|
|
|
@ -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;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|