#ifndef OPENMW_MECHANICS_LEVELLEDLIST_H #define OPENMW_MECHANICS_LEVELLEDLIST_H #include <components/debug/debuglog.hpp> #include <components/misc/rng.hpp> #include "../mwworld/ptr.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/manualref.hpp" #include "../mwworld/class.hpp" #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "creaturestats.hpp" #include "actorutil.hpp" namespace MWMechanics { /// @return ID of resulting item, or empty if none inline std::string getLevelledItem (const ESM::LevelledListBase* levItem, bool creature, unsigned char failChance=0) { const std::vector<ESM::LevelledListBase::LevelItem>& items = levItem->mList; const MWWorld::Ptr& player = getPlayer(); int playerLevel = player.getClass().getCreatureStats(player).getLevel(); failChance += levItem->mChanceNone; if (Misc::Rng::roll0to99() < failChance) return std::string(); std::vector<std::string> candidates; int highestLevel = 0; for (std::vector<ESM::LevelledListBase::LevelItem>::const_iterator it = items.begin(); it != items.end(); ++it) { if (it->mLevel > highestLevel && it->mLevel <= playerLevel) highestLevel = it->mLevel; } // For levelled creatures, the flags are swapped. This file format just makes so much sense. bool allLevels = (levItem->mFlags & ESM::ItemLevList::AllLevels) != 0; if (creature) allLevels = levItem->mFlags & ESM::CreatureLevList::AllLevels; std::pair<int, std::string> highest = std::make_pair(-1, ""); for (std::vector<ESM::LevelledListBase::LevelItem>::const_iterator it = items.begin(); it != items.end(); ++it) { if (playerLevel >= it->mLevel && (allLevels || it->mLevel == highestLevel)) { candidates.push_back(it->mId); if (it->mLevel >= highest.first) highest = std::make_pair(it->mLevel, it->mId); } } if (candidates.empty()) return std::string(); std::string item = candidates[Misc::Rng::rollDice(candidates.size())]; // Vanilla doesn't fail on nonexistent items in levelled lists if (!MWBase::Environment::get().getWorld()->getStore().find(Misc::StringUtils::lowerCase(item))) { Log(Debug::Warning) << "Warning: ignoring nonexistent item '" << item << "' in levelled list '" << levItem->mId << "'"; return std::string(); } // Is this another levelled item or a real item? MWWorld::ManualRef ref (MWBase::Environment::get().getWorld()->getStore(), item, 1); if (ref.getPtr().getTypeName() != typeid(ESM::ItemLevList).name() && ref.getPtr().getTypeName() != typeid(ESM::CreatureLevList).name()) { return item; } else { if (ref.getPtr().getTypeName() == typeid(ESM::ItemLevList).name()) return getLevelledItem(ref.getPtr().get<ESM::ItemLevList>()->mBase, false, failChance); else return getLevelledItem(ref.getPtr().get<ESM::CreatureLevList>()->mBase, true, failChance); } } } #endif