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openmw-tes3mp/apps/openmw/mwworld/actionequip.cpp

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#include "actionequip.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include <components/compiler/locals.hpp>
#include "inventorystore.hpp"
#include "player.hpp"
#include "class.hpp"
namespace MWWorld
{
ActionEquip::ActionEquip (const MWWorld::Ptr& object) : Action (false, object)
{
}
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void ActionEquip::executeImp (const Ptr& actor)
{
MWWorld::InventoryStore& invStore = MWWorld::Class::get(actor).getInventoryStore(actor);
// slots that this item can be equipped in
std::pair<std::vector<int>, bool> slots = MWWorld::Class::get(getTarget()).getEquipmentSlots(getTarget());
// retrieve ContainerStoreIterator to the item
MWWorld::ContainerStoreIterator it = invStore.begin();
for (; it != invStore.end(); ++it)
{
if (*it == getTarget())
{
break;
}
}
assert(it != invStore.end());
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std::string npcRace = actor.get<ESM::NPC>()->mBase->mRace;
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bool equipped = false;
// equip the item in the first free slot
for (std::vector<int>::const_iterator slot=slots.first.begin();
slot!=slots.first.end(); ++slot)
{
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// Beast races cannot equip shoes / boots, or full helms (head part vs hair part)
const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(npcRace);
if(race->mData.mFlags & ESM::Race::Beast)
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{
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if(*slot == MWWorld::InventoryStore::Slot_Helmet)
{
std::vector<ESM::PartReference> parts;
if(it.getType() == MWWorld::ContainerStore::Type_Clothing)
parts = it->get<ESM::Clothing>()->mBase->mParts.mParts;
else
parts = it->get<ESM::Armor>()->mBase->mParts.mParts;
bool allow = true;
for(std::vector<ESM::PartReference>::iterator itr = parts.begin(); itr != parts.end(); ++itr)
{
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if((*itr).mPart == ESM::PRT_Head)
{
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if(actor == MWBase::Environment::get().getWorld()->getPlayer().getPlayer() )
MWBase::Environment::get().getWindowManager()->messageBox ("#{sNotifyMessage13}", std::vector<std::string>());
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allow = false;
break;
}
}
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if(!allow)
break;
}
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if (*slot == MWWorld::InventoryStore::Slot_Boots)
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{
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bool allow = true;
std::vector<ESM::PartReference> parts;
if(it.getType() == MWWorld::ContainerStore::Type_Clothing)
parts = it->get<ESM::Clothing>()->mBase->mParts.mParts;
else
parts = it->get<ESM::Armor>()->mBase->mParts.mParts;
for(std::vector<ESM::PartReference>::iterator itr = parts.begin(); itr != parts.end(); ++itr)
{
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if((*itr).mPart == ESM::PRT_LFoot || (*itr).mPart == ESM::PRT_RFoot)
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{
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allow = false;
// Only notify the player, not npcs
if(actor == MWBase::Environment::get().getWorld()->getPlayer().getPlayer() )
{
if(it.getType() == MWWorld::ContainerStore::Type_Clothing){ // It's shoes
MWBase::Environment::get().getWindowManager()->messageBox ("#{sNotifyMessage15}", std::vector<std::string>());
}
else // It's boots
{
MWBase::Environment::get().getWindowManager()->messageBox ("#{sNotifyMessage14}", std::vector<std::string>());
}
}
break;
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}
}
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if(!allow)
break;
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}
}
// if all slots are occupied, replace the last slot
if (slot == --slots.first.end())
{
invStore.equip(*slot, it);
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equipped = true;
break;
}
if (invStore.getSlot(*slot) == invStore.end())
{
// slot is not occupied
invStore.equip(*slot, it);
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equipped = true;
break;
}
}
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std::string script = MWWorld::Class::get(*it).getScript(*it);
/* Set OnPCEquip Variable on item's script, if the player is equipping it, and it has a script with that variable declared */
if(equipped && actor == MWBase::Environment::get().getWorld()->getPlayer().getPlayer() && script != "")
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(*it).mRefData->getLocals().setVarByInt(script, "onpcequip", 1);
}
}