applying new interface vol.5, inconsistent

actorid
greye 12 years ago
parent 11567663a7
commit 42aae566a7

@ -50,7 +50,7 @@ void GenerateClassResultDialog::setClassId(const std::string &classId)
{
mCurrentClassId = classId;
mClassImage->setImageTexture(std::string("textures\\levelup\\") + mCurrentClassId + ".dds");
mClassName->setCaption(MWBase::Environment::get().getWorld()->getStore().classes.find(mCurrentClassId)->mName);
mClassName->setCaption(MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>().find(mCurrentClassId)->mName);
}
// widget controls
@ -187,18 +187,16 @@ void PickClassDialog::updateClasses()
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
MWWorld::RecListT<ESM::Class>::MapType::const_iterator it = store.classes.list.begin();
MWWorld::RecListT<ESM::Class>::MapType::const_iterator end = store.classes.list.end();
int index = 0;
for (; it != end; ++it)
MWWorld::Store<ESM::Cell>::iterator it = store.get<ESM::Cell>().begin();
for (; it != store.get<ESM::Cell>().end(); ++it)
{
const ESM::Class &klass = it->second;
bool playable = (klass.mData.mIsPlayable != 0);
bool playable = (it->mData.mIsPlayable != 0);
if (!playable) // Only display playable classes
continue;
const std::string &id = it->first;
mClassList->addItem(klass.mName, id);
const std::string &id = it->mId;
mClassList->addItem(it->mName, id);
if (boost::iequals(id, mCurrentClassId))
mClassList->setIndexSelected(index);
++index;
@ -210,7 +208,7 @@ void PickClassDialog::updateStats()
if (mCurrentClassId.empty())
return;
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Class *klass = store.classes.search(mCurrentClassId);
const ESM::Class *klass = store.get<ESM::Class>().search(mCurrentClassId);
if (!klass)
return;

@ -127,10 +127,13 @@ void ContainerBase::onSelectedItem(MyGUI::Widget* _sender)
if (isInventory())
{
const MWWorld::Store<ESM::GameSetting> &gmst =
MWWorld::Environment::get().getWorld()->getStore()->get<ESM::GameSetting>();
// the player is trying to sell an item, check if the merchant accepts it
// also, don't allow selling gold (let's be better than Morrowind at this, can we?)
if (!MWBase::Environment::get().getWindowManager()->getTradeWindow()->npcAcceptsItem(object) ||
MWWorld::Class::get(object).getName(object) == MWBase::Environment::get().getWorld()->getStore().gameSettings.find("sGold")->getString())
MWWorld::Class::get(object).getName(object) == gmst.find("sGold")->getString())
{
// user notification "i don't buy this item"
MWBase::Environment::get().getWindowManager()->

@ -341,7 +341,9 @@ void HUD::onResChange(int width, int height)
void HUD::setSelectedSpell(const std::string& spellId, int successChancePercent)
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(spellId);
const ESM::Spell* spell =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
std::string spellName = spell->mName;
if (spellName != mSpellName && mSpellVisible)
{
@ -361,7 +363,9 @@ void HUD::setSelectedSpell(const std::string& spellId, int successChancePercent)
mSpellBox->setUserString("Spell", spellId);
// use the icon of the first effect
const ESM::MagicEffect* effect = MWBase::Environment::get().getWorld()->getStore().magicEffects.find(spell->mEffects.mList.front().mEffectID);
const ESM::MagicEffect* effect =
MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(spell->mEffects.mList.front().mEffectID);
std::string icon = effect->mIcon;
int slashPos = icon.find("\\");
icon.insert(slashPos+1, "b_");

@ -123,11 +123,14 @@ namespace MWGui
const ESM::Class& playerClass = MWBase::Environment::get().getWorld ()->getPlayer ().getClass ();
// retrieve the ID to this class
std::string classId;
std::map<std::string, ESM::Class> list = MWBase::Environment::get().getWorld()->getStore ().classes.list;
for (std::map<std::string, ESM::Class>::iterator it = list.begin(); it != list.end(); ++it)
const MWWorld::Store<ESM::Class> &classes =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>();
MWWorld::Store<ESM::Class>::iterator it = classes.begin();
for (; it != classes.end(); ++it)
{
if (playerClass.mName == it->second.mName)
classId = it->first;
if (playerClass.mName == it->mName)
classId = it->mId;
}
mClassImage->setImageTexture ("textures\\levelup\\" + classId + ".dds");

@ -28,8 +28,11 @@ namespace
bool sortMagicEffects (short id1, short id2)
{
return MWBase::Environment::get().getWorld ()->getStore ().gameSettings.find(ESM::MagicEffect::effectIdToString (id1))->getString()
< MWBase::Environment::get().getWorld ()->getStore ().gameSettings.find(ESM::MagicEffect::effectIdToString (id2))->getString();
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
return gmst.find(ESM::MagicEffect::effectIdToString (id1))->getString()
< gmst.find(ESM::MagicEffect::effectIdToString (id2))->getString();
}
}
@ -105,7 +108,8 @@ namespace MWGui
void EditEffectDialog::editEffect (ESM::ENAMstruct effect)
{
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().magicEffects.find(effect.mEffectID);
const ESM::MagicEffect* magicEffect =
MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effect.mEffectID);
setMagicEffect(magicEffect);
@ -358,16 +362,23 @@ namespace MWGui
{
float y = 0;
const MWWorld::ESMStore &store =
MWBase::Environment::get().getWorld()->getStore();
for (std::vector<ESM::ENAMstruct>::const_iterator it = mEffects.begin(); it != mEffects.end(); ++it)
{
float x = 0.5 * it->mMagnMin + it->mMagnMax;
const ESM::MagicEffect* effect = MWBase::Environment::get().getWorld()->getStore().magicEffects.find(it->mEffectID);
const ESM::MagicEffect* effect =
store.get<ESM::MagicEffect>().find(it->mEffectID);
x *= 0.1 * effect->mData.mBaseCost;
x *= 1 + it->mDuration;
x += 0.05 * std::max(1, it->mArea) * effect->mData.mBaseCost;
float fEffectCostMult = MWBase::Environment::get().getWorld()->getStore().gameSettings.find("fEffectCostMult")->getFloat();
float fEffectCostMult =
store.get<ESM::GameSetting>().find("fEffectCostMult")->getFloat();
y += x * fEffectCostMult;
y = std::max(1.f,y);
@ -384,7 +395,8 @@ namespace MWGui
mMagickaCost->setCaption(boost::lexical_cast<std::string>(int(y)));
float fSpellMakingValueMult = MWBase::Environment::get().getWorld()->getStore().gameSettings.find("fSpellMakingValueMult")->getFloat();
float fSpellMakingValueMult =
store.get<ESM::GameSetting>().find("fSpellMakingValueMult")->getFloat();
/// \todo mercantile
int price = int(y) * fSpellMakingValueMult;
@ -422,7 +434,8 @@ namespace MWGui
for (MWMechanics::Spells::TIterator it = spells.begin(); it != spells.end(); ++it)
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(*it);
const ESM::Spell* spell =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(*it);
// only normal spells count
if (spell->mData.mType != ESM::Spell::ST_Spell)
@ -442,14 +455,14 @@ namespace MWGui
for (std::vector<short>::const_iterator it = knownEffects.begin(); it != knownEffects.end(); ++it)
{
mAvailableEffectsList->addItem(MWBase::Environment::get().getWorld ()->getStore ().gameSettings.find(
mAvailableEffectsList->addItem(MWBase::Environment::get().getWorld ()->getStore ().get<ESM::GameSetting>().find(
ESM::MagicEffect::effectIdToString (*it))->getString());
}
mAvailableEffectsList->adjustSize ();
for (std::vector<short>::const_iterator it = knownEffects.begin(); it != knownEffects.end(); ++it)
{
std::string name = MWBase::Environment::get().getWorld ()->getStore ().gameSettings.find(
std::string name = MWBase::Environment::get().getWorld ()->getStore ().get<ESM::GameSetting>().find(
ESM::MagicEffect::effectIdToString (*it))->getString();
MyGUI::Widget* w = mAvailableEffectsList->getItemWidget(name);
w->setUserData(*it);
@ -515,7 +528,8 @@ namespace MWGui
}
}
const ESM::MagicEffect* effect = MWBase::Environment::get().getWorld()->getStore().magicEffects.find(effectId);
const ESM::MagicEffect* effect =
MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectId);
mAddEffectDialog.newEffect (effect);

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