Store previous items in the savegame

pull/456/head
Andrei Kortunov 7 years ago
parent 9fd2d57b86
commit acd3cba5fa

@ -1,6 +1,7 @@
0.45.0 0.45.0
------ ------
Bug #2326: After a bound item expires the last equipped item of that type is not automatically re-equipped
Bug #2835: Player able to slowly move when overencumbered Bug #2835: Player able to slowly move when overencumbered
Bug #3374: Touch spells not hitting kwama foragers Bug #3374: Touch spells not hitting kwama foragers
Bug #3591: Angled hit distance too low Bug #3591: Angled hit distance too low

@ -342,6 +342,8 @@ namespace MWWorld
for (int i=0; i<ESM::Skill::Length; ++i) for (int i=0; i<ESM::Skill::Length; ++i)
mSaveSkills[i].writeState(player.mSaveSkills[i]); mSaveSkills[i].writeState(player.mSaveSkills[i]);
player.mPreviousItems = mPreviousItems;
writer.startRecord (ESM::REC_PLAY); writer.startRecord (ESM::REC_PLAY);
player.save (writer); player.save (writer);
writer.endRecord (ESM::REC_PLAY); writer.endRecord (ESM::REC_PLAY);
@ -442,6 +444,8 @@ namespace MWWorld
mForwardBackward = 0; mForwardBackward = 0;
mTeleported = false; mTeleported = false;
mPreviousItems = player.mPreviousItems;
return true; return true;
} }

@ -31,6 +31,18 @@ void ESM::Player::load (ESMReader &esm)
mPaidCrimeId = -1; mPaidCrimeId = -1;
esm.getHNOT (mPaidCrimeId, "PAYD"); esm.getHNOT (mPaidCrimeId, "PAYD");
bool checkPrevItems = true;
while (checkPrevItems)
{
std::string boundItemId = esm.getHNOString("BOUN");
std::string prevItemId = esm.getHNOString("PREV");
if (!boundItemId.empty())
mPreviousItems[boundItemId] = prevItemId;
else
checkPrevItems = false;
}
if (esm.hasMoreSubs()) if (esm.hasMoreSubs())
{ {
for (int i=0; i<ESM::Attribute::Length; ++i) for (int i=0; i<ESM::Attribute::Length; ++i)
@ -62,6 +74,12 @@ void ESM::Player::save (ESMWriter &esm) const
esm.writeHNT ("CURD", mCurrentCrimeId); esm.writeHNT ("CURD", mCurrentCrimeId);
esm.writeHNT ("PAYD", mPaidCrimeId); esm.writeHNT ("PAYD", mPaidCrimeId);
for (PreviousItems::const_iterator it=mPreviousItems.begin(); it != mPreviousItems.end(); ++it)
{
esm.writeHNString ("BOUN", it->first);
esm.writeHNString ("PREV", it->second);
}
for (int i=0; i<ESM::Attribute::Length; ++i) for (int i=0; i<ESM::Attribute::Length; ++i)
mSaveAttributes[i].save(esm); mSaveAttributes[i].save(esm);
for (int i=0; i<ESM::Skill::Length; ++i) for (int i=0; i<ESM::Skill::Length; ++i)

@ -34,6 +34,9 @@ namespace ESM
StatState<int> mSaveAttributes[ESM::Attribute::Length]; StatState<int> mSaveAttributes[ESM::Attribute::Length];
StatState<int> mSaveSkills[ESM::Skill::Length]; StatState<int> mSaveSkills[ESM::Skill::Length];
typedef std::map<std::string, std::string> PreviousItems; // previous equipped items, needed for bound spells
PreviousItems mPreviousItems;
void load (ESMReader &esm); void load (ESMReader &esm);
void save (ESMWriter &esm) const; void save (ESMWriter &esm) const;
}; };

@ -5,7 +5,7 @@
#include "defs.hpp" #include "defs.hpp"
unsigned int ESM::SavedGame::sRecordId = ESM::REC_SAVE; unsigned int ESM::SavedGame::sRecordId = ESM::REC_SAVE;
int ESM::SavedGame::sCurrentFormat = 4; int ESM::SavedGame::sCurrentFormat = 5;
void ESM::SavedGame::load (ESMReader &esm) void ESM::SavedGame::load (ESMReader &esm)
{ {

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