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OpenMW/apps/openmw/mwgui/trainingwindow.cpp
2023-07-01 00:59:35 +02:00

217 lines
7.7 KiB
C++

#include "trainingwindow.hpp"
#include <MyGUI_Button.h>
#include <MyGUI_Gui.h>
#include <MyGUI_TextIterator.h>
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "../mwmechanics/npcstats.hpp"
#include <components/esm3/loadclas.hpp>
#include <components/settings/values.hpp>
#include "tooltips.hpp"
namespace MWGui
{
TrainingWindow::TrainingWindow()
: WindowBase("openmw_trainingwindow.layout")
, mTimeAdvancer(0.05f)
{
getWidget(mTrainingOptions, "TrainingOptions");
getWidget(mCancelButton, "CancelButton");
getWidget(mPlayerGold, "PlayerGold");
mCancelButton->eventMouseButtonClick += MyGUI::newDelegate(this, &TrainingWindow::onCancelButtonClicked);
mTimeAdvancer.eventProgressChanged += MyGUI::newDelegate(this, &TrainingWindow::onTrainingProgressChanged);
mTimeAdvancer.eventFinished += MyGUI::newDelegate(this, &TrainingWindow::onTrainingFinished);
}
void TrainingWindow::onOpen()
{
if (mTimeAdvancer.isRunning())
{
mProgressBar.setVisible(true);
setVisible(false);
}
else
mProgressBar.setVisible(false);
center();
}
void TrainingWindow::setPtr(const MWWorld::Ptr& actor)
{
mPtr = actor;
MWWorld::Ptr player = MWMechanics::getPlayer();
int playerGold = player.getClass().getContainerStore(player).count(MWWorld::ContainerStore::sGoldId);
mPlayerGold->setCaptionWithReplacing("#{sGold}: " + MyGUI::utility::toString(playerGold));
const auto& store = MWBase::Environment::get().getESMStore();
const MWWorld::Store<ESM::GameSetting>& gmst = store->get<ESM::GameSetting>();
const MWWorld::Store<ESM::Skill>& skillStore = store->get<ESM::Skill>();
// NPC can train you in his best 3 skills
std::vector<std::pair<const ESM::Skill*, float>> skills;
MWMechanics::NpcStats const& actorStats(actor.getClass().getNpcStats(actor));
for (const ESM::Skill& skill : skillStore)
{
float value = getSkillForTraining(actorStats, skill.mId);
skills.emplace_back(&skill, value);
}
std::sort(skills.begin(), skills.end(), [](const auto& left, const auto& right) {
return std::tie(right.second, left.first->mId) < std::tie(left.second, right.first->mId);
});
MyGUI::EnumeratorWidgetPtr widgets = mTrainingOptions->getEnumerator();
MyGUI::Gui::getInstance().destroyWidgets(widgets);
MWMechanics::NpcStats& pcStats = player.getClass().getNpcStats(player);
const int lineHeight = MWBase::Environment::get().getWindowManager()->getFontHeight() + 2;
for (int i = 0; i < 3; ++i)
{
const ESM::Skill* skill = skills[i].first;
int price = static_cast<int>(
pcStats.getSkill(skill->mId).getBase() * gmst.find("iTrainingMod")->mValue.getInteger());
price = std::max(1, price);
price = MWBase::Environment::get().getMechanicsManager()->getBarterOffer(mPtr, price, true);
MyGUI::Button* button = mTrainingOptions->createWidget<MyGUI::Button>(price <= playerGold
? "SandTextButton"
: "SandTextButtonDisabled", // can't use setEnabled since that removes tooltip
MyGUI::IntCoord(5, 5 + i * lineHeight, mTrainingOptions->getWidth() - 10, lineHeight),
MyGUI::Align::Default);
button->setUserData(skills[i].first);
button->eventMouseButtonClick += MyGUI::newDelegate(this, &TrainingWindow::onTrainingSelected);
button->setCaptionWithReplacing(
MyGUI::TextIterator::toTagsString(skill->mName) + " - " + MyGUI::utility::toString(price));
button->setSize(button->getTextSize().width + 12, button->getSize().height);
ToolTips::createSkillToolTip(button, skill->mId);
}
center();
}
void TrainingWindow::onReferenceUnavailable()
{
MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Training);
}
void TrainingWindow::onCancelButtonClicked(MyGUI::Widget* sender)
{
MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Training);
}
void TrainingWindow::onTrainingSelected(MyGUI::Widget* sender)
{
const ESM::Skill* skill = *sender->getUserData<const ESM::Skill*>();
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
MWMechanics::NpcStats& pcStats = player.getClass().getNpcStats(player);
const MWWorld::ESMStore& store = *MWBase::Environment::get().getESMStore();
int price = pcStats.getSkill(skill->mId).getBase()
* store.get<ESM::GameSetting>().find("iTrainingMod")->mValue.getInteger();
price = MWBase::Environment::get().getMechanicsManager()->getBarterOffer(mPtr, price, true);
if (price > player.getClass().getContainerStore(player).count(MWWorld::ContainerStore::sGoldId))
return;
if (getSkillForTraining(mPtr.getClass().getNpcStats(mPtr), skill->mId)
<= pcStats.getSkill(skill->mId).getBase())
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sServiceTrainingWords}");
return;
}
// You can not train a skill above its governing attribute
if (pcStats.getSkill(skill->mId).getBase()
>= pcStats.getAttribute(ESM::Attribute::AttributeID(skill->mData.mAttribute)).getBase())
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage17}");
return;
}
// increase skill
MWWorld::LiveCellRef<ESM::NPC>* playerRef = player.get<ESM::NPC>();
const ESM::Class* class_ = store.get<ESM::Class>().find(playerRef->mBase->mClass);
pcStats.increaseSkill(skill->mId, *class_, true);
// remove gold
player.getClass().getContainerStore(player).remove(MWWorld::ContainerStore::sGoldId, price);
// add gold to NPC trading gold pool
MWMechanics::NpcStats& npcStats = mPtr.getClass().getNpcStats(mPtr);
npcStats.setGoldPool(npcStats.getGoldPool() + price);
// advance time
MWBase::Environment::get().getMechanicsManager()->rest(2, false);
MWBase::Environment::get().getWorld()->advanceTime(2);
setVisible(false);
mProgressBar.setVisible(true);
mProgressBar.setProgress(0, 2);
mTimeAdvancer.run(2);
MWBase::Environment::get().getWindowManager()->fadeScreenOut(0.25);
MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.25, false, 0.25);
}
void TrainingWindow::onTrainingProgressChanged(int cur, int total)
{
mProgressBar.setProgress(cur, total);
}
void TrainingWindow::onTrainingFinished()
{
mProgressBar.setVisible(false);
// go back to game mode
MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Training);
MWBase::Environment::get().getWindowManager()->exitCurrentGuiMode();
}
float TrainingWindow::getSkillForTraining(const MWMechanics::NpcStats& stats, ESM::RefId id) const
{
if (Settings::game().mTrainersTrainingSkillsBasedOnBaseSkill)
return stats.getSkill(id).getBase();
return stats.getSkill(id).getModified();
}
void TrainingWindow::onFrame(float dt)
{
checkReferenceAvailable();
mTimeAdvancer.onFrame(dt);
}
bool TrainingWindow::exit()
{
return !mTimeAdvancer.isRunning();
}
}