fixed spell list handling

This commit is contained in:
Marc Zinnschlag 2012-09-10 13:15:55 +02:00
parent 6c928e93d3
commit f17756712a

View file

@ -91,24 +91,21 @@ namespace MWGui
clearSpells();
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);
MWMechanics::Spells& playerSpells = stats.getSpells();
/// \todo get spell list via MWWorld::Class interface
std::vector<std::string> spellList = actor.get<ESM::NPC>()->base->spells.list;
for (std::vector<std::string>::const_iterator it = spellList.begin(); it != spellList.end(); ++it)
MWMechanics::Spells& playerSpells = MWWorld::Class::get (player).getCreatureStats (player).getSpells();
MWMechanics::Spells& merchantSpells = MWWorld::Class::get (actor).getCreatureStats (actor).getSpells();
for (MWMechanics::Spells::TIterator iter = merchantSpells.begin(); iter!=merchantSpells.end(); ++iter)
{
bool alreadyHave = false;
for (std::vector<std::string>::const_iterator it2 = playerSpells.begin(); it2 != playerSpells.end(); ++it2)
{
if (*it==*it2)
{
alreadyHave = true;
break;
}
}
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find (*iter);
if (alreadyHave==false)
addSpell(*it);
if (spell->data.type!=ESM::Spell::ST_Spell)
continue; // don't try to sell diseases, curses or powers
if (std::find (playerSpells.begin(), playerSpells.end(), *iter)!=playerSpells.end())
continue; // we have that spell already
addSpell (*iter);
}
updateLabels();