Feature #1323: handle restocking levelled items

deque
scrawl 11 years ago
parent 90ec19c3ac
commit a872c9f83a

@ -74,16 +74,8 @@ namespace MWClass
{
MWWorld::LiveCellRef<ESM::Container> *ref = ptr.get<ESM::Container>();
const ESM::InventoryList& list = ref->mBase->mInventory;
for (std::vector<ESM::ContItem>::const_iterator it = list.mList.begin(); it != list.mList.end(); ++it)
{
if (it->mCount < 0)
{
MWWorld::ContainerStore& store = getContainerStore(ptr);
int currentCount = store.count(it->mItem.toString());
if (currentCount < std::abs(it->mCount))
store.add (it->mItem.toString(), std::abs(it->mCount) - currentCount, ptr);
}
}
MWWorld::ContainerStore& store = getContainerStore(ptr);
store.restock(list, ptr, ptr.getCellRef().mOwner, ptr.getCellRef().mFaction);
}
void Container::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const

@ -843,16 +843,8 @@ namespace MWClass
{
MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
const ESM::InventoryList& list = ref->mBase->mInventory;
for (std::vector<ESM::ContItem>::const_iterator it = list.mList.begin(); it != list.mList.end(); ++it)
{
if (it->mCount < 0)
{
MWWorld::ContainerStore& store = getContainerStore(ptr);
int currentCount = store.count(it->mItem.toString());
if (currentCount < std::abs(it->mCount))
store.add (it->mItem.toString(), std::abs(it->mCount) - currentCount, ptr);
}
}
MWWorld::ContainerStore& store = getContainerStore(ptr);
store.restock(list, ptr, ptr.getCellRef().mRefID, ptr.getCellRef().mFaction);
}
const ESM::GameSetting* Creature::fMinWalkSpeedCreature;

@ -1334,16 +1334,8 @@ namespace MWClass
{
MWWorld::LiveCellRef<ESM::NPC> *ref = ptr.get<ESM::NPC>();
const ESM::InventoryList& list = ref->mBase->mInventory;
for (std::vector<ESM::ContItem>::const_iterator it = list.mList.begin(); it != list.mList.end(); ++it)
{
if (it->mCount < 0)
{
MWWorld::ContainerStore& store = getContainerStore(ptr);
int currentCount = store.count(it->mItem.toString());
if (currentCount < std::abs(it->mCount))
store.add (it->mItem.toString(), std::abs(it->mCount) - currentCount, ptr);
}
}
MWWorld::ContainerStore& store = getContainerStore(ptr);
store.restock(list, ptr, ptr.getCellRef().mRefID, ptr.getCellRef().mFaction);
}
const ESM::GameSetting *Npc::fMinWalkSpeed;

@ -366,7 +366,7 @@ void MWWorld::ContainerStore::fill (const ESM::InventoryList& items, const std::
for (std::vector<ESM::ContItem>::const_iterator iter (items.mList.begin()); iter!=items.mList.end();
++iter)
{
std::string id = iter->mItem.toString();
std::string id = Misc::StringUtils::lowerCase(iter->mItem.toString());
addInitialItem(id, owner, faction, iter->mCount);
}
@ -374,21 +374,18 @@ void MWWorld::ContainerStore::fill (const ESM::InventoryList& items, const std::
}
void MWWorld::ContainerStore::addInitialItem (const std::string& id, const std::string& owner, const std::string& faction,
int count, bool topLevel)
int count, bool topLevel, const std::string& levItem)
{
// A negative count indicates restocking items, but this is implemented elsewhere
count = std::abs(count);
ManualRef ref (MWBase::Environment::get().getWorld()->getStore(), id, count);
if (ref.getPtr().getTypeName()==typeid (ESM::ItemLevList).name())
{
const ESM::ItemLevList* levItem = ref.getPtr().get<ESM::ItemLevList>()->mBase;
if (topLevel && count > 1 && levItem->mFlags & ESM::ItemLevList::Each)
if (topLevel && std::abs(count) > 1 && levItem->mFlags & ESM::ItemLevList::Each)
{
for (int i=0; i<count; ++i)
addInitialItem(id, owner, faction, 1);
for (int i=0; i<std::abs(count); ++i)
addInitialItem(id, owner, faction, count > 0 ? 1 : -1, true, levItem->mId);
return;
}
else
@ -396,17 +393,58 @@ void MWWorld::ContainerStore::addInitialItem (const std::string& id, const std::
std::string id = MWMechanics::getLevelledItem(ref.getPtr().get<ESM::ItemLevList>()->mBase, false);
if (id.empty())
return;
addInitialItem(id, owner, faction, count, false);
addInitialItem(id, owner, faction, count, false, levItem->mId);
}
}
else
{
// A negative count indicates restocking items
// For a restocking levelled item, remember what we spawned so we can delete it later when the merchant restocks
if (!levItem.empty() && count < 0)
{
if (mLevelledItemMap.find(id) == mLevelledItemMap.end())
mLevelledItemMap[id] = 0;
mLevelledItemMap[id] += std::abs(count);
}
count = std::abs(count);
ref.getPtr().getCellRef().mOwner = owner;
ref.getPtr().getCellRef().mFaction = faction;
addImp (ref.getPtr(), count);
}
}
void MWWorld::ContainerStore::restock (const ESM::InventoryList& items, const MWWorld::Ptr& ptr, const std::string& owner, const std::string& faction)
{
// Remove the items already spawned by levelled items that will restock
for (std::map<std::string, int>::iterator it = mLevelledItemMap.begin(); it != mLevelledItemMap.end(); ++it)
{
if (count(it->first) >= it->second)
remove(it->first, it->second, ptr);
}
mLevelledItemMap.clear();
for (std::vector<ESM::ContItem>::const_iterator it = items.mList.begin(); it != items.mList.end(); ++it)
{
if (it->mCount >= 0)
continue;
std::string item = Misc::StringUtils::lowerCase(it->mItem.toString());
if (MWBase::Environment::get().getWorld()->getStore().get<ESM::ItemLevList>().search(it->mItem.toString()))
{
addInitialItem(item, owner, faction, it->mCount, true);
}
else
{
int currentCount = count(item);
if (currentCount < std::abs(it->mCount))
add (item, std::abs(it->mCount) - currentCount, ptr);
}
}
flagAsModified();
}
void MWWorld::ContainerStore::clear()
{
for (ContainerStoreIterator iter (begin()); iter!=end(); ++iter)
@ -585,6 +623,8 @@ void MWWorld::ContainerStore::writeState (ESM::InventoryState& state) const
state.mLights.clear();
state.mLevelledItemMap = mLevelledItemMap;
for (MWWorld::CellRefList<ESM::Light>::List::const_iterator iter (lights.mList.begin());
iter!=lights.mList.end(); ++iter)
{
@ -628,6 +668,8 @@ void MWWorld::ContainerStore::readState (const ESM::InventoryState& state)
{
getState (lights, iter->first);
}
mLevelledItemMap = state.mLevelledItemMap;
}

@ -2,6 +2,7 @@
#define GAME_MWWORLD_CONTAINERSTORE_H
#include <iterator>
#include <map>
#include <components/esm/loadalch.hpp>
#include <components/esm/loadappa.hpp>
@ -65,10 +66,15 @@ namespace MWWorld
MWWorld::CellRefList<ESM::Probe> probes;
MWWorld::CellRefList<ESM::Repair> repairs;
MWWorld::CellRefList<ESM::Weapon> weapons;
std::map<std::string, int> mLevelledItemMap;
///< Stores result of levelled item spawns. <refId, count>
/// This is used to remove the spawned item(s) if the levelled item is restocked.
mutable float mCachedWeight;
mutable bool mWeightUpToDate;
ContainerStoreIterator addImp (const Ptr& ptr, int count);
void addInitialItem (const std::string& id, const std::string& owner, const std::string& faction, int count, bool topLevel=true);
void addInitialItem (const std::string& id, const std::string& owner, const std::string& faction, int count, bool topLevel=true, const std::string& levItem = "");
template<typename T>
ContainerStoreIterator getState (CellRefList<T>& collection,
@ -145,6 +151,8 @@ namespace MWWorld
void fill (const ESM::InventoryList& items, const std::string& owner, const std::string& faction, const MWWorld::ESMStore& store);
///< Insert items into *this.
void restock (const ESM::InventoryList& items, const MWWorld::Ptr& ptr, const std::string& owner, const std::string& faction);
virtual void clear();
///< Empty container.

@ -47,6 +47,14 @@ void ESM::InventoryState::load (ESMReader &esm)
mItems.push_back (std::make_pair (state, std::make_pair (id, slot)));
}
}
while (esm.isNextSub("LEVM"))
{
std::string id = esm.getHString();
int count;
esm.getHNT (count, "COUN");
mLevelledItemMap[id] = count;
}
}
void ESM::InventoryState::save (ESMWriter &esm) const
@ -57,4 +65,10 @@ void ESM::InventoryState::save (ESMWriter &esm) const
for (std::vector<std::pair<LightState, int> >::const_iterator iter (mLights.begin());
iter!=mLights.end(); ++iter)
write (esm, iter->first, ESM::REC_LIGH, iter->second);
}
for (std::map<std::string, int>::const_iterator it = mLevelledItemMap.begin(); it != mLevelledItemMap.end(); ++it)
{
esm.writeHNString ("LEVM", it->first);
esm.writeHNT ("COUN", it->second);
}
}

@ -1,6 +1,8 @@
#ifndef OPENMW_ESM_INVENTORYSTATE_H
#define OPENMW_ESM_INVENTORYSTATE_H
#include <map>
#include "objectstate.hpp"
#include "lightstate.hpp"
@ -20,6 +22,8 @@ namespace ESM
// lights (slot)
std::vector<std::pair<LightState, int> > mLights;
std::map<std::string, int> mLevelledItemMap;
virtual void load (ESMReader &esm);
virtual void save (ESMWriter &esm) const;
};

Loading…
Cancel
Save