#include "actionequip.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #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::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer(); MWWorld::InventoryStore& invStore = MWWorld::Class::get(player).getInventoryStore(player); // 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()); // equip the item in the first free slot for (std::vector::const_iterator slot=slots.first.begin(); slot!=slots.first.end(); ++slot) { // if all slots are occupied, replace the last slot if (slot == --slots.first.end()) { invStore.equip(*slot, it); break; } if (invStore.getSlot(*slot) == invStore.end()) { // slot is not occupied invStore.equip(*slot, it); break; } } } }