Ensure the item can be equipped in the given slot when loading inventory

This commit is contained in:
scrawl 2015-01-23 15:31:44 +01:00
parent c65f9cb3c0
commit d13335ba40
7 changed files with 29 additions and 14 deletions

View file

@ -466,7 +466,7 @@ namespace MWWorld
// List moved references, from separately tracked list. // List moved references, from separately tracked list.
for (ESM::CellRefTracker::const_iterator it = mCell->mLeasedRefs.begin(); it != mCell->mLeasedRefs.end(); ++it) for (ESM::CellRefTracker::const_iterator it = mCell->mLeasedRefs.begin(); it != mCell->mLeasedRefs.end(); ++it)
{ {
ESM::CellRef &ref = const_cast<ESM::CellRef&>(*it); const ESM::CellRef &ref = *it;
mIds.push_back(Misc::StringUtils::lowerCase(ref.mRefID)); mIds.push_back(Misc::StringUtils::lowerCase(ref.mRefID));
} }

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@ -86,7 +86,7 @@ void MWWorld::ContainerStore::storeState (const LiveCellRef<T>& ref, ESM::Object
} }
template<typename T> template<typename T>
void MWWorld::ContainerStore::storeStates (const CellRefList<T>& collection, void MWWorld::ContainerStore::storeStates (CellRefList<T>& collection,
std::vector<std::pair<ESM::ObjectState, int> >& states, bool equipable) const std::vector<std::pair<ESM::ObjectState, int> >& states, bool equipable) const
{ {
for (typename CellRefList<T>::List::const_iterator iter (collection.mList.begin()); for (typename CellRefList<T>::List::const_iterator iter (collection.mList.begin());
@ -641,7 +641,7 @@ MWWorld::Ptr MWWorld::ContainerStore::search (const std::string& id)
return Ptr(); return Ptr();
} }
void MWWorld::ContainerStore::writeState (ESM::InventoryState& state) const void MWWorld::ContainerStore::writeState (ESM::InventoryState& state)
{ {
state.mItems.clear(); state.mItems.clear();
@ -688,7 +688,6 @@ void MWWorld::ContainerStore::readState (const ESM::InventoryState& state)
case ESM::REC_REPA: getState (repairs, iter->first); break; case ESM::REC_REPA: getState (repairs, iter->first); break;
case ESM::REC_WEAP: setSlot (getState (weapons, iter->first), slot); break; case ESM::REC_WEAP: setSlot (getState (weapons, iter->first), slot); break;
case ESM::REC_LIGH: setSlot (getState (lights, iter->first), slot); break; case ESM::REC_LIGH: setSlot (getState (lights, iter->first), slot); break;
default: default:
std::cerr << "invalid item type in inventory state, refid " << state.mRef.mRefID << std::endl; std::cerr << "invalid item type in inventory state, refid " << state.mRef.mRefID << std::endl;
break; break;

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@ -85,7 +85,7 @@ namespace MWWorld
void storeState (const LiveCellRef<T>& ref, ESM::ObjectState& state) const; void storeState (const LiveCellRef<T>& ref, ESM::ObjectState& state) const;
template<typename T> template<typename T>
void storeStates (const CellRefList<T>& collection, void storeStates (CellRefList<T>& collection,
std::vector<std::pair<ESM::ObjectState, int> >& states, std::vector<std::pair<ESM::ObjectState, int> >& states,
bool equipable = false) const; bool equipable = false) const;
@ -171,7 +171,8 @@ namespace MWWorld
Ptr search (const std::string& id); Ptr search (const std::string& id);
virtual void writeState (ESM::InventoryState& state) const; /// \todo make this method const once const-correct ContainerStoreIterators are available
virtual void writeState (ESM::InventoryState& state);
virtual void readState (const ESM::InventoryState& state); virtual void readState (const ESM::InventoryState& state);

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@ -58,10 +58,24 @@ int MWWorld::InventoryStore::getSlot (const MWWorld::LiveCellRefBase& ref) const
return -1; return -1;
} }
void MWWorld::InventoryStore::setSlot (const MWWorld::ContainerStoreIterator& iter, int slot) void MWWorld::InventoryStore::setSlot (const MWWorld::ContainerStoreIterator& iter, int relativeSlot)
{ {
if (iter!=end() && slot>=0 && slot<Slots) if (relativeSlot < 0 || iter == end())
mSlots[slot] = iter; return;
// make sure the item can actually be equipped in this slot
std::pair<std::vector<int>, bool> allowedSlots = iter->getClass().getEquipmentSlots(*iter);
relativeSlot = std::min(int(allowedSlots.first.size()-1), relativeSlot);
// unstack if required
if (!allowedSlots.second && iter->getRefData().getCount() > 1)
{
MWWorld::ContainerStoreIterator newIter = addNewStack(*iter, 1);
iter->getRefData().setCount(iter->getRefData().getCount()-1);
mSlots[allowedSlots.first[relativeSlot]] = newIter;
}
else
mSlots[allowedSlots.first[relativeSlot]] = iter;
} }
MWWorld::InventoryStore::InventoryStore() MWWorld::InventoryStore::InventoryStore()
@ -703,7 +717,7 @@ bool MWWorld::InventoryStore::isEquipped(const MWWorld::Ptr &item)
return false; return false;
} }
void MWWorld::InventoryStore::writeState(ESM::InventoryState &state) const void MWWorld::InventoryStore::writeState(ESM::InventoryState &state)
{ {
MWWorld::ContainerStore::writeState(state); MWWorld::ContainerStore::writeState(state);

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@ -116,7 +116,7 @@ namespace MWWorld
virtual int getSlot (const MWWorld::LiveCellRefBase& ref) const; virtual int getSlot (const MWWorld::LiveCellRefBase& ref) const;
///< Return inventory slot that \a ref is in or -1 (if \a ref is not in a slot). ///< Return inventory slot that \a ref is in or -1 (if \a ref is not in a slot).
virtual void setSlot (const MWWorld::ContainerStoreIterator& iter, int slot); virtual void setSlot (const MWWorld::ContainerStoreIterator& iter, int relativeSlot);
///< Set slot for \a iter. Ignored if \a iter is an end iterator or if slot==-1. ///< Set slot for \a iter. Ignored if \a iter is an end iterator or if slot==-1.
public: public:
@ -209,7 +209,7 @@ namespace MWWorld
virtual void clear(); virtual void clear();
///< Empty container. ///< Empty container.
virtual void writeState (ESM::InventoryState& state) const; virtual void writeState (ESM::InventoryState& state);
virtual void readState (const ESM::InventoryState& state); virtual void readState (const ESM::InventoryState& state);
}; };

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@ -2031,7 +2031,7 @@ namespace MWWorld
bool World::isOnGround(const MWWorld::Ptr &ptr) const bool World::isOnGround(const MWWorld::Ptr &ptr) const
{ {
RefData &refdata = ptr.getRefData(); RefData &refdata = ptr.getRefData();
const OEngine::Physic::PhysicActor *physactor = mPhysEngine->getCharacter(refdata.getHandle()); OEngine::Physic::PhysicActor *physactor = mPhysEngine->getCharacter(refdata.getHandle());
if(!physactor) if(!physactor)
return false; return false;
@ -2049,7 +2049,7 @@ namespace MWWorld
mPhysEngine); mPhysEngine);
if(tracer.mFraction < 1.0f) // collision, must be close to something below if(tracer.mFraction < 1.0f) // collision, must be close to something below
{ {
const_cast<OEngine::Physic::PhysicActor *> (physactor)->setOnGround(true); physactor->setOnGround(true);
return true; return true;
} }
else else

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@ -15,6 +15,7 @@ namespace ESM
/// \brief State for inventories and containers /// \brief State for inventories and containers
struct InventoryState struct InventoryState
{ {
/// <ObjectState, relative equipment slot>
std::vector<std::pair<ObjectState, int> > mItems; std::vector<std::pair<ObjectState, int> > mItems;
std::map<std::string, int> mLevelledItemMap; std::map<std::string, int> mLevelledItemMap;