Cycle with equipped items if all slots are occupied (Fixes #1395)

deque
scrawl 11 years ago
parent 00775035af
commit c0f1449004

@ -41,6 +41,8 @@ namespace MWWorld
// slots that this item can be equipped in
std::pair<std::vector<int>, bool> slots_ = getTarget().getClass().getEquipmentSlots(getTarget());
if (slots_.first.empty())
return;
// retrieve ContainerStoreIterator to the item
MWWorld::ContainerStoreIterator it = invStore.begin();
@ -55,25 +57,32 @@ namespace MWWorld
assert(it != invStore.end());
// equip the item in the first free slot
for (std::vector<int>::const_iterator slot=slots_.first.begin();
slot!=slots_.first.end(); ++slot)
std::vector<int>::const_iterator slot=slots_.first.begin();
for (;slot!=slots_.first.end(); ++slot)
{
// if the item is equipped already, nothing to do
if (invStore.getSlot(*slot) == it)
return;
// if all slots are occupied, replace the last slot
if (slot == --slots_.first.end())
if (invStore.getSlot(*slot) == invStore.end())
{
// slot is not occupied
invStore.equip(*slot, it, actor);
break;
}
}
if (invStore.getSlot(*slot) == invStore.end())
// all slots are occupied -> cycle
// move all slots one towards begin(), then equip the item in the slot that is now free
if (slot == slots_.first.end())
{
// slot is not occupied
for (slot=slots_.first.begin();slot!=slots_.first.end(); ++slot)
{
invStore.unequipSlot(*slot, actor);
if (slot+1 != slots_.first.end())
invStore.equip(*slot, invStore.getSlot(*(slot+1)), actor);
else
invStore.equip(*slot, it, actor);
break;
}
}
}

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