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Consolidate item consumption code
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fad49a1bd8
commit
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@ -1100,12 +1100,14 @@ namespace MWClass
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return getNpcStats(ptr).isWerewolf() ? 0.0f : Actor::getEncumbrance(ptr);
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return getNpcStats(ptr).isWerewolf() ? 0.0f : Actor::getEncumbrance(ptr);
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}
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}
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bool Npc::apply (const MWWorld::Ptr& ptr, const std::string& id,
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bool Npc::consume(const MWWorld::Ptr& consumable, const MWWorld::Ptr& actor) const
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const MWWorld::Ptr& actor) const
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{
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{
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MWBase::Environment::get().getLuaManager()->appliedToObject(ptr, id, actor);
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MWBase::Environment::get().getWorld()->breakInvisibility(actor);
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MWMechanics::CastSpell cast(ptr, ptr);
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MWMechanics::CastSpell cast(actor, actor);
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return cast.cast(id);
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std::string recordId = consumable.getCellRef().getRefId();
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MWBase::Environment::get().getLuaManager()->appliedToObject(actor, recordId, actor);
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actor.getClass().getContainerStore(actor).remove(consumable, 1, actor);
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return cast.cast(recordId);
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}
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}
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void Npc::skillUsageSucceeded (const MWWorld::Ptr& ptr, int skill, int usageType, float extraFactor) const
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void Npc::skillUsageSucceeded (const MWWorld::Ptr& ptr, int skill, int usageType, float extraFactor) const
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@ -110,11 +110,7 @@ namespace MWClass
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float getArmorRating (const MWWorld::Ptr& ptr) const override;
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float getArmorRating (const MWWorld::Ptr& ptr) const override;
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///< @return combined armor rating of this actor
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///< @return combined armor rating of this actor
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bool apply (const MWWorld::Ptr& ptr, const std::string& id,
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bool consume(const MWWorld::Ptr& consumable, const MWWorld::Ptr& actor) const override;
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const MWWorld::Ptr& actor) const override;
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///< Apply \a id on \a ptr.
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/// \param actor Actor that is resposible for the ID being applied to \a ptr.
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/// \return Any effect?
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void adjustScale (const MWWorld::ConstPtr &ptr, osg::Vec3f &scale, bool rendering) const override;
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void adjustScale (const MWWorld::ConstPtr &ptr, osg::Vec3f &scale, bool rendering) const override;
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/// @param rendering Indicates if the scale to adjust is for the rendering mesh, or for the collision mesh
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/// @param rendering Indicates if the scale to adjust is for the rendering mesh, or for the collision mesh
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@ -85,8 +85,7 @@ namespace MWMechanics
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void ActionPotion::prepare(const MWWorld::Ptr &actor)
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void ActionPotion::prepare(const MWWorld::Ptr &actor)
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{
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{
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actor.getClass().apply(actor, mPotion.getCellRef().getRefId(), actor);
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actor.getClass().consume(mPotion, actor);
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actor.getClass().getContainerStore(actor).remove(mPotion, 1, actor);
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}
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}
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void ActionWeapon::prepare(const MWWorld::Ptr &actor)
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void ActionWeapon::prepare(const MWWorld::Ptr &actor)
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@ -17,11 +17,7 @@ namespace MWWorld
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void ActionApply::executeImp (const Ptr& actor)
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void ActionApply::executeImp (const Ptr& actor)
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{
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{
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MWBase::Environment::get().getWorld()->breakInvisibility(actor);
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actor.getClass().consume(getTarget(), actor);
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actor.getClass().apply (actor, mId, actor);
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actor.getClass().getContainerStore(actor).remove(getTarget(), 1, actor);
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}
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}
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@ -32,11 +28,8 @@ namespace MWWorld
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void ActionApplyWithSkill::executeImp (const Ptr& actor)
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void ActionApplyWithSkill::executeImp (const Ptr& actor)
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{
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{
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MWBase::Environment::get().getWorld()->breakInvisibility(actor);
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bool consumed = actor.getClass().consume(getTarget(), actor);
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if (consumed && mUsageType != -1 && actor == MWMechanics::getPlayer())
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if (actor.getClass().apply (actor, mId, actor) && mUsageType!=-1 && actor == MWMechanics::getPlayer())
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actor.getClass().skillUsageSucceeded (actor, mSkillIndex, mUsageType);
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actor.getClass().skillUsageSucceeded (actor, mSkillIndex, mUsageType);
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actor.getClass().getContainerStore(actor).remove(getTarget(), 1, actor);
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}
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}
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}
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}
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@ -12,13 +12,7 @@ namespace MWWorld
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{
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{
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void ActionEat::executeImp (const Ptr& actor)
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void ActionEat::executeImp (const Ptr& actor)
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{
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{
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// remove used item (assume the item is present in inventory)
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if (actor.getClass().consume(getTarget(), actor) && actor == MWMechanics::getPlayer())
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getTarget().getContainerStore()->remove(getTarget(), 1, actor);
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// apply to actor
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std::string id = getTarget().getCellRef().getRefId();
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if (actor.getClass().apply (actor, id, actor) && actor == MWMechanics::getPlayer())
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actor.getClass().skillUsageSucceeded (actor, ESM::Skill::Alchemy, 1);
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actor.getClass().skillUsageSucceeded (actor, ESM::Skill::Alchemy, 1);
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}
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}
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@ -40,7 +40,7 @@ namespace MWWorld
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void Class::insertObjectPhysics(const Ptr& ptr, const std::string& mesh, const osg::Quat& rotation, MWPhysics::PhysicsSystem& physics) const
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void Class::insertObjectPhysics(const Ptr& ptr, const std::string& mesh, const osg::Quat& rotation, MWPhysics::PhysicsSystem& physics) const
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{}
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{}
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bool Class::apply (const MWWorld::Ptr& ptr, const std::string& id, const MWWorld::Ptr& actor) const
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bool Class::consume(const MWWorld::Ptr& consumable, const MWWorld::Ptr& actor) const
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{
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{
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return false;
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return false;
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}
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}
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@ -220,13 +220,8 @@ namespace MWWorld
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virtual float getNormalizedEncumbrance (const MWWorld::Ptr& ptr) const;
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virtual float getNormalizedEncumbrance (const MWWorld::Ptr& ptr) const;
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///< Returns encumbrance re-scaled to capacity
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///< Returns encumbrance re-scaled to capacity
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virtual bool apply (const MWWorld::Ptr& ptr, const std::string& id,
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virtual bool consume(const MWWorld::Ptr& consumable, const MWWorld::Ptr& actor) const;
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const MWWorld::Ptr& actor) const;
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/// Consume an item, e. g. a potion.
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///< Apply \a id on \a ptr.
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/// \param actor Actor that is resposible for the ID being applied to \a ptr.
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/// \return Any effect?
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///
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/// (default implementation: ignore and return false)
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virtual void skillUsageSucceeded (const MWWorld::Ptr& ptr, int skill, int usageType, float extraFactor=1.f) const;
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virtual void skillUsageSucceeded (const MWWorld::Ptr& ptr, int skill, int usageType, float extraFactor=1.f) const;
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///< Inform actor \a ptr that a skill use has succeeded.
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///< Inform actor \a ptr that a skill use has succeeded.
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