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OpenMW/apps/openmw/mwworld/actionread.cpp

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#include "actionread.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/world.hpp"
#include "../mwworld/player.hpp"
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#include "../mwmechanics/npcstats.hpp"
#include "../mwgui/bookwindow.hpp"
#include "../mwgui/scrollwindow.hpp"
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#include "player.hpp"
#include "class.hpp"
#include "esmstore.hpp"
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namespace MWWorld
{
ActionRead::ActionRead (const MWWorld::Ptr& object) : Action (false, object)
{
}
void ActionRead::executeImp (const MWWorld::Ptr& actor) {
//Ensure we're not in combat
if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()
// Reading in combat is still allowed if the scroll/book is not in the player inventory yet
// (since otherwise, there would be no way to pick it up)
&& getTarget().getContainerStore() == &actor.getClass().getContainerStore(actor)
) {
MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage4}");
return;
}
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()->pushGuiMode(MWGui::GM_Scroll);
MWBase::Environment::get().getWindowManager()->getScrollWindow()->open(getTarget());
}
else
{
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MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Book);
MWBase::Environment::get().getWindowManager()->getBookWindow()->open(getTarget());
}
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MWWorld::Ptr player = MWBase::Environment::get().getWorld ()->getPlayerPtr();
MWMechanics::NpcStats& npcStats = player.getClass().getNpcStats (player);
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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
&& !npcStats.hasBeenUsed (ref->mBase->mId))
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{
MWWorld::LiveCellRef<ESM::NPC> *playerRef = player.get<ESM::NPC>();
const ESM::Class *class_ =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>().find (
playerRef->mBase->mClass
);
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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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}
}
}