#include "spellbuyingwindow.hpp" #include #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwworld/player.hpp" #include "../mwworld/manualref.hpp" #include "../mwmechanics/spells.hpp" #include "../mwmechanics/creaturestats.hpp" #include "inventorywindow.hpp" #include "tradewindow.hpp" namespace MWGui { const int SpellBuyingWindow::sLineHeight = 18; SpellBuyingWindow::SpellBuyingWindow(MWBase::WindowManager& parWindowManager) : WindowBase("openmw_spell_buying_window.layout", parWindowManager) , ContainerBase(NULL) // no drag&drop , mCurrentY(0) , mLastPos(0) { setCoord(0, 0, 450, 300); getWidget(mCancelButton, "CancelButton"); getWidget(mPlayerGold, "PlayerGold"); getWidget(mSelect, "Select"); getWidget(mSpells, "Spells"); getWidget(mSpellsView, "SpellsView"); mCancelButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SpellBuyingWindow::onCancelButtonClicked); mSpells->setCoord(450/2-mSpells->getTextSize().width/2, mSpells->getTop(), mSpells->getTextSize().width, mSpells->getHeight()); mSelect->setCoord(8, mSelect->getTop(), mSelect->getTextSize().width, mSelect->getHeight()); } void SpellBuyingWindow::addSpell(const std::string& spellId) { const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(spellId); int price = spell->data.cost*MWBase::Environment::get().getWorld()->getStore().gameSettings.search("fSpellValueMult")->f; MyGUI::Button* toAdd = mSpellsView->createWidget((price>mWindowManager.getInventoryWindow()->getPlayerGold()) ? "SandTextGreyedOut" : "SpellText", 0, mCurrentY, 200, sLineHeight, MyGUI::Align::Default); mCurrentY += sLineHeight; /// \todo price adjustment depending on merchantile skill toAdd->setUserData(price); toAdd->setCaption(spell->name+" - "+boost::lexical_cast(price)+MWBase::Environment::get().getWorld()->getStore().gameSettings.search("sgp")->str); toAdd->setSize(toAdd->getTextSize().width,sLineHeight); toAdd->eventMouseWheel += MyGUI::newDelegate(this, &SpellBuyingWindow::onMouseWheel); toAdd->setUserString("ToolTipType", "Spell"); toAdd->setUserString("Spell", spellId); toAdd->eventMouseButtonClick += MyGUI::newDelegate(this, &SpellBuyingWindow::onSpellButtonClick); mSpellsWidgetMap.insert(std::make_pair (toAdd, spellId)); } void SpellBuyingWindow::clearSpells() { mSpellsView->setViewOffset(MyGUI::IntPoint(0,0)); mCurrentY = 0; while (mSpellsView->getChildCount()) MyGUI::Gui::getInstance().destroyWidget(mSpellsView->getChildAt(0)); mSpellsWidgetMap.clear(); } void SpellBuyingWindow::startSpellBuying(const MWWorld::Ptr& actor) { center(); mActor = actor; clearSpells(); MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer(); MWMechanics::Spells& playerSpells = MWWorld::Class::get (player).getCreatureStats (player).getSpells(); MWMechanics::Spells& merchantSpells = MWWorld::Class::get (actor).getCreatureStats (actor).getSpells(); for (MWMechanics::Spells::TIterator iter = merchantSpells.begin(); iter!=merchantSpells.end(); ++iter) { const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find (*iter); if (spell->data.type!=ESM::Spell::ST_Spell) continue; // don't try to sell diseases, curses or powers if (std::find (playerSpells.begin(), playerSpells.end(), *iter)!=playerSpells.end()) continue; // we have that spell already addSpell (*iter); } updateLabels(); mSpellsView->setCanvasSize (MyGUI::IntSize(mSpellsView->getWidth(), std::max(mSpellsView->getHeight(), mCurrentY))); } void SpellBuyingWindow::onSpellButtonClick(MyGUI::Widget* _sender) { int price = *_sender->getUserData(); if (mWindowManager.getInventoryWindow()->getPlayerGold()>=price) { MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer(); MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player); MWMechanics::Spells& spells = stats.getSpells(); spells.add (mSpellsWidgetMap.find(_sender)->second); mWindowManager.getTradeWindow()->addOrRemoveGold(-price); startSpellBuying(mActor); MWBase::Environment::get().getSoundManager()->playSound ("Item Gold Up", 1.0, 1.0); } } void SpellBuyingWindow::onCancelButtonClicked(MyGUI::Widget* _sender) { mWindowManager.removeGuiMode(GM_SpellBuying); } void SpellBuyingWindow::updateLabels() { mPlayerGold->setCaption(MWBase::Environment::get().getWorld()->getStore().gameSettings.search("sGold")->str + ": " + boost::lexical_cast(mWindowManager.getInventoryWindow()->getPlayerGold())); mPlayerGold->setCoord(8, mPlayerGold->getTop(), mPlayerGold->getTextSize().width, mPlayerGold->getHeight()); } void SpellBuyingWindow::onReferenceUnavailable() { // remove both Spells and Dialogue (since you always trade with the NPC/creature that you have previously talked to) mWindowManager.removeGuiMode(GM_SpellBuying); mWindowManager.removeGuiMode(GM_Dialogue); } void SpellBuyingWindow::onMouseWheel(MyGUI::Widget* _sender, int _rel) { if (mSpellsView->getViewOffset().top + _rel*0.3 > 0) mSpellsView->setViewOffset(MyGUI::IntPoint(0, 0)); else mSpellsView->setViewOffset(MyGUI::IntPoint(0, mSpellsView->getViewOffset().top + _rel*0.3)); } }