Show correct class image in level-up dialog (Fixes #3443)

pull/1/head
MiroslavR 8 years ago
parent d2d201cf6d
commit dfc62c99b4

@ -156,7 +156,9 @@ namespace MWGui
cls = &*it;
}
setClassImage(mClassImage, cls->mId);
setClassImage(mClassImage, getLevelupClassImage(pcStats.getSkillIncreasesForSpecialization(0),
pcStats.getSkillIncreasesForSpecialization(1),
pcStats.getSkillIncreasesForSpecialization(2)));
int level = creatureStats.getLevel ()+1;
mLevelText->setCaptionWithReplacing("#{sLevelUpMenu1} " + MyGUI::utility::toString(level));
@ -248,4 +250,103 @@ namespace MWGui
}
assignCoins();
}
std::string LevelupDialog::getLevelupClassImage(const int combatIncreases, const int magicIncreases, const int stealthIncreases)
{
std::string ret = "acrobat";
int total = combatIncreases + magicIncreases + stealthIncreases;
if (total == 0)
return ret;
int combatFraction = static_cast<int>(static_cast<float>(combatIncreases) / total * 10.f);
int magicFraction = static_cast<int>(static_cast<float>(magicIncreases) / total * 10.f);
int stealthFraction = static_cast<int>(static_cast<float>(stealthIncreases) / total * 10.f);
if (combatFraction > 7)
ret = "warrior";
else if (magicFraction > 7)
ret = "mage";
else if (stealthFraction > 7)
ret = "thief";
switch (combatFraction)
{
case 7:
ret = "warrior";
break;
case 6:
if (stealthFraction == 1)
ret = "barbarian";
else if (stealthFraction == 3)
ret = "crusader";
else
ret = "knight";
break;
case 5:
if (stealthFraction == 3)
ret = "scout";
else
ret = "archer";
break;
case 4:
ret = "rogue";
break;
default:
break;
}
switch (magicFraction)
{
case 7:
ret = "mage";
break;
case 6:
if (combatFraction == 2)
ret = "sorcerer";
else if (combatIncreases == 3)
ret = "healer";
else
ret = "battlemage";
break;
case 5:
ret = "witchhunter";
break;
case 4:
ret = "spellsword";
// In vanilla there's also code for "nightblade", however it seems to be unreachable.
break;
default:
break;
}
switch (stealthFraction)
{
case 7:
ret = "thief";
break;
case 6:
if (magicFraction == 1)
ret = "agent";
else if (magicIncreases == 3)
ret = "assassin";
else
ret = "acrobat";
break;
case 5:
if (magicIncreases == 3)
ret = "monk";
else
ret = "pilgrim";
break;
case 3:
if (magicFraction == 3 && stealthFraction == 3)
ret = "bard";
break;
default:
break;
}
return ret;
}
}

@ -39,6 +39,8 @@ namespace MWGui
void resetCoins();
void setAttributeValues();
std::string getLevelupClassImage(const int combatIncreases, const int magicIncreases, const int stealthIncreases);
};
}

@ -34,6 +34,7 @@ MWMechanics::NpcStats::NpcStats()
, mIsWerewolf(false)
{
mSkillIncreases.resize (ESM::Attribute::Length, 0);
mSpecIncreases.resize(3, 0);
}
int MWMechanics::NpcStats::getBaseDisposition() const
@ -255,6 +256,8 @@ void MWMechanics::NpcStats::increaseSkill(int skillIndex, const ESM::Class &clas
MWBase::Environment::get().getWorld ()->getStore ().get<ESM::Skill>().find(skillIndex);
mSkillIncreases[skill->mData.mAttribute] += increase;
mSpecIncreases[skill->mData.mSpecialization] += gmst.find("iLevelupSpecialization")->getInt();
// 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);
@ -326,6 +329,11 @@ int MWMechanics::NpcStats::getLevelupAttributeMultiplier(int attribute) const
return MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(gmst.str())->getInt();
}
int MWMechanics::NpcStats::getSkillIncreasesForSpecialization(int spec) const
{
return mSpecIncreases[spec];
}
void MWMechanics::NpcStats::flagAsUsed (const std::string& id)
{
mUsedIds.insert (id);
@ -469,6 +477,9 @@ void MWMechanics::NpcStats::writeState (ESM::NpcStats& state) const
for (int i=0; i<ESM::Attribute::Length; ++i)
state.mSkillIncrease[i] = mSkillIncreases[i];
for (int i=0; i<3; ++i)
state.mSpecIncreases[i] = mSpecIncreases[i];
std::copy (mUsedIds.begin(), mUsedIds.end(), std::back_inserter (state.mUsedIds));
state.mTimeToStartDrowning = mTimeToStartDrowning;
@ -508,6 +519,9 @@ void MWMechanics::NpcStats::readState (const ESM::NpcStats& state)
for (int i=0; i<ESM::Attribute::Length; ++i)
mSkillIncreases[i] = state.mSkillIncrease[i];
for (int i=0; i<3; ++i)
mSpecIncreases[i] = state.mSpecIncreases[i];
for (std::vector<std::string>::const_iterator iter (state.mUsedIds.begin());
iter!=state.mUsedIds.end(); ++iter)
if (store.find (*iter))

@ -34,7 +34,8 @@ namespace MWMechanics
std::set<std::string> mExpelled;
std::map<std::string, int> mFactionReputation;
int mLevelProgress; // 0-10
std::vector<int> mSkillIncreases; // number of skill increases for each attribute
std::vector<int> mSkillIncreases; // number of skill increases for each attribute (resets after leveling up)
std::vector<int> mSpecIncreases; // number of skill increases for each specialization (accumulates throughout the entire game)
std::set<std::string> mUsedIds;
// ---------------------------------------------------------------------------
@ -86,6 +87,8 @@ namespace MWMechanics
int getLevelupAttributeMultiplier(int attribute) const;
int getSkillIncreasesForSpecialization(int spec) const;
void levelUp();
void updateHealth();

@ -95,6 +95,8 @@ void ESM::NpcStats::load (ESMReader &esm)
esm.getHNT (mSkillIncrease, "INCR");
esm.getHNOT (mSpecIncreases, "SPEC");
while (esm.isNextSub ("USED"))
mUsedIds.push_back (esm.getHString());
@ -156,6 +158,8 @@ void ESM::NpcStats::save (ESMWriter &esm) const
esm.writeHNT ("INCR", mSkillIncrease);
esm.writeHNT ("SPEC", mSpecIncreases);
for (std::vector<std::string>::const_iterator iter (mUsedIds.begin()); iter!=mUsedIds.end();
++iter)
esm.writeHNString ("USED", *iter);
@ -178,6 +182,8 @@ void ESM::NpcStats::blank()
mLevelProgress = 0;
for (int i=0; i<8; ++i)
mSkillIncrease[i] = 0;
for (int i=0; i<3; ++i)
mSpecIncreases[i] = 0;
mTimeToStartDrowning = 20;
mCrimeId = -1;
}

@ -37,6 +37,7 @@ namespace ESM
int mWerewolfKills;
int mLevelProgress;
int mSkillIncrease[8];
int mSpecIncreases[3];
std::vector<std::string> mUsedIds; // lower case IDs
float mTimeToStartDrowning;
int mCrimeId;

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