diff --git a/apps/openmw/mwworld/containerstore.cpp b/apps/openmw/mwworld/containerstore.cpp index dd2f2f3c10..b1cbcc9c26 100644 --- a/apps/openmw/mwworld/containerstore.cpp +++ b/apps/openmw/mwworld/containerstore.cpp @@ -187,11 +187,38 @@ MWWorld::ContainerStoreIterator MWWorld::ContainerStore::add(const std::string & MWWorld::ContainerStoreIterator MWWorld::ContainerStore::add (const Ptr& itemPtr, int count, const Ptr& actorPtr, bool setOwner) { - MWWorld::ContainerStoreIterator it = addImp(itemPtr, count); + Ptr player = MWBase::Environment::get().getWorld ()->getPlayerPtr(); + + MWWorld::ContainerStoreIterator it = end(); + + if (setOwner && actorPtr.getClass().isActor()) + { + // HACK: Set owner on the original item, then reset it after we have copied it + // If we set the owner on the copied item, it would not stack correctly... + std::string oldOwner = itemPtr.getCellRef().mOwner; + if (actorPtr == player) + { + // No point in setting owner to the player - NPCs will not respect this anyway + // Additionally, setting it to "player" would make those items not stack with items that don't have an owner + itemPtr.getCellRef().mOwner = ""; + } + else + itemPtr.getCellRef().mOwner = actorPtr.getCellRef().mRefID; + + it = addImp(itemPtr, count); + + itemPtr.getCellRef().mOwner = oldOwner; + } + else + { + it = addImp(itemPtr, count); + } + + // The copy of the original item we just made MWWorld::Ptr item = *it; // we may have copied an item from the world, so reset a few things first - item.getRefData().setBaseNode(NULL); + item.getRefData().setBaseNode(NULL); // Especially important, otherwise scripts on the item could think that it's actually in a cell item.getCellRef().mPos.rot[0] = 0; item.getCellRef().mPos.rot[1] = 0; item.getCellRef().mPos.rot[2] = 0; @@ -199,20 +226,6 @@ MWWorld::ContainerStoreIterator MWWorld::ContainerStore::add (const Ptr& itemPtr item.getCellRef().mPos.pos[1] = 0; item.getCellRef().mPos.pos[2] = 0; - Ptr player = MWBase::Environment::get().getWorld ()->getPlayerPtr(); - - if (setOwner && actorPtr.getClass().isActor()) - { - if (actorPtr == player) - { - // No point in setting owner to the player - NPCs will not respect this anyway - // Additionally, setting it to "player" would make those items not stack with items that don't have an owner - item.getCellRef().mOwner = ""; - } - else - item.getCellRef().mOwner = actorPtr.getCellRef().mRefID; - } - std::string script = MWWorld::Class::get(item).getScript(item); if(script != "") {