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openmw-tes3mp/apps/openmw/mwworld/inventorystore.cpp

1095 lines
37 KiB
C++

#include "inventorystore.hpp"
#include <iterator>
#include <algorithm>
#include <components/debug/debuglog.hpp>
#include <components/esm/loadench.hpp>
#include <components/esm/inventorystate.hpp>
#include <components/misc/rng.hpp>
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
#include <components/openmw-mp/TimedLog.hpp>
#include "../mwmp/Main.hpp"
#include "../mwmp/CellController.hpp"
#include "../mwmp/PlayerList.hpp"
/*
End of tes3mp addition
*/
#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<ContainerStoreIterator>::const_iterator iter (
const_cast<InventoryStore&> (store).mSlots.begin());
iter!=const_cast<InventoryStore&> (store).mSlots.end(); ++iter)
{
std::size_t distance = std::distance (const_cast<InventoryStore&> (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<InventoryStore&> (store).begin(), const_cast<InventoryStore&> (store).mSelectedEnchantItem);
ContainerStoreIterator slot = begin();
std::advance (slot, distance);
mSelectedEnchantItem = slot;
}
void MWWorld::InventoryStore::initSlots (TSlots& slots_)
{
for (int i=0; i<Slots; ++i)
slots_.push_back (end());
}
void MWWorld::InventoryStore::storeEquipmentState(const MWWorld::LiveCellRefBase &ref, int index, ESM::InventoryState &inventory) const
{
for (int i = 0; i<static_cast<int> (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<int, int>::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<std::vector<int>, 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);
}
/*
Start of tes3mp change (major)
Only fire inventory events for actors in loaded cells to avoid crashes
*/
if (mListener && MWBase::Environment::get().getWorld()->isCellActive(*actorPtr.getCell()->getCell()))
mListener->itemAdded(*retVal, count);
/*
End of tes3mp change (major)
*/
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<int> (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<std::vector<int>, 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<int> (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
/*
Start of tes3mp change (major)
Instead of throwing an error, display an error log message with information about
the item
*/
//throw std::runtime_error("Invalid slot, make sure you are not calling RefData::setCount for a container object");
LOG_MESSAGE_SIMPLE(TimedLog::LOG_ERROR, "Invalid slot, make sure you are not calling RefData::setCount for a container object\n- item was %s",
mSlots[slot]->getCellRef().getRefId().c_str());
/*
End of tes3mp change (major)
*/
}
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<ESM::Weapon>()->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<int>(weaponSkillsLength); ++i)
{
float max = 0;
int maxWeaponSkill = -1;
for (int j = 0; j < static_cast<int>(weaponSkillsLength); ++j)
{
float skillValue = actor.getClass().getSkill(actor, static_cast<int>(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<ESM::Weapon>()->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<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
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<std::vector<int>, 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<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
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<std::vector<int>, 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<ESM::Armor>()->mBase->mData.mType < test.get<ESM::Armor>()->mBase->mData.mType)
continue;
if (old.get<ESM::Armor>()->mBase->mData.mType == test.get<ESM::Armor>()->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<ESM::Armor>()->mBase->mData.mType != ESM::Armor::Shield)
continue;
if (iter->getClass().canBeEquipped(*iter, actor).first != 1)
continue;
std::pair<std::vector<int>, 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<ESM::Armor>()->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)
{
/*
Start of tes3mp addition
We need DedicatedPlayers and DedicatedActors to wear exactly what they're wearing on their
authority client, so don't auto-equip for them
*/
if (mwmp::PlayerList::isDedicatedPlayer(actor) || mwmp::Main::get().getCellController()->isDedicatedActor(actor))
return;
/*
End of tes3mp addition
*/
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; i<slots_.size(); ++i)
{
if (slots_[i] != mSlots[i])
{
changed = true;
break;
}
}
mUpdatesEnabled = true;
if (changed)
{
mSlots.swap (slots_);
fireEquipmentChangedEvent(actor);
updateMagicEffects(actor);
flagAsModified();
}
}
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::getPreferredShield(const MWWorld::Ptr& actor)
{
TSlots slots;
initSlots (slots);
autoEquipArmor(actor, slots);
return slots[Slot_CarriedLeft];
}
const MWMechanics::MagicEffects& MWWorld::InventoryStore::getMagicEffects() const
{
return mMagicEffects;
}
void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
{
// To avoid excessive updates during auto-equip
if (!mUpdatesEnabled)
return;
// Delay update until the listener is set up
if (!mInventoryListener)
return;
mMagicEffects = MWMechanics::MagicEffects();
const auto& stats = actor.getClass().getCreatureStats(actor);
if (stats.isDead() && stats.isDeathAnimationFinished())
return;
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())
{
const ESM::Enchantment& enchantment =
*MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find (enchantmentId);
if (enchantment.mData.mType != ESM::Enchantment::ConstantEffect)
continue;
std::vector<EffectParams> 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<float>(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<ESM::MagicEffect>().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();
}
/*
Start of tes3mp change (major)
Only fire inventory events for actors in loaded cells to avoid crashes
*/
if (mListener && MWBase::Environment::get().getWorld()->isCellActive(*actor.getCell()->getCell()))
mListener->itemRemoved(item, retCount);
/*
End of tes3mp change (major)
*/
return retCount;
}
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipSlot(int slot, const MWWorld::Ptr& actor, bool applyUpdates)
{
if (slot<0 || slot>=static_cast<int> (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<MWWorld::InventoryStore::Slots; ++slot)
{
MWWorld::ContainerStoreIterator equipped = getSlot(slot);
if (equipped != end() && *equipped == item)
return unequipSlot(slot, actor);
}
throw std::runtime_error ("attempt to unequip an item that is not currently equipped");
}
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipItemQuantity(const Ptr& item, const Ptr& actor, int count)
{
if (!isEquipped(item))
throw std::runtime_error ("attempt to unequip an item that is not currently equipped");
if (count <= 0)
throw std::runtime_error ("attempt to unequip nothing (count <= 0)");
if (count > 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;
/*
Start of tes3mp change (major)
Only fire inventory events for local players or for other actors in loaded cells to avoid crashes
*/
if (mInventoryListener)
{
if (actor == MWMechanics::getPlayer() || MWBase::Environment::get().getWorld()->isCellActive(*actor.getCell()->getCell()))
{
mInventoryListener->equipmentChanged();
}
}
/*
End of tes3mp change (major)
*/
// 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<ESM::Enchantment>().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<ESM::Enchantment>().find (enchantmentId);
if (enchantment.mData.mType != ESM::Enchantment::ConstantEffect)
continue;
std::vector<EffectParams>& params = effectMagnitudeIt->second;
int i=0;
for (std::vector<ESM::ENAMstruct>::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<std::pair<float, float> > params;
for (std::vector<EffectParams>::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<EffectParams> params;
for (std::vector<std::pair<float, float> >::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;
}
}