Example #1
0
    void WaitDialog::onUntilHealedButtonClicked(MyGUI::Widget* sender)
    {
        // we need to sleep for a specific time, and since that isn't calculated yet, we'll do it here
        // I'm making the assumption here that the # of hours rested is calculated when rest is started
        // TODO: the rougher logic here (calculating the hourly deltas) should really go into helper funcs elsewhere
        MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
        MWMechanics::CreatureStats stats = MWWorld::Class::get(player).getCreatureStats(player);
        const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();

        float hourlyHealthDelta  = stats.getAttribute(ESM::Attribute::Endurance).getModified() * 0.1;

        bool stunted = (stats.getMagicEffects().get(MWMechanics::EffectKey(ESM::MagicEffect::StuntedMagicka)).mMagnitude > 0);
        float fRestMagicMult = store.get<ESM::GameSetting>().find("fRestMagicMult")->getFloat();
        float hourlyMagickaDelta = fRestMagicMult * stats.getAttribute(ESM::Attribute::Intelligence).getModified();

        // this massive duplication is why it has to be put into helper functions instead
        float fFatigueReturnBase = store.get<ESM::GameSetting>().find("fFatigueReturnBase")->getFloat();
        float fFatigueReturnMult = store.get<ESM::GameSetting>().find("fFatigueReturnMult")->getFloat();
        float fEndFatigueMult = store.get<ESM::GameSetting>().find("fEndFatigueMult")->getFloat();
        float capacity = MWWorld::Class::get(player).getCapacity(player);
        float encumbrance = MWWorld::Class::get(player).getEncumbrance(player);
        float normalizedEncumbrance = (capacity == 0 ? 1 : encumbrance/capacity);
        if (normalizedEncumbrance > 1)
            normalizedEncumbrance = 1;
        float hourlyFatigueDelta = fFatigueReturnBase + fFatigueReturnMult * (1 - normalizedEncumbrance);
        hourlyFatigueDelta *= 3600 * fEndFatigueMult * stats.getAttribute(ESM::Attribute::Endurance).getModified();

        float healthHours  = hourlyHealthDelta  >= 0.0
                             ? (stats.getHealth().getBase() - stats.getHealth().getCurrent()) / hourlyHealthDelta
                             : 1.0f;
        float magickaHours = stunted ? 0.0 :
                              hourlyMagickaDelta >= 0.0
                              ? (stats.getMagicka().getBase() - stats.getMagicka().getCurrent()) / hourlyMagickaDelta
                              : 1.0f;
        float fatigueHours = hourlyFatigueDelta >= 0.0
                             ? (stats.getFatigue().getBase() - stats.getFatigue().getCurrent()) / hourlyFatigueDelta
                             : 1.0f;

        int autoHours = int(std::ceil( std::max(std::max(healthHours, magickaHours), std::max(fatigueHours, 1.0f)) )); // this should use a variadic max if possible

        startWaiting(autoHours);
    }
Example #2
0
    void CharacterCreation::spawnDialog(const char id)
    {
        switch (id)
        {
            case GM_Name:
                MWBase::Environment::get().getWindowManager()->removeDialog(mNameDialog);
                mNameDialog = 0;
                mNameDialog = new 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(mRaceDialog);
                mRaceDialog = 0;
                mRaceDialog = new RaceDialog();
                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(mClassChoiceDialog);
                mClassChoiceDialog = 0;
                mClassChoiceDialog = new 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(mPickClassDialog);
                mPickClassDialog = 0;
                mPickClassDialog = new PickClassDialog();
                mPickClassDialog->setNextButtonShow(mCreationStage >= CSE_ClassChosen);
                mPickClassDialog->setClassId(mPlayerClass.mName);
                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(mBirthSignDialog);
                mBirthSignDialog = 0;
                mBirthSignDialog = new 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:
                MWBase::Environment::get().getWindowManager()->removeDialog(mCreateClassDialog);
                mCreateClassDialog = 0;
                mCreateClassDialog = new CreateClassDialog();
                mCreateClassDialog->setNextButtonShow(mCreationStage >= CSE_ClassChosen);
                mCreateClassDialog->eventDone += MyGUI::newDelegate(this, &CharacterCreation::onCreateClassDialogDone);
                mCreateClassDialog->eventBack += MyGUI::newDelegate(this, &CharacterCreation::onCreateClassDialogBack);
                mCreateClassDialog->setVisible(true);
                if (mCreationStage < CSE_RaceChosen)
                    mCreationStage = CSE_RaceChosen;
                break;
            case GM_ClassGenerate:
                mGenerateClassStep = 0;
                mGenerateClass = "";
                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(mReviewDialog);
                mReviewDialog = 0;
                mReviewDialog = new ReviewDialog();
                mReviewDialog->setPlayerName(mPlayerName);
                mReviewDialog->setRace(mPlayerRaceId);
                mReviewDialog->setClass(mPlayerClass);
                mReviewDialog->setBirthSign(mPlayerBirthSignId);

                {
                    MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
                    MWMechanics::CreatureStats stats = MWWorld::Class::get(player).getCreatureStats(player);

                    mReviewDialog->setHealth ( stats.getHealth()  );
                    mReviewDialog->setMagicka( stats.getMagicka() );
                    mReviewDialog->setFatigue( stats.getFatigue() );
                }

                {
                    std::map<int, MWMechanics::Stat<int> > attributes = MWBase::Environment::get().getWindowManager()->getPlayerAttributeValues();
                    for (std::map<int, MWMechanics::Stat<int> >::iterator it = attributes.begin();
                        it != attributes.end(); ++it)
                    {
                        mReviewDialog->setAttribute(static_cast<ESM::Attribute::AttributeID> (it->first), it->second);
                    }
                }

                {
                    std::map<int, MWMechanics::Stat<float> > skills = MWBase::Environment::get().getWindowManager()->getPlayerSkillValues();
                    for (std::map<int, MWMechanics::Stat<float> >::iterator it = skills.begin();
                        it != skills.end(); ++it)
                    {
                        mReviewDialog->setSkillValue(static_cast<ESM::Skill::SkillEnum> (it->first), it->second);
                    }
                    mReviewDialog->configureSkills(MWBase::Environment::get().getWindowManager()->getPlayerMajorSkills(), MWBase::Environment::get().getWindowManager()->getPlayerMinorSkills());
                }

                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;
        }
    }