Fixing bug for merchant

openmw-38
MatthewRock 9 years ago
parent 46e07e4b19
commit a662a00c62

@ -442,9 +442,11 @@ void MWWorld::ContainerStore::addInitialItem (const std::string& id, const std::
// For a restocking levelled item, remember what we spawned so we can delete it later when the merchant restocks
if (!levItem.empty() && count < 0)
{
if (mLevelledItemMap.find(id) == mLevelledItemMap.end())
mLevelledItemMap[id] = 0;
mLevelledItemMap[id] += std::abs(count);
//If there is no item in map, insert it
std::map<std::string, std::pair<int, std::string> >::iterator itemInMap =
mLevelledItemMap.insert(std::make_pair(id, std::make_pair(0, levItem))).first;
//Update spawned count
itemInMap->second.first += std::abs(count);
}
count = std::abs(count);
@ -461,30 +463,56 @@ void MWWorld::ContainerStore::addInitialItem (const std::string& id, const std::
void MWWorld::ContainerStore::restock (const ESM::InventoryList& items, const MWWorld::Ptr& ptr, const std::string& owner)
{
// Remove the items already spawned by levelled items that will restock
for (std::map<std::string, int>::iterator it = mLevelledItemMap.begin(); it != mLevelledItemMap.end(); ++it)
//allowedForReplace - Holds information about how many items from the list were sold;
// Hence, tells us how many items we need to restock.
//allowedForReplace[list] <- How many items we should generate(how many of these were sold)
std::map<std::string, int> allowedForReplace;
//Check which lists need restocking:
for (std::map<std::string, std::pair<int, std::string> >::iterator it = mLevelledItemMap.begin(); it != mLevelledItemMap.end(); ++it)
{
if (count(it->first) >= it->second)
remove(it->first, it->second, ptr);
int spawnedCount = it->second.first; //How many items should be in shop originally
int itemCount = count(it->first); //How many items are there in shop now
//If anything was sold
if(itemCount < spawnedCount)
{
//Create entry if it does not exist yet
std::map<std::string, int>::iterator listInMap = allowedForReplace.insert(
std::make_pair(it->second.second, 0)).first;
//And signal that we need to restock item from this list
listInMap->second += std::abs(spawnedCount - itemCount);
//Also, remove the record if item no longer figures in the shop
if(!itemCount)
mLevelledItemMap.erase(it->first);
//If there's still item in the shop, change its spawnedCount to current count.
else
it->second.first -= itemCount;
}
}
mLevelledItemMap.clear();
//Restock:
//For every item that NPC could have
for (std::vector<ESM::ContItem>::const_iterator it = items.mList.begin(); it != items.mList.end(); ++it)
{
//If he shouldn't have it restocked, don't restock it.
if (it->mCount >= 0)
continue;
std::string item = Misc::StringUtils::lowerCase(it->mItem.toString());
std::string itemOrList = Misc::StringUtils::lowerCase(it->mItem.toString());
//If it's levelled list, restock if there's need to do so.
if (MWBase::Environment::get().getWorld()->getStore().get<ESM::ItemLevList>().search(it->mItem.toString()))
{
addInitialItem(item, owner, it->mCount, true);
std::map<std::string, int>::iterator listInMap = allowedForReplace.find(itemOrList);
if(listInMap != allowedForReplace.end())
addInitialItem(itemOrList, owner, listInMap->second, true);
}
else
{
int currentCount = count(item);
//Restocking static item - just restock to the max count
int currentCount = count(itemOrList);
if (currentCount < std::abs(it->mCount))
addInitialItem(item, owner, std::abs(it->mCount) - currentCount, true);
addInitialItem(itemOrList, owner, std::abs(it->mCount) - currentCount, true);
}
}
flagAsModified();

@ -3,6 +3,7 @@
#include <iterator>
#include <map>
#include <utility>
#include <components/esm/loadalch.hpp>
#include <components/esm/loadappa.hpp>
@ -68,9 +69,9 @@ namespace MWWorld
MWWorld::CellRefList<ESM::Repair> repairs;
MWWorld::CellRefList<ESM::Weapon> weapons;
std::map<std::string, int> mLevelledItemMap;
///< Stores result of levelled item spawns. <refId, count>
/// This is used to remove the spawned item(s) if the levelled item is restocked.
std::map<std::string, std::pair<int, std::string> > mLevelledItemMap;
///< Stores result of levelled item spawns. <refId, pair(count, spawningGroup)>
/// This is used to restock levelled items(s) if the old item was sold.
mutable float mCachedWeight;
mutable bool mWeightUpToDate;

@ -36,6 +36,10 @@ void ESM::InventoryState::load (ESMReader &esm)
{
std::string id = esm.getHString();
int count;
std::string parentList;
//TODO: How should I handle old saves?
if(esm.isNextSub("LLST"))
std::string parentList = esm.getHString();
esm.getHNT (count, "COUN");
mLevelledItemMap[id] = count;
}
@ -79,10 +83,11 @@ void ESM::InventoryState::save (ESMWriter &esm) const
iter->save (esm, true);
}
for (std::map<std::string, int>::const_iterator it = mLevelledItemMap.begin(); it != mLevelledItemMap.end(); ++it)
for (std::map<std::string, std::pair<int, std::string> >::const_iterator it = mLevelledItemMap.begin(); it != mLevelledItemMap.end(); ++it)
{
esm.writeHNString ("LEVM", it->first);
esm.writeHNT ("COUN", it->second);
esm.writeHNT ("COUN", it->second.first);
esm.writeHNString("LLST", it->second.second)
}
for (TEffectMagnitudes::const_iterator it = mPermanentMagicEffectMagnitudes.begin(); it != mPermanentMagicEffectMagnitudes.end(); ++it)

@ -20,7 +20,7 @@ namespace ESM
// <Index in mItems, equipment slot>
std::map<int, int> mEquipmentSlots;
std::map<std::string, int> mLevelledItemMap;
std::map<std::string, std::pair<int, std::string> > mLevelledItemMap;
typedef std::map<std::string, std::vector<std::pair<float, float> > > TEffectMagnitudes;
TEffectMagnitudes mPermanentMagicEffectMagnitudes;

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