finished?

actorid
scrawl 12 years ago
parent 95f3a20e2c
commit 76b494100e

@ -118,7 +118,7 @@ namespace MWBase
/// Set value for the given ID.
virtual void setValue (const std::string& id, const MWMechanics::Stat<int>& value) = 0;
virtual void setValue (int parSkill, const MWMechanics::Stat<float>& value) = 0;
virtual void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value) = 0;
virtual void setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value) = 0;
virtual void setValue (const std::string& id, const std::string& value) = 0;
virtual void setValue (const std::string& id, int value) = 0;

@ -151,7 +151,7 @@ void CharacterCreation::setValue (const std::string& id, const MWMechanics::Stat
}
}
void CharacterCreation::setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value)
void CharacterCreation::setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value)
{
if (mReviewDialog)
{
@ -294,17 +294,17 @@ void CharacterCreation::spawnDialog(const char id)
}
}
void CharacterCreation::setPlayerHealth (const MWMechanics::DynamicStat<int>& value)
void CharacterCreation::setPlayerHealth (const MWMechanics::DynamicStat<float>& value)
{
mPlayerHealth = value;
}
void CharacterCreation::setPlayerMagicka (const MWMechanics::DynamicStat<int>& value)
void CharacterCreation::setPlayerMagicka (const MWMechanics::DynamicStat<float>& value)
{
mPlayerMagicka = value;
}
void CharacterCreation::setPlayerFatigue (const MWMechanics::DynamicStat<int>& value)
void CharacterCreation::setPlayerFatigue (const MWMechanics::DynamicStat<float>& value)
{
mPlayerFatigue = value;
}

@ -35,14 +35,14 @@ namespace MWGui
//Show a dialog
void spawnDialog(const char id);
void setPlayerHealth (const MWMechanics::DynamicStat<int>& value);
void setPlayerHealth (const MWMechanics::DynamicStat<float>& value);
void setPlayerMagicka (const MWMechanics::DynamicStat<int>& value);
void setPlayerMagicka (const MWMechanics::DynamicStat<float>& value);
void setPlayerFatigue (const MWMechanics::DynamicStat<int>& value);
void setPlayerFatigue (const MWMechanics::DynamicStat<float>& value);
void setValue (const std::string& id, const MWMechanics::Stat<int>& value);
void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value);
void setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value);
void setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::Stat<float>& value);
void configureSkills (const SkillList& major, const SkillList& minor);
@ -65,9 +65,9 @@ namespace MWGui
std::string mPlayerRaceId;
std::string mPlayerBirthSignId;
ESM::Class mPlayerClass;
MWMechanics::DynamicStat<int> mPlayerHealth;
MWMechanics::DynamicStat<int> mPlayerMagicka;
MWMechanics::DynamicStat<int> mPlayerFatigue;
MWMechanics::DynamicStat<float> mPlayerHealth;
MWMechanics::DynamicStat<float> mPlayerMagicka;
MWMechanics::DynamicStat<float> mPlayerFatigue;
//Class generation vars
unsigned mGenerateClassStep; // Keeps track of current step in Generate Class dialog

@ -161,7 +161,7 @@ void HUD::setEffect(const char *img)
mEffect1->setImageTexture(img);
}
void HUD::setValue(const std::string& id, const MWMechanics::DynamicStat<int>& value)
void HUD::setValue(const std::string& id, const MWMechanics::DynamicStat<float>& value)
{
static const char *ids[] =
{

@ -14,7 +14,7 @@ namespace MWGui
public:
HUD(int width, int height, int fpsLevel, DragAndDrop* dragAndDrop);
void setEffect(const char *img);
void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value);
void setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value);
void setFPS(float fps);
void setTriangleCount(unsigned int count);
void setBatchCount(unsigned int count);

@ -4,6 +4,17 @@
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/class.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwmechanics/stat.hpp"
#include <components/esm_store/reclists.hpp>
#include <components/esm_store/store.hpp>
namespace MWGui
{
@ -26,6 +37,7 @@ namespace MWGui
getWidget(b, "Attrib" + boost::lexical_cast<std::string>(i));
b->setUserData (i-1);
b->eventMouseButtonClick += MyGUI::newDelegate(this, &LevelupDialog::onAttributeClicked);
mAttributes.push_back(b);
mAttributeValues.push_back(t);
@ -35,29 +47,152 @@ namespace MWGui
mAttributeMultipliers.push_back(t);
}
int curX = mMainWidget->getWidth()/2 - (16 + 2) * 1.5;
for (int i=0; i<3; ++i)
{
MyGUI::ImageBox* image = mMainWidget->createWidget<MyGUI::ImageBox>("ImageBox", MyGUI::IntCoord(curX,250,16,16), MyGUI::Align::Default);
image->setImageTexture ("icons\\tx_goldicon.dds");
curX += 24+2;
mCoins.push_back(image);
}
center();
}
void LevelupDialog::setAttributeValues()
{
MWWorld::Ptr player = MWBase::Environment::get().getWorld ()->getPlayer().getPlayer();
MWMechanics::CreatureStats& creatureStats = MWWorld::Class::get(player).getCreatureStats (player);
MWMechanics::NpcStats& pcStats = MWWorld::Class::get(player).getNpcStats (player);
for (int i=0; i<8; ++i)
{
int val = creatureStats.getAttribute (i).getBase ();
if (std::find(mSpentAttributes.begin(), mSpentAttributes.end(), i) != mSpentAttributes.end())
{
val += pcStats.getLevelupAttributeMultiplier (i);
}
if (val >= 100)
val = 100;
mAttributeValues[i]->setCaption(boost::lexical_cast<std::string>(val));
}
}
void LevelupDialog::resetCoins ()
{
int curX = mMainWidget->getWidth()/2 - (16 + 2) * 1.5;
for (int i=0; i<3; ++i)
{
MyGUI::ImageBox* image = mCoins[i];
image->setCoord(MyGUI::IntCoord(curX,250,16,16));
curX += 24+2;
}
}
void LevelupDialog::assignCoins ()
{
resetCoins();
for (unsigned int i=0; i<mSpentAttributes.size(); ++i)
{
MyGUI::ImageBox* image = mCoins[i];
int attribute = mSpentAttributes[i];
int xdiff = mAttributeMultipliers[attribute]->getCaption() == "" ? 0 : 30;
MyGUI::IntPoint pos = mAttributes[attribute]->getAbsolutePosition() - mMainWidget->getAbsolutePosition() - MyGUI::IntPoint(24+xdiff,-4);
image->setPosition(pos);
}
open();
setAttributeValues();
}
void LevelupDialog::open()
{
MWWorld::Ptr player = MWBase::Environment::get().getWorld ()->getPlayer().getPlayer();
MWMechanics::CreatureStats& creatureStats = MWWorld::Class::get(player).getCreatureStats (player);
MWMechanics::NpcStats& pcStats = MWWorld::Class::get(player).getNpcStats (player);
center();
mClassImage->setImageTexture ("textures\\levelup\\acrobat.dds");
mSpentAttributes.clear();
resetCoins();
setAttributeValues();
// set class image
const ESM::Class& playerClass = MWBase::Environment::get().getWorld ()->getPlayer ().getClass ();
// retrieve the ID to this class
std::string classId;
std::map<std::string, ESM::Class> list = MWBase::Environment::get().getWorld()->getStore ().classes.list;
for (std::map<std::string, ESM::Class>::iterator it = list.begin(); it != list.end(); ++it)
{
if (playerClass.name == it->second.name)
classId = it->first;
}
mClassImage->setImageTexture ("textures\\levelup\\" + classId + ".dds");
/// \todo replace this with INI-imported texts
int level = 2;
int level = creatureStats.getLevel ()+1;
mLevelText->setCaptionWithReplacing("#{sLevelUpMenu1} " + boost::lexical_cast<std::string>(level));
for (int i=0; i<8; ++i)
{
MyGUI::TextBox* text = mAttributeMultipliers[i];
int mult = pcStats.getLevelupAttributeMultiplier (i);
text->setCaption(mult <= 1 ? "" : "x" + boost::lexical_cast<std::string>(mult));
}
}
void LevelupDialog::onOkButtonClicked (MyGUI::Widget* sender)
{
MWBase::Environment::get().getWindowManager ()->messageBox("#{sNotifyMessage36}", std::vector<std::string>());
MWWorld::Ptr player = MWBase::Environment::get().getWorld ()->getPlayer().getPlayer();
MWMechanics::CreatureStats& creatureStats = MWWorld::Class::get(player).getCreatureStats (player);
MWMechanics::NpcStats& pcStats = MWWorld::Class::get(player).getNpcStats (player);
if (mSpentAttributes.size() < 3)
MWBase::Environment::get().getWindowManager ()->messageBox("#{sNotifyMessage36}", std::vector<std::string>());
else
{
// increase attributes
for (int i=0; i<3; ++i)
{
MWMechanics::Stat<int>& attribute = creatureStats.getAttribute(mSpentAttributes[i]);
attribute.setBase (attribute.getBase () + pcStats.getLevelupAttributeMultiplier (mSpentAttributes[i]));
if (attribute.getBase() >= 100)
attribute.setBase(100);
}
// "When you gain a level, in addition to increasing three primary attributes, your Health
// will automatically increase by 10% of your Endurance attribute. If you increased Endurance this level,
// the Health increase is calculated from the increased Endurance"
creatureStats.increaseLevelHealthBonus (creatureStats.getAttribute(ESM::Attribute::Endurance).getBase() * 0.1f);
creatureStats.setLevel (creatureStats.getLevel()+1);
pcStats.levelUp ();
mWindowManager.removeGuiMode (GM_Rest);
}
}
void LevelupDialog::onAttributeClicked (MyGUI::Widget *sender)
{
int index = *sender->getUserData<int>();
int attribute = *sender->getUserData<int>();
std::vector<int>::iterator found = std::find(mSpentAttributes.begin(), mSpentAttributes.end(), attribute);
if (found != mSpentAttributes.end())
mSpentAttributes.erase (found);
else
{
if (mSpentAttributes.size() == 3)
mSpentAttributes[2] = attribute;
else
mSpentAttributes.push_back(attribute);
}
assignCoins();
}
}

@ -18,11 +18,20 @@ namespace MWGui
MyGUI::ImageBox* mClassImage;
MyGUI::TextBox* mLevelText;
std::vector<MyGUI::Button*> mAttributes;
std::vector<MyGUI::TextBox*> mAttributeValues;
std::vector<MyGUI::TextBox*> mAttributeMultipliers;
std::vector<MyGUI::ImageBox*> mCoins;
std::vector<int> mSpentAttributes;
void onOkButtonClicked (MyGUI::Widget* sender);
void onAttributeClicked (MyGUI::Widget* sender);
void assignCoins();
void resetCoins();
void setAttributeValues();
};
}

@ -134,21 +134,21 @@ void ReviewDialog::setBirthSign(const std::string& signId)
}
}
void ReviewDialog::setHealth(const MWMechanics::DynamicStat<int>& value)
void ReviewDialog::setHealth(const MWMechanics::DynamicStat<float>& value)
{
mHealth->setValue(value.getCurrent(), value.getModified());
std::string valStr = boost::lexical_cast<std::string>(value.getCurrent()) + "/" + boost::lexical_cast<std::string>(value.getModified());
mHealth->setUserString("Caption_HealthDescription", "#{sHealthDesc}\n" + valStr);
}
void ReviewDialog::setMagicka(const MWMechanics::DynamicStat<int>& value)
void ReviewDialog::setMagicka(const MWMechanics::DynamicStat<float>& value)
{
mMagicka->setValue(value.getCurrent(), value.getModified());
std::string valStr = boost::lexical_cast<std::string>(value.getCurrent()) + "/" + boost::lexical_cast<std::string>(value.getModified());
mMagicka->setUserString("Caption_HealthDescription", "#{sIntDesc}\n" + valStr);
}
void ReviewDialog::setFatigue(const MWMechanics::DynamicStat<int>& value)
void ReviewDialog::setFatigue(const MWMechanics::DynamicStat<float>& value)
{
mFatigue->setValue(value.getCurrent(), value.getModified());
std::string valStr = boost::lexical_cast<std::string>(value.getCurrent()) + "/" + boost::lexical_cast<std::string>(value.getModified());

@ -35,9 +35,9 @@ namespace MWGui
void setClass(const ESM::Class& class_);
void setBirthSign (const std::string &signId);
void setHealth(const MWMechanics::DynamicStat<int>& value);
void setMagicka(const MWMechanics::DynamicStat<int>& value);
void setFatigue(const MWMechanics::DynamicStat<int>& value);
void setHealth(const MWMechanics::DynamicStat<float>& value);
void setMagicka(const MWMechanics::DynamicStat<float>& value);
void setFatigue(const MWMechanics::DynamicStat<float>& value);
void setAttribute(ESM::Attribute::AttributeID attributeId, const MWMechanics::Stat<int>& value);

@ -95,6 +95,7 @@ void StatsWindow::setBar(const std::string& name, const std::string& tname, int
getWidget(pt, name);
pt->setProgressRange(max);
pt->setProgressPosition(val);
std::cout << "set bar " << name << val << " " << max << std::endl;
std::stringstream out;
out << val << "/" << max;
@ -137,7 +138,7 @@ void StatsWindow::setValue (const std::string& id, const MWMechanics::Stat<int>&
}
}
void StatsWindow::setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value)
void StatsWindow::setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value)
{
static const char *ids[] =
{
@ -150,7 +151,7 @@ void StatsWindow::setValue (const std::string& id, const MWMechanics::DynamicSta
if (ids[i]==id)
{
std::string id (ids[i]);
setBar (id, id + "T", value.getCurrent(), value.getModified());
setBar (id, id + "T", static_cast<int>(value.getCurrent()), static_cast<int>(value.getModified()));
// health, magicka, fatigue tooltip
MyGUI::Widget* w;
@ -236,12 +237,21 @@ void StatsWindow::configureSkills (const std::vector<int>& major, const std::vec
void StatsWindow::onFrame ()
{
if (mMainWidget->getVisible())
if (!mMainWidget->getVisible())
return;
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
MWMechanics::NpcStats PCstats = MWWorld::Class::get(player).getNpcStats(player);
// level progress
MyGUI::Widget* levelWidget;
for (int i=0; i<2; ++i)
{
getWidget(levelWidget, i==0 ? "Level_str" : "LevelText");
levelWidget->setUserString("RangePosition_LevelProgress", boost::lexical_cast<std::string>(PCstats.getLevelProgress()));
levelWidget->setUserString("Caption_LevelProgressText", boost::lexical_cast<std::string>(PCstats.getLevelProgress()) + "/10");
}
setFactions(PCstats.getFactionRanks());
setBirthSign(MWBase::Environment::get().getWorld()->getPlayer().getBirthsign());

@ -32,7 +32,7 @@ namespace MWGui
/// Set value for the given ID.
void setValue (const std::string& id, const MWMechanics::Stat<int>& value);
void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value);
void setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value);
void setValue (const std::string& id, const std::string& value);
void setValue (const std::string& id, int value);
void setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::Stat<float>& value);

@ -250,6 +250,7 @@ void WindowManager::updateVisible()
mAlchemyWindow->setVisible(false);
mSpellWindow->setVisible(false);
mQuickKeysMenu->setVisible(false);
mLevelupDialog->setVisible(false);
mHud->setVisible(true);
@ -301,6 +302,9 @@ void WindowManager::updateVisible()
case GM_Alchemy:
mAlchemyWindow->setVisible(true);
break;
case GM_Rest:
mLevelupDialog->setVisible(true);
break;
case GM_Name:
case GM_Race:
case GM_Class:
@ -398,8 +402,9 @@ void WindowManager::setValue (int parSkill, const MWMechanics::Stat<float>& valu
mPlayerSkillValues[parSkill] = value;
}
void WindowManager::setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value)
void WindowManager::setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value)
{
std::cout << " set value " << id << value.getModified () << std::endl;
mStatsWindow->setValue (id, value);
mHud->setValue (id, value);
mCharGen->setValue(id, value);

@ -118,7 +118,7 @@ namespace MWGui
///< Set value for the given ID.
virtual void setValue (const std::string& id, const MWMechanics::Stat<int>& value);
virtual void setValue (int parSkill, const MWMechanics::Stat<float>& value);
virtual void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value);
virtual void setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value);
virtual void setValue (const std::string& id, const std::string& value);
virtual void setValue (const std::string& id, int value);
@ -243,7 +243,7 @@ namespace MWGui
std::map<int, MWMechanics::Stat<int> > mPlayerAttributes;
SkillList mPlayerMajorSkills, mPlayerMinorSkills;
std::map<int, MWMechanics::Stat<float> > mPlayerSkillValues;
MWMechanics::DynamicStat<int> mPlayerHealth, mPlayerMagicka, mPlayerFatigue;
MWMechanics::DynamicStat<float> mPlayerHealth, mPlayerMagicka, mPlayerFatigue;
MyGUI::Gui *mGui; // Gui

@ -190,6 +190,9 @@ namespace MWInput
case A_ToggleWeapon:
toggleWeapon ();
break;
case A_Rest:
rest();
break;
case A_ToggleSpell:
toggleSpell ();
break;
@ -543,6 +546,12 @@ namespace MWInput
}
}
void InputManager::rest()
{
if (!mWindows.isGuiMode ())
mWindows.pushGuiMode (MWGui::GM_Rest);
}
void InputManager::screenshot()
{
mEngine.screenshot();

@ -168,6 +168,7 @@ namespace MWInput
void toggleWalking();
void toggleAutoMove();
void exitNow();
void rest();
void quickKey (int index);
void showQuickKeysMenu();

@ -68,7 +68,7 @@ namespace MWMechanics
creatureStats.getMagicEffects().get (EffectKey (84)).mMagnitude * 0.1 + 0.5;
creatureStats.getHealth().setBase(
static_cast<int> (0.5 * (strength + endurance)));
static_cast<int> (0.5 * (strength + endurance)) + creatureStats.getLevelHealthBonus ());
creatureStats.getMagicka().setBase(
static_cast<int> (intelligence + magickaFactor * intelligence));

@ -9,6 +9,21 @@
namespace MWMechanics
{
CreatureStats::CreatureStats()
: mLevelHealthBonus(0.f)
{
}
void CreatureStats::increaseLevelHealthBonus (float value)
{
mLevelHealthBonus += value;
}
float CreatureStats::getLevelHealthBonus () const
{
return mLevelHealthBonus;
}
const AiSequence& CreatureStats::getAiSequence() const
{
return mAiSequence;
@ -40,17 +55,17 @@ namespace MWMechanics
return mAttributes[index];
}
const DynamicStat<int> &CreatureStats::getHealth() const
const DynamicStat<float> &CreatureStats::getHealth() const
{
return mDynamic[0];
}
const DynamicStat<int> &CreatureStats::getMagicka() const
const DynamicStat<float> &CreatureStats::getMagicka() const
{
return mDynamic[1];
}
const DynamicStat<int> &CreatureStats::getFatigue() const
const DynamicStat<float> &CreatureStats::getFatigue() const
{
return mDynamic[2];
}
@ -103,22 +118,22 @@ namespace MWMechanics
return mAttributes[index];
}
DynamicStat<int> &CreatureStats::getHealth()
DynamicStat<float> &CreatureStats::getHealth()
{
return mDynamic[0];
}
DynamicStat<int> &CreatureStats::getMagicka()
DynamicStat<float> &CreatureStats::getMagicka()
{
return mDynamic[1];
}
DynamicStat<int> &CreatureStats::getFatigue()
DynamicStat<float> &CreatureStats::getFatigue()
{
return mDynamic[2];
}
DynamicStat<int> &CreatureStats::getDynamic(int index)
DynamicStat<float> &CreatureStats::getDynamic(int index)
{
if (index < 0 || index > 2) {
throw std::runtime_error("dynamic stat index is out of range");
@ -154,17 +169,17 @@ namespace MWMechanics
mAttributes[index] = value;
}
void CreatureStats::setHealth(const DynamicStat<int> &value)
void CreatureStats::setHealth(const DynamicStat<float> &value)
{
mDynamic[0] = value;
}
void CreatureStats::setMagicka(const DynamicStat<int> &value)
void CreatureStats::setMagicka(const DynamicStat<float> &value)
{
mDynamic[1] = value;
}
void CreatureStats::setFatigue(const DynamicStat<int> &value)
void CreatureStats::setFatigue(const DynamicStat<float> &value)
{
mDynamic[2] = value;
}

@ -19,7 +19,7 @@ namespace MWMechanics
class CreatureStats
{
Stat<int> mAttributes[8];
DynamicStat<int> mDynamic[3]; // health, magicka, fatigue
DynamicStat<float> mDynamic[3]; // health, magicka, fatigue
int mLevel;
Spells mSpells;
ActiveSpells mActiveSpells;
@ -30,15 +30,18 @@ namespace MWMechanics
int mAlarm;
AiSequence mAiSequence;
float mLevelHealthBonus;
public:
CreatureStats();
const Stat<int> & getAttribute(int index) const;
const DynamicStat<int> & getHealth() const;
const DynamicStat<float> & getHealth() const;
const DynamicStat<int> & getMagicka() const;
const DynamicStat<float> & getMagicka() const;
const DynamicStat<int> & getFatigue() const;
const DynamicStat<float> & getFatigue() const;
const Spells & getSpells() const;
@ -59,13 +62,13 @@ namespace MWMechanics
Stat<int> & getAttribute(int index);
DynamicStat<int> & getHealth();
DynamicStat<float> & getHealth();
DynamicStat<int> & getMagicka();
DynamicStat<float> & getMagicka();
DynamicStat<int> & getFatigue();
DynamicStat<float> & getFatigue();
DynamicStat<int> & getDynamic(int index);
DynamicStat<float> & getDynamic(int index);
Spells & getSpells();
@ -76,11 +79,11 @@ namespace MWMechanics
void setAttribute(int index, const Stat<int> &value);
void setHealth(const DynamicStat<int> &value);
void setHealth(const DynamicStat<float> &value);
void setMagicka(const DynamicStat<int> &value);
void setMagicka(const DynamicStat<float> &value);
void setFatigue(const DynamicStat<int> &value);
void setFatigue(const DynamicStat<float> &value);
void setSpells(const Spells &spells);
@ -104,6 +107,10 @@ namespace MWMechanics
float getFatigueTerm() const;
///< Return effective fatigue
// small hack to allow the fact that Health permanently increases by 10% of endurance on each level up
void increaseLevelHealthBonus(float value);
float getLevelHealthBonus() const;
};
}

@ -12,10 +12,16 @@
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
MWMechanics::NpcStats::NpcStats()
: mMovementFlags (0), mDrawState (DrawState_Nothing)
{}
, mLevelProgress(0)
{
mSkillIncreases.resize (ESM::Attribute::Length);
for (int i=0; i<ESM::Attribute::Length; ++i)
mSkillIncreases[i] = 0;
}
MWMechanics::DrawState_ MWMechanics::NpcStats::getDrawState() const
{
@ -122,7 +128,10 @@ float MWMechanics::NpcStats::getSkillGain (int skillIndex, const ESM::Class& cla
throw std::runtime_error ("invalid skill specialisation factor");
}
return 1.0 / (level +1) * (1.0 / skillFactor) * typeFactor * specialisationFactor;
//return 1.0 / (level +1) * (1.0 / (skillFactor)) * typeFactor * specialisationFactor;
///FIXME: TEST FOR FASTER LEVELLING
return 1.0 / (level +1) * (1.0 / (skillFactor/100)) * typeFactor * specialisationFactor;
}
void MWMechanics::NpcStats::useSkill (int skillIndex, const ESM::Class& class_, int usageType)
@ -134,7 +143,64 @@ void MWMechanics::NpcStats::useSkill (int skillIndex, const ESM::Class& class_,
base += getSkillGain (skillIndex, class_, usageType);
if (static_cast<int> (base)!=level)
{
// skill leveled up
base = level+1;
// if this is a major or minor skill of the class, increase level progress
//bool levelProgress = false;
bool levelProgress = true;
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;
}
if (!levelProgress)
std::cout <<"This is not a level skilL" << std::endl;
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];
if (mLevelProgress >= 10)
{
// levelup is possible now
MWBase::Environment::get().getWindowManager ()->messageBox ("#{sLevelUpMsg}", std::vector<std::string>());
}
}
getSkill (skillIndex).setBase (base);
}
int MWMechanics::NpcStats::getLevelProgress () const
{
return mLevelProgress;
}
void MWMechanics::NpcStats::levelUp()
{
mLevelProgress -= 10;
for (int i=0; i<ESM::Attribute::Length; ++i)
mSkillIncreases[i] = 0;
}
int MWMechanics::NpcStats::getLevelupAttributeMultiplier(int attribute) const
{
// Source: http://www.uesp.net/wiki/Morrowind:Level#How_to_Level_Up
int num = mSkillIncreases[attribute];
if (num <= 1)
return 1;
else if (num <= 4)
return 2;
else if (num <= 7)
return 3;
else if (num <= 9)
return 4;
else
return 5;
}

@ -4,6 +4,7 @@
#include <map>
#include <set>
#include <string>
#include <vector>
#include "stat.hpp"
#include "drawstate.hpp"
@ -45,6 +46,10 @@ namespace MWMechanics
unsigned int mMovementFlags;
Stat<float> mSkill[27];
int mLevelProgress; // 0-10
std::vector<int> mSkillIncreases; // number of skill increases for each attribute
public:
NpcStats();
@ -73,6 +78,12 @@ namespace MWMechanics
void useSkill (int skillIndex, const ESM::Class& class_, int usageType = -1);
///< Increase skill by usage.
int getLevelProgress() const;
int getLevelupAttributeMultiplier(int attribute) const;
void levelUp();
};
}

@ -183,4 +183,8 @@ op 0x2000172: GetStartingAngle
op 0x2000173: GetStartingAngle, explicit reference
op 0x2000174: ToggleVanityMode
op 0x2000175-0x200018B: Get controls disabled
opcodes 0x200018C-0x3ffffff unused
op 0x200018C: GetLevel
op 0x200018D: GetLevel, explicit reference
op 0x200018E: SetLevel
op 0x200018F: SetLevel, explicit reference
opcodes 0x200018F-0x3ffffff unused

@ -32,6 +32,42 @@ namespace MWScript
{
namespace Stats
{
template<class R>
class OpGetLevel : public Interpreter::Opcode0
{
public:
virtual void execute (Interpreter::Runtime& runtime)
{
MWWorld::Ptr ptr = R()(runtime);
Interpreter::Type_Integer value =
MWWorld::Class::get (ptr)
.getCreatureStats (ptr)
.getLevel();
runtime.push (value);
}
};
template<class R>
class OpSetLevel : public Interpreter::Opcode0
{
public:
virtual void execute (Interpreter::Runtime& runtime)
{
MWWorld::Ptr ptr = R()(runtime);
Interpreter::Type_Integer value = runtime[0].mInteger;
runtime.pop();
MWWorld::Class::get (ptr)
.getCreatureStats (ptr)
.setLevel(value);
}
};
template<class R>
class OpGetAttribute : public Interpreter::Opcode0
{
@ -592,6 +628,11 @@ namespace MWScript
const int opcodeModDisposition = 0x200014d;
const int opcodeModDispositionExplicit = 0x200014e;
const int opcodeGetLevel = 0x200018c;
const int opcodeGetLevelExplicit = 0x200018d;
const int opcodeSetLevel = 0x200018e;
const int opcodeSetLevelExplicit = 0x200018f;
void registerExtensions (Compiler::Extensions& extensions)
{
static const char *attributes[numberOfAttributes] =
@ -674,6 +715,9 @@ namespace MWScript
extensions.registerInstruction("moddisposition","l",opcodeModDisposition,
opcodeModDispositionExplicit);
extensions.registerFunction("getpcrank",'l',"/S",opcodeGetPCRank,opcodeGetPCRankExplicit);
extensions.registerInstruction("setlevel", "l", opcodeSetLevel, opcodeSetLevelExplicit);
extensions.registerFunction("getlevel", 'l', "", opcodeGetLevel, opcodeGetLevelExplicit);
}
void installOpcodes (Interpreter::Interpreter& interpreter)
@ -745,6 +789,12 @@ namespace MWScript
interpreter.installSegment5(opcodeModDispositionExplicit,new OpModDisposition<ExplicitRef>);
interpreter.installSegment3(opcodeGetPCRank,new OpGetPCRank<ImplicitRef>);
interpreter.installSegment3(opcodeGetPCRankExplicit,new OpGetPCRank<ExplicitRef>);
interpreter.installSegment5 (opcodeGetLevel, new OpGetLevel<ImplicitRef>);
interpreter.installSegment5 (opcodeGetLevelExplicit, new OpGetLevel<ExplicitRef>);
interpreter.installSegment5 (opcodeSetLevel, new OpSetLevel<ImplicitRef>);
interpreter.installSegment5 (opcodeSetLevelExplicit, new OpSetLevel<ExplicitRef>);
}
}
}

@ -4,7 +4,7 @@
<Widget type="Window" skin="MW_Dialog" layer="Windows" position="0 0 440 438" name="_Main">
<Widget type="Widget" skin="MW_Box" position="28 14 391 198">
<Widget type="ImageBox" skin="ImageBox" name="ClassImage" position="0 0 391 198">
<Widget type="ImageBox" skin="ImageBox" name="ClassImage" position="4 4 383 190">
</Widget>
</Widget>
@ -31,7 +31,6 @@
<Property key="Caption" value="#{sAttributeStrength}"/>
</Widget>
<Widget type="AutoSizedTextBox" skin="SandText" name="AttribVal1">
<Property key="Caption" value="54"/>
</Widget>
</Widget>
@ -45,7 +44,6 @@
<Property key="Caption" value="#{sAttributeIntelligence}"/>
</Widget>
<Widget type="AutoSizedTextBox" skin="SandText" name="AttribVal2">
<Property key="Caption" value="54"/>
</Widget>
</Widget>
@ -59,7 +57,6 @@
<Property key="Caption" value="#{sAttributeWillpower}"/>
</Widget>
<Widget type="AutoSizedTextBox" skin="SandText" name="AttribVal3">
<Property key="Caption" value="54"/>
</Widget>
</Widget>
@ -73,7 +70,6 @@
<Property key="Caption" value="#{sAttributeAgility}"/>
</Widget>
<Widget type="AutoSizedTextBox" skin="SandText" name="AttribVal4">
<Property key="Caption" value="54"/>
</Widget>
</Widget>
@ -88,7 +84,6 @@
<Property key="Caption" value="#{sAttributeSpeed}"/>
</Widget>
<Widget type="AutoSizedTextBox" skin="SandText" name="AttribVal5">
<Property key="Caption" value="54"/>
</Widget>
</Widget>
@ -102,7 +97,6 @@
<Property key="Caption" value="#{sAttributeEndurance}"/>
</Widget>
<Widget type="AutoSizedTextBox" skin="SandText" name="AttribVal6">
<Property key="Caption" value="54"/>
</Widget>
</Widget>
@ -116,7 +110,6 @@
<Property key="Caption" value="#{sAttributePersonality}"/>
</Widget>
<Widget type="AutoSizedTextBox" skin="SandText" name="AttribVal7">
<Property key="Caption" value="54"/>
</Widget>
</Widget>
@ -130,7 +123,6 @@
<Property key="Caption" value="#{sAttributeLuck}"/>
</Widget>
<Widget type="AutoSizedTextBox" skin="SandText" name="AttribVal8">
<Property key="Caption" value="54"/>
</Widget>
</Widget>
</Widget>

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