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93 lines
2.8 KiB
C++
93 lines
2.8 KiB
C++
#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 "../mwmechanics/actorutil.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 = actor.getClass().getInventoryStore(actor);
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std::pair <int, std::string> result = object.getClass().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 == MWMechanics::getPlayer())
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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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default:
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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_ = getTarget().getClass().getEquipmentSlots(getTarget());
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if (slots_.first.empty())
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return;
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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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if (it == invStore.end())
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{
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std::stringstream error;
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error << "ActionEquip can't find item " << object.getCellRef().getRefId();
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throw std::runtime_error(error.str());
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}
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// equip the item in the first free slot
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std::vector<int>::const_iterator slot=slots_.first.begin();
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for (;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 (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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// all slots are occupied -> cycle
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// move all slots one towards begin(), then equip the item in the slot that is now free
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if (slot == slots_.first.end())
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{
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for (slot=slots_.first.begin();slot!=slots_.first.end(); ++slot)
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{
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invStore.unequipSlot(*slot, actor);
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if (slot+1 != slots_.first.end())
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invStore.equip(*slot, invStore.getSlot(*(slot+1)), actor);
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else
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invStore.equip(*slot, it, actor);
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}
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}
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}
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}
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