;
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}
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if (esmWeapon->mData.mSlash[1] >= max)
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{
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max = esmWeapon->mData.mSlash[1];
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weapon = iter;
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}
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if (esmWeapon->mData.mThrust[1] >= max)
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{
|
|
|
|
|
max = esmWeapon->mData.mThrust[1];
|
|
|
|
|
weapon = iter;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (weapon != end() && weapon->getClass().canBeEquipped(*weapon, actor).first)
|
|
|
|
|
{
|
|
|
|
|
std::pair<std::vector<int>, bool> itemsSlots =
|
|
|
|
|
weapon->getClass().getEquipmentSlots (*weapon);
|
|
|
|
|
|
|
|
|
|
if (!itemsSlots.first.empty())
|
|
|
|
|
{
|
|
|
|
|
if (!itemsSlots.second)
|
|
|
|
|
{
|
|
|
|
|
if (weapon->getRefData().getCount() > 1)
|
|
|
|
|
{
|
|
|
|
|
unstack(*weapon, actor);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int slot = itemsSlots.first.front();
|
|
|
|
|
slots_[slot] = weapon;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
weaponSkillVisited[maxWeaponSkill] = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool changed = false;
|
|
|
|
|
|
|
|
|
|
for (std::size_t i=0; i<slots_.size(); ++i)
|
|
|
|
|
{
|
|
|
|
|
if (slots_[i] != mSlots[i])
|
|
|
|
|
{
|
|
|
|
|
changed = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
mUpdatesEnabled = true;
|
|
|
|
|
|
|
|
|
|
if (changed)
|
|
|
|
|
{
|
|
|
|
|
mSlots.swap (slots_);
|
|
|
|
|
fireEquipmentChangedEvent(actor);
|
|
|
|
|
updateMagicEffects(actor);
|
|
|
|
|
flagAsModified();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MWWorld::InventoryStore::autoEquipShield(const MWWorld::Ptr& actor)
|
|
|
|
|
void MWWorld::InventoryStore::autoEquipShield(const MWWorld::Ptr& actor, TSlots& slots_)
|
|
|
|
|
{
|
|
|
|
|
bool updated = false;
|
|
|
|
|
|
|
|
|
|
mUpdatesEnabled = false;
|
|
|
|
|
for (ContainerStoreIterator iter(begin(ContainerStore::Type_Armor)); iter != end(); ++iter)
|
|
|
|
|
{
|
|
|
|
|
if (iter->get<ESM::Armor>()->mBase->mData.mType != ESM::Armor::Shield)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (iter->getClass().canBeEquipped(*iter, actor).first != 1)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (iter->getClass().getItemHealth(*iter) <= 0)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
std::pair<std::vector<int>, bool> shieldSlots =
|
|
|
|
|
iter->getClass().getEquipmentSlots(*iter);
|
|
|
|
|
|
|
|
|
|
if (shieldSlots.first.empty())
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
int slot = shieldSlots.first[0];
|
|
|
|
|
const ContainerStoreIterator& shield = mSlots[slot];
|
|
|
|
|
|
|
|
|
|
if (shield != end()
|
|
|
|
|
&& shield.getType() == Type_Armor && shield->get<ESM::Armor>()->mBase->mData.mType == ESM::Armor::Shield)
|
|
|
|
|
{
|
|
|
|
|
if (shield->getClass().getItemHealth(*shield) >= iter->getClass().getItemHealth(*iter))
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
slots_[slot] = iter;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
equip(slot, iter, actor);
|
|
|
|
|
updated = true;
|
|
|
|
|
void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
|
|
|
|
|
{
|
|
|
|
|
TSlots slots_;
|
|
|
|
|
initSlots (slots_);
|
|
|
|
|
|
|
|
|
|
// Disable model update during auto-equip
|
|
|
|
|
mUpdatesEnabled = false;
|
|
|
|
|
|
|
|
|
|
// Autoequip clothing, armor and weapons.
|
|
|
|
|
// Equipping lights is handled in Actors::updateEquippedLight based on environment light.
|
|
|
|
|
// Note: creatures do not use the armor mitigation and can equip only shields
|
|
|
|
|
// Use a custom logic for them - select shield based on its health instead of armor rating (since it useless for creatures)
|
|
|
|
|
autoEquipWeapon(actor, slots_);
|
|
|
|
|
autoEquipArmor(actor, slots_);
|
|
|
|
|
|
|
|
|
|
bool changed = false;
|
|
|
|
|
|
|
|
|
|
for (std::size_t i=0; i<slots_.size(); ++i)
|
|
|
|
|
{
|
|
|
|
|
if (slots_[i] != mSlots[i])
|
|
|
|
|
{
|
|
|
|
|
changed = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
mUpdatesEnabled = true;
|
|
|
|
|
|
|
|
|
|
if (updated)
|
|
|
|
|
if (changed)
|
|
|
|
|
{
|
|
|
|
|
mSlots.swap (slots_);
|
|
|
|
|
fireEquipmentChangedEvent(actor);
|
|
|
|
|
updateMagicEffects(actor);
|
|
|
|
|
flagAsModified();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -532,7 +613,7 @@ void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// Delay update until the listener is set up
|
|
|
|
|
if (!mListener)
|
|
|
|
|
if (!mInventoryListener)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
mMagicEffects = MWMechanics::MagicEffects();
|
|
|
|
@ -603,7 +684,7 @@ void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
|
|
|
|
|
// During first auto equip, we don't play any sounds.
|
|
|
|
|
// Basically we don't want sounds when the actor is first loaded,
|
|
|
|
|
// the items should appear as if they'd always been equipped.
|
|
|
|
|
mListener->permanentEffectAdded(magicEffect, !mFirstAutoEquip);
|
|
|
|
|
mInventoryListener->permanentEffectAdded(magicEffect, !mFirstAutoEquip);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (magnitude)
|
|
|
|
@ -737,6 +818,9 @@ int MWWorld::InventoryStore::remove(const Ptr& item, int count, const Ptr& actor
|
|
|
|
|
mSelectedEnchantItem = end();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (mListener)
|
|
|
|
|
mListener->itemRemoved(item, retCount);
|
|
|
|
|
|
|
|
|
|
return retCount;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -822,12 +906,12 @@ MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipItemQuantity(con
|
|
|
|
|
|
|
|
|
|
MWWorld::InventoryStoreListener* MWWorld::InventoryStore::getInvListener()
|
|
|
|
|
{
|
|
|
|
|
return mListener;
|
|
|
|
|
return mInventoryListener;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MWWorld::InventoryStore::setInvListener(InventoryStoreListener *listener, const Ptr& actor)
|
|
|
|
|
{
|
|
|
|
|
mListener = listener;
|
|
|
|
|
mInventoryListener = listener;
|
|
|
|
|
updateMagicEffects(actor);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -835,8 +919,8 @@ void MWWorld::InventoryStore::fireEquipmentChangedEvent(const Ptr& actor)
|
|
|
|
|
{
|
|
|
|
|
if (!mUpdatesEnabled)
|
|
|
|
|
return;
|
|
|
|
|
if (mListener)
|
|
|
|
|
mListener->equipmentChanged();
|
|
|
|
|
if (mInventoryListener)
|
|
|
|
|
mInventoryListener->equipmentChanged();
|
|
|
|
|
|
|
|
|
|
// if player, update inventory window
|
|
|
|
|
/*
|
|
|
|
|