skill gain from books

This commit is contained in:
scrawl 2012-09-15 19:06:56 +02:00
parent 234f8fa5d5
commit f5237ff1a6
3 changed files with 70 additions and 30 deletions

View file

@ -145,40 +145,54 @@ void MWMechanics::NpcStats::useSkill (int skillIndex, const ESM::Class& class_,
if (static_cast<int> (base)!=level)
{
// skill leveled up
increaseSkill(skillIndex, class_, false);
}
else
getSkill (skillIndex).setBase (base);
}
void MWMechanics::NpcStats::increaseSkill(int skillIndex, const ESM::Class &class_, bool preserveProgress)
{
float base = getSkill (skillIndex).getBase();
int level = static_cast<int> (base);
if (preserveProgress)
base += 1;
else
base = level+1;
// if this is a major or minor skill of the class, increase level progress
bool levelProgress = false;
for (int i=0; i<2; ++i)
for (int j=0; j<5; ++j)
{
int skill = class_.data.skills[j][i];
if (skill == skillIndex)
levelProgress = true;
}
mLevelProgress += levelProgress;
// check the attribute this skill belongs to
const ESM::Skill* skill = MWBase::Environment::get().getWorld ()->getStore ().skills.find(skillIndex);
++mSkillIncreases[skill->data.attribute];
// Play sound & skill progress notification
/// \todo check if character is the player, if levelling is ever implemented for NPCs
MWBase::Environment::get().getSoundManager ()->playSound ("skillraise", 1, 1);
std::stringstream message;
message << boost::format(MWBase::Environment::get().getWindowManager ()->getGameSettingString ("sNotifyMessage39", ""))
% std::string("#{" + ESM::Skill::sSkillNameIds[skillIndex] + "}")
% base;
MWBase::Environment::get().getWindowManager ()->messageBox(message.str(), std::vector<std::string>());
if (mLevelProgress >= 10)
// if this is a major or minor skill of the class, increase level progress
bool levelProgress = false;
for (int i=0; i<2; ++i)
for (int j=0; j<5; ++j)
{
// levelup is possible now
MWBase::Environment::get().getWindowManager ()->messageBox ("#{sLevelUpMsg}", std::vector<std::string>());
int skill = class_.data.skills[j][i];
if (skill == skillIndex)
levelProgress = true;
}
}
mLevelProgress += levelProgress;
// check the attribute this skill belongs to
const ESM::Skill* skill = MWBase::Environment::get().getWorld ()->getStore ().skills.find(skillIndex);
++mSkillIncreases[skill->data.attribute];
// Play sound & skill progress notification
/// \todo check if character is the player, if levelling is ever implemented for NPCs
MWBase::Environment::get().getSoundManager ()->playSound ("skillraise", 1, 1);
std::stringstream message;
message << boost::format(MWBase::Environment::get().getWindowManager ()->getGameSettingString ("sNotifyMessage39", ""))
% std::string("#{" + ESM::Skill::sSkillNameIds[skillIndex] + "}")
% base;
MWBase::Environment::get().getWindowManager ()->messageBox(message.str(), std::vector<std::string>());
if (mLevelProgress >= 10)
{
// levelup is possible now
MWBase::Environment::get().getWindowManager ()->messageBox ("#{sLevelUpMsg}", std::vector<std::string>());
}
getSkill (skillIndex).setBase (base);
}

View file

@ -79,6 +79,8 @@ namespace MWMechanics
void useSkill (int skillIndex, const ESM::Class& class_, int usageType = -1);
///< Increase skill by usage.
void increaseSkill (int skillIndex, const ESM::Class& class_, bool preserveProgress);
int getLevelProgress() const;
int getLevelupAttributeMultiplier(int attribute) const;

View file

@ -2,10 +2,18 @@
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/class.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwgui/bookwindow.hpp"
#include "../mwgui/scrollwindow.hpp"
#include <components/esm_store/store.hpp>
namespace MWWorld
{
ActionRead::ActionRead (const MWWorld::Ptr& object) : Action (false, object)
@ -26,5 +34,21 @@ namespace MWWorld
MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Book);
MWBase::Environment::get().getWindowManager()->getBookWindow()->open(getTarget());
}
if (ref->base->data.skillID >= 0 && ref->base->data.skillID < ESM::Skill::Length)
{
MWWorld::Ptr player = MWBase::Environment::get().getWorld ()->getPlayer().getPlayer();
MWMechanics::NpcStats& npcStats = MWWorld::Class::get(player).getNpcStats (player);
MWWorld::LiveCellRef<ESM::NPC> *playerRef = player.get<ESM::NPC>();
const ESM::Class *class_ = MWBase::Environment::get().getWorld()->getStore().classes.find (
playerRef->base->cls);
npcStats.increaseSkill (ref->base->data.skillID, *class_, true);
// Remove skill from the book
/// \todo This will have to be changed later
const_cast<ESM::Book*>(ref->base)->data.skillID = -1;
}
}
}