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1067 lines
36 KiB
C++
1067 lines
36 KiB
C++
#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 <components/misc/rng.hpp>
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#include <components/settings/settings.hpp>
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/*
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Start of tes3mp addition
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Include additional headers for multiplayer purposes
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*/
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#include "../mwmp/Main.hpp"
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#include "../mwmp/CellController.hpp"
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#include "../mwmp/PlayerList.hpp"
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/*
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End of tes3mp addition
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*/
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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 "../mwbase/windowmanager.hpp"
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#include "../mwgui/inventorywindow.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwmechanics/actorutil.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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: mListener(NULL)
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, mUpdatesEnabled (true)
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, mFirstAutoEquip(true)
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, mSelectedEnchantItem(end())
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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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, mMagicEffects(store.mMagicEffects)
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, mListener(store.mListener)
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, mUpdatesEnabled(store.mUpdatesEnabled)
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, mFirstAutoEquip(store.mFirstAutoEquip)
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, mPermanentMagicEffectMagnitudes(store.mPermanentMagicEffectMagnitudes)
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, mSelectedEnchantItem(end())
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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 != MWMechanics::getPlayer()
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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(actor);
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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(actor);
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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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return findSlot (slot);
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}
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MWWorld::ConstContainerStoreIterator MWWorld::InventoryStore::getSlot (int slot) const
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{
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return findSlot (slot);
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}
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bool MWWorld::InventoryStore::canActorAutoEquip(const MWWorld::Ptr& actor, const MWWorld::Ptr& item)
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{
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if (!Settings::Manager::getBool("prevent merchant equipping", "Game"))
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return true;
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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(item.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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return false;
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}
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return true;
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}
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MWWorld::ContainerStoreIterator MWWorld::InventoryStore::findSlot (int slot) const
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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 mSlots[slot];
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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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/*
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Start of tes3mp addition
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We need DedicatedPlayers and DedicatedActors to wear exactly what they're wearing on their
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authority client, so don't auto-equip for them
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*/
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if (mwmp::PlayerList::isDedicatedPlayer(actor) || mwmp::Main::get().getCellController()->isDedicatedActor(actor))
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return;
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/*
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End of tes3mp addition
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*/
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const MWBase::World *world = MWBase::Environment::get().getWorld();
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const MWWorld::Store<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
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MWMechanics::NpcStats& stats = actor.getClass().getNpcStats(actor);
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static float fUnarmoredBase1 = store.find("fUnarmoredBase1")->getFloat();
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static float fUnarmoredBase2 = store.find("fUnarmoredBase2")->getFloat();
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int unarmoredSkill = stats.getSkill(ESM::Skill::Unarmored).getModified();
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float unarmoredRating = (fUnarmoredBase1 * unarmoredSkill) * (fUnarmoredBase2 * unarmoredSkill);
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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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// Autoequip clothing, armor and weapons.
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// Equipping lights is handled in Actors::updateEquippedLight based on environment light.
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for (ContainerStoreIterator iter (begin(ContainerStore::Type_Clothing | ContainerStore::Type_Armor)); iter!=end(); ++iter)
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{
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Ptr test = *iter;
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if (!canActorAutoEquip(actor, test))
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continue;
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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 (iter.getType() == ContainerStore::Type_Armor &&
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test.getClass().getEffectiveArmorRating(test, actor) <= std::max(unarmoredRating, 0.f))
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{
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continue;
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}
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std::pair<std::vector<int>, bool> itemsSlots =
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iter->getClass().getEquipmentSlots (*iter);
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// checking if current item poited by iter can be equipped
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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 true then it means slot is equipped already
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// check if slot may require swapping if current item is more valueable
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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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if (iter.getType() == ContainerStore::Type_Armor)
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{
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if (old.getTypeName() == typeid(ESM::Armor).name())
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{
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if (old.get<ESM::Armor>()->mBase->mData.mType < test.get<ESM::Armor>()->mBase->mData.mType)
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continue;
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if (old.get<ESM::Armor>()->mBase->mData.mType == test.get<ESM::Armor>()->mBase->mData.mType)
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{
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if (old.getClass().getEffectiveArmorRating(old, actor) >= test.getClass().getEffectiveArmorRating(test, actor))
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// old armor had better armor rating
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continue;
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}
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}
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// suitable armor should replace already equipped clothing
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}
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else if (iter.getType() == ContainerStore::Type_Clothing)
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{
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// if left ring is equipped
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if (*iter2 == Slot_LeftRing)
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{
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// if there is a place for right ring dont swap it
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if (slots_.at(Slot_RightRing) == end())
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{
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continue;
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}
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else // if right ring is equipped too
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{
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Ptr rightRing = *slots_.at(Slot_RightRing);
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// we want to swap cheaper ring only if both are equipped
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if (old.getClass().getValue (old) >= rightRing.getClass().getValue (rightRing))
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continue;
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}
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}
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if (old.getTypeName() == typeid(ESM::Clothing).name())
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{
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// check value
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if (old.getClass().getValue (old) >= test.getClass().getValue (test))
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// old clothing was more valuable
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continue;
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}
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else
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// suitable clothing should NOT replace already equipped armor
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continue;
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}
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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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// if we are here it means item can be equipped or swapped
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slots_[*iter2] = iter;
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break;
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}
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}
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static const ESM::Skill::SkillEnum weaponSkills[] =
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{
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ESM::Skill::LongBlade,
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ESM::Skill::Axe,
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ESM::Skill::Spear,
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ESM::Skill::ShortBlade,
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ESM::Skill::Marksman,
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ESM::Skill::BluntWeapon
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};
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const size_t weaponSkillsLength = sizeof(weaponSkills) / sizeof(weaponSkills[0]);
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bool weaponSkillVisited[weaponSkillsLength] = { false };
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for (int i = 0; i < static_cast<int>(weaponSkillsLength); ++i)
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{
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int max = 0;
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int maxWeaponSkill = -1;
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for (int j = 0; j < static_cast<int>(weaponSkillsLength); ++j)
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{
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int skillValue = stats.getSkill(static_cast<int>(weaponSkills[j])).getModified();
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if (skillValue > max && !weaponSkillVisited[j])
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{
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max = skillValue;
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maxWeaponSkill = j;
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}
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}
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if (maxWeaponSkill == -1)
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break;
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max = 0;
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ContainerStoreIterator weapon(end());
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for (ContainerStoreIterator iter(begin(ContainerStore::Type_Weapon)); iter!=end(); ++iter)
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{
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if (!canActorAutoEquip(actor, *iter))
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continue;
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const ESM::Weapon* esmWeapon = iter->get<ESM::Weapon>()->mBase;
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if (esmWeapon->mData.mType == ESM::Weapon::Arrow || esmWeapon->mData.mType == ESM::Weapon::Bolt)
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continue;
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if (iter->getClass().getEquipmentSkill(*iter) == weaponSkills[maxWeaponSkill])
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{
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if (esmWeapon->mData.mChop[1] >= max)
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{
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max = esmWeapon->mData.mChop[1];
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weapon = iter;
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}
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if (esmWeapon->mData.mSlash[1] >= max)
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{
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max = esmWeapon->mData.mSlash[1];
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weapon = iter;
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}
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if (esmWeapon->mData.mThrust[1] >= max)
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{
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max = esmWeapon->mData.mThrust[1];
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weapon = iter;
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}
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}
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}
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if (weapon != end() && weapon->getClass().canBeEquipped(*weapon, actor).first)
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{
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std::pair<std::vector<int>, bool> itemsSlots =
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weapon->getClass().getEquipmentSlots (*weapon);
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if (!itemsSlots.first.empty())
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{
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if (!itemsSlots.second)
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{
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if (weapon->getRefData().getCount() > 1)
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{
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unstack(*weapon, actor);
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}
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}
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int slot = itemsSlots.first.front();
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slots_[slot] = weapon;
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}
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break;
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}
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weaponSkillVisited[maxWeaponSkill] = true;
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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(actor);
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updateMagicEffects(actor);
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flagAsModified();
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}
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}
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void MWWorld::InventoryStore::autoEquipShield(const MWWorld::Ptr& actor)
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{
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bool updated = false;
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mUpdatesEnabled = false;
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for (ContainerStoreIterator iter(begin(ContainerStore::Type_Armor)); iter != end(); ++iter)
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{
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if (iter->get<ESM::Armor>()->mBase->mData.mType != ESM::Armor::Shield)
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continue;
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|
|
if (iter->getClass().canBeEquipped(*iter, actor).first != 1)
|
|
continue;
|
|
|
|
if (iter->getClass().getItemHealth(*iter) <= 0)
|
|
continue;
|
|
|
|
std::pair<std::vector<int>, bool> shieldSlots =
|
|
iter->getClass().getEquipmentSlots(*iter);
|
|
|
|
if (shieldSlots.first.empty())
|
|
continue;
|
|
|
|
int slot = shieldSlots.first[0];
|
|
const ContainerStoreIterator& shield = mSlots[slot];
|
|
|
|
if (shield != end()
|
|
&& shield.getType() == Type_Armor && shield->get<ESM::Armor>()->mBase->mData.mType == ESM::Armor::Shield)
|
|
{
|
|
if (shield->getClass().getItemHealth(*shield) >= iter->getClass().getItemHealth(*iter))
|
|
continue;
|
|
}
|
|
|
|
equip(slot, iter, actor);
|
|
updated = true;
|
|
}
|
|
mUpdatesEnabled = true;
|
|
|
|
if (updated)
|
|
{
|
|
fireEquipmentChangedEvent(actor);
|
|
updateMagicEffects(actor);
|
|
}
|
|
}
|
|
|
|
const MWMechanics::MagicEffects& MWWorld::InventoryStore::getMagicEffects() const
|
|
{
|
|
return mMagicEffects;
|
|
}
|
|
|
|
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();
|
|
|
|
if (actor.getClass().getCreatureStats(actor).isDead())
|
|
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)
|
|
{
|
|
// 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 = Misc::Rng::rollClosedProbability();
|
|
|
|
// 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().getRefId()] = params;
|
|
}
|
|
else
|
|
params = mPermanentMagicEffectMagnitudes[(**iter).getCellRef().getRefId()];
|
|
|
|
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 or can't be applied to target?
|
|
if (params[i].mMultiplier == 0 || !MWMechanics::checkEffectTarget(effectIt->mEffectID, actor, actor, actor == MWMechanics::getPlayer()))
|
|
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);
|
|
}
|
|
|
|
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().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;
|
|
}
|
|
|
|
void MWWorld::InventoryStore::flagAsModified()
|
|
{
|
|
ContainerStore::flagAsModified();
|
|
mRechargingItemsUpToDate = 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 std::string& itemId, int count, const Ptr& actor)
|
|
{
|
|
return remove(itemId, count, actor, false);
|
|
}
|
|
|
|
int MWWorld::InventoryStore::remove(const Ptr& item, int count, const Ptr& actor)
|
|
{
|
|
return remove(item, count, actor, false);
|
|
}
|
|
|
|
int MWWorld::InventoryStore::remove(const std::string& itemId, int count, const Ptr& actor, bool equipReplacement)
|
|
{
|
|
int toRemove = count;
|
|
|
|
for (ContainerStoreIterator iter(begin()); iter != end() && toRemove > 0; ++iter)
|
|
if (Misc::StringUtils::ciEqual(iter->getCellRef().getRefId(), itemId))
|
|
toRemove -= remove(*iter, toRemove, actor, equipReplacement);
|
|
|
|
flagAsModified();
|
|
|
|
// number of removed items
|
|
return count - toRemove;
|
|
}
|
|
|
|
int MWWorld::InventoryStore::remove(const Ptr& item, int count, const Ptr& actor, bool equipReplacement)
|
|
{
|
|
int retCount = ContainerStore::remove(item, count, actor);
|
|
|
|
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();
|
|
}
|
|
|
|
return retCount;
|
|
}
|
|
|
|
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipSlot(int slot, const MWWorld::Ptr& actor)
|
|
{
|
|
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();
|
|
}
|
|
}
|
|
|
|
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(iter->getRefData().getCount() + count);
|
|
item.getRefData().setCount(item.getRefData().getCount() - count);
|
|
return iter;
|
|
}
|
|
}
|
|
|
|
return unstack(item, actor, item.getRefData().getCount() - count);
|
|
}
|
|
|
|
MWWorld::InventoryStoreListener* MWWorld::InventoryStore::getInvListener()
|
|
{
|
|
return mListener;
|
|
}
|
|
|
|
void MWWorld::InventoryStore::setInvListener(InventoryStoreListener *listener, const Ptr& actor)
|
|
{
|
|
mListener = listener;
|
|
updateMagicEffects(actor);
|
|
}
|
|
|
|
void MWWorld::InventoryStore::fireEquipmentChangedEvent(const Ptr& actor)
|
|
{
|
|
if (!mUpdatesEnabled)
|
|
return;
|
|
if (mListener)
|
|
mListener->equipmentChanged();
|
|
|
|
// if player, update inventory window
|
|
/*
|
|
if (actor == MWMechanics::getPlayer())
|
|
{
|
|
MWBase::Environment::get().getWindowManager()->getInventoryWindow()->updateItemView();
|
|
}
|
|
*/
|
|
}
|
|
|
|
void MWWorld::InventoryStore::visitEffectSources(MWMechanics::EffectSourceVisitor &visitor)
|
|
{
|
|
for (TSlots::const_iterator iter (mSlots.begin()); iter!=mSlots.end(); ++iter)
|
|
{
|
|
if (*iter==end())
|
|
continue;
|
|
|
|
std::string enchantmentId = (*iter)->getClass().getEnchantment (**iter);
|
|
if (enchantmentId.empty())
|
|
continue;
|
|
|
|
const ESM::Enchantment& enchantment =
|
|
*MWBase::Environment::get().getWorld()->getStore().get<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, ++i)
|
|
{
|
|
// Don't get spell icon display information for enchantments that weren't actually applied
|
|
if (mMagicEffects.get(MWMechanics::EffectKey(*effectIt)).getMagnitude() == 0)
|
|
continue;
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
void MWWorld::InventoryStore::updateRechargingItems()
|
|
{
|
|
mRechargingItems.clear();
|
|
for (ContainerStoreIterator it = begin(); it != end(); ++it)
|
|
{
|
|
if (it->getClass().getEnchantment(*it) != "")
|
|
{
|
|
std::string enchantmentId = it->getClass().getEnchantment(*it);
|
|
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().search(
|
|
enchantmentId);
|
|
if (!enchantment)
|
|
{
|
|
std::cerr << "Warning: Can't find enchantment '" << enchantmentId << "' on item " << it->getCellRef().getRefId() << std::endl;
|
|
continue;
|
|
}
|
|
|
|
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)
|
|
{
|
|
for (TSlots::const_iterator it = mSlots.begin(); it != mSlots.end(); ++it)
|
|
{
|
|
if (*it != end())
|
|
purgeEffect(effectId, (*it)->getCellRef().getRefId());
|
|
}
|
|
}
|
|
|
|
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)->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;
|
|
|
|
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.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;
|
|
}
|
|
}
|