item added to the player and OnActivate is triggered when the inventory is closed

pull/331/head
rexelion 7 years ago
parent 1ee5dcff77
commit 4e6f53d6f1

@ -1,6 +1,7 @@
#include "inventorywindow.hpp" #include "inventorywindow.hpp"
#include <stdexcept> #include <stdexcept>
#include <algorithm>
#include <MyGUI_Window.h> #include <MyGUI_Window.h>
#include <MyGUI_ImageBox.h> #include <MyGUI_ImageBox.h>
@ -149,6 +150,15 @@ namespace MWGui
mItemView->setModel(NULL); mItemView->setModel(NULL);
} }
void InventoryWindow::activateItems()
{
for (std::vector<MWWorld::Ptr>::iterator it = mItemsToActivate.begin(); it != mItemsToActivate.end(); it++)
{
it->getRefData().activate();
}
mItemsToActivate.clear();
}
void InventoryWindow::setGuiMode(GuiMode mode) void InventoryWindow::setGuiMode(GuiMode mode)
{ {
std::string setting = "inventory"; std::string setting = "inventory";
@ -653,6 +663,16 @@ namespace MWGui
if (object.getClass().getName(object) == "") // objects without name presented to user can never be picked up if (object.getClass().getName(object) == "") // objects without name presented to user can never be picked up
return; return;
std::string scriptName = object.getClass().getScript(object); // Objects that have OnActivte in their script cannot be picked up through inventory
if (!scriptName.empty() && MWBase::Environment::get().getScriptManager()->hasOnActivate(scriptName))
{
if (std::find(mItemsToActivate.begin(), mItemsToActivate.end(), object) == mItemsToActivate.end())
{
mItemsToActivate.push_back(object);
}
return;
}
int count = object.getRefData().getCount(); int count = object.getRefData().getCount();
MWWorld::Ptr player = MWMechanics::getPlayer(); MWWorld::Ptr player = MWMechanics::getPlayer();

@ -58,6 +58,8 @@ namespace MWGui
void clear(); void clear();
void activateItems();
void useItem(const MWWorld::Ptr& ptr); void useItem(const MWWorld::Ptr& ptr);
void setGuiMode(GuiMode mode); void setGuiMode(GuiMode mode);
@ -70,6 +72,8 @@ namespace MWGui
int mSelectedItem; int mSelectedItem;
std::vector<MWWorld::Ptr> mItemsToActivate;
MWWorld::Ptr mPtr; MWWorld::Ptr mPtr;
MWGui::ItemView* mItemView; MWGui::ItemView* mItemView;

@ -1171,6 +1171,8 @@ namespace MWGui
mGuiModeStates[mode].update(false); mGuiModeStates[mode].update(false);
if (!noSound) if (!noSound)
playSound(mGuiModeStates[mode].mCloseSound); playSound(mGuiModeStates[mode].mCloseSound);
if (mode == GM_Inventory)
mInventoryWindow->activateItems(); // Activate cursed items when inventory is closed
} }
if (!mGuiModes.empty()) if (!mGuiModes.empty())

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