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63 lines
2.0 KiB
C++
63 lines
2.0 KiB
C++
#include "actionread.hpp"
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#include <components/esm3/loadbook.hpp>
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#include <components/esm3/loadclas.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/actorutil.hpp"
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#include "../mwmechanics/npcstats.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)
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: 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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{
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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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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, getTarget());
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else
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MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Book, getTarget());
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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().getESMStore()->get<ESM::Class>().find(playerRef->mBase->mClass);
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npcStats.increaseSkill(ref->mBase->mData.mSkillId, *class_, true, 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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