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#include "actionequip.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include <components/compiler/locals.hpp>
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#include "inventorystore.hpp"
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#include "player.hpp"
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#include "class.hpp"
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namespace MWWorld
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{
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ActionEquip::ActionEquip (const MWWorld::Ptr& object) : Action (false, object)
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{
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}
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void ActionEquip::executeImp (const Ptr& actor)
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{
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MWWorld::Ptr object = getTarget();
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MWWorld::InventoryStore& invStore = MWWorld::Class::get(actor).getInventoryStore(actor);
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// slots that this item can be equipped in
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std::pair<std::vector<int>, bool> slots = MWWorld::Class::get(getTarget()).getEquipmentSlots(getTarget());
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// retrieve ContainerStoreIterator to the item
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MWWorld::ContainerStoreIterator it = invStore.begin();
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for (; it != invStore.end(); ++it)
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{
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if (*it == object)
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{
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break;
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}
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}
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assert(it != invStore.end());
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std::string npcRace = actor.get<ESM::NPC>()->mBase->mRace;
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bool equipped = false;
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switch(MWWorld::Class::get (object).canBeEquipped (actor, object))
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{
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case 0:
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return;
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case 2:
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invStore.equip(MWWorld::InventoryStore::Slot_CarriedLeft, invStore.end());
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break;
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case 3:
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invStore.equip(MWWorld::InventoryStore::Slot_CarriedRight, invStore.end());
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break;
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}
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// equip the item in the first free slot
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for (std::vector<int>::const_iterator slot=slots.first.begin();
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slot!=slots.first.end(); ++slot)
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{
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// if all slots are occupied, replace the last slot
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if (slot == --slots.first.end())
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{
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invStore.equip(*slot, it);
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equipped = true;
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break;
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}
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if (invStore.getSlot(*slot) == invStore.end())
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{
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// slot is not occupied
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invStore.equip(*slot, it);
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equipped = true;
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break;
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}
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}
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std::string script = MWWorld::Class::get(object).getScript(object);
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/* Set OnPCEquip Variable on item's script, if the player is equipping it, and it has a script with that variable declared */
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if(equipped && actor == MWBase::Environment::get().getWorld()->getPlayer().getPlayer() && script != "")
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(object).mRefData->getLocals().setVarByInt(script, "onpcequip", 1);
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}
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}
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