Make the Equip script function "use" items (drink potion, use alchemy, etc)

sceneinput
scrawl 9 years ago
parent 76fb68a9c0
commit fd48c1d6f4

@ -148,6 +148,9 @@ namespace MWBase
virtual MWGui::ConfirmationDialog* getConfirmationDialog() = 0;
virtual MWGui::TradeWindow* getTradeWindow() = 0;
/// Make the player use an item, while updating GUI state accordingly
virtual void useItem(const MWWorld::Ptr& item) = 0;
virtual void updateSpellWindow() = 0;
virtual void setConsoleSelectedObject(const MWWorld::Ptr& object) = 0;

@ -21,8 +21,6 @@
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "../mwgui/inventorywindow.hpp"
#include "itemselection.hpp"
#include "spellview.hpp"
#include "itemwidget.hpp"
@ -311,7 +309,7 @@ namespace MWGui
else if (type == Type_Item)
{
MWWorld::Ptr item = *button->getUserData<MWWorld::Ptr>();
MWBase::Environment::get().getWindowManager()->getInventoryWindow()->useItem(item);
MWBase::Environment::get().getWindowManager()->useItem(item);
MWWorld::ContainerStoreIterator rightHand = store.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
// change draw state only if the item is in player's right hand
if (rightHand != store.end() && item == *rightHand)
@ -337,7 +335,7 @@ namespace MWGui
// equip, if it can be equipped
if (!item.getClass().getEquipmentSlots(item).first.empty())
{
MWBase::Environment::get().getWindowManager()->getInventoryWindow()->useItem(item);
MWBase::Environment::get().getWindowManager()->useItem(item);
// make sure that item was successfully equipped
if (!store.isEquipped(item))

@ -18,7 +18,6 @@
#include "../mwmechanics/actorutil.hpp"
#include "spellicons.hpp"
#include "inventorywindow.hpp"
#include "confirmationdialog.hpp"
#include "spellview.hpp"
@ -104,7 +103,7 @@ namespace MWGui
if (!alreadyEquipped
&& !item.getClass().getEquipmentSlots(item).first.empty())
{
MWBase::Environment::get().getWindowManager()->getInventoryWindow()->useItem(item);
MWBase::Environment::get().getWindowManager()->useItem(item);
// make sure that item was successfully equipped
if (!store.isEquipped(item))
return;

@ -1327,6 +1327,12 @@ namespace MWGui
MWGui::ConfirmationDialog* WindowManager::getConfirmationDialog() { return mConfirmationDialog; }
MWGui::TradeWindow* WindowManager::getTradeWindow() { return mTradeWindow; }
void WindowManager::useItem(const MWWorld::Ptr &item)
{
if (mInventoryWindow)
mInventoryWindow->useItem(item);
}
bool WindowManager::isAllowed (GuiWindow wnd) const
{
return (mAllowed & wnd) != 0;

@ -173,6 +173,9 @@ namespace MWGui
virtual MWGui::ConfirmationDialog* getConfirmationDialog();
virtual MWGui::TradeWindow* getTradeWindow();
/// Make the player use an item, while updating GUI state accordingly
virtual void useItem(const MWWorld::Ptr& item);
virtual void updateSpellWindow();
virtual void setConsoleSelectedObject(const MWWorld::Ptr& object);

@ -191,11 +191,13 @@ namespace MWScript
if (it == invStore.end())
throw std::runtime_error("Item to equip not found");
MWWorld::ActionEquip action (*it);
action.execute(ptr);
if (ptr == MWMechanics::getPlayer() && !ptr.getClass().getScript(ptr).empty())
ptr.getRefData().getLocals().setVarByInt(ptr.getClass().getScript(ptr), "onpcequip", 1);
if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr())
MWBase::Environment::get().getWindowManager()->useItem(*it);
else
{
boost::shared_ptr<MWWorld::Action> action = it->getClass().use(*it);
action->execute(ptr);
}
}
};

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