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Split adjustBoundItem()
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d1b1cb748d
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@ -235,70 +235,71 @@ namespace MWMechanics
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void Actors::adjustBoundItem (const std::string& itemId, bool bound, const MWWorld::Ptr& actor)
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void Actors::addBoundItem (const std::string& itemId, const MWWorld::Ptr& actor)
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{
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{
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MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
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MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
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int slot = getBoundItemSlot(itemId);
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int slot = getBoundItemSlot(itemId);
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if (bound)
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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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// 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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MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Weapon);
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if (prevItem != store.end())
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mPreviousItems[itemId] = *prevItem;
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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::Ptr prevItem = mPreviousItems[itemId];
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mPreviousItems.erase(itemId);
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if (prevItem.isEmpty())
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return;
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// check if the item is still in the player's inventory
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MWWorld::ContainerStoreIterator it = store.begin();
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for (; it != store.end(); ++it)
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{
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{
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if (actor.getClass().getContainerStore(actor).count(itemId) != 0)
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if (*it == prevItem)
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return;
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break;
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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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// 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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MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Weapon);
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if (prevItem != store.end())
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mPreviousItems[itemId] = *prevItem;
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}
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}
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else
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{
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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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// we should equip previous item only if expired bound item was equipped.
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if (it == store.end() || !wasEquipped)
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return;
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store.remove(itemId, 1, actor, true);
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MWWorld::ActionEquip action(prevItem);
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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 prevItem = mPreviousItems[itemId];
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mPreviousItems.erase(itemId);
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if (prevItem.isEmpty())
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return;
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// check if the item is still in the player's inventory
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MWWorld::ContainerStoreIterator it = store.begin();
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for (; it != store.end(); ++it)
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{
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if (*it == prevItem)
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break;
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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 (it == store.end() || !wasEquipped)
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return;
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MWWorld::ActionEquip action(prevItem);
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action.execute(actor);
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}
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}
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}
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void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
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void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
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@ -839,17 +840,14 @@ namespace MWMechanics
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std::string item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
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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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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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if (it->first == ESM::MagicEffect::BoundGloves)
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{
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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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item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
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"sMagicBoundRightGauntletID")->getString();
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"sMagicBoundRightGauntletID")->getString();
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adjustBoundItem(item, magnitude > 0, ptr);
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magnitude > 0 ? addBoundItem(item, ptr) : removeBoundItem(item, ptr);
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}
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}
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else
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adjustBoundItem(item, magnitude > 0, ptr);
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}
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}
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}
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}
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@ -28,7 +28,8 @@ namespace MWMechanics
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typedef std::map<std::string, MWWorld::Ptr> PreviousItems;
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typedef std::map<std::string, MWWorld::Ptr> PreviousItems;
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PreviousItems mPreviousItems;
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PreviousItems mPreviousItems;
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void adjustBoundItem (const std::string& itemId, bool bound, const MWWorld::Ptr& actor);
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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 updateNpc(const MWWorld::Ptr &ptr, float duration);
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