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OpenMW/apps/openmw/mwgui/charactercreation.cpp
elsid b5ec584be2
Replace ESM::RefId::sEmpty by default constructed RefId where possible
Static const is only required to provide a reference or a pointer when it is not
possible with default constructed temporary.
2023-02-18 01:07:15 +01:00

729 lines
28 KiB
C++

#include "charactercreation.hpp"
#include <MyGUI_ITexture.h>
#include <components/debug/debuglog.hpp>
#include <components/fallback/fallback.hpp>
#include <components/misc/rng.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/player.hpp"
#include "birth.hpp"
#include "class.hpp"
#include "inventorywindow.hpp"
#include "race.hpp"
#include "review.hpp"
#include "textinput.hpp"
namespace
{
struct Response
{
const std::string mText;
const ESM::Class::Specialization mSpecialization;
};
struct Step
{
const std::string mText;
const Response mResponses[3];
const std::string mSound;
};
Step sGenerateClassSteps(int number)
{
number++;
std::string question{ Fallback::Map::getString("Question_" + MyGUI::utility::toString(number) + "_Question") };
std::string answer0{ Fallback::Map::getString("Question_" + MyGUI::utility::toString(number) + "_AnswerOne") };
std::string answer1{ Fallback::Map::getString("Question_" + MyGUI::utility::toString(number) + "_AnswerTwo") };
std::string answer2{ Fallback::Map::getString(
"Question_" + MyGUI::utility::toString(number) + "_AnswerThree") };
std::string sound = "vo\\misc\\chargen qa" + MyGUI::utility::toString(number) + ".wav";
Response r0 = { answer0, ESM::Class::Combat };
Response r1 = { answer1, ESM::Class::Magic };
Response r2 = { answer2, ESM::Class::Stealth };
// randomize order in which responses are displayed
int order = Misc::Rng::rollDice(6);
switch (order)
{
case 0:
return { question, { r0, r1, r2 }, sound };
case 1:
return { question, { r0, r2, r1 }, sound };
case 2:
return { question, { r1, r0, r2 }, sound };
case 3:
return { question, { r1, r2, r0 }, sound };
case 4:
return { question, { r2, r0, r1 }, sound };
default:
return { question, { r2, r1, r0 }, sound };
}
}
}
namespace MWGui
{
CharacterCreation::CharacterCreation(osg::Group* parent, Resource::ResourceSystem* resourceSystem)
: mParent(parent)
, mResourceSystem(resourceSystem)
, mGenerateClassStep(0)
{
mCreationStage = CSE_NotStarted;
mGenerateClassResponses[0] = ESM::Class::Combat;
mGenerateClassResponses[1] = ESM::Class::Magic;
mGenerateClassResponses[2] = ESM::Class::Stealth;
mGenerateClassSpecializations[0] = 0;
mGenerateClassSpecializations[1] = 0;
mGenerateClassSpecializations[2] = 0;
// Setup player stats
for (int i = 0; i < ESM::Attribute::Length; ++i)
mPlayerAttributes.emplace(ESM::Attribute::sAttributeIds[i], MWMechanics::AttributeValue());
for (int i = 0; i < ESM::Skill::Length; ++i)
mPlayerSkillValues.emplace(ESM::Skill::sSkillIds[i], MWMechanics::SkillValue());
}
void CharacterCreation::setValue(std::string_view id, const MWMechanics::AttributeValue& value)
{
static const char* ids[] = {
"AttribVal1",
"AttribVal2",
"AttribVal3",
"AttribVal4",
"AttribVal5",
"AttribVal6",
"AttribVal7",
"AttribVal8",
nullptr,
};
for (int i = 0; ids[i]; ++i)
{
if (ids[i] == id)
{
mPlayerAttributes[static_cast<ESM::Attribute::AttributeID>(i)] = value;
if (mReviewDialog)
mReviewDialog->setAttribute(static_cast<ESM::Attribute::AttributeID>(i), value);
break;
}
}
}
void CharacterCreation::setValue(std::string_view id, const MWMechanics::DynamicStat<float>& value)
{
if (mReviewDialog)
{
if (id == "HBar")
{
mReviewDialog->setHealth(value);
}
else if (id == "MBar")
{
mReviewDialog->setMagicka(value);
}
else if (id == "FBar")
{
mReviewDialog->setFatigue(value);
}
}
}
void CharacterCreation::setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::SkillValue& value)
{
mPlayerSkillValues[parSkill] = value;
if (mReviewDialog)
mReviewDialog->setSkillValue(parSkill, value);
}
void CharacterCreation::configureSkills(const SkillList& major, const SkillList& minor)
{
if (mReviewDialog)
mReviewDialog->configureSkills(major, minor);
mPlayerMajorSkills = major;
mPlayerMinorSkills = minor;
}
void CharacterCreation::onFrame(float duration)
{
if (mReviewDialog)
mReviewDialog->onFrame(duration);
}
void CharacterCreation::spawnDialog(const char id)
{
try
{
switch (id)
{
case GM_Name:
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mNameDialog));
mNameDialog = std::make_unique<TextInputDialog>();
mNameDialog->setTextLabel(
MWBase::Environment::get().getWindowManager()->getGameSettingString("sName", "Name"));
mNameDialog->setTextInput(mPlayerName);
mNameDialog->setNextButtonShow(mCreationStage >= CSE_NameChosen);
mNameDialog->eventDone += MyGUI::newDelegate(this, &CharacterCreation::onNameDialogDone);
mNameDialog->setVisible(true);
break;
case GM_Race:
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mRaceDialog));
mRaceDialog = std::make_unique<RaceDialog>(mParent, mResourceSystem);
mRaceDialog->setNextButtonShow(mCreationStage >= CSE_RaceChosen);
mRaceDialog->setRaceId(mPlayerRaceId);
mRaceDialog->eventDone += MyGUI::newDelegate(this, &CharacterCreation::onRaceDialogDone);
mRaceDialog->eventBack += MyGUI::newDelegate(this, &CharacterCreation::onRaceDialogBack);
mRaceDialog->setVisible(true);
if (mCreationStage < CSE_NameChosen)
mCreationStage = CSE_NameChosen;
break;
case GM_Class:
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mClassChoiceDialog));
mClassChoiceDialog = std::make_unique<ClassChoiceDialog>();
mClassChoiceDialog->eventButtonSelected
+= MyGUI::newDelegate(this, &CharacterCreation::onClassChoice);
mClassChoiceDialog->setVisible(true);
if (mCreationStage < CSE_RaceChosen)
mCreationStage = CSE_RaceChosen;
break;
case GM_ClassPick:
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mPickClassDialog));
mPickClassDialog = std::make_unique<PickClassDialog>();
mPickClassDialog->setNextButtonShow(mCreationStage >= CSE_ClassChosen);
mPickClassDialog->setClassId(mPlayerClass.mId);
mPickClassDialog->eventDone += MyGUI::newDelegate(this, &CharacterCreation::onPickClassDialogDone);
mPickClassDialog->eventBack += MyGUI::newDelegate(this, &CharacterCreation::onPickClassDialogBack);
mPickClassDialog->setVisible(true);
if (mCreationStage < CSE_RaceChosen)
mCreationStage = CSE_RaceChosen;
break;
case GM_Birth:
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mBirthSignDialog));
mBirthSignDialog = std::make_unique<BirthDialog>();
mBirthSignDialog->setNextButtonShow(mCreationStage >= CSE_BirthSignChosen);
mBirthSignDialog->setBirthId(mPlayerBirthSignId);
mBirthSignDialog->eventDone += MyGUI::newDelegate(this, &CharacterCreation::onBirthSignDialogDone);
mBirthSignDialog->eventBack += MyGUI::newDelegate(this, &CharacterCreation::onBirthSignDialogBack);
mBirthSignDialog->setVisible(true);
if (mCreationStage < CSE_ClassChosen)
mCreationStage = CSE_ClassChosen;
break;
case GM_ClassCreate:
if (mCreateClassDialog == nullptr)
{
mCreateClassDialog = std::make_unique<CreateClassDialog>();
mCreateClassDialog->eventDone
+= MyGUI::newDelegate(this, &CharacterCreation::onCreateClassDialogDone);
mCreateClassDialog->eventBack
+= MyGUI::newDelegate(this, &CharacterCreation::onCreateClassDialogBack);
}
mCreateClassDialog->setNextButtonShow(mCreationStage >= CSE_ClassChosen);
mCreateClassDialog->setVisible(true);
if (mCreationStage < CSE_RaceChosen)
mCreationStage = CSE_RaceChosen;
break;
case GM_ClassGenerate:
mGenerateClassStep = 0;
mGenerateClass = ESM::RefId();
mGenerateClassSpecializations[0] = 0;
mGenerateClassSpecializations[1] = 0;
mGenerateClassSpecializations[2] = 0;
showClassQuestionDialog();
if (mCreationStage < CSE_RaceChosen)
mCreationStage = CSE_RaceChosen;
break;
case GM_Review:
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mReviewDialog));
mReviewDialog = std::make_unique<ReviewDialog>();
MWBase::World* world = MWBase::Environment::get().getWorld();
const ESM::NPC* playerNpc = world->getPlayerPtr().get<ESM::NPC>()->mBase;
const MWWorld::Player player = world->getPlayer();
const ESM::Class* playerClass = world->getStore().get<ESM::Class>().find(playerNpc->mClass);
mReviewDialog->setPlayerName(playerNpc->mName);
mReviewDialog->setRace(playerNpc->mRace);
mReviewDialog->setClass(*playerClass);
mReviewDialog->setBirthSign(player.getBirthSign());
MWWorld::Ptr playerPtr = MWMechanics::getPlayer();
const MWMechanics::CreatureStats& stats = playerPtr.getClass().getCreatureStats(playerPtr);
mReviewDialog->setHealth(stats.getHealth());
mReviewDialog->setMagicka(stats.getMagicka());
mReviewDialog->setFatigue(stats.getFatigue());
for (auto& attributePair : mPlayerAttributes)
{
mReviewDialog->setAttribute(
static_cast<ESM::Attribute::AttributeID>(attributePair.first), attributePair.second);
}
for (auto& skillPair : mPlayerSkillValues)
{
mReviewDialog->setSkillValue(
static_cast<ESM::Skill::SkillEnum>(skillPair.first), skillPair.second);
}
mReviewDialog->configureSkills(mPlayerMajorSkills, mPlayerMinorSkills);
mReviewDialog->eventDone += MyGUI::newDelegate(this, &CharacterCreation::onReviewDialogDone);
mReviewDialog->eventBack += MyGUI::newDelegate(this, &CharacterCreation::onReviewDialogBack);
mReviewDialog->eventActivateDialog
+= MyGUI::newDelegate(this, &CharacterCreation::onReviewActivateDialog);
mReviewDialog->setVisible(true);
if (mCreationStage < CSE_BirthSignChosen)
mCreationStage = CSE_BirthSignChosen;
break;
}
}
catch (std::exception& e)
{
Log(Debug::Error) << "Error: Failed to create chargen window: " << e.what();
}
}
void CharacterCreation::onReviewDialogDone(WindowBase* parWindow)
{
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mReviewDialog));
MWBase::Environment::get().getWindowManager()->popGuiMode();
}
void CharacterCreation::onReviewDialogBack()
{
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mReviewDialog));
mCreationStage = CSE_ReviewBack;
MWBase::Environment::get().getWindowManager()->popGuiMode();
MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_Birth);
}
void CharacterCreation::onReviewActivateDialog(int parDialog)
{
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mReviewDialog));
mCreationStage = CSE_ReviewNext;
MWBase::Environment::get().getWindowManager()->popGuiMode();
switch (parDialog)
{
case ReviewDialog::NAME_DIALOG:
MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_Name);
break;
case ReviewDialog::RACE_DIALOG:
MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_Race);
break;
case ReviewDialog::CLASS_DIALOG:
MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_Class);
break;
case ReviewDialog::BIRTHSIGN_DIALOG:
MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_Birth);
};
}
void CharacterCreation::selectPickedClass()
{
if (mPickClassDialog)
{
const ESM::RefId& classId = mPickClassDialog->getClassId();
if (!classId.empty())
MWBase::Environment::get().getMechanicsManager()->setPlayerClass(classId);
const ESM::Class* klass = MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>().find(classId);
if (klass)
{
mPlayerClass = *klass;
}
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mPickClassDialog));
}
}
void CharacterCreation::onPickClassDialogDone(WindowBase* parWindow)
{
selectPickedClass();
handleDialogDone(CSE_ClassChosen, GM_Birth);
}
void CharacterCreation::onPickClassDialogBack()
{
selectPickedClass();
MWBase::Environment::get().getWindowManager()->popGuiMode();
MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_Class);
}
void CharacterCreation::onClassChoice(int _index)
{
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mClassChoiceDialog));
MWBase::Environment::get().getWindowManager()->popGuiMode();
switch (_index)
{
case ClassChoiceDialog::Class_Generate:
MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_ClassGenerate);
break;
case ClassChoiceDialog::Class_Pick:
MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_ClassPick);
break;
case ClassChoiceDialog::Class_Create:
MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_ClassCreate);
break;
case ClassChoiceDialog::Class_Back:
MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_Race);
break;
};
}
void CharacterCreation::onNameDialogDone(WindowBase* parWindow)
{
if (mNameDialog)
{
mPlayerName = mNameDialog->getTextInput();
MWBase::Environment::get().getMechanicsManager()->setPlayerName(mPlayerName);
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mNameDialog));
}
handleDialogDone(CSE_NameChosen, GM_Race);
}
void CharacterCreation::selectRace()
{
if (mRaceDialog)
{
const ESM::NPC& data = mRaceDialog->getResult();
mPlayerRaceId = data.mRace;
if (!mPlayerRaceId.empty())
{
MWBase::Environment::get().getMechanicsManager()->setPlayerRace(
data.mRace, data.isMale(), data.mHead, data.mHair);
}
MWBase::Environment::get().getWindowManager()->getInventoryWindow()->rebuildAvatar();
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mRaceDialog));
}
}
void CharacterCreation::onRaceDialogBack()
{
selectRace();
MWBase::Environment::get().getWindowManager()->popGuiMode();
MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_Name);
}
void CharacterCreation::onRaceDialogDone(WindowBase* parWindow)
{
selectRace();
handleDialogDone(CSE_RaceChosen, GM_Class);
}
void CharacterCreation::selectBirthSign()
{
if (mBirthSignDialog)
{
mPlayerBirthSignId = mBirthSignDialog->getBirthId();
if (!mPlayerBirthSignId.empty())
MWBase::Environment::get().getMechanicsManager()->setPlayerBirthsign(mPlayerBirthSignId);
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mBirthSignDialog));
}
}
void CharacterCreation::onBirthSignDialogDone(WindowBase* parWindow)
{
selectBirthSign();
handleDialogDone(CSE_BirthSignChosen, GM_Review);
}
void CharacterCreation::onBirthSignDialogBack()
{
selectBirthSign();
MWBase::Environment::get().getWindowManager()->popGuiMode();
MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_Class);
}
void CharacterCreation::selectCreatedClass()
{
if (mCreateClassDialog)
{
ESM::Class klass;
klass.mName = mCreateClassDialog->getName();
klass.mDescription = mCreateClassDialog->getDescription();
klass.mData.mSpecialization = mCreateClassDialog->getSpecializationId();
klass.mData.mIsPlayable = 0x1;
klass.mRecordFlags = 0;
std::vector<int> attributes = mCreateClassDialog->getFavoriteAttributes();
assert(attributes.size() == 2);
klass.mData.mAttribute[0] = attributes[0];
klass.mData.mAttribute[1] = attributes[1];
std::vector<ESM::Skill::SkillEnum> majorSkills = mCreateClassDialog->getMajorSkills();
std::vector<ESM::Skill::SkillEnum> minorSkills = mCreateClassDialog->getMinorSkills();
assert(majorSkills.size() >= sizeof(klass.mData.mSkills) / sizeof(klass.mData.mSkills[0]));
assert(minorSkills.size() >= sizeof(klass.mData.mSkills) / sizeof(klass.mData.mSkills[0]));
for (size_t i = 0; i < sizeof(klass.mData.mSkills) / sizeof(klass.mData.mSkills[0]); ++i)
{
klass.mData.mSkills[i][1] = majorSkills[i];
klass.mData.mSkills[i][0] = minorSkills[i];
}
MWBase::Environment::get().getMechanicsManager()->setPlayerClass(klass);
mPlayerClass = klass;
// Do not delete dialog, so that choices are remembered in case we want to go back and adjust them later
mCreateClassDialog->setVisible(false);
}
}
void CharacterCreation::onCreateClassDialogDone(WindowBase* parWindow)
{
selectCreatedClass();
handleDialogDone(CSE_ClassChosen, GM_Birth);
}
void CharacterCreation::onCreateClassDialogBack()
{
// not done in MW, but we do it for consistency with the other dialogs
selectCreatedClass();
MWBase::Environment::get().getWindowManager()->popGuiMode();
MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_Class);
}
void CharacterCreation::onClassQuestionChosen(int _index)
{
MWBase::Environment::get().getSoundManager()->stopSay();
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mGenerateClassQuestionDialog));
if (_index < 0 || _index >= 3)
{
MWBase::Environment::get().getWindowManager()->popGuiMode();
MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_Class);
return;
}
ESM::Class::Specialization specialization = mGenerateClassResponses[_index];
if (specialization == ESM::Class::Combat)
++mGenerateClassSpecializations[0];
else if (specialization == ESM::Class::Magic)
++mGenerateClassSpecializations[1];
else if (specialization == ESM::Class::Stealth)
++mGenerateClassSpecializations[2];
++mGenerateClassStep;
showClassQuestionDialog();
}
void CharacterCreation::showClassQuestionDialog()
{
if (mGenerateClassStep == 10)
{
unsigned combat = mGenerateClassSpecializations[0];
unsigned magic = mGenerateClassSpecializations[1];
unsigned stealth = mGenerateClassSpecializations[2];
std::string_view className;
if (combat > 7)
{
className = "Warrior";
}
else if (magic > 7)
{
className = "Mage";
}
else if (stealth > 7)
{
className = "Thief";
}
else
{
switch (combat)
{
case 4:
className = "Rogue";
break;
case 5:
if (stealth == 3)
className = "Scout";
else
className = "Archer";
break;
case 6:
if (stealth == 1)
className = "Barbarian";
else if (stealth == 3)
className = "Crusader";
else
className = "Knight";
break;
case 7:
className = "Warrior";
break;
default:
switch (magic)
{
case 4:
className = "Spellsword";
break;
case 5:
className = "Witchhunter";
break;
case 6:
if (combat == 2)
className = "Sorcerer";
else if (combat == 3)
className = "Healer";
else
className = "Battlemage";
break;
case 7:
className = "Mage";
break;
default:
switch (stealth)
{
case 3:
if (magic == 3)
className = "Bard"; // unreachable
else
className = "Warrior";
break;
case 5:
if (magic == 3)
className = "Monk";
else
className = "Pilgrim";
break;
case 6:
if (magic == 1)
className = "Agent";
else if (magic == 3)
className = "Assassin";
else
className = "Acrobat";
break;
case 7:
className = "Thief";
break;
default:
className = "Warrior";
}
}
}
}
mGenerateClass = ESM::RefId::stringRefId(className);
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mGenerateClassResultDialog));
mGenerateClassResultDialog = std::make_unique<GenerateClassResultDialog>();
mGenerateClassResultDialog->setClassId(mGenerateClass);
mGenerateClassResultDialog->eventBack += MyGUI::newDelegate(this, &CharacterCreation::onGenerateClassBack);
mGenerateClassResultDialog->eventDone += MyGUI::newDelegate(this, &CharacterCreation::onGenerateClassDone);
mGenerateClassResultDialog->setVisible(true);
return;
}
if (mGenerateClassStep > 10)
{
MWBase::Environment::get().getWindowManager()->popGuiMode();
MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_Class);
return;
}
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mGenerateClassQuestionDialog));
mGenerateClassQuestionDialog = std::make_unique<InfoBoxDialog>();
Step step = sGenerateClassSteps(mGenerateClassStep);
mGenerateClassResponses[0] = step.mResponses[0].mSpecialization;
mGenerateClassResponses[1] = step.mResponses[1].mSpecialization;
mGenerateClassResponses[2] = step.mResponses[2].mSpecialization;
InfoBoxDialog::ButtonList buttons;
mGenerateClassQuestionDialog->setText(step.mText);
buttons.push_back(step.mResponses[0].mText);
buttons.push_back(step.mResponses[1].mText);
buttons.push_back(step.mResponses[2].mText);
mGenerateClassQuestionDialog->setButtons(buttons);
mGenerateClassQuestionDialog->eventButtonSelected
+= MyGUI::newDelegate(this, &CharacterCreation::onClassQuestionChosen);
mGenerateClassQuestionDialog->setVisible(true);
MWBase::Environment::get().getSoundManager()->say(step.mSound);
}
void CharacterCreation::selectGeneratedClass()
{
MWBase::Environment::get().getWindowManager()->removeDialog(std::move(mGenerateClassResultDialog));
MWBase::Environment::get().getMechanicsManager()->setPlayerClass(mGenerateClass);
const ESM::Class* klass
= MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>().find(mGenerateClass);
mPlayerClass = *klass;
}
void CharacterCreation::onGenerateClassBack()
{
selectGeneratedClass();
MWBase::Environment::get().getWindowManager()->popGuiMode();
MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_Class);
}
void CharacterCreation::onGenerateClassDone(WindowBase* parWindow)
{
selectGeneratedClass();
handleDialogDone(CSE_ClassChosen, GM_Birth);
}
CharacterCreation::~CharacterCreation() = default;
void CharacterCreation::handleDialogDone(CSE currentStage, int nextMode)
{
MWBase::Environment::get().getWindowManager()->popGuiMode();
if (mCreationStage == CSE_ReviewNext)
{
MWBase::Environment::get().getWindowManager()->pushGuiMode(GM_Review);
}
else if (mCreationStage >= currentStage)
{
MWBase::Environment::get().getWindowManager()->pushGuiMode((GuiMode)nextMode);
}
else
{
mCreationStage = currentStage;
}
}
}