Merge pull request #2558 from akortunov/equip

Rework 'prevent merchant equipping' feature
pull/556/head
Alexei Dobrohotov 5 years ago committed by GitHub
commit 9c457c7fc0
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GPG Key ID: 4AEE18F83AFDEB23

@ -298,10 +298,31 @@ namespace MWMechanics
bool wasEquipped = currentItem != store.end() && Misc::StringUtils::ciEqual(currentItem->getCellRef().getRefId(), itemId);
store.remove(itemId, 1, actor, true);
store.remove(itemId, 1, actor);
if (actor != MWMechanics::getPlayer())
{
// Equip a replacement
if (!wasEquipped)
return;
std::string type = currentItem->getTypeName();
if (type != typeid(ESM::Weapon).name() && type != typeid(ESM::Armor).name() && type != typeid(ESM::Clothing).name())
return;
if (actor.getClass().getCreatureStats(actor).isDead())
return;
if (!actor.getClass().hasInventoryStore(actor) || !actor.getClass().getInventoryStore(actor).canActorAutoEquip(actor))
return;
if (actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf())
return;
actor.getClass().getInventoryStore(actor).autoEquip(actor);
return;
}
MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
std::string prevItemId = player.getPreviousItem(itemId);
@ -1199,7 +1220,7 @@ namespace MWMechanics
heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
// If we have a torch and can equip it, then equip it now.
if (heldIter == inventoryStore.end())
if (heldIter == inventoryStore.end() && inventoryStore.canActorAutoEquip(ptr))
{
inventoryStore.equip(MWWorld::InventoryStore::Slot_CarriedLeft, torch, ptr);
}
@ -1808,6 +1829,8 @@ namespace MWMechanics
// Make sure spell effects are removed
purgeSpellEffects(stats.getActorId());
calculateCreatureStatModifiers(iter->first, 0);
if( iter->first == getPlayer())
{
//player's death animation is over

@ -135,7 +135,7 @@ MWWorld::ContainerStoreIterator MWWorld::InventoryStore::add(const Ptr& itemPtr,
{
const MWWorld::ContainerStoreIterator& retVal = MWWorld::ContainerStore::add(itemPtr, count, actorPtr);
// Auto-equip items if an armor/clothing or weapon item is added, but not for the player nor werewolves
// Auto-equip items if an armor/clothing item is added, but not for the player nor werewolves
if (actorPtr != MWMechanics::getPlayer()
&& actorPtr.getClass().isNpc() && !actorPtr.getClass().getNpcStats(actorPtr).isWerewolf())
{
@ -208,22 +208,29 @@ MWWorld::ConstContainerStoreIterator MWWorld::InventoryStore::getSlot (int slot)
return findSlot (slot);
}
bool MWWorld::InventoryStore::canActorAutoEquip(const MWWorld::Ptr& actor, const MWWorld::Ptr& item)
bool MWWorld::InventoryStore::canActorAutoEquip(const MWWorld::Ptr& actor)
{
if (!Settings::Manager::getBool("prevent merchant equipping", "Game"))
// Treat player as non-trader indifferently from service flags.
if (actor == MWMechanics::getPlayer())
return true;
// Only autoEquip if we are the original owner of the item.
// This stops merchants from auto equipping anything you sell to them.
// ...unless this is a companion, he should always equip items given to him.
if (!Misc::StringUtils::ciEqual(item.getCellRef().getOwner(), actor.getCellRef().getRefId()) &&
(actor.getClass().getScript(actor).empty() ||
!actor.getRefData().getLocals().getIntVar(actor.getClass().getScript(actor), "companion"))
&& !actor.getClass().getCreatureStats(actor).isDead() // Corpses can be dressed up by the player as desired
)
{
return false;
}
static const bool prevent = Settings::Manager::getBool("prevent merchant equipping", "Game");
if (!prevent)
return true;
// Corpses can be dressed up by the player as desired.
if (actor.getClass().getCreatureStats(actor).isDead())
return true;
// Companions can autoequip items.
if (!actor.getClass().getScript(actor).empty() &&
actor.getRefData().getLocals().getIntVar(actor.getClass().getScript(actor), "companion"))
return true;
// If the actor is trader, he can auto-equip items only during initial auto-equipping
int services = actor.getClass().getServices(actor);
if (services & ESM::NPC::AllItems)
return mFirstAutoEquip;
return true;
}
@ -325,9 +332,6 @@ void MWWorld::InventoryStore::autoEquipWeapon (const MWWorld::Ptr& actor, TSlots
for (ContainerStoreIterator iter(begin(ContainerStore::Type_Weapon)); iter!=end(); ++iter)
{
if (!canActorAutoEquip(actor, *iter))
continue;
const ESM::Weapon* esmWeapon = iter->get<ESM::Weapon>()->mBase;
if (MWMechanics::getWeaponType(esmWeapon->mData.mType)->mWeaponClass == ESM::WeaponType::Ammo)
@ -429,9 +433,6 @@ void MWWorld::InventoryStore::autoEquipArmor (const MWWorld::Ptr& actor, TSlots&
{
Ptr test = *iter;
if (!canActorAutoEquip(actor, test))
continue;
switch(test.getClass().canBeEquipped (test, actor).first)
{
case 0:
@ -551,6 +552,9 @@ void MWWorld::InventoryStore::autoEquipShield(const MWWorld::Ptr& actor, TSlots&
void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
{
if (!canActorAutoEquip(actor))
return;
TSlots slots_;
initSlots (slots_);

@ -112,7 +112,6 @@ namespace MWWorld
virtual void storeEquipmentState (const MWWorld::LiveCellRefBase& ref, int index, ESM::InventoryState& inventory) const;
virtual void readEquipmentState (const MWWorld::ContainerStoreIterator& iter, int index, const ESM::InventoryState& inventory);
bool canActorAutoEquip(const MWWorld::Ptr& actor, const MWWorld::Ptr& item);
ContainerStoreIterator findSlot (int slot) const;
public:
@ -161,6 +160,8 @@ namespace MWWorld
void autoEquip (const MWWorld::Ptr& actor);
///< Auto equip items according to stats and item value.
bool canActorAutoEquip(const MWWorld::Ptr& actor);
const MWMechanics::MagicEffects& getMagicEffects() const;
///< Return magic effects from worn items.

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