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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-18 13:12:50 +00:00

Preserve refnum when dropping items from inventory to ground.

This commit is contained in:
Mads Buvik Sandvei 2023-07-08 17:10:07 +02:00
parent fbe6a398f8
commit 8c3c5238d7
10 changed files with 136 additions and 28 deletions

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@ -337,14 +337,17 @@ namespace MWBase
///< Toggle a render mode.
///< \return Resulting mode
virtual MWWorld::Ptr placeObject(const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount) = 0;
virtual MWWorld::Ptr placeObject(
const MWWorld::Ptr& object, float cursorX, float cursorY, int amount, bool copy = true)
= 0;
///< copy and place an object into the gameworld at the specified cursor position
/// @param object
/// @param cursor X (relative 0-1)
/// @param cursor Y (relative 0-1)
/// @param number of objects to place
virtual MWWorld::Ptr dropObjectOnGround(const MWWorld::Ptr& actor, const MWWorld::ConstPtr& object, int amount)
virtual MWWorld::Ptr dropObjectOnGround(
const MWWorld::Ptr& actor, const MWWorld::Ptr& object, int amount, bool copy = true)
= 0;
///< copy and place an object into the gameworld at the given actor's position
/// @param actor giving the dropped object position

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@ -25,6 +25,14 @@ namespace MWGui
{
}
MWWorld::Ptr CompanionItemModel::addItem(const ItemStack& item, size_t count, bool allowAutoEquip)
{
if (hasProfit(mActor))
modifyProfit(mActor, item.mBase.getClass().getValue(item.mBase) * count);
return InventoryItemModel::addItem(item, count, allowAutoEquip);
}
MWWorld::Ptr CompanionItemModel::copyItem(const ItemStack& item, size_t count, bool allowAutoEquip)
{
if (hasProfit(mActor))

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@ -13,6 +13,7 @@ namespace MWGui
public:
CompanionItemModel(const MWWorld::Ptr& actor);
MWWorld::Ptr addItem(const ItemStack& item, size_t count, bool allowAutoEquip = true) override;
MWWorld::Ptr copyItem(const ItemStack& item, size_t count, bool allowAutoEquip = true) override;
void removeItem(const ItemStack& item, size_t count) override;

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@ -45,20 +45,31 @@ namespace MWGui
{
}
virtual ~WorldItemModel() override {}
MWWorld::Ptr copyItem(const ItemStack& item, size_t count, bool /*allowAutoEquip*/) override
MWWorld::Ptr dropItemImpl(const ItemStack& item, size_t count, bool copy)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
MWWorld::Ptr dropped;
if (world->canPlaceObject(mLeft, mTop))
dropped = world->placeObject(item.mBase, mLeft, mTop, count);
dropped = world->placeObject(item.mBase, mLeft, mTop, count, copy);
else
dropped = world->dropObjectOnGround(world->getPlayerPtr(), item.mBase, count);
dropped = world->dropObjectOnGround(world->getPlayerPtr(), item.mBase, count, copy);
dropped.getCellRef().setOwner(ESM::RefId());
return dropped;
}
MWWorld::Ptr addItem(const ItemStack& item, size_t count, bool /*allowAutoEquip*/) override
{
return dropItemImpl(item, count, false);
}
MWWorld::Ptr copyItem(const ItemStack& item, size_t count, bool /*allowAutoEquip*/) override
{
return dropItemImpl(item, count, true);
}
void removeItem(const ItemStack& item, size_t count) override
{
throw std::runtime_error("removeItem not implemented");

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@ -46,13 +46,29 @@ namespace MWGui
return -1;
}
MWWorld::Ptr InventoryItemModel::copyItem(const ItemStack& item, size_t count, bool allowAutoEquip)
MWWorld::Ptr InventoryItemModel::addItem(const ItemStack& item, size_t count, bool allowAutoEquip)
{
if (item.mBase.getContainerStore() == &mActor.getClass().getContainerStore(mActor))
throw std::runtime_error("Item to copy needs to be from a different container!");
throw std::runtime_error("Item to add needs to be from a different container!");
return *mActor.getClass().getContainerStore(mActor).add(item.mBase, count, allowAutoEquip);
}
MWWorld::Ptr InventoryItemModel::copyItem(const ItemStack& item, size_t count, bool allowAutoEquip)
{
// TODO: This does not copy the item, but adds it directly. This will duplicate the item's
// refnum and other ref data unless the caller handles that.
return addItem(item, count, allowAutoEquip);
}
MWWorld::Ptr InventoryItemModel::unstackItem(const ItemStack& item, size_t count)
{
MWWorld::ContainerStore& store = mActor.getClass().getContainerStore(mActor);
auto it = store.unstack(item.mBase, count);
if (it != store.end())
return *it;
return MWWorld::Ptr();
}
void InventoryItemModel::removeItem(const ItemStack& item, size_t count)
{
int removed = 0;

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@ -17,7 +17,9 @@ namespace MWGui
bool onTakeItem(const MWWorld::Ptr& item, int count) override;
MWWorld::Ptr addItem(const ItemStack& item, size_t count, bool allowAutoEquip = true) override;
MWWorld::Ptr copyItem(const ItemStack& item, size_t count, bool allowAutoEquip = true) override;
MWWorld::Ptr unstackItem(const ItemStack& item, size_t count) override;
void removeItem(const ItemStack& item, size_t count) override;
/// Move items from this model to \a otherModel.

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@ -57,13 +57,25 @@ namespace MWGui
MWWorld::Ptr ItemModel::moveItem(const ItemStack& item, size_t count, ItemModel* otherModel)
{
// TODO(#6148): moving an item should preserve RefNum and Lua scripts (unless the item stack is merged with
// already existing stack).
MWWorld::Ptr ret = otherModel->copyItem(item, count);
MWWorld::Ptr ret = otherModel->addItem(item, count);
// Unstacking here ensures that new a refnum is assigned to the leftover stack if there is a leftover.
// Otherwise we end up with duplicated instances.
unstackItem(item, count);
removeItem(item, count);
return ret;
}
MWWorld::Ptr ItemModel::addItem(const ItemStack& item, size_t count, bool allowAutoEquip)
{
return copyItem(item, count, allowAutoEquip);
}
MWWorld::Ptr ItemModel::unstackItem(const ItemStack& item, size_t count)
{
// By default does nothing
return MWWorld::Ptr();
}
bool ItemModel::allowedToUseItems() const
{
return true;
@ -143,6 +155,16 @@ namespace MWGui
return mSourceModel->onTakeItem(item, count);
}
MWWorld::Ptr ProxyItemModel::unstackItem(const ItemStack& item, size_t count)
{
return mSourceModel->unstackItem(item, count);
}
MWWorld::Ptr ProxyItemModel::addItem(const ItemStack& item, size_t count, bool allowAutoEquip)
{
return mSourceModel->addItem(item, count, allowAutoEquip);
}
bool ProxyItemModel::usesContainer(const MWWorld::Ptr& container)
{
return mSourceModel->usesContainer(container);

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@ -65,6 +65,11 @@ namespace MWGui
/// @note Derived implementations may return an empty Ptr if the move was unsuccessful.
virtual MWWorld::Ptr moveItem(const ItemStack& item, size_t count, ItemModel* otherModel);
/// Unstacks items from this model and returns a ptr to the new remainder stack.
/// @note Returns en empty ptr if there is no remainder or the item model does not support unstacking.
virtual MWWorld::Ptr unstackItem(const ItemStack& item, size_t count);
virtual MWWorld::Ptr addItem(const ItemStack& item, size_t count, bool allowAutoEquip = true);
virtual MWWorld::Ptr copyItem(const ItemStack& item, size_t count, bool allowAutoEquip = true) = 0;
virtual void removeItem(const ItemStack& item, size_t count) = 0;
@ -95,6 +100,8 @@ namespace MWGui
bool onDropItem(const MWWorld::Ptr& item, int count) override;
bool onTakeItem(const MWWorld::Ptr& item, int count) override;
MWWorld::Ptr unstackItem(const ItemStack& item, size_t count) override;
MWWorld::Ptr addItem(const ItemStack& item, size_t count, bool allowAutoEquip = true) override;
MWWorld::Ptr copyItem(const ItemStack& item, size_t count, bool allowAutoEquip = true) override;
void removeItem(const ItemStack& item, size_t count) override;
ModelIndex getIndex(const ItemStack& item) override;

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@ -2001,7 +2001,7 @@ namespace MWWorld
item.getRefData().getLocals().setVarByInt(script, "onpcdrop", 1);
}
MWWorld::Ptr World::placeObject(const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount)
MWWorld::Ptr World::placeObject(const MWWorld::Ptr& object, float cursorX, float cursorY, int amount, bool copy)
{
const float maxDist = 200.f;
@ -2022,7 +2022,8 @@ namespace MWWorld
pos.rot[1] = 0;
// copy the object and set its count
Ptr dropped = copyObjectToCell(object, cell, pos, amount, true);
Ptr dropped = copy ? copyObjectToCell(object, cell, pos, amount, true)
: moveObjectToCell(object, cell, pos, amount, true);
// only the player place items in the world, so no need to check actor
PCDropped(dropped);
@ -2062,30 +2063,65 @@ namespace MWWorld
MWWorld::Ptr dropped = object.getClass().copyToCell(object, *cell, pos, count);
addObjectToCell(dropped, cell, pos, adjustPos);
return dropped;
}
Ptr World::moveObjectToCell(const Ptr& object, CellStore* cell, ESM::Position pos, int count, bool adjustPos)
{
if (!cell)
throw std::runtime_error("moveObjectToCell(): cannot move object to null cell");
if (cell->isExterior())
{
const ESM::ExteriorCellLocation index
= ESM::positionToExteriorCellLocation(pos.pos[0], pos.pos[1], cell->getCell()->getWorldSpace());
cell = &mWorldModel.getExterior(index);
}
MWWorld::Ptr dropped = object.getClass().moveToCell(object, *cell);
dropped.getRefData().setCount(count);
dropped.getRefData().setPosition(pos);
addObjectToCell(dropped, cell, pos, adjustPos);
return dropped;
}
void World::addObjectToCell(const Ptr& object, CellStore* cell, ESM::Position pos, bool adjustPos)
{
if (!cell)
throw std::runtime_error("addObjectToCell(): cannot add object to null cell");
if (cell->isExterior())
{
const ESM::ExteriorCellLocation index
= ESM::positionToExteriorCellLocation(pos.pos[0], pos.pos[1], cell->getCell()->getWorldSpace());
cell = &mWorldModel.getExterior(index);
}
// Reset some position values that could be uninitialized if this item came from a container
dropped.getCellRef().setPosition(pos);
dropped.getCellRef().unsetRefNum();
object.getCellRef().setPosition(pos);
if (mWorldScene->isCellActive(*cell))
{
if (dropped.getRefData().isEnabled())
if (object.getRefData().isEnabled())
{
mWorldScene->addObjectToScene(dropped);
mWorldScene->addObjectToScene(object);
}
const auto& script = dropped.getClass().getScript(dropped);
const auto& script = object.getClass().getScript(object);
if (!script.empty())
{
mLocalScripts.add(script, dropped);
mLocalScripts.add(script, object);
}
addContainerScripts(dropped, cell);
addContainerScripts(object, cell);
}
if (!object.getClass().isActor() && adjustPos && dropped.getRefData().getBaseNode())
if (!object.getClass().isActor() && adjustPos && object.getRefData().getBaseNode())
{
// Adjust position so the location we wanted ends up in the middle of the object bounding box
osg::ComputeBoundsVisitor computeBounds;
computeBounds.setTraversalMask(~MWRender::Mask_ParticleSystem);
dropped.getRefData().getBaseNode()->accept(computeBounds);
object.getRefData().getBaseNode()->accept(computeBounds);
osg::BoundingBox bounds = computeBounds.getBoundingBox();
if (bounds.valid())
{
@ -2096,14 +2132,12 @@ namespace MWWorld
pos.pos[0] -= adjust.x();
pos.pos[1] -= adjust.y();
pos.pos[2] -= adjust.z();
moveObject(dropped, pos.asVec3());
moveObject(object, pos.asVec3());
}
}
return dropped;
}
MWWorld::Ptr World::dropObjectOnGround(const Ptr& actor, const ConstPtr& object, int amount)
MWWorld::Ptr World::dropObjectOnGround(const Ptr& actor, const Ptr& object, int amount, bool copy)
{
MWWorld::CellStore* cell = actor.getCell();
@ -2123,7 +2157,8 @@ namespace MWWorld
pos.pos[2] = result.mHitPointWorld.z();
// copy the object and set its count
Ptr dropped = copyObjectToCell(object, cell, pos, amount, true);
Ptr dropped = copy ? copyObjectToCell(object, cell, pos, amount, true)
: moveObjectToCell(object, cell, pos, amount, true);
if (actor == mPlayer->getPlayer()) // Only call if dropped by player
PCDropped(dropped);

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@ -143,6 +143,8 @@ namespace MWWorld
void updateWeather(float duration, bool paused = false);
void addObjectToCell(const Ptr& ptr, CellStore* cell, ESM::Position pos, bool adjustPos);
Ptr moveObjectToCell(const Ptr& ptr, CellStore* cell, ESM::Position pos, int count, bool adjustPos);
Ptr copyObjectToCell(const ConstPtr& ptr, CellStore* cell, ESM::Position pos, int count, bool adjustPos);
void updateSoundListener();
@ -425,7 +427,8 @@ namespace MWWorld
void updateWindowManager();
MWWorld::Ptr placeObject(const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount) override;
MWWorld::Ptr placeObject(
const MWWorld::Ptr& object, float cursorX, float cursorY, int amount, bool copy = true) override;
///< copy and place an object into the gameworld at the specified cursor position
/// @param object
/// @param cursor X (relative 0-1)
@ -433,7 +436,7 @@ namespace MWWorld
/// @param number of objects to place
MWWorld::Ptr dropObjectOnGround(
const MWWorld::Ptr& actor, const MWWorld::ConstPtr& object, int amount) override;
const MWWorld::Ptr& actor, const MWWorld::Ptr& object, int amount, bool copy = true) override;
///< copy and place an object into the gameworld at the given actor's position
/// @param actor giving the dropped object position
/// @param object