diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index 7990373a7..10e9b7afc 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -50,27 +50,36 @@ bool isConscious(const MWWorld::Ptr& ptr) return !stats.isDead() && !stats.getKnockedDown(); } -void adjustBoundItem (const std::string& item, bool bound, const MWWorld::Ptr& actor) +int getBoundItemSlot (const std::string& itemId) { - if (bound) + static std::map boundItemsMap; + if (boundItemsMap.empty()) { - if (actor.getClass().getContainerStore(actor).count(item) == 0) - { - MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor); - MWWorld::Ptr newPtr = *store.MWWorld::ContainerStore::add(item, 1, actor); - MWWorld::ActionEquip action(newPtr); - action.execute(actor); - MWWorld::ConstContainerStoreIterator rightHand = store.getSlot(MWWorld::InventoryStore::Slot_CarriedRight); - // change draw state only if the item is in player's right hand - if (actor == MWMechanics::getPlayer() - && rightHand != store.end() && newPtr == *rightHand) - { - MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Weapon); - } - } + std::string boundId = MWBase::Environment::get().getWorld()->getStore().get().find("sMagicBoundBootsID")->getString(); + boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Boots; + + boundId = MWBase::Environment::get().getWorld()->getStore().get().find("sMagicBoundCuirassID")->getString(); + boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Cuirass; + + boundId = MWBase::Environment::get().getWorld()->getStore().get().find("sMagicBoundLeftGauntletID")->getString(); + boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_LeftGauntlet; + + boundId = MWBase::Environment::get().getWorld()->getStore().get().find("sMagicBoundRightGauntletID")->getString(); + boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_RightGauntlet; + + boundId = MWBase::Environment::get().getWorld()->getStore().get().find("sMagicBoundHelmID")->getString(); + boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Helmet; + + boundId = MWBase::Environment::get().getWorld()->getStore().get().find("sMagicBoundShieldID")->getString(); + boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_CarriedLeft; } - else - actor.getClass().getInventoryStore(actor).remove(item, 1, actor, true); + + int slot = MWWorld::InventoryStore::Slot_CarriedRight; + std::map::iterator it = boundItemsMap.find(itemId); + if (it != boundItemsMap.end()) + slot = it->second; + + return slot; } class CheckActorCommanded : public MWMechanics::EffectSourceVisitor @@ -139,7 +148,6 @@ void getRestorationPerHourOfSleep (const MWWorld::Ptr& ptr, float& health, float namespace MWMechanics { - const float aiProcessingDistance = 7168; const float sqrAiProcessingDistance = aiProcessingDistance*aiProcessingDistance; @@ -227,6 +235,65 @@ namespace MWMechanics } }; + void Actors::adjustBoundItem (const std::string& itemId, bool bound, const MWWorld::Ptr& actor) + { + MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor); + + if (bound) + { + if (actor.getClass().getContainerStore(actor).count(itemId) != 0) + return; + + int slot = getBoundItemSlot(itemId); + + MWWorld::Ptr prevItem = *store.getSlot(slot); + + MWWorld::Ptr boundPtr = *store.MWWorld::ContainerStore::add(itemId, 1, actor); + MWWorld::ActionEquip action(boundPtr); + action.execute(actor); + + if (actor != MWMechanics::getPlayer()) + return; + + MWWorld::Ptr newItem = *store.getSlot(slot); + + if (newItem.isEmpty() || boundPtr != newItem) + return; + + // change draw state only if the item is in player's right hand + if (slot == MWWorld::InventoryStore::Slot_CarriedRight) + MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Weapon); + + mPreviousItems[slot] = std::make_pair(itemId, prevItem.isEmpty() ? "" : prevItem.getCellRef().getRefId()); + } + else + { + store.remove(itemId, 1, actor, true); + + if (actor != MWMechanics::getPlayer()) + return; + + int slot = getBoundItemSlot(itemId); + + std::pair prevItem = mPreviousItems[slot]; + + if (prevItem.first != itemId) + return; + + MWWorld::Ptr ptr = MWWorld::Ptr(); + if (prevItem.second != "") + ptr = store.search (prevItem.second); + + mPreviousItems.erase(slot); + + if (ptr.isEmpty()) + return; + + MWWorld::ActionEquip action(ptr); + action.execute(actor); + } + } + void Actors::updateActor (const MWWorld::Ptr& ptr, float duration) { // magic effects @@ -1875,6 +1942,7 @@ namespace MWMechanics } mActors.clear(); mDeathCount.clear(); + mPreviousItems.clear(); } void Actors::updateMagicEffects(const MWWorld::Ptr &ptr) diff --git a/apps/openmw/mwmechanics/actors.hpp b/apps/openmw/mwmechanics/actors.hpp index 15f2d3dc8..f0e157db1 100644 --- a/apps/openmw/mwmechanics/actors.hpp +++ b/apps/openmw/mwmechanics/actors.hpp @@ -25,6 +25,10 @@ namespace MWMechanics class Actors { std::map mDeathCount; + typedef std::map> PreviousItems; + PreviousItems mPreviousItems; + + void adjustBoundItem (const std::string& itemId, bool bound, const MWWorld::Ptr& actor); void updateNpc(const MWWorld::Ptr &ptr, float duration);