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openmw/apps/openmw/mwworld/actiontake.cpp

43 lines
1.4 KiB
C++

#include "actiontake.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwgui/inventorywindow.hpp"
#include "class.hpp"
#include "containerstore.hpp"
namespace MWWorld
{
ActionTake::ActionTake(const MWWorld::Ptr& object)
: Action(true, object)
{
}
void ActionTake::executeImp(const Ptr& actor)
{
// When in GUI mode, we should use drag and drop
if (actor == MWBase::Environment::get().getWorld()->getPlayerPtr())
{
MWGui::GuiMode mode = MWBase::Environment::get().getWindowManager()->getMode();
if (mode == MWGui::GM_Inventory || mode == MWGui::GM_Container)
{
MWBase::Environment::get().getWindowManager()->getInventoryWindow()->pickUpObject(getTarget());
return;
}
}
int count = getTarget().getCellRef().getCount();
if (getTarget().getClass().isGold(getTarget()))
count *= getTarget().getClass().getValue(getTarget());
MWBase::Environment::get().getMechanicsManager()->itemTaken(actor, getTarget(), MWWorld::Ptr(), count);
MWWorld::Ptr newitem = *actor.getClass().getContainerStore(actor).add(getTarget(), count);
MWBase::Environment::get().getWorld()->deleteObject(getTarget());
setTarget(newitem);
}
}