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64 lines
2.1 KiB
C++
64 lines
2.1 KiB
C++
#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 "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "player.hpp"
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#include "class.hpp"
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#include "esmstore.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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if (actor != MWMechanics::getPlayer())
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return;
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//Ensure we're not in combat
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if(MWMechanics::isPlayerInCombat()
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// Reading in combat is still allowed if the scroll/book is not in the player inventory yet
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// (since otherwise, there would be no way to pick it up)
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&& getTarget().getContainerStore() == &actor.getClass().getContainerStore(actor)
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) {
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MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage4}");
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return;
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}
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bool showTakeButton = (getTarget().getContainerStore() != &actor.getClass().getContainerStore(actor));
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LiveCellRef<ESM::Book> *ref = getTarget().get<ESM::Book>();
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if (ref->mBase->mData.mIsScroll)
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MWBase::Environment::get().getWindowManager()->showScroll(getTarget(), showTakeButton);
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else
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MWBase::Environment::get().getWindowManager()->showBook(getTarget(), showTakeButton);
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MWMechanics::NpcStats& npcStats = actor.getClass().getNpcStats (actor);
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// Skill gain from books
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if (ref->mBase->mData.mSkillID >= 0 && ref->mBase->mData.mSkillID < ESM::Skill::Length
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&& !npcStats.hasBeenUsed (ref->mBase->mId))
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{
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MWWorld::LiveCellRef<ESM::NPC> *playerRef = actor.get<ESM::NPC>();
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const ESM::Class *class_ =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>().find (
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playerRef->mBase->mClass
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);
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npcStats.increaseSkill (ref->mBase->mData.mSkillID, *class_, true);
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npcStats.flagAsUsed (ref->mBase->mId);
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}
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}
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}
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