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Merged pull request #1592
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commit
48711bbdde
@ -1,6 +1,7 @@
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0.45.0
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------
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Bug #2326: After a bound item expires the last equipped item of that type is not automatically re-equipped
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Bug #2835: Player able to slowly move when overencumbered
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Bug #3374: Touch spells not hitting kwama foragers
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Bug #3591: Angled hit distance too low
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@ -50,27 +50,36 @@ bool isConscious(const MWWorld::Ptr& ptr)
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return !stats.isDead() && !stats.getKnockedDown();
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}
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void adjustBoundItem (const std::string& item, bool bound, const MWWorld::Ptr& actor)
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int getBoundItemSlot (const std::string& itemId)
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{
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if (bound)
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static std::map<std::string, int> boundItemsMap;
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if (boundItemsMap.empty())
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{
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if (actor.getClass().getContainerStore(actor).count(item) == 0)
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{
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MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
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MWWorld::Ptr newPtr = *store.MWWorld::ContainerStore::add(item, 1, actor);
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MWWorld::ActionEquip action(newPtr);
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action.execute(actor);
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MWWorld::ConstContainerStoreIterator rightHand = store.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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// change draw state only if the item is in player's right hand
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if (actor == MWMechanics::getPlayer()
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&& rightHand != store.end() && newPtr == *rightHand)
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{
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MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Weapon);
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}
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}
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std::string boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundBootsID")->getString();
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boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Boots;
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boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundCuirassID")->getString();
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boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Cuirass;
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boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundLeftGauntletID")->getString();
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boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_LeftGauntlet;
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boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundRightGauntletID")->getString();
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boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_RightGauntlet;
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boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundHelmID")->getString();
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boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Helmet;
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boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundShieldID")->getString();
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boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_CarriedLeft;
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}
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else
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actor.getClass().getInventoryStore(actor).remove(item, 1, actor, true);
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int slot = MWWorld::InventoryStore::Slot_CarriedRight;
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std::map<std::string, int>::iterator it = boundItemsMap.find(itemId);
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if (it != boundItemsMap.end())
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slot = it->second;
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return slot;
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}
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class CheckActorCommanded : public MWMechanics::EffectSourceVisitor
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@ -139,7 +148,6 @@ void getRestorationPerHourOfSleep (const MWWorld::Ptr& ptr, float& health, float
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namespace MWMechanics
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{
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const float aiProcessingDistance = 7168;
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const float sqrAiProcessingDistance = aiProcessingDistance*aiProcessingDistance;
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@ -227,6 +235,83 @@ namespace MWMechanics
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}
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};
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void Actors::addBoundItem (const std::string& itemId, const MWWorld::Ptr& actor)
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{
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MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
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int slot = getBoundItemSlot(itemId);
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if (actor.getClass().getContainerStore(actor).count(itemId) != 0)
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return;
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MWWorld::ContainerStoreIterator prevItem = store.getSlot(slot);
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MWWorld::Ptr boundPtr = *store.MWWorld::ContainerStore::add(itemId, 1, actor);
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MWWorld::ActionEquip action(boundPtr);
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action.execute(actor);
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if (actor != MWMechanics::getPlayer())
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return;
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MWWorld::Ptr newItem = *store.getSlot(slot);
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if (newItem.isEmpty() || boundPtr != newItem)
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return;
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MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
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// change draw state only if the item is in player's right hand
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if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
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player.setDrawState(MWMechanics::DrawState_Weapon);
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if (prevItem != store.end())
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player.setPreviousItem(itemId, prevItem->getCellRef().getRefId());
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}
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void Actors::removeBoundItem (const std::string& itemId, const MWWorld::Ptr& actor)
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{
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MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
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int slot = getBoundItemSlot(itemId);
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MWWorld::ContainerStoreIterator currentItem = store.getSlot(slot);
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bool wasEquipped = currentItem != store.end() && Misc::StringUtils::ciEqual(currentItem->getCellRef().getRefId(), itemId);
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store.remove(itemId, 1, actor, true);
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if (actor != MWMechanics::getPlayer())
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return;
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MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
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std::string prevItemId = player.getPreviousItem(itemId);
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player.erasePreviousItem(itemId);
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if (prevItemId.empty())
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return;
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// Find the item by id
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MWWorld::Ptr item;
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for (MWWorld::ContainerStoreIterator iter = store.begin(); iter != store.end(); ++iter)
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{
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if (Misc::StringUtils::ciEqual(iter->getCellRef().getRefId(), prevItemId))
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{
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if (item.isEmpty() ||
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// Prefer the stack with the lowest remaining uses
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!item.getClass().hasItemHealth(*iter) ||
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iter->getClass().getItemHealth(*iter) < item.getClass().getItemHealth(item))
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{
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item = *iter;
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}
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}
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}
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// we should equip previous item only if expired bound item was equipped.
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if (item.isEmpty() || !wasEquipped)
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return;
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MWWorld::ActionEquip action(item);
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action.execute(actor);
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}
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void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
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{
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// magic effects
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@ -756,25 +841,23 @@ namespace MWMechanics
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float magnitude = effects.get(it->first).getMagnitude();
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if (found != (magnitude > 0))
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{
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std::string itemGmst = it->second;
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std::string item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
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itemGmst)->getString();
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if (it->first == ESM::MagicEffect::BoundGloves)
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{
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item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
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"sMagicBoundLeftGauntletID")->getString();
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adjustBoundItem(item, magnitude > 0, ptr);
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item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
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"sMagicBoundRightGauntletID")->getString();
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adjustBoundItem(item, magnitude > 0, ptr);
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}
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else
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adjustBoundItem(item, magnitude > 0, ptr);
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if (magnitude > 0)
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creatureStats.mBoundItems.insert(it->first);
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else
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creatureStats.mBoundItems.erase(it->first);
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std::string itemGmst = it->second;
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std::string item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
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itemGmst)->getString();
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magnitude > 0 ? addBoundItem(item, ptr) : removeBoundItem(item, ptr);
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if (it->first == ESM::MagicEffect::BoundGloves)
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{
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item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
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"sMagicBoundRightGauntletID")->getString();
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magnitude > 0 ? addBoundItem(item, ptr) : removeBoundItem(item, ptr);
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}
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}
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}
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@ -4,7 +4,6 @@
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#include <set>
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#include <vector>
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#include <string>
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#include <map>
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#include <list>
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#include "../mwbase/world.hpp"
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@ -26,6 +25,9 @@ namespace MWMechanics
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{
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std::map<std::string, int> mDeathCount;
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void addBoundItem (const std::string& itemId, const MWWorld::Ptr& actor);
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void removeBoundItem (const std::string& itemId, const MWWorld::Ptr& actor);
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void updateNpc(const MWWorld::Ptr &ptr, float duration);
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void adjustMagicEffects (const MWWorld::Ptr& creature);
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@ -287,6 +287,7 @@ namespace MWWorld
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mAttackingOrSpell = false;
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mCurrentCrimeId = -1;
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mPaidCrimeId = -1;
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mPreviousItems.clear();
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mLastKnownExteriorPosition = osg::Vec3f(0,0,0);
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for (int i=0; i<ESM::Skill::Length; ++i)
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@ -341,6 +342,8 @@ namespace MWWorld
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for (int i=0; i<ESM::Skill::Length; ++i)
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mSaveSkills[i].writeState(player.mSaveSkills[i]);
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player.mPreviousItems = mPreviousItems;
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writer.startRecord (ESM::REC_PLAY);
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player.save (writer);
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writer.endRecord (ESM::REC_PLAY);
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@ -441,6 +444,8 @@ namespace MWWorld
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mForwardBackward = 0;
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mTeleported = false;
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mPreviousItems = player.mPreviousItems;
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return true;
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}
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@ -461,4 +466,19 @@ namespace MWWorld
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{
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return mPaidCrimeId;
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}
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void Player::setPreviousItem(const std::string& boundItemId, const std::string& previousItemId)
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{
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mPreviousItems[boundItemId] = previousItemId;
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}
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std::string Player::getPreviousItem(const std::string& boundItemId)
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{
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return mPreviousItems[boundItemId];
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}
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void Player::erasePreviousItem(const std::string& boundItemId)
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{
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mPreviousItems.erase(boundItemId);
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}
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}
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@ -1,6 +1,8 @@
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#ifndef GAME_MWWORLD_PLAYER_H
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#define GAME_MWWORLD_PLAYER_H
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#include <map>
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#include "../mwworld/refdata.hpp"
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#include "../mwworld/livecellref.hpp"
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@ -46,6 +48,9 @@ namespace MWWorld
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int mCurrentCrimeId; // the id assigned witnesses
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int mPaidCrimeId; // the last id paid off (0 bounty)
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typedef std::map<std::string, std::string> PreviousItems; // previous equipped items, needed for bound spells
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PreviousItems mPreviousItems;
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// Saved stats prior to becoming a werewolf
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MWMechanics::SkillValue mSaveSkills[ESM::Skill::Length];
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MWMechanics::AttributeValue mSaveAttributes[ESM::Attribute::Length];
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@ -120,6 +125,10 @@ namespace MWWorld
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int getNewCrimeId(); // get new id for witnesses
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void recordCrimeId(); // record the paid crime id when bounty is 0
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int getCrimeId() const; // get the last paid crime id
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void setPreviousItem(const std::string& boundItemId, const std::string& previousItemId);
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std::string getPreviousItem(const std::string& boundItemId);
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void erasePreviousItem(const std::string& boundItemId);
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};
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}
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#endif
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@ -31,6 +31,18 @@ void ESM::Player::load (ESMReader &esm)
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mPaidCrimeId = -1;
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esm.getHNOT (mPaidCrimeId, "PAYD");
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bool checkPrevItems = true;
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while (checkPrevItems)
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{
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std::string boundItemId = esm.getHNOString("BOUN");
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std::string prevItemId = esm.getHNOString("PREV");
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if (!boundItemId.empty())
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mPreviousItems[boundItemId] = prevItemId;
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else
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checkPrevItems = false;
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}
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if (esm.hasMoreSubs())
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{
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for (int i=0; i<ESM::Attribute::Length; ++i)
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@ -62,6 +74,12 @@ void ESM::Player::save (ESMWriter &esm) const
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esm.writeHNT ("CURD", mCurrentCrimeId);
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esm.writeHNT ("PAYD", mPaidCrimeId);
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for (PreviousItems::const_iterator it=mPreviousItems.begin(); it != mPreviousItems.end(); ++it)
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{
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esm.writeHNString ("BOUN", it->first);
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esm.writeHNString ("PREV", it->second);
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}
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for (int i=0; i<ESM::Attribute::Length; ++i)
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mSaveAttributes[i].save(esm);
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for (int i=0; i<ESM::Skill::Length; ++i)
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@ -34,6 +34,9 @@ namespace ESM
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StatState<int> mSaveAttributes[ESM::Attribute::Length];
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StatState<int> mSaveSkills[ESM::Skill::Length];
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typedef std::map<std::string, std::string> PreviousItems; // previous equipped items, needed for bound spells
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PreviousItems mPreviousItems;
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void load (ESMReader &esm);
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void save (ESMWriter &esm) const;
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};
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@ -5,7 +5,7 @@
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#include "defs.hpp"
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unsigned int ESM::SavedGame::sRecordId = ESM::REC_SAVE;
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int ESM::SavedGame::sCurrentFormat = 4;
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int ESM::SavedGame::sCurrentFormat = 5;
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void ESM::SavedGame::load (ESMReader &esm)
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{
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