mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-16 01:49:54 +00:00
3f28634d1f
Note, I suspect Rng::rollClosedProbability() is not needed. The only difference between it and rollProbability() is that one time in 37k (on Windows), it will give an output of 1.0. On some versions of Linux, the value of 1.0 will occur about 1 time in 4 billion.
768 lines
26 KiB
C++
768 lines
26 KiB
C++
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#include "inventorystore.hpp"
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#include <iterator>
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#include <algorithm>
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#include <components/esm/loadench.hpp>
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#include <components/esm/inventorystate.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "esmstore.hpp"
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#include "class.hpp"
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void MWWorld::InventoryStore::copySlots (const InventoryStore& store)
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{
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// some const-trickery, required because of a flaw in the handling of MW-references and the
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// resulting workarounds
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for (std::vector<ContainerStoreIterator>::const_iterator iter (
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const_cast<InventoryStore&> (store).mSlots.begin());
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iter!=const_cast<InventoryStore&> (store).mSlots.end(); ++iter)
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{
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std::size_t distance = std::distance (const_cast<InventoryStore&> (store).begin(), *iter);
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ContainerStoreIterator slot = begin();
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std::advance (slot, distance);
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mSlots.push_back (slot);
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}
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// some const-trickery, required because of a flaw in the handling of MW-references and the
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// resulting workarounds
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std::size_t distance = std::distance (const_cast<InventoryStore&> (store).begin(), const_cast<InventoryStore&> (store).mSelectedEnchantItem);
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ContainerStoreIterator slot = begin();
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std::advance (slot, distance);
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mSelectedEnchantItem = slot;
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}
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void MWWorld::InventoryStore::initSlots (TSlots& slots_)
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{
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for (int i=0; i<Slots; ++i)
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slots_.push_back (end());
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}
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void MWWorld::InventoryStore::storeEquipmentState(const MWWorld::LiveCellRefBase &ref, int index, ESM::InventoryState &inventory) const
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{
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for (int i = 0; i<static_cast<int> (mSlots.size()); ++i)
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if (mSlots[i].getType()!=-1 && mSlots[i]->getBase()==&ref)
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{
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inventory.mEquipmentSlots[index] = i;
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}
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if (mSelectedEnchantItem.getType()!=-1 && mSelectedEnchantItem->getBase() == &ref)
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inventory.mSelectedEnchantItem = index;
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}
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void MWWorld::InventoryStore::readEquipmentState(const MWWorld::ContainerStoreIterator &iter, int index, const ESM::InventoryState &inventory)
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{
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if (index == inventory.mSelectedEnchantItem)
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mSelectedEnchantItem = iter;
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std::map<int, int>::const_iterator found = inventory.mEquipmentSlots.find(index);
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if (found != inventory.mEquipmentSlots.end())
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{
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if (found->second < 0 || found->second >= MWWorld::InventoryStore::Slots)
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throw std::runtime_error("Invalid slot index in inventory state");
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// make sure the item can actually be equipped in this slot
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int slot = found->second;
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std::pair<std::vector<int>, bool> allowedSlots = iter->getClass().getEquipmentSlots(*iter);
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if (!allowedSlots.first.size())
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return;
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if (std::find(allowedSlots.first.begin(), allowedSlots.first.end(), slot) == allowedSlots.first.end())
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slot = allowedSlots.first.front();
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// unstack if required
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if (!allowedSlots.second && iter->getRefData().getCount() > 1)
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{
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MWWorld::ContainerStoreIterator newIter = addNewStack(*iter, 1);
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iter->getRefData().setCount(iter->getRefData().getCount()-1);
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mSlots[slot] = newIter;
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}
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else
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mSlots[slot] = iter;
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}
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}
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MWWorld::InventoryStore::InventoryStore()
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: mSelectedEnchantItem(end())
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, mUpdatesEnabled (true)
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, mFirstAutoEquip(true)
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, mListener(NULL)
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, mRechargingItemsUpToDate(false)
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{
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initSlots (mSlots);
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}
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MWWorld::InventoryStore::InventoryStore (const InventoryStore& store)
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: ContainerStore (store)
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, mSelectedEnchantItem(end())
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, mMagicEffects(store.mMagicEffects)
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, mFirstAutoEquip(store.mFirstAutoEquip)
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, mListener(store.mListener)
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, mUpdatesEnabled(store.mUpdatesEnabled)
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, mPermanentMagicEffectMagnitudes(store.mPermanentMagicEffectMagnitudes)
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, mRechargingItemsUpToDate(false)
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{
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copySlots (store);
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}
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MWWorld::InventoryStore& MWWorld::InventoryStore::operator= (const InventoryStore& store)
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{
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mListener = store.mListener;
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mMagicEffects = store.mMagicEffects;
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mFirstAutoEquip = store.mFirstAutoEquip;
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mPermanentMagicEffectMagnitudes = store.mPermanentMagicEffectMagnitudes;
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mRechargingItemsUpToDate = false;
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ContainerStore::operator= (store);
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mSlots.clear();
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copySlots (store);
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return *this;
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}
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MWWorld::ContainerStoreIterator MWWorld::InventoryStore::add(const Ptr& itemPtr, int count, const Ptr& actorPtr, bool setOwner)
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{
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const MWWorld::ContainerStoreIterator& retVal = MWWorld::ContainerStore::add(itemPtr, count, actorPtr, setOwner);
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// Auto-equip items if an armor/clothing or weapon item is added, but not for the player nor werewolves
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if (actorPtr != MWBase::Environment::get().getWorld()->getPlayerPtr()
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&& !(actorPtr.getClass().isNpc() && actorPtr.getClass().getNpcStats(actorPtr).isWerewolf()))
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{
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std::string type = itemPtr.getTypeName();
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if (type == typeid(ESM::Armor).name() || type == typeid(ESM::Clothing).name())
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autoEquip(actorPtr);
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}
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return retVal;
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}
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void MWWorld::InventoryStore::equip (int slot, const ContainerStoreIterator& iterator, const Ptr& actor)
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{
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if (iterator == end())
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throw std::runtime_error ("can't equip end() iterator, use unequip function instead");
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if (slot<0 || slot>=static_cast<int> (mSlots.size()))
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throw std::runtime_error ("slot number out of range");
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if (iterator.getContainerStore()!=this)
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throw std::runtime_error ("attempt to equip an item that is not in the inventory");
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std::pair<std::vector<int>, bool> slots_;
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slots_ = iterator->getClass().getEquipmentSlots (*iterator);
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if (std::find (slots_.first.begin(), slots_.first.end(), slot)==slots_.first.end())
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throw std::runtime_error ("invalid slot");
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if (mSlots[slot] != end())
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unequipSlot(slot, actor);
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// unstack item pointed to by iterator if required
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if (iterator!=end() && !slots_.second && iterator->getRefData().getCount() > 1) // if slots.second is true, item can stay stacked when equipped
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{
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unstack(*iterator, actor);
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}
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mSlots[slot] = iterator;
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flagAsModified();
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fireEquipmentChangedEvent();
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updateMagicEffects(actor);
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}
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void MWWorld::InventoryStore::unequipAll(const MWWorld::Ptr& actor)
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{
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mUpdatesEnabled = false;
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for (int slot=0; slot < MWWorld::InventoryStore::Slots; ++slot)
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unequipSlot(slot, actor);
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mUpdatesEnabled = true;
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fireEquipmentChangedEvent();
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updateMagicEffects(actor);
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}
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MWWorld::ContainerStoreIterator MWWorld::InventoryStore::getSlot (int slot)
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{
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if (slot<0 || slot>=static_cast<int> (mSlots.size()))
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throw std::runtime_error ("slot number out of range");
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if (mSlots[slot]==end())
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return end();
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if (mSlots[slot]->getRefData().getCount()<1)
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{
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// Object has been deleted
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// This should no longer happen, since the new remove function will unequip first
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throw std::runtime_error("Invalid slot, make sure you are not calling RefData::setCount for a container object");
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}
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return mSlots[slot];
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}
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void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
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{
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TSlots slots_;
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initSlots (slots_);
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// Disable model update during auto-equip
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mUpdatesEnabled = false;
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for (ContainerStoreIterator iter (begin()); iter!=end(); ++iter)
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{
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Ptr test = *iter;
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// Don't autoEquip lights. Handled in Actors::updateEquippedLight based on environment light.
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if (test.getTypeName() == typeid(ESM::Light).name())
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{
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continue;
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}
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// Only autoEquip if we are the original owner of the item.
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// This stops merchants from auto equipping anything you sell to them.
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// ...unless this is a companion, he should always equip items given to him.
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if (!Misc::StringUtils::ciEqual(test.getCellRef().getOwner(), actor.getCellRef().getRefId()) &&
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(actor.getClass().getScript(actor).empty() ||
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!actor.getRefData().getLocals().getIntVar(actor.getClass().getScript(actor), "companion"))
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&& !actor.getClass().getCreatureStats(actor).isDead() // Corpses can be dressed up by the player as desired
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)
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{
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continue;
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}
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int testSkill = test.getClass().getEquipmentSkill (test);
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std::pair<std::vector<int>, bool> itemsSlots =
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iter->getClass().getEquipmentSlots (*iter);
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for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
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iter2!=itemsSlots.first.end(); ++iter2)
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{
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if (*iter2 == Slot_CarriedRight) // Items in right hand are situational use, so don't equip them.
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// Equipping weapons is handled by AiCombat. Anything else (lockpicks, probes) can't be used by NPCs anyway (yet)
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continue;
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if (slots_.at (*iter2)!=end())
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{
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Ptr old = *slots_.at (*iter2);
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// check skill
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int oldSkill = old.getClass().getEquipmentSkill (old);
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bool use = false;
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if (testSkill!=-1 && oldSkill==-1)
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use = true;
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else if (testSkill!=-1 && oldSkill!=-1 && testSkill!=oldSkill)
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{
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if (actor.getClass().getSkill(actor, oldSkill) > actor.getClass().getSkill (actor, testSkill))
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continue; // rejected, because old item better matched the NPC's skills.
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if (actor.getClass().getSkill(actor, oldSkill) < actor.getClass().getSkill (actor, testSkill))
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use = true;
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}
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if (!use)
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{
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// check value
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if (old.getClass().getValue (old)>=
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test.getClass().getValue (test))
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{
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continue;
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}
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}
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}
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switch(test.getClass().canBeEquipped (test, actor).first)
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{
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case 0:
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continue;
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default:
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break;
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}
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if (!itemsSlots.second) // if itemsSlots.second is true, item can stay stacked when equipped
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{
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// unstack item pointed to by iterator if required
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if (iter->getRefData().getCount() > 1)
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{
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unstack(*iter, actor);
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}
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}
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slots_[*iter2] = iter;
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break;
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}
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}
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bool changed = false;
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for (std::size_t i=0; i<slots_.size(); ++i)
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{
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if (slots_[i] != mSlots[i])
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{
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changed = true;
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break;
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}
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}
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mUpdatesEnabled = true;
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if (changed)
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{
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mSlots.swap (slots_);
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fireEquipmentChangedEvent();
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updateMagicEffects(actor);
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flagAsModified();
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}
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}
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const MWMechanics::MagicEffects& MWWorld::InventoryStore::getMagicEffects() const
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{
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return mMagicEffects;
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}
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void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
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{
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// To avoid excessive updates during auto-equip
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if (!mUpdatesEnabled)
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return;
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// Delay update until the listener is set up
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if (!mListener)
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return;
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mMagicEffects = MWMechanics::MagicEffects();
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for (TSlots::const_iterator iter (mSlots.begin()); iter!=mSlots.end(); ++iter)
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{
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if (*iter==end())
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continue;
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std::string enchantmentId = (*iter)->getClass().getEnchantment (**iter);
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if (!enchantmentId.empty())
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{
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const ESM::Enchantment& enchantment =
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*MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find (enchantmentId);
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if (enchantment.mData.mType != ESM::Enchantment::ConstantEffect)
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continue;
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std::vector<EffectParams> params;
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bool existed = (mPermanentMagicEffectMagnitudes.find((**iter).getCellRef().getRefId()) != mPermanentMagicEffectMagnitudes.end());
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if (!existed)
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{
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// Roll some dice, one for each effect
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params.resize(enchantment.mEffects.mList.size());
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for (unsigned int i=0; i<params.size();++i)
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params[i].mRandom = OEngine::Misc::Rng::rollClosedProbability();
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// Try resisting each effect
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int i=0;
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for (std::vector<ESM::ENAMstruct>::const_iterator effectIt (enchantment.mEffects.mList.begin());
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effectIt!=enchantment.mEffects.mList.end(); ++effectIt)
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{
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params[i].mMultiplier = MWMechanics::getEffectMultiplier(effectIt->mEffectID, actor, actor);
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++i;
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}
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// Note that using the RefID as a key here is not entirely correct.
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// Consider equipping the same item twice (e.g. a ring)
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// However, permanent enchantments with a random magnitude are kind of an exploit anyway,
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// so it doesn't really matter if both items will get the same magnitude. *Extreme* edge case.
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mPermanentMagicEffectMagnitudes[(**iter).getCellRef().getRefId()] = params;
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}
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else
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params = mPermanentMagicEffectMagnitudes[(**iter).getCellRef().getRefId()];
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int i=0;
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for (std::vector<ESM::ENAMstruct>::const_iterator effectIt (enchantment.mEffects.mList.begin());
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effectIt!=enchantment.mEffects.mList.end(); ++effectIt, ++i)
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{
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const ESM::MagicEffect *magicEffect =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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effectIt->mEffectID);
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// Fully resisted?
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if (params[i].mMultiplier == 0)
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continue;
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float magnitude = effectIt->mMagnMin + (effectIt->mMagnMax - effectIt->mMagnMin) * params[i].mRandom;
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magnitude *= params[i].mMultiplier;
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if (!existed)
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{
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// During first auto equip, we don't play any sounds.
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// Basically we don't want sounds when the actor is first loaded,
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// the items should appear as if they'd always been equipped.
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mListener->permanentEffectAdded(magicEffect, !mFirstAutoEquip,
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!mFirstAutoEquip && effectIt == enchantment.mEffects.mList.begin());
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// Apply instant effects
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MWMechanics::CastSpell cast(actor, actor);
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if (magnitude)
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cast.applyInstantEffect(actor, actor, effectIt->mEffectID, magnitude);
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}
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if (magnitude)
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mMagicEffects.add (*effectIt, magnitude);
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}
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}
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}
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// Now drop expired effects
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for (TEffectMagnitudes::iterator it = mPermanentMagicEffectMagnitudes.begin();
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it != mPermanentMagicEffectMagnitudes.end();)
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{
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bool found = false;
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for (TSlots::const_iterator iter (mSlots.begin()); iter!=mSlots.end(); ++iter)
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{
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if (*iter == end())
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continue;
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if ((**iter).getCellRef().getRefId() == it->first)
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{
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found = true;
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}
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}
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if (!found)
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mPermanentMagicEffectMagnitudes.erase(it++);
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else
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++it;
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}
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// Magic effects are normally not updated when paused, but we need this to make resistances work immediately after equipping
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MWBase::Environment::get().getMechanicsManager()->updateMagicEffects(actor);
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mFirstAutoEquip = false;
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}
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void MWWorld::InventoryStore::flagAsModified()
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{
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ContainerStore::flagAsModified();
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mRechargingItemsUpToDate = false;
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}
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bool MWWorld::InventoryStore::stacks(const Ptr& ptr1, const Ptr& ptr2)
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{
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bool canStack = MWWorld::ContainerStore::stacks(ptr1, ptr2);
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if (!canStack)
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return false;
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// don't stack if either item is currently equipped
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for (TSlots::const_iterator iter (mSlots.begin());
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iter!=mSlots.end(); ++iter)
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{
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if (*iter != end() && (ptr1 == **iter || ptr2 == **iter))
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{
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bool stackWhenEquipped = (*iter)->getClass().getEquipmentSlots(**iter).second;
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if (!stackWhenEquipped)
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return false;
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}
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}
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return true;
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}
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void MWWorld::InventoryStore::setSelectedEnchantItem(const ContainerStoreIterator& iterator)
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{
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mSelectedEnchantItem = iterator;
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}
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MWWorld::ContainerStoreIterator MWWorld::InventoryStore::getSelectedEnchantItem()
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{
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return mSelectedEnchantItem;
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}
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int MWWorld::InventoryStore::remove(const Ptr& item, int count, const Ptr& actor)
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{
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int retCount = ContainerStore::remove(item, count, actor);
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if (!item.getRefData().getCount())
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{
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for (int slot=0; slot < MWWorld::InventoryStore::Slots; ++slot)
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{
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if (mSlots[slot] == end())
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continue;
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if (*mSlots[slot] == item)
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{
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unequipSlot(slot, actor);
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break;
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}
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}
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}
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// If an armor/clothing item is removed, try to find a replacement,
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// but not for the player nor werewolves.
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if ((actor != MWBase::Environment::get().getWorld()->getPlayerPtr())
|
|
&& !(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();
|
|
}
|
|
|
|
return retCount;
|
|
}
|
|
|
|
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipSlot(int slot, const MWWorld::Ptr& actor)
|
|
{
|
|
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 == MWBase::Environment::get().getWorld()->getPlayerPtr())
|
|
{
|
|
// 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();
|
|
}
|
|
}
|
|
|
|
fireEquipmentChangedEvent();
|
|
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");
|
|
}
|
|
|
|
void MWWorld::InventoryStore::setListener(InventoryStoreListener *listener, const Ptr& actor)
|
|
{
|
|
mListener = listener;
|
|
updateMagicEffects(actor);
|
|
}
|
|
|
|
void MWWorld::InventoryStore::fireEquipmentChangedEvent()
|
|
{
|
|
if (!mUpdatesEnabled)
|
|
return;
|
|
if (mListener)
|
|
mListener->equipmentChanged();
|
|
}
|
|
|
|
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 (std::vector<ESM::ENAMstruct>::const_iterator effectIt (enchantment.mEffects.mList.begin());
|
|
effectIt!=enchantment.mEffects.mList.end(); ++effectIt)
|
|
{
|
|
const EffectParams& params = mPermanentMagicEffectMagnitudes[(**iter).getCellRef().getRefId()][i];
|
|
float magnitude = effectIt->mMagnMin + (effectIt->mMagnMax - effectIt->mMagnMin) * params.mRandom;
|
|
magnitude *= params.mMultiplier;
|
|
if (magnitude > 0)
|
|
visitor.visit(MWMechanics::EffectKey(*effectIt), (**iter).getClass().getName(**iter), (**iter).getCellRef().getRefId(), -1, magnitude);
|
|
|
|
++i;
|
|
}
|
|
}
|
|
}
|
|
|
|
void MWWorld::InventoryStore::updateRechargingItems()
|
|
{
|
|
mRechargingItems.clear();
|
|
for (ContainerStoreIterator it = begin(); it != end(); ++it)
|
|
{
|
|
if (it->getClass().getEnchantment(*it) != "")
|
|
{
|
|
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(
|
|
it->getClass().getEnchantment(*it));
|
|
if (enchantment->mData.mType == ESM::Enchantment::WhenUsed
|
|
|| enchantment->mData.mType == ESM::Enchantment::WhenStrikes)
|
|
mRechargingItems.push_back(std::make_pair(it, static_cast<float>(enchantment->mData.mCharge)));
|
|
}
|
|
}
|
|
}
|
|
|
|
void MWWorld::InventoryStore::rechargeItems(float duration)
|
|
{
|
|
if (!mRechargingItemsUpToDate)
|
|
{
|
|
updateRechargingItems();
|
|
mRechargingItemsUpToDate = true;
|
|
}
|
|
for (TRechargingItems::iterator it = mRechargingItems.begin(); it != mRechargingItems.end(); ++it)
|
|
{
|
|
if (it->first->getCellRef().getEnchantmentCharge() == -1
|
|
|| it->first->getCellRef().getEnchantmentCharge() == it->second)
|
|
continue;
|
|
|
|
static float fMagicItemRechargePerSecond = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
|
|
"fMagicItemRechargePerSecond")->getFloat();
|
|
|
|
if (it->first->getCellRef().getEnchantmentCharge() <= it->second)
|
|
{
|
|
it->first->getCellRef().setEnchantmentCharge(std::min (it->first->getCellRef().getEnchantmentCharge() + fMagicItemRechargePerSecond * duration,
|
|
it->second));
|
|
|
|
// attempt to restack when fully recharged
|
|
if (it->first->getCellRef().getEnchantmentCharge() == it->second)
|
|
it->first = restack(*it->first);
|
|
}
|
|
}
|
|
}
|
|
|
|
void MWWorld::InventoryStore::purgeEffect(short effectId)
|
|
{
|
|
mMagicEffects.remove(MWMechanics::EffectKey(effectId));
|
|
}
|
|
|
|
void MWWorld::InventoryStore::purgeEffect(short effectId, const std::string &sourceId)
|
|
{
|
|
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)->getClass().getId(**iter) != 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;
|
|
|
|
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;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void MWWorld::InventoryStore::clear()
|
|
{
|
|
mSlots.clear();
|
|
initSlots (mSlots);
|
|
ContainerStore::clear();
|
|
}
|
|
|
|
bool MWWorld::InventoryStore::isEquipped(const MWWorld::Ptr &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)
|
|
{
|
|
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.push_back(std::make_pair(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;
|
|
}
|
|
}
|