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openmw-tes3mp/apps/openmw/mwworld/inventorystore.cpp
scrawl 6aa56354c0 Revert "Bug #991: Don't autoequip items with harmful permanent enchantments"
This is no longer needed, since merchants no longer equip items sold to them (2f35e5a04e). Also, items with harmful enchantments that are initially in the NPCs inventory *must* be equipped (e.g. slave bracers)

This reverts commit 71d9755ef1.
2014-01-14 05:24:58 +01:00

633 lines
22 KiB
C++

#include "inventorystore.hpp"
#include <iterator>
#include <algorithm>
#include <components/esm/loadench.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwmechanics/spellcasting.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);
}
}
void MWWorld::InventoryStore::initSlots (TSlots& slots_)
{
for (int i=0; i<Slots; ++i)
slots_.push_back (end());
}
MWWorld::InventoryStore::InventoryStore()
: mSelectedEnchantItem(end())
, mUpdatesEnabled (true)
, mFirstAutoEquip(true)
, mListener(NULL)
{
initSlots (mSlots);
}
MWWorld::InventoryStore::InventoryStore (const InventoryStore& store)
: ContainerStore (store)
, mSelectedEnchantItem(end())
, mListener(NULL)
, mUpdatesEnabled(true)
{
mMagicEffects = store.mMagicEffects;
mFirstAutoEquip = store.mFirstAutoEquip;
mSelectedEnchantItem = store.mSelectedEnchantItem;
mPermanentMagicEffectMagnitudes = store.mPermanentMagicEffectMagnitudes;
copySlots (store);
}
MWWorld::InventoryStore& MWWorld::InventoryStore::operator= (const InventoryStore& store)
{
mMagicEffects = store.mMagicEffects;
mFirstAutoEquip = store.mFirstAutoEquip;
mPermanentMagicEffectMagnitudes = store.mPermanentMagicEffectMagnitudes;
ContainerStore::operator= (store);
mSlots.clear();
copySlots (store);
return *this;
}
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::add(const Ptr& itemPtr, int count, const Ptr& actorPtr, bool setOwner)
{
const MWWorld::ContainerStoreIterator& retVal = MWWorld::ContainerStore::add(itemPtr, count, actorPtr, setOwner);
// Auto-equip items if an armor/clothing or weapon item is added, but not for the player nor werewolves
if ((actorPtr.getRefData().getHandle() != "player")
&& !(MWWorld::Class::get(actorPtr).getNpcStats(actorPtr).isWerewolf())
&& !actorPtr.getClass().getCreatureStats(actorPtr).isDead())
{
std::string type = itemPtr.getTypeName();
if ((type == typeid(ESM::Armor).name()) || (type == typeid(ESM::Clothing).name()) || (type == typeid(ESM::Weapon).name()))
autoEquip(actorPtr);
}
updateRechargingItems();
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_ = Class::get (*iterator).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();
updateMagicEffects(actor);
// Update HUD icon for player weapon
if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
MWBase::Environment::get().getWindowManager()->setSelectedWeapon(*getSlot(slot));
}
void MWWorld::InventoryStore::unequipAll(const MWWorld::Ptr& actor)
{
// Only *one* change event should be fired
mUpdatesEnabled = false;
for (int slot=0; slot < MWWorld::InventoryStore::Slots; ++slot)
unequipSlot(slot, actor);
mUpdatesEnabled = true;
fireEquipmentChangedEvent();
updateMagicEffects(actor);
}
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::getSlot (int slot)
{
if (slot<0 || slot>=static_cast<int> (mSlots.size()))
throw std::runtime_error ("slot number out of range");
if (mSlots[slot]==end())
return end();
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::autoEquip (const MWWorld::Ptr& actor)
{
const MWMechanics::NpcStats& stats = MWWorld::Class::get(actor).getNpcStats(actor);
TSlots slots_;
initSlots (slots_);
// Disable model update during auto-equip
mUpdatesEnabled = false;
for (ContainerStoreIterator iter (begin()); iter!=end(); ++iter)
{
Ptr test = *iter;
// Don't autoEquip lights
if (test.getTypeName() == typeid(ESM::Light).name())
{
continue;
}
// Only autoEquip if we are the original owner of the item.
// This stops merchants from auto equipping anything you sell to them.
// ...unless this is a companion, he should always equip items given to him.
if (!Misc::StringUtils::ciEqual(test.getCellRef().mOwner, actor.getCellRef().mRefID) &&
(actor.getClass().getScript(actor).empty() ||
!actor.getRefData().getLocals().getIntVar(actor.getClass().getScript(actor), "companion")))
continue;
int testSkill = MWWorld::Class::get (test).getEquipmentSkill (test);
std::pair<std::vector<int>, bool> itemsSlots =
MWWorld::Class::get (*iter).getEquipmentSlots (*iter);
for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
iter2!=itemsSlots.first.end(); ++iter2)
{
bool use = false;
if (slots_.at (*iter2)==end())
use = true; // slot was empty before -> skip all further checks
else
{
Ptr old = *slots_.at (*iter2);
if (!use)
{
// check skill
int oldSkill =
MWWorld::Class::get (old).getEquipmentSkill (old);
if (testSkill!=-1 && oldSkill==-1)
use = true;
else if (testSkill!=-1 && oldSkill!=-1 && testSkill!=oldSkill)
{
if (stats.getSkill (oldSkill).getModified()>stats.getSkill (testSkill).getModified())
continue; // rejected, because old item better matched the NPC's skills.
if (stats.getSkill (oldSkill).getModified()<stats.getSkill (testSkill).getModified())
use = true;
}
}
if (!use)
{
// check value
if (MWWorld::Class::get (old).getValue (old)>=
MWWorld::Class::get (test).getValue (test))
{
continue;
}
use = true;
}
}
switch(MWWorld::Class::get (test).canBeEquipped (test, actor).first)
{
case 0:
continue;
case 2:
slots_[MWWorld::InventoryStore::Slot_CarriedLeft] = end();
break;
case 3:
// Prefer keeping twohanded weapon
break;
}
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);
}
}
slots_[*iter2] = iter;
break;
}
}
bool changed = false;
for (std::size_t i=0; i<slots_.size(); ++i)
if (slots_[i]!=mSlots[i])
{
changed = true;
}
mUpdatesEnabled = true;
if (changed)
{
mSlots.swap (slots_);
fireEquipmentChangedEvent();
updateMagicEffects(actor);
flagAsModified();
}
}
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 (!mListener)
return;
mMagicEffects = MWMechanics::MagicEffects();
for (TSlots::const_iterator iter (mSlots.begin()); iter!=mSlots.end(); ++iter)
{
if (*iter==end())
continue;
std::string enchantmentId = MWWorld::Class::get (**iter).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().mRefID) != mPermanentMagicEffectMagnitudes.end());
if (!existed)
{
// Roll some dice, one for each effect
params.resize(enchantment.mEffects.mList.size());
for (unsigned int i=0; i<params.size();++i)
params[i].mRandom = static_cast<float> (std::rand()) / RAND_MAX;
// Try resisting each effect
int i=0;
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt (enchantment.mEffects.mList.begin());
effectIt!=enchantment.mEffects.mList.end(); ++effectIt)
{
params[i].mMultiplier = MWMechanics::getEffectMultiplier(effectIt->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().mRefID] = params;
}
else
params = mPermanentMagicEffectMagnitudes[(**iter).getCellRef().mRefID];
int i=0;
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt (enchantment.mEffects.mList.begin());
effectIt!=enchantment.mEffects.mList.end(); ++effectIt, ++i)
{
const ESM::MagicEffect *magicEffect =
MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
effectIt->mEffectID);
// Fully resisted?
if (params[i].mMultiplier == 0)
continue;
float magnitude = effectIt->mMagnMin + (effectIt->mMagnMax - effectIt->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.
mListener->permanentEffectAdded(magicEffect, !mFirstAutoEquip,
!mFirstAutoEquip && effectIt == enchantment.mEffects.mList.begin());
// Apply instant effects
MWMechanics::CastSpell cast(actor, actor);
if (magnitude)
cast.applyInstantEffect(actor, actor, effectIt->mEffectID, magnitude);
}
if (magnitude)
mMagicEffects.add (*effectIt, magnitude);
}
}
}
// 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().mRefID == 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;
}
void MWWorld::InventoryStore::flagAsModified()
{
ContainerStore::flagAsModified();
}
bool MWWorld::InventoryStore::stacks(const Ptr& ptr1, const Ptr& ptr2)
{
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 = MWWorld::Class::get(**iter).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)
{
for (int slot=0; slot < MWWorld::InventoryStore::Slots; ++slot)
{
if (mSlots[slot] == end())
continue;
if (*mSlots[slot] == item)
{
// restacking is disabled cause it may break removal
unequipSlot(slot, actor, false);
break;
}
}
int retCount = ContainerStore::remove(item, count, actor);
// If an armor/clothing item is removed, try to find a replacement,
// but not for the player nor werewolves.
if ((actor.getRefData().getHandle() != "player")
&& !(MWWorld::Class::get(actor).getNpcStats(actor).isWerewolf()))
{
std::string type = item.getTypeName();
if (((type == typeid(ESM::Armor).name()) || (type == typeid(ESM::Clothing).name()))
&& !actor.getClass().getCreatureStats(actor).isDead())
autoEquip(actor);
}
if (item.getRefData().getCount() == 0 && mSelectedEnchantItem != end()
&& *mSelectedEnchantItem == item && actor.getRefData().getHandle() == "player")
{
mSelectedEnchantItem = end();
MWBase::Environment::get().getWindowManager()->unsetSelectedSpell();
}
updateRechargingItems();
return retCount;
}
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipSlot(int slot, const MWWorld::Ptr& actor, bool restack)
{
ContainerStoreIterator it = getSlot(slot);
if (it != end())
{
ContainerStoreIterator retval = it;
// empty this slot
mSlots[slot] = end();
if (restack) {
// restack item previously in this slot
for (MWWorld::ContainerStoreIterator iter (begin()); iter != end(); ++iter)
{
if (stacks(*iter, *it))
{
iter->getRefData().setCount(iter->getRefData().getCount() + it->getRefData().getCount());
it->getRefData().setCount(0);
retval = iter;
break;
}
}
}
if (actor.getRefData().getHandle() == "player")
{
// Unset OnPCEquip Variable on item's script, if it has a script with that variable declared
const std::string& script = Class::get(*it).getScript(*it);
if (script != "")
(*it).getRefData().getLocals().setVarByInt(script, "onpcequip", 0);
// Update HUD icon when removing player weapon or selected enchanted item.
// We have to check for both as the weapon could also be the enchanted item.
if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
{
// weapon
MWBase::Environment::get().getWindowManager()->unsetSelectedWeapon();
}
if ((mSelectedEnchantItem != end()) && (mSelectedEnchantItem == it))
{
// enchanted item
mSelectedEnchantItem = end();
MWBase::Environment::get().getWindowManager()->unsetSelectedSpell();
}
}
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 = MWWorld::Class::get (**iter).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().mRefID) == 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().mRefID][i];
float magnitude = effectIt->mMagnMin + (effectIt->mMagnMax - effectIt->mMagnMin) * params.mRandom;
magnitude *= params.mMultiplier;
visitor.visit(MWMechanics::EffectKey(*effectIt), (**iter).getClass().getName(**iter), "", 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, enchantment->mData.mCharge));
}
}
}
void MWWorld::InventoryStore::rechargeItems(float duration)
{
for (TRechargingItems::iterator it = mRechargingItems.begin(); it != mRechargingItems.end(); ++it)
{
if (it->first->getCellRef().mEnchantmentCharge == -1
|| it->first->getCellRef().mEnchantmentCharge == it->second)
continue;
static float fMagicItemRechargePerSecond = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"fMagicItemRechargePerSecond")->getFloat();
it->first->getCellRef().mEnchantmentCharge = std::min (it->first->getCellRef().mEnchantmentCharge + fMagicItemRechargePerSecond * duration,
it->second);
}
}
void MWWorld::InventoryStore::purgeEffect(short effectId)
{
mMagicEffects.add(MWMechanics::EffectKey(effectId), -mMagicEffects.get(MWMechanics::EffectKey(effectId)).mMagnitude);
}