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#include "actionread.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwgui/bookwindow.hpp"
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#include "../mwgui/scrollwindow.hpp"
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#include <components/esm_store/store.hpp>
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namespace MWWorld
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{
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ActionRead::ActionRead (const MWWorld::Ptr& object) : Action (false, object)
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{
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}
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void ActionRead::executeImp (const MWWorld::Ptr& actor)
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{
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LiveCellRef<ESM::Book> *ref = getTarget().get<ESM::Book>();
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if (ref->base->mData.mIsScroll)
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{
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MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Scroll);
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MWBase::Environment::get().getWindowManager()->getScrollWindow()->open(getTarget());
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}
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else
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{
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MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Book);
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MWBase::Environment::get().getWindowManager()->getBookWindow()->open(getTarget());
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}
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MWWorld::Ptr player = MWBase::Environment::get().getWorld ()->getPlayer().getPlayer();
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MWMechanics::NpcStats& npcStats = MWWorld::Class::get(player).getNpcStats (player);
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// Skill gain from books
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if (ref->base->mData.mSkillID >= 0 && ref->base->mData.mSkillID < ESM::Skill::Length
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&& !npcStats.hasBeenUsed (ref->base->mId))
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{
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MWWorld::LiveCellRef<ESM::NPC> *playerRef = player.get<ESM::NPC>();
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const ESM::Class *class_ = MWBase::Environment::get().getWorld()->getStore().classes.find (
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playerRef->base->mClass);
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npcStats.increaseSkill (ref->base->mData.mSkillID, *class_, true);
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npcStats.flagAsUsed (ref->base->mId);
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}
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}
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}
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