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069d4255b9
Use std::variant. Store refId strings in unordered_set and use pointer to an item there. Inserts to unordered_set do not invalidate pointers to values so the pointer is always valid. Elements are not removed. Assume there is finite number of string refIds.
114 lines
3.5 KiB
C++
114 lines
3.5 KiB
C++
#include "actionequip.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "class.hpp"
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#include "inventorystore.hpp"
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namespace MWWorld
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{
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ActionEquip::ActionEquip(const MWWorld::Ptr& object, bool force)
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: Action(false, object)
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, mForce(force)
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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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if (object.getClass().hasItemHealth(object) && object.getCellRef().getCharge() == 0)
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{
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if (actor == MWMechanics::getPlayer())
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MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage1}");
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return;
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}
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if (!mForce)
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{
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auto 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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}
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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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throw std::runtime_error("ActionEquip can't find item " + object.getCellRef().getRefId().toDebugString());
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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);
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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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ContainerStoreIterator enchItem = invStore.getSelectedEnchantItem();
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bool reEquip = false;
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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, false);
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if (slot + 1 != slots_.first.end())
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{
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invStore.equip(*slot, invStore.getSlot(*(slot + 1)));
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}
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else
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{
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invStore.equip(*slot, it);
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}
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// Fix for issue of selected enchated item getting remmoved on cycle
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if (invStore.getSlot(*slot) == enchItem)
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{
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reEquip = true;
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}
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}
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if (reEquip)
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{
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invStore.setSelectedEnchantItem(enchItem);
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}
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}
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}
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}
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