mirror of
https://github.com/OpenMW/openmw.git
synced 2025-02-01 07:45:36 +00:00
Autoequip weapons (Fixes #3562)
This commit is contained in:
parent
77bc807305
commit
1d3008594d
1 changed files with 93 additions and 3 deletions
|
@ -236,9 +236,9 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
|
|||
// Disable model update during auto-equip
|
||||
mUpdatesEnabled = false;
|
||||
|
||||
// Relevant are only clothing and armor items:
|
||||
// - Equipping lights is handled in Actors::updateEquippedLight based on environment light.
|
||||
// - Equipping weapons is handled by AiCombat.
|
||||
// Autoequip clothing, armor and weapons.
|
||||
// Equipping lights is handled in Actors::updateEquippedLight based on environment light.
|
||||
|
||||
for (ContainerStoreIterator iter (begin(ContainerStore::Type_Clothing | ContainerStore::Type_Armor)); iter!=end(); ++iter)
|
||||
{
|
||||
Ptr test = *iter;
|
||||
|
@ -318,6 +318,96 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
|
|||
}
|
||||
}
|
||||
|
||||
static const ESM::Skill::SkillEnum weaponSkills[] =
|
||||
{
|
||||
ESM::Skill::LongBlade,
|
||||
ESM::Skill::Axe,
|
||||
ESM::Skill::Spear,
|
||||
ESM::Skill::ShortBlade,
|
||||
ESM::Skill::Marksman,
|
||||
ESM::Skill::BluntWeapon
|
||||
};
|
||||
const size_t weaponSkillsLength = sizeof(weaponSkills) / sizeof(weaponSkills[0]);
|
||||
|
||||
bool weaponSkillVisited[weaponSkillsLength] = { false };
|
||||
|
||||
for (int i = 0; i < static_cast<int>(weaponSkillsLength) - 1; ++i)
|
||||
{
|
||||
int max = 0;
|
||||
int maxWeaponSkill = -1;
|
||||
|
||||
for (int j = 0; j < static_cast<int>(weaponSkillsLength) - 1; ++j)
|
||||
{
|
||||
int skillValue = stats.getSkill(static_cast<int>(weaponSkills[j])).getModified();
|
||||
|
||||
if (skillValue > max && !weaponSkillVisited[j])
|
||||
{
|
||||
max = skillValue;
|
||||
maxWeaponSkill = j;
|
||||
}
|
||||
}
|
||||
|
||||
if (maxWeaponSkill == -1)
|
||||
break;
|
||||
|
||||
max = 0;
|
||||
ContainerStoreIterator weapon(end());
|
||||
|
||||
for (ContainerStoreIterator iter(begin(ContainerStore::Type_Weapon)); iter!=end(); ++iter)
|
||||
{
|
||||
const ESM::Weapon* esmWeapon = iter->get<ESM::Weapon>()->mBase;
|
||||
|
||||
if (esmWeapon->mData.mType == ESM::Weapon::Arrow || esmWeapon->mData.mType == ESM::Weapon::Bolt)
|
||||
continue;
|
||||
|
||||
if (iter->getClass().getEquipmentSkill(*iter) == weaponSkills[maxWeaponSkill])
|
||||
{
|
||||
if (esmWeapon->mData.mChop[1] >= max)
|
||||
{
|
||||
max = esmWeapon->mData.mChop[1];
|
||||
weapon = iter;
|
||||
}
|
||||
|
||||
if (esmWeapon->mData.mSlash[1] >= max)
|
||||
{
|
||||
max = esmWeapon->mData.mSlash[1];
|
||||
weapon = iter;
|
||||
}
|
||||
|
||||
if (esmWeapon->mData.mThrust[1] >= max)
|
||||
{
|
||||
max = esmWeapon->mData.mThrust[1];
|
||||
weapon = iter;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (weapon != end() && weapon->getClass().canBeEquipped(*weapon, actor).first)
|
||||
{
|
||||
std::pair<std::vector<int>, bool> itemsSlots =
|
||||
weapon->getClass().getEquipmentSlots (*weapon);
|
||||
|
||||
for (std::vector<int>::const_iterator slot (itemsSlots.first.begin());
|
||||
slot!=itemsSlots.first.end(); ++slot)
|
||||
{
|
||||
if (!itemsSlots.second)
|
||||
{
|
||||
if (weapon->getRefData().getCount() > 1)
|
||||
{
|
||||
unstack(*weapon, actor);
|
||||
}
|
||||
}
|
||||
|
||||
slots_[*slot] = weapon;
|
||||
break;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
weaponSkillVisited[maxWeaponSkill] = true;
|
||||
}
|
||||
|
||||
bool changed = false;
|
||||
|
||||
for (std::size_t i=0; i<slots_.size(); ++i)
|
||||
|
|
Loading…
Reference in a new issue