Merge pull request #1186 from MiroslavR/autoequip-crea

Creatures now auto-equip shields (Fixes #3704)
pull/124/head
scrawl 8 years ago committed by GitHub
commit dc1f6cdada

@ -164,7 +164,7 @@ namespace MWClass
getContainerStore(ptr).fill(ref->mBase->mInventory, ptr.getCellRef().getRefId());
if (hasInventory)
getInventoryStore(ptr).autoEquip(ptr);
getInventoryStore(ptr).autoEquipShield(ptr);
}
}

@ -139,7 +139,7 @@ MWWorld::ContainerStoreIterator MWWorld::InventoryStore::add(const Ptr& itemPtr,
// Auto-equip items if an armor/clothing or weapon item is added, but not for the player nor werewolves
if (actorPtr != MWMechanics::getPlayer()
&& !(actorPtr.getClass().isNpc() && actorPtr.getClass().getNpcStats(actorPtr).isWerewolf()))
&& actorPtr.getClass().isNpc() && !actorPtr.getClass().getNpcStats(actorPtr).isWerewolf())
{
std::string type = itemPtr.getTypeName();
if (type == typeid(ESM::Armor).name() || type == typeid(ESM::Clothing).name())
@ -237,10 +237,6 @@ bool MWWorld::InventoryStore::canActorAutoEquip(const MWWorld::Ptr& actor, const
void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
{
if (!actor.getClass().isNpc())
// autoEquip is no-op for creatures
return;
const MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Store<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
MWMechanics::NpcStats& stats = actor.getClass().getNpcStats(actor);
@ -443,6 +439,50 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
}
}
void MWWorld::InventoryStore::autoEquipShield(const MWWorld::Ptr& actor)
{
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;
}
equip(slot, iter, actor);
updated = true;
}
mUpdatesEnabled = true;
if (updated)
{
fireEquipmentChangedEvent(actor);
updateMagicEffects(actor);
}
}
const MWMechanics::MagicEffects& MWWorld::InventoryStore::getMagicEffects() const
{
return mMagicEffects;
@ -622,7 +662,7 @@ int MWWorld::InventoryStore::remove(const Ptr& item, int count, const Ptr& actor
// If an armor/clothing item is removed, try to find a replacement,
// but not for the player nor werewolves.
if (wasEquipped && (actor != MWMechanics::getPlayer())
&& !(actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf()))
&& actor.getClass().isNpc() && !actor.getClass().getNpcStats(actor).isWerewolf())
{
std::string type = item.getTypeName();
if (type == typeid(ESM::Armor).name() || type == typeid(ESM::Clothing).name())

@ -162,6 +162,9 @@ namespace MWWorld
void autoEquip (const MWWorld::Ptr& actor);
///< Auto equip items according to stats and item value.
void autoEquipShield(const MWWorld::Ptr& actor);
///< Auto-equip the shield with most health.
const MWMechanics::MagicEffects& getMagicEffects() const;
///< Return magic effects from worn items.

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