#include "actionequip.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwbase/windowmanager.hpp" #include #include "inventorystore.hpp" #include "player.hpp" #include "class.hpp" namespace MWWorld { ActionEquip::ActionEquip (const MWWorld::Ptr& object) : Action (false, object) { } void ActionEquip::executeImp (const Ptr& actor) { MWWorld::InventoryStore& invStore = MWWorld::Class::get(actor).getInventoryStore(actor); // slots that this item can be equipped in std::pair, bool> slots = MWWorld::Class::get(getTarget()).getEquipmentSlots(getTarget()); // retrieve ContainerStoreIterator to the item MWWorld::ContainerStoreIterator it = invStore.begin(); for (; it != invStore.end(); ++it) { if (*it == getTarget()) { break; } } assert(it != invStore.end()); std::string npcRace = actor.get()->mBase->mRace; bool equipped = false; // equip the item in the first free slot for (std::vector::const_iterator slot=slots.first.begin(); slot!=slots.first.end(); ++slot) { switch(MWWorld::Class::get (*it).canBeEquipped (actor, *it)) { case 0: return; case 2: invStore.equip(MWWorld::InventoryStore::Slot_CarriedLeft, invStore.end()); case 3: invStore.equip(MWWorld::InventoryStore::Slot_CarriedRight, invStore.end()); } // if all slots are occupied, replace the last slot if (slot == --slots.first.end()) { invStore.equip(*slot, it); equipped = true; break; } if (invStore.getSlot(*slot) == invStore.end()) { // slot is not occupied invStore.equip(*slot, it); equipped = true; break; } } std::string script = MWWorld::Class::get(*it).getScript(*it); /* Set OnPCEquip Variable on item's script, if the player is equipping it, and it has a script with that variable declared */ if(equipped && actor == MWBase::Environment::get().getWorld()->getPlayer().getPlayer() && script != "") (*it).mRefData->getLocals().setVarByInt(script, "onpcequip", 1); } }