@ -237,6 +237,12 @@ void LocalPlayer::updateAttributes(bool forceUpdate)
ptrNpcStats . getAttribute ( i ) . writeState ( creatureStats . mAttributes [ i ] ) ;
attributesChanged = true ;
}
if ( ptrNpcStats . getSkillIncrease ( i ) ! = npcStats . mSkillIncrease [ i ] )
{
npcStats . mSkillIncrease [ i ] = ptrNpcStats . getSkillIncrease ( i ) ;
attributesChanged = true ;
}
}
if ( attributesChanged | | forceUpdate )
@ -255,52 +261,39 @@ void LocalPlayer::updateSkills(bool forceUpdate)
MWWorld : : Ptr ptrPlayer = getPlayerPtr ( ) ;
const MWMechanics : : NpcStats & ptrNpcStats = ptrPlayer . getClass ( ) . getNpcStats ( ptrPlayer ) ;
// Track whether skills have changed their values, but not whether
// progress towards skill increases has changed (to not spam server
// with packets every time tiny progress is made)
bool skillsChanged = false ;
for ( int i = 0 ; i < 27 ; + + i )
{
if ( ptrNpcStats . getSkill ( i ) . getBase ( ) ! = npcStats . mSkills [ i ] . mBase )
// Update a skill if its base value has changed at all or its progress has changed enough
if ( ptrNpcStats . getSkill ( i ) . getBase ( ) ! = npcStats . mSkills [ i ] . mBase | |
ptrNpcStats . getSkill ( i ) . getProgress ( ) ! = npcStats . mSkills [ i ] . mProgress | |
forceUpdate )
{
ptrNpcStats . getSkill ( i ) . writeState ( npcStats . mSkills [ i ] ) ;
skillsChanged = true ;
skill Changes. skillIndexes . push_back ( i ) ;
}
// If we only have skill progress, remember it for future packets,
// but don't send a packet just because of this
else if ( ptrNpcStats . getSkill ( i ) . getProgress ( ) ! = npcStats . mSkills [ i ] . mProgress )
ptrNpcStats . getSkill ( i ) . writeState ( npcStats . mSkills [ i ] ) ;
}
for ( int i = 0 ; i < 8 ; i + + )
{
if ( ptrNpcStats . getSkillIncrease ( i ) ! = npcStats . mSkillIncrease [ i ] )
npcStats . mSkillIncrease [ i ] = ptrNpcStats . getSkillIncrease ( i ) ;
}
if ( skill sChanged | | forceUpdate )
if ( skillChanges . skillIndexes . size ( ) > 0 )
{
npcStats . mLevelProgress = ptrNpcStats . getLevelProgress ( ) ;
getNetworking ( ) - > getPlayerPacket ( ID_PLAYER_SKILL ) - > setPlayer ( this ) ;
getNetworking ( ) - > getPlayerPacket ( ID_PLAYER_SKILL ) - > Send ( ) ;
skillChanges . skillIndexes . clear ( ) ;
}
}
void LocalPlayer : : updateLevel ( bool forceUpdate )
{
MWWorld : : Ptr ptrPlayer = getPlayerPtr ( ) ;
const MWMechanics : : CreatureStats & ptrCreatureStats = ptrPlayer . getClass ( ) . getCreature Stats( ptrPlayer ) ;
const MWMechanics : : NpcStats & ptrNpcStats = ptrPlayer . getClass ( ) . getNpc Stats( ptrPlayer ) ;
if ( ptrCreatureStats . getLevel ( ) ! = creatureStats . mLevel | | forceUpdate )
if ( ptrNpcStats . getLevel ( ) ! = creatureStats . mLevel | |
ptrNpcStats . getLevelProgress ( ) ! = npcStats . mLevelProgress | |
forceUpdate )
{
creatureStats . mLevel = ptrCreatureStats . getLevel ( ) ;
creatureStats . mLevel = ptrNpcStats . getLevel ( ) ;
npcStats . mLevelProgress = ptrNpcStats . getLevelProgress ( ) ;
getNetworking ( ) - > getPlayerPacket ( ID_PLAYER_LEVEL ) - > setPlayer ( this ) ;
getNetworking ( ) - > getPlayerPacket ( ID_PLAYER_LEVEL ) - > Send ( ) ;
// Also update skills to refresh level progress and attribute bonuses
// for next level up
updateSkills ( true ) ;
}
}