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Use meaningful names instead of mSkill1 and mSkill2
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parent
fde0f20a6f
commit
d0fe15b095
6 changed files with 18 additions and 17 deletions
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@ -740,9 +740,9 @@ void Record<ESM::Faction>::print()
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std::cout << " Attribute2 Requirement: "
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<< mData.mData.mRankData[i].mAttribute2 << std::endl;
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std::cout << " One Skill at Level: "
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<< mData.mData.mRankData[i].mSkill1 << std::endl;
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<< mData.mData.mRankData[i].mPrimarySkill << std::endl;
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std::cout << " Two Skills at Level: "
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<< mData.mData.mRankData[i].mSkill2 << std::endl;
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<< mData.mData.mRankData[i].mFavouredSkill << std::endl;
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std::cout << " Faction Reaction: "
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<< mData.mData.mRankData[i].mFactReaction << std::endl;
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}
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@ -1143,8 +1143,8 @@ namespace CSMWorld
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case 0: return QString(faction.mRanks[subRowIndex].c_str());
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case 1: return rankData.mAttribute1;
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case 2: return rankData.mAttribute2;
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case 3: return rankData.mSkill1;
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case 4: return rankData.mSkill2;
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case 3: return rankData.mPrimarySkill;
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case 4: return rankData.mFavouredSkill;
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case 5: return rankData.mFactReaction;
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default: throw std::runtime_error("Rank subcolumn index out of range");
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}
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@ -1165,8 +1165,8 @@ namespace CSMWorld
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case 0: faction.mRanks[subRowIndex] = value.toString().toUtf8().constData(); break;
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case 1: rankData.mAttribute1 = value.toInt(); break;
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case 2: rankData.mAttribute2 = value.toInt(); break;
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case 3: rankData.mSkill1 = value.toInt(); break;
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case 4: rankData.mSkill2 = value.toInt(); break;
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case 3: rankData.mPrimarySkill = value.toInt(); break;
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case 4: rankData.mFavouredSkill = value.toInt(); break;
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case 5: rankData.mFactReaction = value.toInt(); break;
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default: throw std::runtime_error("Rank index out of range");
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}
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@ -620,10 +620,10 @@ namespace MWGui
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text += "\n";
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if (rankData.mSkill1 > 0)
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text += "\n#{sNeedOneSkill} " + MyGUI::utility::toString(rankData.mSkill1);
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if (rankData.mSkill2 > 0)
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text += " #{sand} #{sNeedTwoSkills} " + MyGUI::utility::toString(rankData.mSkill2);
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if (rankData.mPrimarySkill > 0)
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text += "\n#{sNeedOneSkill} " + MyGUI::utility::toString(rankData.mPrimarySkill);
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if (rankData.mFavouredSkill > 0)
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text += " #{sand} #{sNeedTwoSkills} " + MyGUI::utility::toString(rankData.mFavouredSkill);
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}
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}
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@ -409,21 +409,21 @@ bool MWMechanics::NpcStats::hasSkillsForRank (const std::string& factionId, int
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const ESM::RankData& rankData = faction.mData.mRankData[rank];
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if (*iter<rankData.mSkill1)
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if (*iter<rankData.mPrimarySkill)
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return false;
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if (skills.size() < 2)
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return true;
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iter++;
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if (*iter<rankData.mSkill2)
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if (*iter<rankData.mFavouredSkill)
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return false;
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if (skills.size() < 3)
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return true;
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iter++;
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if (*iter<rankData.mSkill2)
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if (*iter<rankData.mFavouredSkill)
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return false;
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return true;
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@ -122,7 +122,7 @@ namespace ESM
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for (int i=0; i<10; ++i)
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{
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mData.mRankData[i].mAttribute1 = mData.mRankData[i].mAttribute2 = 0;
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mData.mRankData[i].mSkill1 = mData.mRankData[i].mSkill2 = 0;
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mData.mRankData[i].mPrimarySkill = mData.mRankData[i].mFavouredSkill = 0;
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mData.mRankData[i].mFactReaction = 0;
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mRanks[i].clear();
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@ -19,10 +19,11 @@ struct RankData
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{
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int mAttribute1, mAttribute2; // Attribute level
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int mSkill1, mSkill2; // Skill level (faction skills given in
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// Skill level (faction skills given in
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// skillID below.) You need one skill at
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// level 'skill1' and two skills at level
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// 'skill2' to advance to this rank.
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// level 'mPrimarySkill' and two skills at level
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// 'mFavouredSkill' to advance to this rank.
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int mPrimarySkill, mFavouredSkill;
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int mFactReaction; // Reaction from faction members
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};
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