#include "inventorystore.hpp" #include #include #include #include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwmechanics/npcstats.hpp" #include "../mwmechanics/spellresistance.hpp" #include "../mwmechanics/spellutil.hpp" #include "../mwmechanics/actorutil.hpp" #include "../mwmechanics/weapontype.hpp" #include "esmstore.hpp" #include "class.hpp" void MWWorld::InventoryStore::copySlots (const InventoryStore& store) { // some const-trickery, required because of a flaw in the handling of MW-references and the // resulting workarounds for (std::vector::const_iterator iter ( const_cast (store).mSlots.begin()); iter!=const_cast (store).mSlots.end(); ++iter) { std::size_t distance = std::distance (const_cast (store).begin(), *iter); ContainerStoreIterator slot = begin(); std::advance (slot, distance); mSlots.push_back (slot); } // some const-trickery, required because of a flaw in the handling of MW-references and the // resulting workarounds std::size_t distance = std::distance (const_cast (store).begin(), const_cast (store).mSelectedEnchantItem); ContainerStoreIterator slot = begin(); std::advance (slot, distance); mSelectedEnchantItem = slot; } void MWWorld::InventoryStore::initSlots (TSlots& slots_) { for (int i=0; i (mSlots.size()); ++i) if (mSlots[i].getType()!=-1 && mSlots[i]->getBase()==&ref) { inventory.mEquipmentSlots[index] = i; } if (mSelectedEnchantItem.getType()!=-1 && mSelectedEnchantItem->getBase() == &ref) inventory.mSelectedEnchantItem = index; } void MWWorld::InventoryStore::readEquipmentState(const MWWorld::ContainerStoreIterator &iter, int index, const ESM::InventoryState &inventory) { if (index == inventory.mSelectedEnchantItem) mSelectedEnchantItem = iter; std::map::const_iterator found = inventory.mEquipmentSlots.find(index); if (found != inventory.mEquipmentSlots.end()) { if (found->second < 0 || found->second >= MWWorld::InventoryStore::Slots) throw std::runtime_error("Invalid slot index in inventory state"); // make sure the item can actually be equipped in this slot int slot = found->second; std::pair, bool> allowedSlots = iter->getClass().getEquipmentSlots(*iter); if (!allowedSlots.first.size()) return; if (std::find(allowedSlots.first.begin(), allowedSlots.first.end(), slot) == allowedSlots.first.end()) slot = allowedSlots.first.front(); // unstack if required if (!allowedSlots.second && iter->getRefData().getCount() > 1) { int count = iter->getRefData().getCount(false); MWWorld::ContainerStoreIterator newIter = addNewStack(*iter, count > 0 ? 1 : -1); iter->getRefData().setCount(subtractItems(count, 1)); mSlots[slot] = newIter; } else mSlots[slot] = iter; } } MWWorld::InventoryStore::InventoryStore() : ContainerStore() , mInventoryListener(nullptr) , mUpdatesEnabled (true) , mFirstAutoEquip(true) , mSelectedEnchantItem(end()) { initSlots (mSlots); } MWWorld::InventoryStore::InventoryStore (const InventoryStore& store) : ContainerStore (store) , mMagicEffects(store.mMagicEffects) , mInventoryListener(store.mInventoryListener) , mUpdatesEnabled(store.mUpdatesEnabled) , mFirstAutoEquip(store.mFirstAutoEquip) , mPermanentMagicEffectMagnitudes(store.mPermanentMagicEffectMagnitudes) , mSelectedEnchantItem(end()) { copySlots (store); } MWWorld::InventoryStore& MWWorld::InventoryStore::operator= (const InventoryStore& store) { if (this == &store) return *this; mListener = store.mListener; mInventoryListener = store.mInventoryListener; mMagicEffects = store.mMagicEffects; mFirstAutoEquip = store.mFirstAutoEquip; mPermanentMagicEffectMagnitudes = store.mPermanentMagicEffectMagnitudes; mRechargingItemsUpToDate = false; ContainerStore::operator= (store); mSlots.clear(); copySlots (store); return *this; } MWWorld::ContainerStoreIterator MWWorld::InventoryStore::add(const Ptr& itemPtr, int count, const Ptr& actorPtr, bool allowAutoEquip, bool resolve) { const MWWorld::ContainerStoreIterator& retVal = MWWorld::ContainerStore::add(itemPtr, count, actorPtr, allowAutoEquip, resolve); // Auto-equip items if an armor/clothing item is added, but not for the player nor werewolves if (allowAutoEquip && actorPtr != MWMechanics::getPlayer() && actorPtr.getClass().isNpc() && !actorPtr.getClass().getNpcStats(actorPtr).isWerewolf()) { std::string type = itemPtr.getTypeName(); if (type == typeid(ESM::Armor).name() || type == typeid(ESM::Clothing).name()) autoEquip(actorPtr); } if (mListener) mListener->itemAdded(*retVal, count); return retVal; } void MWWorld::InventoryStore::equip (int slot, const ContainerStoreIterator& iterator, const Ptr& actor) { if (iterator == end()) throw std::runtime_error ("can't equip end() iterator, use unequip function instead"); if (slot<0 || slot>=static_cast (mSlots.size())) throw std::runtime_error ("slot number out of range"); if (iterator.getContainerStore()!=this) throw std::runtime_error ("attempt to equip an item that is not in the inventory"); std::pair, bool> slots_; slots_ = iterator->getClass().getEquipmentSlots (*iterator); if (std::find (slots_.first.begin(), slots_.first.end(), slot)==slots_.first.end()) throw std::runtime_error ("invalid slot"); if (mSlots[slot] != end()) unequipSlot(slot, actor); // unstack item pointed to by iterator if required if (iterator!=end() && !slots_.second && iterator->getRefData().getCount() > 1) // if slots.second is true, item can stay stacked when equipped { unstack(*iterator, actor); } mSlots[slot] = iterator; flagAsModified(); fireEquipmentChangedEvent(actor); updateMagicEffects(actor); } void MWWorld::InventoryStore::unequipAll(const MWWorld::Ptr& actor) { mUpdatesEnabled = false; for (int slot=0; slot < MWWorld::InventoryStore::Slots; ++slot) unequipSlot(slot, actor); mUpdatesEnabled = true; fireEquipmentChangedEvent(actor); updateMagicEffects(actor); } MWWorld::ContainerStoreIterator MWWorld::InventoryStore::getSlot (int slot) { return findSlot (slot); } MWWorld::ConstContainerStoreIterator MWWorld::InventoryStore::getSlot (int slot) const { return findSlot (slot); } MWWorld::ContainerStoreIterator MWWorld::InventoryStore::findSlot (int slot) const { if (slot<0 || slot>=static_cast (mSlots.size())) throw std::runtime_error ("slot number out of range"); if (mSlots[slot]==end()) return mSlots[slot]; if (mSlots[slot]->getRefData().getCount()<1) { // Object has been deleted // This should no longer happen, since the new remove function will unequip first throw std::runtime_error("Invalid slot, make sure you are not calling RefData::setCount for a container object"); } return mSlots[slot]; } void MWWorld::InventoryStore::autoEquipWeapon (const MWWorld::Ptr& actor, TSlots& slots_) { if (!actor.getClass().isNpc()) { // In original game creatures do not autoequip weapon, but we need it for weapon sheathing. // The only case when the difference is noticable - when this creature sells weapon. // So just disable weapon autoequipping for creatures which sells weapon. int services = actor.getClass().getServices(actor); bool sellsWeapon = services & (ESM::NPC::Weapon|ESM::NPC::MagicItems); if (sellsWeapon) return; } static const ESM::Skill::SkillEnum weaponSkills[] = { ESM::Skill::LongBlade, ESM::Skill::Axe, ESM::Skill::Spear, ESM::Skill::ShortBlade, ESM::Skill::Marksman, ESM::Skill::BluntWeapon }; const size_t weaponSkillsLength = sizeof(weaponSkills) / sizeof(weaponSkills[0]); bool weaponSkillVisited[weaponSkillsLength] = { false }; // give arrows/bolt with max damage by default int arrowMax = 0; int boltMax = 0; ContainerStoreIterator arrow(end()); ContainerStoreIterator bolt(end()); // rate ammo for (ContainerStoreIterator iter(begin(ContainerStore::Type_Weapon)); iter!=end(); ++iter) { const ESM::Weapon* esmWeapon = iter->get()->mBase; if (esmWeapon->mData.mType == ESM::Weapon::Arrow) { if (esmWeapon->mData.mChop[1] >= arrowMax) { arrowMax = esmWeapon->mData.mChop[1]; arrow = iter; } } else if (esmWeapon->mData.mType == ESM::Weapon::Bolt) { if (esmWeapon->mData.mChop[1] >= boltMax) { boltMax = esmWeapon->mData.mChop[1]; bolt = iter; } } } // rate weapon for (int i = 0; i < static_cast(weaponSkillsLength); ++i) { float max = 0; int maxWeaponSkill = -1; for (int j = 0; j < static_cast(weaponSkillsLength); ++j) { float skillValue = actor.getClass().getSkill(actor, static_cast(weaponSkills[j])); if (skillValue > max && !weaponSkillVisited[j]) { max = skillValue; maxWeaponSkill = j; } } if (maxWeaponSkill == -1) break; max = 0; ContainerStoreIterator weapon(end()); for (ContainerStoreIterator iter(begin(ContainerStore::Type_Weapon)); iter!=end(); ++iter) { const ESM::Weapon* esmWeapon = iter->get()->mBase; if (MWMechanics::getWeaponType(esmWeapon->mData.mType)->mWeaponClass == ESM::WeaponType::Ammo) continue; if (iter->getClass().getEquipmentSkill(*iter) == weaponSkills[maxWeaponSkill]) { if (esmWeapon->mData.mChop[1] >= max) { max = esmWeapon->mData.mChop[1]; weapon = iter; } if (esmWeapon->mData.mSlash[1] >= max) { max = esmWeapon->mData.mSlash[1]; weapon = iter; } if (esmWeapon->mData.mThrust[1] >= max) { max = esmWeapon->mData.mThrust[1]; weapon = iter; } } } if (weapon != end() && weapon->getClass().canBeEquipped(*weapon, actor).first) { // Do not equip ranged weapons, if there is no suitable ammo bool hasAmmo = true; const MWWorld::LiveCellRef *ref = weapon->get(); int type = ref->mBase->mData.mType; int ammotype = MWMechanics::getWeaponType(type)->mAmmoType; if (ammotype == ESM::Weapon::Arrow) { if (arrow == end()) hasAmmo = false; else slots_[Slot_Ammunition] = arrow; } else if (ammotype == ESM::Weapon::Bolt) { if (bolt == end()) hasAmmo = false; else slots_[Slot_Ammunition] = bolt; } if (hasAmmo) { std::pair, bool> itemsSlots = weapon->getClass().getEquipmentSlots (*weapon); if (!itemsSlots.first.empty()) { if (!itemsSlots.second) { if (weapon->getRefData().getCount() > 1) { unstack(*weapon, actor); } } int slot = itemsSlots.first.front(); slots_[slot] = weapon; if (ammotype == ESM::Weapon::None) slots_[Slot_Ammunition] = end(); } break; } } weaponSkillVisited[maxWeaponSkill] = true; } } void MWWorld::InventoryStore::autoEquipArmor (const MWWorld::Ptr& actor, TSlots& slots_) { // Only NPCs can wear armor for now. // For creatures we equip only shields. if (!actor.getClass().isNpc()) { autoEquipShield(actor, slots_); return; } const MWBase::World *world = MWBase::Environment::get().getWorld(); const MWWorld::Store &store = world->getStore().get(); static float fUnarmoredBase1 = store.find("fUnarmoredBase1")->mValue.getFloat(); static float fUnarmoredBase2 = store.find("fUnarmoredBase2")->mValue.getFloat(); float unarmoredSkill = actor.getClass().getSkill(actor, ESM::Skill::Unarmored); float unarmoredRating = (fUnarmoredBase1 * unarmoredSkill) * (fUnarmoredBase2 * unarmoredSkill); for (ContainerStoreIterator iter (begin(ContainerStore::Type_Clothing | ContainerStore::Type_Armor)); iter!=end(); ++iter) { Ptr test = *iter; switch(test.getClass().canBeEquipped (test, actor).first) { case 0: continue; default: break; } if (iter.getType() == ContainerStore::Type_Armor && test.getClass().getEffectiveArmorRating(test, actor) <= std::max(unarmoredRating, 0.f)) { continue; } std::pair, bool> itemsSlots = iter->getClass().getEquipmentSlots (*iter); // checking if current item pointed by iter can be equipped for (int slot : itemsSlots.first) { // if true then it means slot is equipped already // check if slot may require swapping if current item is more valuable if (slots_.at (slot)!=end()) { Ptr old = *slots_.at (slot); if (iter.getType() == ContainerStore::Type_Armor) { if (old.getTypeName() == typeid(ESM::Armor).name()) { if (old.get()->mBase->mData.mType < test.get()->mBase->mData.mType) continue; if (old.get()->mBase->mData.mType == test.get()->mBase->mData.mType) { if (old.getClass().getEffectiveArmorRating(old, actor) >= test.getClass().getEffectiveArmorRating(test, actor)) // old armor had better armor rating continue; } } // suitable armor should replace already equipped clothing } else if (iter.getType() == ContainerStore::Type_Clothing) { // if left ring is equipped if (slot == Slot_LeftRing) { // if there is a place for right ring dont swap it if (slots_.at(Slot_RightRing) == end()) { continue; } else // if right ring is equipped too { Ptr rightRing = *slots_.at(Slot_RightRing); // we want to swap cheaper ring only if both are equipped if (old.getClass().getValue (old) >= rightRing.getClass().getValue (rightRing)) continue; } } if (old.getTypeName() == typeid(ESM::Clothing).name()) { // check value if (old.getClass().getValue (old) >= test.getClass().getValue (test)) // old clothing was more valuable continue; } else // suitable clothing should NOT replace already equipped armor continue; } } if (!itemsSlots.second) // if itemsSlots.second is true, item can stay stacked when equipped { // unstack item pointed to by iterator if required if (iter->getRefData().getCount() > 1) { unstack(*iter, actor); } } // if we are here it means item can be equipped or swapped slots_[slot] = iter; break; } } } void MWWorld::InventoryStore::autoEquipShield(const MWWorld::Ptr& actor, TSlots& slots_) { for (ContainerStoreIterator iter(begin(ContainerStore::Type_Armor)); iter != end(); ++iter) { if (iter->get()->mBase->mData.mType != ESM::Armor::Shield) continue; if (iter->getClass().canBeEquipped(*iter, actor).first != 1) continue; std::pair, bool> shieldSlots = iter->getClass().getEquipmentSlots(*iter); int slot = shieldSlots.first[0]; const ContainerStoreIterator& shield = slots_[slot]; if (shield != end() && shield.getType() == Type_Armor && shield->get()->mBase->mData.mType == ESM::Armor::Shield) { if (shield->getClass().getItemHealth(*shield) >= iter->getClass().getItemHealth(*iter)) continue; } slots_[slot] = iter; } } void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor) { TSlots slots_; initSlots (slots_); // Disable model update during auto-equip mUpdatesEnabled = false; // Autoequip clothing, armor and weapons. // Equipping lights is handled in Actors::updateEquippedLight based on environment light. // Note: creatures ignore equipment armor rating and only equip shields // Use custom logic for them - select shield based on its health instead of armor rating autoEquipWeapon(actor, slots_); autoEquipArmor(actor, slots_); bool changed = false; for (std::size_t i=0; igetClass().getEnchantment (**iter); if (!enchantmentId.empty()) { const ESM::Enchantment& enchantment = *MWBase::Environment::get().getWorld()->getStore().get().find (enchantmentId); if (enchantment.mData.mType != ESM::Enchantment::ConstantEffect) continue; std::vector params; bool existed = (mPermanentMagicEffectMagnitudes.find((**iter).getCellRef().getRefId()) != mPermanentMagicEffectMagnitudes.end()); if (!existed) { params.resize(enchantment.mEffects.mList.size()); int i=0; for (const ESM::ENAMstruct& effect : enchantment.mEffects.mList) { int delta = effect.mMagnMax - effect.mMagnMin; // Roll some dice, one for each effect if (delta) params[i].mRandom = Misc::Rng::rollDice(delta + 1) / static_cast(delta); // Try resisting each effect params[i].mMultiplier = MWMechanics::getEffectMultiplier(effect.mEffectID, actor, actor); ++i; } // Note that using the RefID as a key here is not entirely correct. // Consider equipping the same item twice (e.g. a ring) // However, permanent enchantments with a random magnitude are kind of an exploit anyway, // so it doesn't really matter if both items will get the same magnitude. *Extreme* edge case. mPermanentMagicEffectMagnitudes[(**iter).getCellRef().getRefId()] = params; } else params = mPermanentMagicEffectMagnitudes[(**iter).getCellRef().getRefId()]; int i=0; for (const ESM::ENAMstruct& effect : enchantment.mEffects.mList) { const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get().find ( effect.mEffectID); // Fully resisted or can't be applied to target? if (params[i].mMultiplier == 0 || !MWMechanics::checkEffectTarget(effect.mEffectID, actor, actor, actor == MWMechanics::getPlayer())) { i++; continue; } float magnitude = effect.mMagnMin + (effect.mMagnMax - effect.mMagnMin) * params[i].mRandom; magnitude *= params[i].mMultiplier; if (!existed) { // During first auto equip, we don't play any sounds. // Basically we don't want sounds when the actor is first loaded, // the items should appear as if they'd always been equipped. mInventoryListener->permanentEffectAdded(magicEffect, !mFirstAutoEquip); } if (magnitude) mMagicEffects.add (effect, magnitude); i++; } } } // Now drop expired effects for (TEffectMagnitudes::iterator it = mPermanentMagicEffectMagnitudes.begin(); it != mPermanentMagicEffectMagnitudes.end();) { bool found = false; for (TSlots::const_iterator iter (mSlots.begin()); iter!=mSlots.end(); ++iter) { if (*iter == end()) continue; if ((**iter).getCellRef().getRefId() == it->first) { found = true; } } if (!found) mPermanentMagicEffectMagnitudes.erase(it++); else ++it; } // Magic effects are normally not updated when paused, but we need this to make resistances work immediately after equipping MWBase::Environment::get().getMechanicsManager()->updateMagicEffects(actor); mFirstAutoEquip = false; } bool MWWorld::InventoryStore::stacks(const ConstPtr& ptr1, const ConstPtr& ptr2) const { bool canStack = MWWorld::ContainerStore::stacks(ptr1, ptr2); if (!canStack) return false; // don't stack if either item is currently equipped for (TSlots::const_iterator iter (mSlots.begin()); iter!=mSlots.end(); ++iter) { if (*iter != end() && (ptr1 == **iter || ptr2 == **iter)) { bool stackWhenEquipped = (*iter)->getClass().getEquipmentSlots(**iter).second; if (!stackWhenEquipped) return false; } } return true; } void MWWorld::InventoryStore::setSelectedEnchantItem(const ContainerStoreIterator& iterator) { mSelectedEnchantItem = iterator; } MWWorld::ContainerStoreIterator MWWorld::InventoryStore::getSelectedEnchantItem() { return mSelectedEnchantItem; } int MWWorld::InventoryStore::remove(const Ptr& item, int count, const Ptr& actor, bool equipReplacement, bool resolve) { int retCount = ContainerStore::remove(item, count, actor, equipReplacement, resolve); bool wasEquipped = false; if (!item.getRefData().getCount()) { for (int slot=0; slot < MWWorld::InventoryStore::Slots; ++slot) { if (mSlots[slot] == end()) continue; if (*mSlots[slot] == item) { unequipSlot(slot, actor); wasEquipped = true; break; } } } // If an armor/clothing item is removed, try to find a replacement, // but not for the player nor werewolves, and not if the RemoveItem script command // was used (equipReplacement is false) if (equipReplacement && wasEquipped && (actor != MWMechanics::getPlayer()) && actor.getClass().isNpc() && !actor.getClass().getNpcStats(actor).isWerewolf()) { std::string type = item.getTypeName(); if (type == typeid(ESM::Armor).name() || type == typeid(ESM::Clothing).name()) autoEquip(actor); } if (item.getRefData().getCount() == 0 && mSelectedEnchantItem != end() && *mSelectedEnchantItem == item) { mSelectedEnchantItem = end(); } if (mListener) mListener->itemRemoved(item, retCount); return retCount; } MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipSlot(int slot, const MWWorld::Ptr& actor, bool applyUpdates) { if (slot<0 || slot>=static_cast (mSlots.size())) throw std::runtime_error ("slot number out of range"); ContainerStoreIterator it = mSlots[slot]; if (it != end()) { ContainerStoreIterator retval = it; // empty this slot mSlots[slot] = end(); if (it->getRefData().getCount()) { retval = restack(*it); if (actor == MWMechanics::getPlayer()) { // Unset OnPCEquip Variable on item's script, if it has a script with that variable declared const std::string& script = it->getClass().getScript(*it); if (script != "") (*it).getRefData().getLocals().setVarByInt(script, "onpcequip", 0); } if ((mSelectedEnchantItem != end()) && (mSelectedEnchantItem == it)) { mSelectedEnchantItem = end(); } } if (applyUpdates) { fireEquipmentChangedEvent(actor); updateMagicEffects(actor); } return retval; } return it; } MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipItem(const MWWorld::Ptr& item, const MWWorld::Ptr& actor) { for (int slot=0; slot item.getRefData().getCount()) throw std::runtime_error ("attempt to unequip more items than equipped"); if (count == item.getRefData().getCount()) return unequipItem(item, actor); // Move items to an existing stack if possible, otherwise split count items out into a new stack. // Moving counts manually here, since ContainerStore's restack can't target unequipped stacks. for (MWWorld::ContainerStoreIterator iter (begin()); iter != end(); ++iter) { if (stacks(*iter, item) && !isEquipped(*iter)) { iter->getRefData().setCount(addItems(iter->getRefData().getCount(false), count)); item.getRefData().setCount(subtractItems(item.getRefData().getCount(false), count)); return iter; } } return unstack(item, actor, item.getRefData().getCount() - count); } MWWorld::InventoryStoreListener* MWWorld::InventoryStore::getInvListener() { return mInventoryListener; } void MWWorld::InventoryStore::setInvListener(InventoryStoreListener *listener, const Ptr& actor) { mInventoryListener = listener; updateMagicEffects(actor); } void MWWorld::InventoryStore::fireEquipmentChangedEvent(const Ptr& actor) { if (!mUpdatesEnabled) return; if (mInventoryListener) mInventoryListener->equipmentChanged(); // if player, update inventory window /* if (actor == MWMechanics::getPlayer()) { MWBase::Environment::get().getWindowManager()->getInventoryWindow()->updateItemView(); } */ } void MWWorld::InventoryStore::visitEffectSources(MWMechanics::EffectSourceVisitor &visitor) { for (TSlots::const_iterator iter (mSlots.begin()); iter!=mSlots.end(); ++iter) { if (*iter==end()) continue; std::string enchantmentId = (*iter)->getClass().getEnchantment (**iter); if (enchantmentId.empty()) continue; const ESM::Enchantment& enchantment = *MWBase::Environment::get().getWorld()->getStore().get().find (enchantmentId); if (enchantment.mData.mType != ESM::Enchantment::ConstantEffect) continue; if (mPermanentMagicEffectMagnitudes.find((**iter).getCellRef().getRefId()) == mPermanentMagicEffectMagnitudes.end()) continue; int i=0; for (const ESM::ENAMstruct& effect : enchantment.mEffects.mList) { i++; // Don't get spell icon display information for enchantments that weren't actually applied if (mMagicEffects.get(MWMechanics::EffectKey(effect)).getMagnitude() == 0) continue; const EffectParams& params = mPermanentMagicEffectMagnitudes[(**iter).getCellRef().getRefId()][i-1]; float magnitude = effect.mMagnMin + (effect.mMagnMax - effect.mMagnMin) * params.mRandom; magnitude *= params.mMultiplier; if (magnitude > 0) visitor.visit(MWMechanics::EffectKey(effect), i-1, (**iter).getClass().getName(**iter), (**iter).getCellRef().getRefId(), -1, magnitude); } } } void MWWorld::InventoryStore::purgeEffect(short effectId, bool wholeSpell) { for (TSlots::const_iterator it = mSlots.begin(); it != mSlots.end(); ++it) { if (*it != end()) purgeEffect(effectId, (*it)->getCellRef().getRefId(), wholeSpell); } } void MWWorld::InventoryStore::purgeEffect(short effectId, const std::string &sourceId, bool wholeSpell, int effectIndex) { TEffectMagnitudes::iterator effectMagnitudeIt = mPermanentMagicEffectMagnitudes.find(sourceId); if (effectMagnitudeIt == mPermanentMagicEffectMagnitudes.end()) return; for (TSlots::const_iterator iter (mSlots.begin()); iter!=mSlots.end(); ++iter) { if (*iter==end()) continue; if ((*iter)->getCellRef().getRefId() != sourceId) continue; std::string enchantmentId = (*iter)->getClass().getEnchantment (**iter); if (!enchantmentId.empty()) { const ESM::Enchantment& enchantment = *MWBase::Environment::get().getWorld()->getStore().get().find (enchantmentId); if (enchantment.mData.mType != ESM::Enchantment::ConstantEffect) continue; std::vector& params = effectMagnitudeIt->second; int i=0; for (std::vector::const_iterator effectIt (enchantment.mEffects.mList.begin()); effectIt!=enchantment.mEffects.mList.end(); ++effectIt, ++i) { if (effectIt->mEffectID != effectId) continue; if (effectIndex >= 0 && effectIndex != i) continue; if (wholeSpell) { mPermanentMagicEffectMagnitudes.erase(sourceId); return; } float magnitude = effectIt->mMagnMin + (effectIt->mMagnMax - effectIt->mMagnMin) * params[i].mRandom; magnitude *= params[i].mMultiplier; if (magnitude) mMagicEffects.add (*effectIt, -magnitude); params[i].mMultiplier = 0; } } } } void MWWorld::InventoryStore::clear() { mSlots.clear(); initSlots (mSlots); ContainerStore::clear(); } bool MWWorld::InventoryStore::isEquipped(const MWWorld::ConstPtr &item) { for (int i=0; i < MWWorld::InventoryStore::Slots; ++i) { if (getSlot(i) != end() && *getSlot(i) == item) return true; } return false; } void MWWorld::InventoryStore::writeState(ESM::InventoryState &state) const { MWWorld::ContainerStore::writeState(state); for (TEffectMagnitudes::const_iterator it = mPermanentMagicEffectMagnitudes.begin(); it != mPermanentMagicEffectMagnitudes.end(); ++it) { std::vector > params; for (std::vector::const_iterator pIt = it->second.begin(); pIt != it->second.end(); ++pIt) { params.emplace_back(pIt->mRandom, pIt->mMultiplier); } state.mPermanentMagicEffectMagnitudes[it->first] = params; } } void MWWorld::InventoryStore::readState(const ESM::InventoryState &state) { MWWorld::ContainerStore::readState(state); for (ESM::InventoryState::TEffectMagnitudes::const_iterator it = state.mPermanentMagicEffectMagnitudes.begin(); it != state.mPermanentMagicEffectMagnitudes.end(); ++it) { std::vector params; for (std::vector >::const_iterator pIt = it->second.begin(); pIt != it->second.end(); ++pIt) { EffectParams p; p.mRandom = pIt->first; p.mMultiplier = pIt->second; params.push_back(p); } mPermanentMagicEffectMagnitudes[it->first] = params; } }