forked from teamnwah/openmw-tes3coop
Rename variables called 'slots' to work around wrong code parsing in QT Creator.
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parent
027f4152e4
commit
60bec03987
10 changed files with 53 additions and 53 deletions
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@ -94,7 +94,7 @@ namespace MWClass
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MWWorld::LiveCellRef<ESM::Armor> *ref =
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ptr.get<ESM::Armor>();
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std::vector<int> slots;
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std::vector<int> slots_;
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const int size = 11;
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@ -116,11 +116,11 @@ namespace MWClass
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for (int i=0; i<size; ++i)
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if (sMapping[i][0]==ref->mBase->mData.mType)
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{
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slots.push_back (int (sMapping[i][1]));
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slots_.push_back (int (sMapping[i][1]));
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break;
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}
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return std::make_pair (slots, false);
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return std::make_pair (slots_, false);
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}
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int Armor::getEquipmentSkill (const MWWorld::Ptr& ptr) const
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@ -288,12 +288,12 @@ namespace MWClass
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MWWorld::InventoryStore& invStore = MWWorld::Class::get(npc).getInventoryStore(npc);
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// slots that this item can be equipped in
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std::pair<std::vector<int>, bool> slots = MWWorld::Class::get(ptr).getEquipmentSlots(ptr);
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std::pair<std::vector<int>, bool> slots_ = MWWorld::Class::get(ptr).getEquipmentSlots(ptr);
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std::string npcRace = npc.get<ESM::NPC>()->mBase->mRace;
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for (std::vector<int>::const_iterator slot=slots.first.begin();
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slot!=slots.first.end(); ++slot)
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for (std::vector<int>::const_iterator slot=slots_.first.begin();
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slot!=slots_.first.end(); ++slot)
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{
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// Beast races cannot equip shoes / boots, or full helms (head part vs hair part)
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@ -78,12 +78,12 @@ namespace MWClass
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MWWorld::LiveCellRef<ESM::Clothing> *ref =
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ptr.get<ESM::Clothing>();
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std::vector<int> slots;
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std::vector<int> slots_;
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if (ref->mBase->mData.mType==ESM::Clothing::Ring)
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{
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slots.push_back (int (MWWorld::InventoryStore::Slot_LeftRing));
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slots.push_back (int (MWWorld::InventoryStore::Slot_RightRing));
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slots_.push_back (int (MWWorld::InventoryStore::Slot_LeftRing));
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slots_.push_back (int (MWWorld::InventoryStore::Slot_RightRing));
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}
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else
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{
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@ -105,12 +105,12 @@ namespace MWClass
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for (int i=0; i<size; ++i)
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if (sMapping[i][0]==ref->mBase->mData.mType)
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{
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slots.push_back (int (sMapping[i][1]));
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slots_.push_back (int (sMapping[i][1]));
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break;
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}
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}
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return std::make_pair (slots, false);
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return std::make_pair (slots_, false);
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}
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int Clothing::getEquipmentSkill (const MWWorld::Ptr& ptr) const
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@ -232,12 +232,12 @@ namespace MWClass
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std::pair<int, std::string> Clothing::canBeEquipped(const MWWorld::Ptr &ptr, const MWWorld::Ptr &npc) const
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{
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// slots that this item can be equipped in
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std::pair<std::vector<int>, bool> slots = MWWorld::Class::get(ptr).getEquipmentSlots(ptr);
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std::pair<std::vector<int>, bool> slots_ = MWWorld::Class::get(ptr).getEquipmentSlots(ptr);
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std::string npcRace = npc.get<ESM::NPC>()->mBase->mRace;
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for (std::vector<int>::const_iterator slot=slots.first.begin();
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slot!=slots.first.end(); ++slot)
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for (std::vector<int>::const_iterator slot=slots_.first.begin();
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slot!=slots_.first.end(); ++slot)
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{
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// Beast races cannot equip shoes / boots, or full helms (head part vs hair part)
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@ -121,12 +121,12 @@ namespace MWClass
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MWWorld::LiveCellRef<ESM::Light> *ref =
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ptr.get<ESM::Light>();
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std::vector<int> slots;
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std::vector<int> slots_;
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if (ref->mBase->mData.mFlags & ESM::Light::Carry)
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slots.push_back (int (MWWorld::InventoryStore::Slot_CarriedLeft));
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slots_.push_back (int (MWWorld::InventoryStore::Slot_CarriedLeft));
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return std::make_pair (slots, false);
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return std::make_pair (slots_, false);
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}
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int Light::getValue (const MWWorld::Ptr& ptr) const
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@ -74,11 +74,11 @@ namespace MWClass
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std::pair<std::vector<int>, bool> Lockpick::getEquipmentSlots (const MWWorld::Ptr& ptr) const
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{
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std::vector<int> slots;
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std::vector<int> slots_;
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slots.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
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slots_.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
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return std::make_pair (slots, false);
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return std::make_pair (slots_, false);
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}
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int Lockpick::getValue (const MWWorld::Ptr& ptr) const
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@ -73,11 +73,11 @@ namespace MWClass
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std::pair<std::vector<int>, bool> Probe::getEquipmentSlots (const MWWorld::Ptr& ptr) const
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{
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std::vector<int> slots;
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std::vector<int> slots_;
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slots.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
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slots_.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
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return std::make_pair (slots, false);
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return std::make_pair (slots_, false);
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}
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int Probe::getValue (const MWWorld::Ptr& ptr) const
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@ -100,23 +100,23 @@ namespace MWClass
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MWWorld::LiveCellRef<ESM::Weapon> *ref =
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ptr.get<ESM::Weapon>();
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std::vector<int> slots;
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std::vector<int> slots_;
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bool stack = false;
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if (ref->mBase->mData.mType==ESM::Weapon::Arrow || ref->mBase->mData.mType==ESM::Weapon::Bolt)
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{
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slots.push_back (int (MWWorld::InventoryStore::Slot_Ammunition));
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slots_.push_back (int (MWWorld::InventoryStore::Slot_Ammunition));
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stack = true;
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}
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else if (ref->mBase->mData.mType==ESM::Weapon::MarksmanThrown)
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{
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slots.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
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slots_.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
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stack = true;
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}
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else
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slots.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
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slots_.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
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return std::make_pair (slots, stack);
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return std::make_pair (slots_, stack);
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}
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int Weapon::getEquipmentSkill (const MWWorld::Ptr& ptr) const
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@ -384,11 +384,11 @@ namespace MWClass
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std::pair<int, std::string> Weapon::canBeEquipped(const MWWorld::Ptr &ptr, const MWWorld::Ptr &npc) const
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{
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std::pair<std::vector<int>, bool> slots = MWWorld::Class::get(ptr).getEquipmentSlots(ptr);
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std::pair<std::vector<int>, bool> slots_ = MWWorld::Class::get(ptr).getEquipmentSlots(ptr);
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// equip the item in the first free slot
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for (std::vector<int>::const_iterator slot=slots.first.begin();
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slot!=slots.first.end(); ++slot)
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for (std::vector<int>::const_iterator slot=slots_.first.begin();
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slot!=slots_.first.end(); ++slot)
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{
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if(*slot == MWWorld::InventoryStore::Slot_CarriedRight)
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{
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@ -110,9 +110,9 @@ namespace MWGui
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allowSelectedItem = false;
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// if the selected item can be equipped, make sure that it actually is equipped
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std::pair<std::vector<int>, bool> slots;
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slots = MWWorld::Class::get(selectedItem).getEquipmentSlots(selectedItem);
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if (!slots.first.empty())
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std::pair<std::vector<int>, bool> slots_;
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slots_ = MWWorld::Class::get(selectedItem).getEquipmentSlots(selectedItem);
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if (!slots_.first.empty())
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{
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bool equipped = false;
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for (int i=0; i < MWWorld::InventoryStore::Slots; ++i)
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@ -40,7 +40,7 @@ namespace MWWorld
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}
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// slots that this item can be equipped in
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std::pair<std::vector<int>, bool> slots = MWWorld::Class::get(getTarget()).getEquipmentSlots(getTarget());
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std::pair<std::vector<int>, bool> slots_ = MWWorld::Class::get(getTarget()).getEquipmentSlots(getTarget());
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// retrieve ContainerStoreIterator to the item
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MWWorld::ContainerStoreIterator it = invStore.begin();
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@ -57,12 +57,12 @@ namespace MWWorld
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bool equipped = false;
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// equip the item in the first free slot
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for (std::vector<int>::const_iterator slot=slots.first.begin();
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slot!=slots.first.end(); ++slot)
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for (std::vector<int>::const_iterator slot=slots_.first.begin();
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slot!=slots_.first.end(); ++slot)
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{
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// if all slots are occupied, replace the last slot
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if (slot == --slots.first.end())
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if (slot == --slots_.first.end())
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{
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invStore.equip(*slot, it, actor);
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equipped = true;
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@ -33,10 +33,10 @@ void MWWorld::InventoryStore::copySlots (const InventoryStore& store)
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}
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}
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void MWWorld::InventoryStore::initSlots (TSlots& slots)
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void MWWorld::InventoryStore::initSlots (TSlots& slots_)
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{
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for (int i=0; i<Slots; ++i)
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slots.push_back (end());
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slots_.push_back (end());
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}
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MWWorld::InventoryStore::InventoryStore() : mMagicEffectsUpToDate (false)
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@ -90,12 +90,12 @@ void MWWorld::InventoryStore::equip (int slot, const ContainerStoreIterator& ite
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if (iterator.getContainerStore()!=this)
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throw std::runtime_error ("attempt to equip an item that is not in the inventory");
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std::pair<std::vector<int>, bool> slots;
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std::pair<std::vector<int>, bool> slots_;
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if (iterator!=end())
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{
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slots = Class::get (*iterator).getEquipmentSlots (*iterator);
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slots_ = Class::get (*iterator).getEquipmentSlots (*iterator);
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if (std::find (slots.first.begin(), slots.first.end(), slot)==slots.first.end())
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if (std::find (slots_.first.begin(), slots_.first.end(), slot)==slots_.first.end())
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throw std::runtime_error ("invalid slot");
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}
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@ -103,7 +103,7 @@ void MWWorld::InventoryStore::equip (int slot, const ContainerStoreIterator& ite
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unequipSlot(slot, actor);
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// unstack item pointed to by iterator if required
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if (iterator!=end() && !slots.second && iterator->getRefData().getCount() > 1) // if slots.second is true, item can stay stacked when equipped
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if (iterator!=end() && !slots_.second && iterator->getRefData().getCount() > 1) // if slots.second is true, item can stay stacked when equipped
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{
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// add the item again with a count of count-1, then set the count of the original (that will be equipped) to 1
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int count = iterator->getRefData().getCount();
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@ -148,8 +148,8 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& npc)
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const MWMechanics::NpcStats& stats = MWWorld::Class::get(npc).getNpcStats(npc);
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MWWorld::InventoryStore& invStore = MWWorld::Class::get(npc).getInventoryStore(npc);
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TSlots slots;
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initSlots (slots);
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TSlots slots_;
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initSlots (slots_);
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// Disable model update during auto-equip
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mActorModelUpdateEnabled = false;
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@ -167,11 +167,11 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& npc)
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{
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bool use = false;
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if (slots.at (*iter2)==end())
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if (slots_.at (*iter2)==end())
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use = true; // slot was empty before -> skip all further checks
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else
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{
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Ptr old = *slots.at (*iter2);
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Ptr old = *slots_.at (*iter2);
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if (!use)
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{
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@ -229,15 +229,15 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& npc)
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}
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}
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slots[*iter2] = iter;
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slots_[*iter2] = iter;
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break;
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}
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}
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bool changed = false;
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for (std::size_t i=0; i<slots.size(); ++i)
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if (slots[i]!=mSlots[i])
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for (std::size_t i=0; i<slots_.size(); ++i)
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if (slots_[i]!=mSlots[i])
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{
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changed = true;
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}
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@ -246,7 +246,7 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& npc)
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if (changed)
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{
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mSlots.swap (slots);
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mSlots.swap (slots_);
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updateActorModel(npc);
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flagAsModified();
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}
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@ -56,7 +56,7 @@ namespace MWWorld
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void copySlots (const InventoryStore& store);
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void initSlots (TSlots& slots);
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void initSlots (TSlots& slots_);
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void updateActorModel (const Ptr& actor);
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