Beispiel #1
0
void MWWorld::InventoryStore::equip (int slot, const ContainerStoreIterator& iterator, const Ptr& actor)
{
    if (iterator == end())
        throw std::runtime_error ("can't equip end() iterator, use unequip function instead");

    if (slot<0 || slot>=static_cast<int> (mSlots.size()))
        throw std::runtime_error ("slot number out of range");

    if (iterator.getContainerStore()!=this)
        throw std::runtime_error ("attempt to equip an item that is not in the inventory");

    std::pair<std::vector<int>, bool> slots_;

    slots_ = iterator->getClass().getEquipmentSlots (*iterator);

    if (std::find (slots_.first.begin(), slots_.first.end(), slot)==slots_.first.end())
        throw std::runtime_error ("invalid slot");

    if (mSlots[slot] != end())
        unequipSlot(slot, actor);

    // unstack item pointed to by iterator if required
    if (iterator!=end() && !slots_.second && iterator->getRefData().getCount() > 1) // if slots.second is true, item can stay stacked when equipped
    {
        unstack(*iterator, actor);
    }

    mSlots[slot] = iterator;

    flagAsModified();

    fireEquipmentChangedEvent(actor);

    updateMagicEffects(actor);
}
Beispiel #2
0
void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
{
    TSlots slots_;
    initSlots (slots_);

    // Disable model update during auto-equip
    mUpdatesEnabled = false;

    // Autoequip clothing, armor and weapons.
    // Equipping lights is handled in Actors::updateEquippedLight based on environment light.
    // Note: creatures do not use the armor mitigation and can equip only shields
    // Use a custom logic for them - select shield based on its health instead of armor rating (since it useless for creatures)
    autoEquipWeapon(actor, slots_);
    autoEquipArmor(actor, slots_);

    bool changed = false;

    for (std::size_t i=0; i<slots_.size(); ++i)
    {
        if (slots_[i] != mSlots[i])
        {
            changed = true;
            break;
        }
    }
    mUpdatesEnabled = true;

    if (changed)
    {
        mSlots.swap (slots_);
        fireEquipmentChangedEvent(actor);
        updateMagicEffects(actor);
        flagAsModified();
    }
}
Beispiel #3
0
void MWWorld::InventoryStore::unequipAll(const MWWorld::Ptr& actor)
{
    // Only *one* change event should be fired
    mUpdatesEnabled = false;
    for (int slot=0; slot < MWWorld::InventoryStore::Slots; ++slot)
        unequipSlot(slot, actor);
    mUpdatesEnabled = true;
    fireEquipmentChangedEvent();
    updateMagicEffects(actor);
}
Beispiel #4
0
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipSlot(int slot, const MWWorld::Ptr& actor)
{
    ContainerStoreIterator it = mSlots[slot];

    if (it != end())
    {
        ContainerStoreIterator retval = it;

        // empty this slot
        mSlots[slot] = end();

        // restack the previously equipped item with other (non-equipped) items
        for (MWWorld::ContainerStoreIterator iter (begin()); iter != end(); ++iter)
        {
            if (stacks(*iter, *it))
            {
                iter->getRefData().setCount(iter->getRefData().getCount() + it->getRefData().getCount());
                it->getRefData().setCount(0);
                retval = iter;
                break;
            }
        }

        if (actor.getRefData().getHandle() == "player")
        {
            // Unset OnPCEquip Variable on item's script, if it has a script with that variable declared
            const std::string& script = Class::get(*it).getScript(*it);
            if (script != "")
                (*it).getRefData().getLocals().setVarByInt(script, "onpcequip", 0);

            // Update HUD icon when removing player weapon or selected enchanted item.
            // We have to check for both as the weapon could also be the enchanted item.
            if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
            {
                // weapon
                MWBase::Environment::get().getWindowManager()->unsetSelectedWeapon();
            }
            if ((mSelectedEnchantItem != end()) && (mSelectedEnchantItem == it))
            {
                // enchanted item
                mSelectedEnchantItem = end();
                MWBase::Environment::get().getWindowManager()->unsetSelectedSpell();
            }
        }

        fireEquipmentChangedEvent();
        updateMagicEffects(actor);

        return retval;
    }

    return it;
}
Beispiel #5
0
void MWWorld::InventoryStore::autoEquipShield(const MWWorld::Ptr& actor)
{
    bool updated = false;

    mUpdatesEnabled = false;
    for (ContainerStoreIterator iter(begin(ContainerStore::Type_Armor)); iter != end(); ++iter)
    {
        if (iter->get<ESM::Armor>()->mBase->mData.mType != ESM::Armor::Shield)
            continue;

        if (iter->getClass().canBeEquipped(*iter, actor).first != 1)
            continue;

        if (iter->getClass().getItemHealth(*iter) <= 0)
            continue;

        std::pair<std::vector<int>, bool> shieldSlots =
            iter->getClass().getEquipmentSlots(*iter);

        if (shieldSlots.first.empty())
            continue;

        int slot = shieldSlots.first[0];
        const ContainerStoreIterator& shield = mSlots[slot];

        if (shield != end()
                && shield.getType() == Type_Armor && shield->get<ESM::Armor>()->mBase->mData.mType == ESM::Armor::Shield)
        {
            if (shield->getClass().getItemHealth(*shield) >= iter->getClass().getItemHealth(*iter))
                continue;
        }

        equip(slot, iter, actor);
        updated = true;
    }
    mUpdatesEnabled = true;

    if (updated)
    {
        fireEquipmentChangedEvent(actor);
        updateMagicEffects(actor);
    }
}
Beispiel #6
0
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipSlot(int slot, const MWWorld::Ptr& actor)
{
    if (slot<0 || slot>=static_cast<int> (mSlots.size()))
        throw std::runtime_error ("slot number out of range");

    ContainerStoreIterator it = mSlots[slot];

    if (it != end())
    {
        ContainerStoreIterator retval = it;

        // empty this slot
        mSlots[slot] = end();

        if (it->getRefData().getCount())
        {
            retval = restack(*it);

            if (actor == MWMechanics::getPlayer())
            {
                // Unset OnPCEquip Variable on item's script, if it has a script with that variable declared
                const std::string& script = it->getClass().getScript(*it);
                if (script != "")
                    (*it).getRefData().getLocals().setVarByInt(script, "onpcequip", 0);
            }

            if ((mSelectedEnchantItem != end()) && (mSelectedEnchantItem == it))
            {
                mSelectedEnchantItem = end();
            }
        }

        fireEquipmentChangedEvent(actor);
        updateMagicEffects(actor);

        return retval;
    }

    return it;
}
Beispiel #7
0
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipSlot(int slot, const MWWorld::Ptr& actor)
{
    ContainerStoreIterator it = mSlots[slot];

    if (it != end())
    {
        ContainerStoreIterator retval = it;

        // empty this slot
        mSlots[slot] = end();

        if (it->getRefData().getCount())
        {
            retval = restack(*it);

            if (actor.getRefData().getHandle() == "player")
            {
                // Unset OnPCEquip Variable on item's script, if it has a script with that variable declared
                const std::string& script = it->getClass().getScript(*it);
                if (script != "")
                    (*it).getRefData().getLocals().setVarByInt(script, "onpcequip", 0);

                if ((mSelectedEnchantItem != end()) && (mSelectedEnchantItem == it))
                {
                    mSelectedEnchantItem = end();
                }
            }
        }

        fireEquipmentChangedEvent();
        updateMagicEffects(actor);

        return retval;
    }

    return it;
}
Beispiel #8
0
void MWWorld::InventoryStore::setListener(InventoryStoreListener *listener, const Ptr& actor)
{
    mListener = listener;
    updateMagicEffects(actor);
}
Beispiel #9
0
void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
{
    TSlots slots_;
    initSlots (slots_);

    // Disable model update during auto-equip
    mUpdatesEnabled = false;

    for (ContainerStoreIterator iter (begin()); iter!=end(); ++iter)
    {
        Ptr test = *iter;

        // Don't autoEquip lights. Handled in Actors::updateEquippedLight based on environment light.
        if (test.getTypeName() == typeid(ESM::Light).name())
        {
            continue;
        }

        // Only autoEquip if we are the original owner of the item.
        // This stops merchants from auto equipping anything you sell to them.
        // ...unless this is a companion, he should always equip items given to him.
        if (!Misc::StringUtils::ciEqual(test.getCellRef().getOwner(), actor.getCellRef().getRefId()) &&
                (actor.getClass().getScript(actor).empty() ||
                !actor.getRefData().getLocals().getIntVar(actor.getClass().getScript(actor), "companion"))
                && !actor.getClass().getCreatureStats(actor).isDead() // Corpses can be dressed up by the player as desired
                )
        {
            continue;
        }
        int testSkill = test.getClass().getEquipmentSkill (test);

        std::pair<std::vector<int>, bool> itemsSlots =
            iter->getClass().getEquipmentSlots (*iter);

        for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
            iter2!=itemsSlots.first.end(); ++iter2)
        {
            if (*iter2 == Slot_CarriedRight) // Items in right hand are situational use, so don't equip them.
                // Equipping weapons is handled by AiCombat. Anything else (lockpicks, probes) can't be used by NPCs anyway (yet)
                continue;

            if (iter.getType() == MWWorld::ContainerStore::Type_Weapon)
                continue;

            if (slots_.at (*iter2)!=end())
            {
                Ptr old = *slots_.at (*iter2);

                // check skill
                int oldSkill = old.getClass().getEquipmentSkill (old);

                bool use = false;
                if (testSkill!=-1 && oldSkill==-1)
                    use = true;
                else if (testSkill!=-1 && oldSkill!=-1 && testSkill!=oldSkill)
                {
                    if (actor.getClass().getSkill(actor, oldSkill) > actor.getClass().getSkill (actor, testSkill))
                        continue; // rejected, because old item better matched the NPC's skills.

                    if (actor.getClass().getSkill(actor, oldSkill) < actor.getClass().getSkill (actor, testSkill))
                        use = true;
                }

                if (!use)
                {
                    // check value
                    if (old.getClass().getValue (old)>=
                        test.getClass().getValue (test))
                    {
                        continue;
                    }
                }
            }

            switch(test.getClass().canBeEquipped (test, actor).first)
            {
                case 0:
                    continue;
                default:
                    break;
            }

            if (!itemsSlots.second) // if itemsSlots.second is true, item can stay stacked when equipped
            {
                // unstack item pointed to by iterator if required
                if (iter->getRefData().getCount() > 1)
                {
                    unstack(*iter, actor);
                }
            }

            slots_[*iter2] = iter;
            break;
        }
    }

    bool changed = false;

    for (std::size_t i=0; i<slots_.size(); ++i)
    {
        if (slots_[i] != mSlots[i])
        {
            changed = true;
            break;
        }
    }
    mUpdatesEnabled = true;

    if (changed)
    {
        mSlots.swap (slots_);
        fireEquipmentChangedEvent(actor);
        updateMagicEffects(actor);
        flagAsModified();
    }
}
Beispiel #10
0
void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
{
    TSlots slots_;
    initSlots (slots_);

    // Disable model update during auto-equip
    mUpdatesEnabled = false;

    for (ContainerStoreIterator iter (begin()); iter!=end(); ++iter)
    {
        Ptr test = *iter;

        // Don't autoEquip lights. Handled in Actors::updateEquippedLight based on environment light.
        if (test.getTypeName() == typeid(ESM::Light).name())
        {
            continue;
        }

        // Don't auto-equip probes or lockpicks. NPCs can't use them (yet). And AiCombat would attempt to "attack" with them.
        // NOTE: In the future AiCombat should handle equipping appropriate weapons
        if (test.getTypeName() == typeid(ESM::Lockpick).name() || test.getTypeName() == typeid(ESM::Probe).name())
            continue;

        // Only autoEquip if we are the original owner of the item.
        // This stops merchants from auto equipping anything you sell to them.
        // ...unless this is a companion, he should always equip items given to him.
        if (!Misc::StringUtils::ciEqual(test.getCellRef().getOwner(), actor.getCellRef().getRefId()) &&
                (actor.getClass().getScript(actor).empty() ||
                !actor.getRefData().getLocals().getIntVar(actor.getClass().getScript(actor), "companion")))
            continue;

        int testSkill = test.getClass().getEquipmentSkill (test);

        std::pair<std::vector<int>, bool> itemsSlots =
            iter->getClass().getEquipmentSlots (*iter);

        for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
            iter2!=itemsSlots.first.end(); ++iter2)
        {
            bool use = false;

            if (slots_.at (*iter2)==end())
                use = true; // slot was empty before -> skip all further checks
            else
            {
                Ptr old = *slots_.at (*iter2);

                if (!use)
                {
                    // check skill
                    int oldSkill =
                        old.getClass().getEquipmentSkill (old);

                    if (testSkill!=-1 && oldSkill==-1)
                        use = true;
                    else if (testSkill!=-1 && oldSkill!=-1 && testSkill!=oldSkill)
                    {
                        if (actor.getClass().getSkill(actor, oldSkill) > actor.getClass().getSkill (actor, testSkill))
                            continue; // rejected, because old item better matched the NPC's skills.

                        if (actor.getClass().getSkill(actor, oldSkill) < actor.getClass().getSkill (actor, testSkill))
                            use = true;
                    }
                }

                if (!use)
                {
                    // check value
                    if (old.getClass().getValue (old)>=
                        test.getClass().getValue (test))
                    {
                        continue;
                    }

                    use = true;
                }
            }

            switch(test.getClass().canBeEquipped (test, actor).first)
            {
                case 0:
                    continue;
                case 2:
                    slots_[MWWorld::InventoryStore::Slot_CarriedLeft] = end();
                    break;
                case 3:
                    // Prefer keeping twohanded weapon
                    break;
            }

            if (!itemsSlots.second) // if itemsSlots.second is true, item can stay stacked when equipped
            {
                // unstack item pointed to by iterator if required
                if (iter->getRefData().getCount() > 1)
                {
                    unstack(*iter, actor);
                }
            }

            slots_[*iter2] = iter;
            break;
        }
    }

    bool changed = false;

    for (std::size_t i=0; i<slots_.size(); ++i)
        if (slots_[i]!=mSlots[i])
        {
            changed = true;
        }

    mUpdatesEnabled = true;

    if (changed)
    {
        mSlots.swap (slots_);
        fireEquipmentChangedEvent();
        updateMagicEffects(actor);
        flagAsModified();
    }
}
Beispiel #11
0
void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
{
    const MWBase::World *world = MWBase::Environment::get().getWorld();
    const MWWorld::Store<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
    MWMechanics::NpcStats& stats = actor.getClass().getNpcStats(actor);

    static float fUnarmoredBase1 = store.find("fUnarmoredBase1")->mValue.getFloat();
    static float fUnarmoredBase2 = store.find("fUnarmoredBase2")->mValue.getFloat();
    int unarmoredSkill = stats.getSkill(ESM::Skill::Unarmored).getModified();

    float unarmoredRating = (fUnarmoredBase1 * unarmoredSkill) * (fUnarmoredBase2 * unarmoredSkill);

    TSlots slots_;
    initSlots (slots_);

    // Disable model update during auto-equip
    mUpdatesEnabled = false;

    // Autoequip clothing, armor and weapons.
    // Equipping lights is handled in Actors::updateEquippedLight based on environment light.
    for (ContainerStoreIterator iter (begin(ContainerStore::Type_Clothing | ContainerStore::Type_Armor)); iter!=end(); ++iter)
    {
        Ptr test = *iter;

        if (!canActorAutoEquip(actor, test))
            continue;

        switch(test.getClass().canBeEquipped (test, actor).first)
        {
            case 0:
                continue;
            default:
                break;
        }

        if (iter.getType() == ContainerStore::Type_Armor &&
                test.getClass().getEffectiveArmorRating(test, actor) <= std::max(unarmoredRating, 0.f))
        {
            continue;
        }

        std::pair<std::vector<int>, bool> itemsSlots =
            iter->getClass().getEquipmentSlots (*iter);

        // checking if current item poited by iter can be equipped
        for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
            iter2!=itemsSlots.first.end(); ++iter2)
        {
            // if true then it means slot is equipped already
            // check if slot may require swapping if current item is more valueable
            if (slots_.at (*iter2)!=end())
            {
                Ptr old = *slots_.at (*iter2);

                if (iter.getType() == ContainerStore::Type_Armor)
                {
                    if (old.getTypeName() == typeid(ESM::Armor).name())
                    {
                        if (old.get<ESM::Armor>()->mBase->mData.mType < test.get<ESM::Armor>()->mBase->mData.mType)
                            continue;

                        if (old.get<ESM::Armor>()->mBase->mData.mType == test.get<ESM::Armor>()->mBase->mData.mType)
                        {
                            if (old.getClass().getEffectiveArmorRating(old, actor) >= test.getClass().getEffectiveArmorRating(test, actor))
                                // old armor had better armor rating
                                continue;
                        }
                    }
                    // suitable armor should replace already equipped clothing
                }
                else if (iter.getType() == ContainerStore::Type_Clothing)
                {
                    // if left ring is equipped
                    if (*iter2 == Slot_LeftRing)
                    {
                        // if there is a place for right ring dont swap it
                        if (slots_.at(Slot_RightRing) == end())
                        {
                            continue;
                        }
                        else // if right ring is equipped too
                        {
                            Ptr rightRing = *slots_.at(Slot_RightRing);

                            // we want to swap cheaper ring only if both are equipped
                            if (old.getClass().getValue (old) >= rightRing.getClass().getValue (rightRing))
                                continue;
                        }
                    }

                    if (old.getTypeName() == typeid(ESM::Clothing).name())
                    {
                        // check value
                        if (old.getClass().getValue (old) >= test.getClass().getValue (test))
                            // old clothing was more valuable
                            continue;
                    }
                    else
                        // suitable clothing should NOT replace already equipped armor
                        continue;
                }
            }

            if (!itemsSlots.second) // if itemsSlots.second is true, item can stay stacked when equipped
            {
                // unstack item pointed to by iterator if required
                if (iter->getRefData().getCount() > 1)
                {
                    unstack(*iter, actor);
                }
            }

            // if we are here it means item can be equipped or swapped
            slots_[*iter2] = iter;
            break;
        }
    }

    static const ESM::Skill::SkillEnum weaponSkills[] =
    {
        ESM::Skill::LongBlade,
        ESM::Skill::Axe,
        ESM::Skill::Spear,
        ESM::Skill::ShortBlade,
        ESM::Skill::Marksman,
        ESM::Skill::BluntWeapon
    };
    const size_t weaponSkillsLength = sizeof(weaponSkills) / sizeof(weaponSkills[0]);

    bool weaponSkillVisited[weaponSkillsLength] = { false };

    for (int i = 0; i < static_cast<int>(weaponSkillsLength); ++i)
    {
        int max = 0;
        int maxWeaponSkill = -1;

        for (int j = 0; j < static_cast<int>(weaponSkillsLength); ++j)
        {
            int skillValue = stats.getSkill(static_cast<int>(weaponSkills[j])).getModified();

            if (skillValue > max && !weaponSkillVisited[j])
            {
                max = skillValue;
                maxWeaponSkill = j;
            }
        }

        if (maxWeaponSkill == -1)
            break;

        max = 0;
        ContainerStoreIterator weapon(end());

        for (ContainerStoreIterator iter(begin(ContainerStore::Type_Weapon)); iter!=end(); ++iter)
        {
            if (!canActorAutoEquip(actor, *iter))
                continue;

            const ESM::Weapon* esmWeapon = iter->get<ESM::Weapon>()->mBase;

            if (esmWeapon->mData.mType == ESM::Weapon::Arrow || esmWeapon->mData.mType == ESM::Weapon::Bolt)
                continue;

            if (iter->getClass().getEquipmentSkill(*iter) == weaponSkills[maxWeaponSkill])
            {
                if (esmWeapon->mData.mChop[1] >= max)
                {
                    max = esmWeapon->mData.mChop[1];
                    weapon = iter;
                }

                if (esmWeapon->mData.mSlash[1] >= max)
                {
                    max = esmWeapon->mData.mSlash[1];
                    weapon = iter;
                }

                if (esmWeapon->mData.mThrust[1] >= max)
                {
                    max = esmWeapon->mData.mThrust[1];
                    weapon = iter;
                }
            }
        }

        if (weapon != end() && weapon->getClass().canBeEquipped(*weapon, actor).first)
        {
            std::pair<std::vector<int>, bool> itemsSlots =
                weapon->getClass().getEquipmentSlots (*weapon);

            if (!itemsSlots.first.empty())
            {
                if (!itemsSlots.second)
                {
                    if (weapon->getRefData().getCount() > 1)
                    {
                        unstack(*weapon, actor);
                    }
                }

                int slot = itemsSlots.first.front();
                slots_[slot] = weapon;
            }

            break;
        }

        weaponSkillVisited[maxWeaponSkill] = true;
    }

    bool changed = false;

    for (std::size_t i=0; i<slots_.size(); ++i)
    {
        if (slots_[i] != mSlots[i])
        {
            changed = true;
            break;
        }
    }
    mUpdatesEnabled = true;

    if (changed)
    {
        mSlots.swap (slots_);
        fireEquipmentChangedEvent(actor);
        updateMagicEffects(actor);
        flagAsModified();
    }
}