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Merge pull request #2558 from akortunov/equip
Rework 'prevent merchant equipping' feature
This commit is contained in:
commit
9c457c7fc0
3 changed files with 51 additions and 23 deletions
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@ -298,10 +298,31 @@ namespace MWMechanics
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bool wasEquipped = currentItem != store.end() && Misc::StringUtils::ciEqual(currentItem->getCellRef().getRefId(), itemId);
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store.remove(itemId, 1, actor, true);
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store.remove(itemId, 1, actor);
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if (actor != MWMechanics::getPlayer())
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{
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// Equip a replacement
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if (!wasEquipped)
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return;
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std::string type = currentItem->getTypeName();
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if (type != typeid(ESM::Weapon).name() && type != typeid(ESM::Armor).name() && type != typeid(ESM::Clothing).name())
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return;
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if (actor.getClass().getCreatureStats(actor).isDead())
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return;
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if (!actor.getClass().hasInventoryStore(actor) || !actor.getClass().getInventoryStore(actor).canActorAutoEquip(actor))
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return;
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if (actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf())
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return;
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actor.getClass().getInventoryStore(actor).autoEquip(actor);
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return;
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}
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MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
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std::string prevItemId = player.getPreviousItem(itemId);
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@ -1199,7 +1220,7 @@ namespace MWMechanics
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heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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// If we have a torch and can equip it, then equip it now.
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if (heldIter == inventoryStore.end())
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if (heldIter == inventoryStore.end() && inventoryStore.canActorAutoEquip(ptr))
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{
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inventoryStore.equip(MWWorld::InventoryStore::Slot_CarriedLeft, torch, ptr);
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}
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@ -1808,6 +1829,8 @@ namespace MWMechanics
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// Make sure spell effects are removed
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purgeSpellEffects(stats.getActorId());
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calculateCreatureStatModifiers(iter->first, 0);
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if( iter->first == getPlayer())
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{
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//player's death animation is over
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@ -135,7 +135,7 @@ MWWorld::ContainerStoreIterator MWWorld::InventoryStore::add(const Ptr& itemPtr,
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{
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const MWWorld::ContainerStoreIterator& retVal = MWWorld::ContainerStore::add(itemPtr, count, actorPtr);
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// Auto-equip items if an armor/clothing or weapon item is added, but not for the player nor werewolves
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// Auto-equip items if an armor/clothing item is added, but not for the player nor werewolves
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if (actorPtr != MWMechanics::getPlayer()
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&& actorPtr.getClass().isNpc() && !actorPtr.getClass().getNpcStats(actorPtr).isWerewolf())
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{
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@ -208,22 +208,29 @@ MWWorld::ConstContainerStoreIterator MWWorld::InventoryStore::getSlot (int slot)
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return findSlot (slot);
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}
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bool MWWorld::InventoryStore::canActorAutoEquip(const MWWorld::Ptr& actor, const MWWorld::Ptr& item)
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bool MWWorld::InventoryStore::canActorAutoEquip(const MWWorld::Ptr& actor)
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{
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if (!Settings::Manager::getBool("prevent merchant equipping", "Game"))
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// Treat player as non-trader indifferently from service flags.
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if (actor == MWMechanics::getPlayer())
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return true;
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// Only autoEquip if we are the original owner of the item.
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// This stops merchants from auto equipping anything you sell to them.
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// ...unless this is a companion, he should always equip items given to him.
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if (!Misc::StringUtils::ciEqual(item.getCellRef().getOwner(), actor.getCellRef().getRefId()) &&
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(actor.getClass().getScript(actor).empty() ||
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!actor.getRefData().getLocals().getIntVar(actor.getClass().getScript(actor), "companion"))
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&& !actor.getClass().getCreatureStats(actor).isDead() // Corpses can be dressed up by the player as desired
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)
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{
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return false;
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}
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static const bool prevent = Settings::Manager::getBool("prevent merchant equipping", "Game");
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if (!prevent)
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return true;
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// Corpses can be dressed up by the player as desired.
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if (actor.getClass().getCreatureStats(actor).isDead())
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return true;
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// Companions can autoequip items.
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if (!actor.getClass().getScript(actor).empty() &&
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actor.getRefData().getLocals().getIntVar(actor.getClass().getScript(actor), "companion"))
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return true;
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// If the actor is trader, he can auto-equip items only during initial auto-equipping
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int services = actor.getClass().getServices(actor);
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if (services & ESM::NPC::AllItems)
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return mFirstAutoEquip;
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return true;
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}
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@ -325,9 +332,6 @@ void MWWorld::InventoryStore::autoEquipWeapon (const MWWorld::Ptr& actor, TSlots
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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 (MWMechanics::getWeaponType(esmWeapon->mData.mType)->mWeaponClass == ESM::WeaponType::Ammo)
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@ -429,9 +433,6 @@ void MWWorld::InventoryStore::autoEquipArmor (const MWWorld::Ptr& actor, TSlots&
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{
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Ptr test = *iter;
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if (!canActorAutoEquip(actor, test))
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continue;
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switch(test.getClass().canBeEquipped (test, actor).first)
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{
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case 0:
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@ -551,6 +552,9 @@ void MWWorld::InventoryStore::autoEquipShield(const MWWorld::Ptr& actor, TSlots&
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void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
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{
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if (!canActorAutoEquip(actor))
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return;
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TSlots slots_;
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initSlots (slots_);
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@ -112,7 +112,6 @@ namespace MWWorld
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virtual void storeEquipmentState (const MWWorld::LiveCellRefBase& ref, int index, ESM::InventoryState& inventory) const;
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virtual void readEquipmentState (const MWWorld::ContainerStoreIterator& iter, int index, const ESM::InventoryState& inventory);
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bool canActorAutoEquip(const MWWorld::Ptr& actor, const MWWorld::Ptr& item);
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ContainerStoreIterator findSlot (int slot) const;
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public:
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@ -161,6 +160,8 @@ namespace MWWorld
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void autoEquip (const MWWorld::Ptr& actor);
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///< Auto equip items according to stats and item value.
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bool canActorAutoEquip(const MWWorld::Ptr& actor);
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const MWMechanics::MagicEffects& getMagicEffects() const;
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///< Return magic effects from worn items.
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