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#include "inventorystore.hpp"
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#include <iterator>
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#include <algorithm>
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#include <components/esm/loadench.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 "../mwbase/soundmanager.hpp"
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#include "../mwrender/animation.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "esmstore.hpp"
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#include "class.hpp"
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void MWWorld::InventoryStore::copySlots (const InventoryStore& store)
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{
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// some const-trickery, required because of a flaw in the handling of MW-references and the
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// resulting workarounds
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for (std::vector<ContainerStoreIterator>::const_iterator iter (
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const_cast<InventoryStore&> (store).mSlots.begin());
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iter!=const_cast<InventoryStore&> (store).mSlots.end(); ++iter)
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{
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std::size_t distance = std::distance (const_cast<InventoryStore&> (store).begin(), *iter);
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ContainerStoreIterator slot = begin();
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std::advance (slot, distance);
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mSlots.push_back (slot);
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}
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}
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void MWWorld::InventoryStore::initSlots (TSlots& slots_)
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{
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for (int i=0; i<Slots; ++i)
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slots_.push_back (end());
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}
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MWWorld::InventoryStore::InventoryStore()
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: mSelectedEnchantItem(end())
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, mUpdatesEnabled (true)
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, mFirstAutoEquip(true)
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{
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initSlots (mSlots);
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}
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MWWorld::InventoryStore::InventoryStore (const InventoryStore& store)
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: ContainerStore (store)
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, mSelectedEnchantItem(end())
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{
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mMagicEffects = store.mMagicEffects;
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mFirstAutoEquip = store.mFirstAutoEquip;
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mSelectedEnchantItem = store.mSelectedEnchantItem;
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mPermanentMagicEffectMagnitudes = store.mPermanentMagicEffectMagnitudes;
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copySlots (store);
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}
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MWWorld::InventoryStore& MWWorld::InventoryStore::operator= (const InventoryStore& store)
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{
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mMagicEffects = store.mMagicEffects;
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mFirstAutoEquip = store.mFirstAutoEquip;
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mPermanentMagicEffectMagnitudes = store.mPermanentMagicEffectMagnitudes;
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ContainerStore::operator= (store);
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mSlots.clear();
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copySlots (store);
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return *this;
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}
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MWWorld::ContainerStoreIterator MWWorld::InventoryStore::add(const Ptr& itemPtr, const Ptr& actorPtr)
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{
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const MWWorld::ContainerStoreIterator& retVal = MWWorld::ContainerStore::add(itemPtr, actorPtr);
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// Auto-equip items if an armor/clothing item is added, but not for the player nor werewolves
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if ((actorPtr.getRefData().getHandle() != "player")
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&& !(MWWorld::Class::get(actorPtr).getNpcStats(actorPtr).isWerewolf()))
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{
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std::string type = itemPtr.getTypeName();
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if ((type == typeid(ESM::Armor).name()) || (type == typeid(ESM::Clothing).name()))
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autoEquip(actorPtr);
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}
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return retVal;
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}
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void MWWorld::InventoryStore::equip (int slot, const ContainerStoreIterator& iterator, const Ptr& actor)
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{
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if (slot<0 || slot>=static_cast<int> (mSlots.size()))
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throw std::runtime_error ("slot number out of range");
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if (iterator.getContainerStore()!=this)
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throw std::runtime_error ("attempt to equip an item that is not in the inventory");
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std::pair<std::vector<int>, bool> slots_;
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if (iterator!=end())
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{
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slots_ = Class::get (*iterator).getEquipmentSlots (*iterator);
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if (std::find (slots_.first.begin(), slots_.first.end(), slot)==slots_.first.end())
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throw std::runtime_error ("invalid slot");
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}
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if (mSlots[slot] != end())
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unequipSlot(slot, actor);
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// unstack item pointed to by iterator if required
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if (iterator!=end() && !slots_.second && iterator->getRefData().getCount() > 1) // if slots.second is true, item can stay stacked when equipped
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{
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// add the item again with a count of count-1, then set the count of the original (that will be equipped) to 1
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int count = iterator->getRefData().getCount();
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iterator->getRefData().setCount(count-1);
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addNewStack(*iterator);
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iterator->getRefData().setCount(1);
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}
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mSlots[slot] = iterator;
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flagAsModified();
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updateActorModel(actor);
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updateMagicEffects(actor);
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}
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void MWWorld::InventoryStore::unequipAll(const MWWorld::Ptr& actor)
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{
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for (int slot=0; slot < MWWorld::InventoryStore::Slots; ++slot)
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unequipSlot(slot, actor);
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}
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MWWorld::ContainerStoreIterator MWWorld::InventoryStore::getSlot (int slot)
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{
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if (slot<0 || slot>=static_cast<int> (mSlots.size()))
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throw std::runtime_error ("slot number out of range");
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if (mSlots[slot]==end())
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return end();
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if (mSlots[slot]->getRefData().getCount()<1)
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{
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// Object has been deleted
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// This should no longer happen, since the new remove function will unequip first
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throw std::runtime_error("Invalid slot, make sure you are not calling RefData::setCount for a container object");
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}
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return mSlots[slot];
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}
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void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& npc)
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{
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const MWMechanics::NpcStats& stats = MWWorld::Class::get(npc).getNpcStats(npc);
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MWWorld::InventoryStore& invStore = MWWorld::Class::get(npc).getInventoryStore(npc);
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TSlots slots_;
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initSlots (slots_);
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// Disable model update during auto-equip
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mUpdatesEnabled = false;
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for (ContainerStoreIterator iter (begin()); iter!=end(); ++iter)
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{
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Ptr test = *iter;
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int testSkill = MWWorld::Class::get (test).getEquipmentSkill (test);
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std::pair<std::vector<int>, bool> itemsSlots =
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MWWorld::Class::get (*iter).getEquipmentSlots (*iter);
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for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
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iter2!=itemsSlots.first.end(); ++iter2)
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{
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bool use = false;
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if (slots_.at (*iter2)==end())
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use = true; // slot was empty before -> skip all further checks
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else
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{
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Ptr old = *slots_.at (*iter2);
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if (!use)
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{
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// check skill
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int oldSkill =
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MWWorld::Class::get (old).getEquipmentSkill (old);
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if (testSkill!=-1 && oldSkill==-1)
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use = true;
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else if (testSkill!=-1 && oldSkill!=-1 && testSkill!=oldSkill)
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{
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if (stats.getSkill (oldSkill).getModified()>stats.getSkill (testSkill).getModified())
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continue; // rejected, because old item better matched the NPC's skills.
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if (stats.getSkill (oldSkill).getModified()<stats.getSkill (testSkill).getModified())
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use = true;
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}
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}
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if (!use)
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{
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// check value
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if (MWWorld::Class::get (old).getValue (old)>=
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MWWorld::Class::get (test).getValue (test))
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{
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continue;
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}
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use = true;
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}
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}
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switch(MWWorld::Class::get (test).canBeEquipped (test, npc).first)
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{
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case 0:
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continue;
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case 2:
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invStore.unequipSlot(MWWorld::InventoryStore::Slot_CarriedLeft, npc);
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break;
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case 3:
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invStore.unequipSlot(MWWorld::InventoryStore::Slot_CarriedRight, npc);
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break;
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}
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if (!itemsSlots.second) // if itemsSlots.second is true, item can stay stacked when equipped
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{
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// unstack item pointed to by iterator if required
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if (iter->getRefData().getCount() > 1)
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{
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// add the item again with a count of count-1, then set the count of the original (that will be equipped) to 1
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int count = iter->getRefData().getCount();
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iter->getRefData().setCount(count-1);
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addNewStack(*iter);
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iter->getRefData().setCount(1);
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}
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}
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slots_[*iter2] = iter;
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break;
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}
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}
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bool changed = false;
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for (std::size_t i=0; i<slots_.size(); ++i)
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if (slots_[i]!=mSlots[i])
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{
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changed = true;
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}
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mUpdatesEnabled = true;
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if (changed)
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{
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mSlots.swap (slots_);
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updateActorModel(npc);
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updateMagicEffects(npc);
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flagAsModified();
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}
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mFirstAutoEquip = false;
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}
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const MWMechanics::MagicEffects& MWWorld::InventoryStore::getMagicEffects() const
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{
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return mMagicEffects;
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}
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void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
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{
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// To avoid excessive updates during auto-equip
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if (!mUpdatesEnabled)
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return;
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mMagicEffects = MWMechanics::MagicEffects();
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for (TSlots::const_iterator iter (mSlots.begin()); iter!=mSlots.end(); ++iter)
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{
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if (*iter==end())
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continue;
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std::string enchantmentId = MWWorld::Class::get (**iter).getEnchantment (**iter);
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if (!enchantmentId.empty())
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{
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const ESM::Enchantment& enchantment =
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*MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find (enchantmentId);
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if (enchantment.mData.mType != ESM::Enchantment::ConstantEffect)
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continue;
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// Roll some dice, one for each effect
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std::vector<float> random;
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random.resize(enchantment.mEffects.mList.size());
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for (unsigned int i=0; i<random.size();++i)
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random[i] = static_cast<float> (std::rand()) / RAND_MAX;
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int i=0;
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for (std::vector<ESM::ENAMstruct>::const_iterator effectIt (enchantment.mEffects.mList.begin());
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effectIt!=enchantment.mEffects.mList.end(); ++effectIt)
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{
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const ESM::MagicEffect *magicEffect =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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effectIt->mEffectID);
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if (mPermanentMagicEffectMagnitudes.find((**iter).getCellRef().mRefID) == mPermanentMagicEffectMagnitudes.end())
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{
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// Note that using the RefID as a key here is not entirely correct.
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// Consider equipping the same item twice (e.g. a ring)
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// However, permanent enchantments with a random magnitude are kind of an exploit anyway,
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// so it doesn't really matter if both items will get the same magnitude. *Extreme* edge case.
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mPermanentMagicEffectMagnitudes[(**iter).getCellRef().mRefID] = random;
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// During first auto equip, we don't play any sounds.
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// Basically we don't want sounds when the actor is first loaded,
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// the items should appear as if they'd always been equipped.
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if (!mFirstAutoEquip)
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{
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// Only the sound of the first effect plays
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if (effectIt == enchantment.mEffects.mList.begin())
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{
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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};
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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if(!magicEffect->mHitSound.empty())
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sndMgr->playSound3D(actor, magicEffect->mHitSound, 1.0f, 1.0f);
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else
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sndMgr->playSound3D(actor, schools[magicEffect->mData.mSchool]+" hit", 1.0f, 1.0f);
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}
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}
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if (!magicEffect->mHit.empty())
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{
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const ESM::Static* castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find (magicEffect->mHit);
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bool loop = magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx;
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// Similar as above, we don't want particles during first autoequip either, unless they're continuous.
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if (!mFirstAutoEquip || loop)
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MWBase::Environment::get().getWorld()->getAnimation(actor)->addEffect("meshes\\" + castStatic->mModel, magicEffect->mIndex, loop, "");
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}
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}
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mMagicEffects.add (*effectIt, random[i]);
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++i;
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}
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}
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}
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// Now drop expired effects
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for (TEffectMagnitudes::iterator it = mPermanentMagicEffectMagnitudes.begin();
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it != mPermanentMagicEffectMagnitudes.end();)
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{
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bool found = false;
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for (TSlots::const_iterator iter (mSlots.begin()); iter!=mSlots.end(); ++iter)
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{
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if (*iter == end())
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continue;
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if ((**iter).getCellRef().mRefID == it->first)
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{
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found = true;
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}
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}
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if (!found)
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mPermanentMagicEffectMagnitudes.erase(it++);
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else
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++it;
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}
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}
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void MWWorld::InventoryStore::flagAsModified()
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{
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ContainerStore::flagAsModified();
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|
|
|
}
|
|
|
|
|
|
|
|
bool MWWorld::InventoryStore::stacks(const Ptr& ptr1, const Ptr& ptr2)
|
|
|
|
{
|
|
|
|
bool canStack = MWWorld::ContainerStore::stacks(ptr1, ptr2);
|
|
|
|
if (!canStack)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// don't stack if 'stack' (the item being checked against) is currently equipped.
|
|
|
|
for (TSlots::const_iterator iter (mSlots.begin());
|
|
|
|
iter!=mSlots.end(); ++iter)
|
|
|
|
{
|
|
|
|
if (*iter != end() && (ptr1 == **iter || ptr2 == **iter))
|
|
|
|
{
|
|
|
|
bool stackWhenEquipped = MWWorld::Class::get(**iter).getEquipmentSlots(**iter).second;
|
|
|
|
if (!stackWhenEquipped)
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void MWWorld::InventoryStore::setSelectedEnchantItem(const ContainerStoreIterator& iterator)
|
|
|
|
{
|
|
|
|
mSelectedEnchantItem = iterator;
|
|
|
|
}
|
|
|
|
|
|
|
|
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::getSelectedEnchantItem()
|
|
|
|
{
|
|
|
|
return mSelectedEnchantItem;
|
|
|
|
}
|
|
|
|
|
|
|
|
int MWWorld::InventoryStore::remove(const Ptr& item, int count, const Ptr& actor)
|
|
|
|
{
|
|
|
|
for (int slot=0; slot < MWWorld::InventoryStore::Slots; ++slot)
|
|
|
|
{
|
|
|
|
if (mSlots[slot] == end())
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (*mSlots[slot] == item)
|
|
|
|
{
|
|
|
|
// restacking is disabled cause it may break removal
|
|
|
|
unequipSlot(slot, actor, false);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int retCount = ContainerStore::remove(item, count, actor);
|
|
|
|
|
|
|
|
// If an armor/clothing item is removed, try to find a replacement,
|
|
|
|
// but not for the player nor werewolves.
|
|
|
|
if ((actor.getRefData().getHandle() != "player")
|
|
|
|
&& !(MWWorld::Class::get(actor).getNpcStats(actor).isWerewolf()))
|
|
|
|
{
|
|
|
|
std::string type = item.getTypeName();
|
|
|
|
if ((type == typeid(ESM::Armor).name()) || (type == typeid(ESM::Clothing).name()))
|
|
|
|
autoEquip(actor);
|
|
|
|
}
|
|
|
|
|
|
|
|
return retCount;
|
|
|
|
}
|
|
|
|
|
|
|
|
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipSlot(int slot, const MWWorld::Ptr& actor, bool restack)
|
|
|
|
{
|
|
|
|
ContainerStoreIterator it = getSlot(slot);
|
|
|
|
|
|
|
|
if (it != end())
|
|
|
|
{
|
|
|
|
ContainerStoreIterator retval = it;
|
|
|
|
|
|
|
|
// empty this slot
|
|
|
|
mSlots[slot] = end();
|
|
|
|
|
|
|
|
if (restack) {
|
|
|
|
// restack item previously in this slot
|
|
|
|
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
|
|
|
|
MWBase::Environment::get().getWindowManager()->unsetSelectedSpell();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
updateActorModel(actor);
|
|
|
|
updateMagicEffects(actor);
|
|
|
|
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
return it;
|
|
|
|
}
|
|
|
|
|
|
|
|
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipItem(const MWWorld::Ptr& item, const MWWorld::Ptr& actor)
|
|
|
|
{
|
|
|
|
for (int slot=0; slot<MWWorld::InventoryStore::Slots; ++slot)
|
|
|
|
{
|
|
|
|
MWWorld::ContainerStoreIterator equipped = getSlot(slot);
|
|
|
|
if (equipped != end() && *equipped == item)
|
|
|
|
return unequipSlot(slot, actor);
|
|
|
|
}
|
|
|
|
|
|
|
|
throw std::runtime_error ("attempt to unequip an item that is not currently equipped");
|
|
|
|
}
|
|
|
|
|
|
|
|
void MWWorld::InventoryStore::updateActorModel(const MWWorld::Ptr& actor)
|
|
|
|
{
|
|
|
|
if (mUpdatesEnabled)
|
|
|
|
MWBase::Environment::get().getWorld()->updateAnimParts(actor);
|
|
|
|
}
|