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@ -415,6 +415,7 @@ void MWWorld::ContainerStore::fill (const ESM::InventoryList& items, const std::
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void MWWorld::ContainerStore::addInitialItem (const std::string& id, const std::string& owner,
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int count, bool topLevel, const std::string& levItem)
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{
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if (count == 0) return; //Don't restock with nothing.
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try {
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ManualRef ref (MWBase::Environment::get().getWorld()->getStore(), id, count);
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@ -442,9 +443,11 @@ void MWWorld::ContainerStore::addInitialItem (const std::string& id, const std::
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// For a restocking levelled item, remember what we spawned so we can delete it later when the merchant restocks
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if (!levItem.empty() && count < 0)
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{
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if (mLevelledItemMap.find(id) == mLevelledItemMap.end())
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mLevelledItemMap[id] = 0;
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mLevelledItemMap[id] += std::abs(count);
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//If there is no item in map, insert it
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std::map<std::pair<std::string, std::string>, int>::iterator itemInMap =
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mLevelledItemMap.insert(std::make_pair(std::make_pair(id, levItem), 0)).first;
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//Update spawned count
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itemInMap->second += std::abs(count);
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}
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count = std::abs(count);
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@ -461,30 +464,84 @@ void MWWorld::ContainerStore::addInitialItem (const std::string& id, const std::
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void MWWorld::ContainerStore::restock (const ESM::InventoryList& items, const MWWorld::Ptr& ptr, const std::string& owner)
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{
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// Remove the items already spawned by levelled items that will restock
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for (std::map<std::string, int>::iterator it = mLevelledItemMap.begin(); it != mLevelledItemMap.end(); ++it)
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//allowedForReplace - Holds information about how many items from the list were not sold;
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// Hence, tells us how many items we don't need to restock.
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//allowedForReplace[list] <- How many items we should generate(how many of these were sold)
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std::map<std::string, int> allowedForReplace;
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//Check which lists need restocking:
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for (std::map<std::pair<std::string, std::string>, int>::iterator it = mLevelledItemMap.begin(); it != mLevelledItemMap.end();)
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{
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int spawnedCount = it->second; //How many items should be in shop originally
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int itemCount = count(it->first.first); //How many items are there in shop now
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//If something was not sold
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if(itemCount >= spawnedCount)
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{
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if (count(it->first) >= it->second)
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remove(it->first, it->second, ptr);
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const std::string& parent = it->first.second;
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// Security check for old saves:
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//If item is imported from old save(doesn't have an parent) and wasn't sold
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if(parent == "")
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{
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//Remove it, from shop,
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remove(it->first.first, itemCount, ptr);//ptr is the NPC
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//And remove it from map, so that when we restock, the new item will have proper parent.
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mLevelledItemMap.erase(it++);
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continue;
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}
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//Create the entry if it does not exist yet
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std::map<std::string, int>::iterator listInMap = allowedForReplace.insert(
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std::make_pair(it->first.second, 0)).first;
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//And signal that we don't need to restock item from this list
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listInMap->second += std::abs(itemCount);
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}
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//If every of the item was sold
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else if (itemCount == 0)
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{
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mLevelledItemMap.erase(it++);
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continue;
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}
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//If some was sold, but some remain
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else
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{
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//Create entry if it does not exist yet
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std::map<std::string, int>::iterator listInMap = allowedForReplace.insert(
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std::make_pair(it->first.second, 0)).first;
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//And signal that we don't need to restock all items from this list
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listInMap->second += std::abs(itemCount);
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//And update itemCount so we don't mistake it next time.
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it->second = itemCount;
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}
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++it;
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}
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mLevelledItemMap.clear();
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//Restock:
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//For every item that NPC could have
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for (std::vector<ESM::ContItem>::const_iterator it = items.mList.begin(); it != items.mList.end(); ++it)
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{
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//If he shouldn't have it restocked, don't restock it.
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if (it->mCount >= 0)
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continue;
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std::string item = Misc::StringUtils::lowerCase(it->mItem.toString());
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std::string itemOrList = Misc::StringUtils::lowerCase(it->mItem.toString());
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//If it's levelled list, restock if there's need to do so.
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if (MWBase::Environment::get().getWorld()->getStore().get<ESM::ItemLevList>().search(it->mItem.toString()))
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{
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addInitialItem(item, owner, it->mCount, true);
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std::map<std::string, int>::iterator listInMap = allowedForReplace.find(itemOrList);
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int restockNum = it->mCount;
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//If we know we must restock less, take it into account
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if(listInMap != allowedForReplace.end())
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restockNum += listInMap->second;//We add, because list items have negative count
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//restock
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addInitialItem(itemOrList, owner, restockNum, true);
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}
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else
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{
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int currentCount = count(item);
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//Restocking static item - just restock to the max count
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int currentCount = count(itemOrList);
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if (currentCount < std::abs(it->mCount))
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addInitialItem(item, owner, std::abs(it->mCount) - currentCount, true);
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addInitialItem(itemOrList, owner, std::abs(it->mCount) - currentCount, true);
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}
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}
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flagAsModified();
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