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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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std::pair <int, std::string> result = MWWorld::Class::get (object).canBeEquipped (object, actor);
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// display error message if the player tried to equip something
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if (!result.second.empty() && actor == MWBase::Environment::get().getWorld()->getPlayerPtr())
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MWBase::Environment::get().getWindowManager()->messageBox(result.second);
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switch(result.first)
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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.unequipSlot(MWWorld::InventoryStore::Slot_CarriedLeft, actor);
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break;
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case 3:
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invStore.unequipSlot(MWWorld::InventoryStore::Slot_CarriedRight, actor);
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break;
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}
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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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// 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 the item is equipped already, nothing to do
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if (invStore.getSlot(*slot) == it)
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return;
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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, actor);
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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, actor);
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break;
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}
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}
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}
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}
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