The skill values are now stored in the stats window instead of fetching the current player stats. Values can be set with setValue().

actorid
Jan Borsodi 15 years ago
parent 41ef0bc08f
commit 6f1a41c1bd

@ -10,6 +10,73 @@ using namespace MWGui;
const int StatsWindow::lineHeight = 18;
void StatsWindow::setStyledText(MyGUI::WidgetPtr widget, ColorStyle style, const std::string &value)
{
widget->setCaption(value);
if (style == CS_Super)
widget->setTextColour(MyGUI::Colour(0, 1, 0));
else if (style == CS_Sub)
widget->setTextColour(MyGUI::Colour(1, 0, 0));
else
widget->setTextColour(MyGUI::Colour(1, 1, 1));
}
void StatsWindow::setValue (const std::string& id, const MWMechanics::Stat<float>& value)
{
static struct {const char *id; ESM::Skill::SkillEnum skillId; } skillMap[] =
{
{"SkillBlock", ESM::Skill::Block},
{"SkillArmorer", ESM::Skill::Armorer},
{"SkillMediumArmor", ESM::Skill::MediumArmor},
{"SkillHeavyArmor", ESM::Skill::HeavyArmor},
{"SkillBluntWeapon", ESM::Skill::BluntWeapon},
{"SkillLongBlade", ESM::Skill::LongBlade},
{"SkillAxe", ESM::Skill::Axe},
{"SkillSpear", ESM::Skill::Spear},
{"SkillAthletics", ESM::Skill::Athletics},
{"SkillEnchant", ESM::Skill::Armorer},
{"SkillDestruction", ESM::Skill::Destruction},
{"SkillAlteration", ESM::Skill::Alteration},
{"SkillIllusion", ESM::Skill::Illusion},
{"SkillConjuration", ESM::Skill::Conjuration},
{"SkillMysticism", ESM::Skill::Mysticism},
{"SkillRestoration", ESM::Skill::Restoration},
{"SkillAlchemy", ESM::Skill::Alchemy},
{"SkillUnarmored", ESM::Skill::Unarmored},
{"SkillSecurity", ESM::Skill::Security},
{"SkillSneak", ESM::Skill::Sneak},
{"SkillAcrobatics", ESM::Skill::Acrobatics},
{"SkillLightArmor", ESM::Skill::LightArmor},
{"SkillShortBlade", ESM::Skill::ShortBlade},
{"SkillMarksman", ESM::Skill::Marksman},
{"SkillMercantile", ESM::Skill::Mercantile},
{"SkillSpeechcraft", ESM::Skill::Speechcraft},
{"SkillHandToHand", ESM::Skill::HandToHand},
};
for (int i = 0; i < sizeof(skillMap)/sizeof(skillMap[0]); ++i)
{
if (skillMap[i].id == id)
{
int skillId = skillMap[i].skillId;
skillValues[skillId] = value;
MyGUI::WidgetPtr widget = skillWidgetMap[skillId];
if (widget)
{
float modified = value.getModified(), base = value.getBase();
std::string text = boost::lexical_cast<std::string>(std::floor(modified));
ColorStyle style = CS_Normal;
if (modified > base)
style = CS_Super;
else if (modified < base)
style = CS_Sub;
setStyledText(widget, style, text);
}
break;
}
}
}
void StatsWindow::configureSkills (const std::set<int>& major, const std::set<int>& minor, const std::set<int>& misc)
{
majorSkills = major;
@ -46,7 +113,7 @@ void StatsWindow::addGroup(const std::string &label, MyGUI::IntCoord &coord1, My
coord2.top += lineHeight;
}
void StatsWindow::addValueItem(const std::string text, const std::string &value, ColorStyle style, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
MyGUI::WidgetPtr StatsWindow::addValueItem(const std::string text, const std::string &value, ColorStyle style, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
{
MyGUI::StaticTextPtr skillNameWidget, skillValueWidget;
@ -54,19 +121,15 @@ void StatsWindow::addValueItem(const std::string text, const std::string &value,
skillNameWidget->setCaption(text);
skillValueWidget = skillAreaWidget->createWidget<MyGUI::StaticText>("SandTextRight", coord2, MyGUI::Align::Default);
skillValueWidget->setCaption(value);
if (style == CS_Super)
skillValueWidget->setTextColour(MyGUI::Colour(0, 1, 0));
else if (style == CS_Sub)
skillValueWidget->setTextColour(MyGUI::Colour(1, 0, 0));
else
skillValueWidget->setTextColour(MyGUI::Colour(1, 1, 1));
setStyledText(skillValueWidget, style, value);
skillWidgets.push_back(skillNameWidget);
skillWidgets.push_back(skillValueWidget);
coord1.top += lineHeight;
coord2.top += lineHeight;
return skillValueWidget;
}
void StatsWindow::addItem(const std::string text, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
@ -84,11 +147,6 @@ void StatsWindow::addItem(const std::string text, MyGUI::IntCoord &coord1, MyGUI
void StatsWindow::addSkills(const std::set<int> &skills, const std::string &titleId, const std::string &titleDefault, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
{
// Get player and stats
MWWorld::Ptr ptr = environment.mWorld->getPlayerPos().getPlayer();
MWMechanics::CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
MWMechanics::NpcStats& npcStats = MWWorld::Class::get (ptr).getNpcStats (ptr);
WindowManager *wm = environment.mWindowManager;
MWMechanics::MechanicsManager *mm = environment.mMechanicsManager;
ESMS::ESMStore &store = environment.mWorld->getStore();
@ -109,8 +167,7 @@ void StatsWindow::addSkills(const std::set<int> &skills, const std::string &titl
continue;
assert(skillId >= 0 && skillId < ESM::Skill::Length);
const std::string &skillNameId = ESMS::Skill::sSkillNameIds[skillId];
assert(skillId < sizeof(npcStats.mSkill)/sizeof(npcStats.mSkill[0]));
MWMechanics::Stat<float> &stat = npcStats.mSkill[skillId];
const MWMechanics::Stat<float> &stat = skillValues.find(skillId)->second;
float base = stat.getBase();
float modified = stat.getModified();
@ -119,7 +176,8 @@ void StatsWindow::addSkills(const std::set<int> &skills, const std::string &titl
style = CS_Super;
else if (modified < base)
style = CS_Sub;
addValueItem(wm->getGameSettingString(skillNameId, skillNameId), boost::lexical_cast<std::string>(static_cast<int>(modified)), style, coord1, coord2);
MyGUI::WidgetPtr widget = addValueItem(wm->getGameSettingString(skillNameId, skillNameId), boost::lexical_cast<std::string>(static_cast<int>(modified)), style, coord1, coord2);
skillWidgetMap[skillId] = widget;
}
}

@ -222,6 +222,12 @@ namespace MWGui
}
getWidget(skillAreaWidget, "Skills");
for (int i = 0; i < ESM::Skill::Length; ++i)
{
skillValues.insert(std::pair<int, MWMechanics::Stat<float> >(i, MWMechanics::Stat<float>()));
skillWidgetMap.insert(std::pair<int, MyGUI::WidgetPtr>(i, nullptr));
}
}
void setPlayerName(const std::string& playerName)
@ -293,6 +299,8 @@ namespace MWGui
}
}
void setValue (const std::string& id, const MWMechanics::Stat<float>& value);
void configureSkills (const std::set<int>& major, const std::set<int>& minor, const std::set<int>& misc);
void configureFactions (const std::vector<std::string>& factions);
void configureBirthSign (const std::string &signId);
@ -307,10 +315,11 @@ namespace MWGui
CS_Normal,
CS_Super
};
void setStyledText(MyGUI::WidgetPtr widget, ColorStyle style, const std::string &value);
void addSkills(const std::set<int> &skills, const std::string &titleId, const std::string &titleDefault, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
void addSeparator(MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
void addGroup(const std::string &label, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
void addValueItem(const std::string text, const std::string &value, ColorStyle style, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
MyGUI::WidgetPtr addValueItem(const std::string text, const std::string &value, ColorStyle style, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
void addItem(const std::string text, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
static const int lineHeight;
@ -318,6 +327,8 @@ namespace MWGui
MWWorld::Environment& environment;
MyGUI::WidgetPtr skillAreaWidget;
std::set<int> majorSkills, minorSkills, miscSkills;
std::map<int, MWMechanics::Stat<float> > skillValues;
std::map<int, MyGUI::WidgetPtr> skillWidgetMap;
std::vector<std::string> factions;
std::string birthSignId;
int reputation, bounty;

@ -150,6 +150,11 @@ void WindowManager::setValue (const std::string& id, const MWMechanics::Stat<int
stats->setValue (id, value);
}
void WindowManager::setValue (const std::string& id, const MWMechanics::Stat<float>& value)
{
stats->setValue (id, value);
}
void WindowManager::setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value)
{
stats->setValue (id, value);

@ -129,6 +129,9 @@ namespace MWGui
void setValue (const std::string& id, const MWMechanics::Stat<int>& value);
///< Set value for the given ID.
void setValue (const std::string& id, const MWMechanics::Stat<float>& value);
///< Set value for the given ID.
void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value);
///< Set value for the given ID.

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