Merge branch 'stringrefidskills' into 'master'

Assign StringRefIds to skills

See merge request OpenMW/openmw!3146
revert-6246b479
psi29a 1 year ago
commit 03dbe1c9f3

@ -1264,7 +1264,8 @@ namespace EsmTool
template <>
void Record<ESM::Skill>::print()
{
std::cout << " ID: " << skillLabel(mData.mIndex) << " (" << mData.mIndex << ")" << std::endl;
int index = ESM::Skill::refIdToIndex(mData.mId);
std::cout << " ID: " << skillLabel(index) << " (" << index << ")" << std::endl;
std::cout << " Description: " << mData.mDescription << std::endl;
std::cout << " Governing Attribute: " << attributeLabel(mData.mData.mAttribute) << " ("
<< mData.mData.mAttribute << ")" << std::endl;

@ -201,11 +201,10 @@ void CSMDoc::Document::createBase()
addGmsts();
for (int i = 0; i < 27; ++i)
for (int i = 0; i < ESM::Skill::Length; ++i)
{
ESM::Skill record;
record.mIndex = i;
record.mId = ESM::Skill::indexToRefId(record.mIndex);
record.mId = *ESM::Skill::indexToRefId(i).getIf<ESM::SkillId>();
record.blank();
getData().getSkills().add(record);

@ -15,6 +15,7 @@
#include <QVariant>
#include <components/esm3/loaddial.hpp>
#include <components/esm3/loadskil.hpp>
#include <components/misc/strings/lower.hpp>
#include "collectionbase.hpp"
@ -86,6 +87,13 @@ namespace CSMWorld
return ESM::RefId::stringRefId(LandTexture::createUniqueRecordId(record.mPluginIndex, record.mIndex));
}
inline void setRecordId(const ESM::RefId& id, ESM::Skill& record)
{
if (const auto* skillId = id.getIf<ESM::SkillId>())
record.mId = *skillId;
throw std::runtime_error("Invalid skill id: " + id.toDebugString());
}
/// \brief Single-type record collection
template <typename ESXRecordT>
class Collection : public CollectionBase

@ -26,8 +26,6 @@ namespace CSMWorld
{
switch (value.getRecordType())
{
case ESM::REC_SKIL:
return ESM::Skill::sSkillNames[value.getValue()];
case ESM::REC_MGEF:
return std::string(ESM::MagicEffect::sIndexNames[value.getValue()]);
default:
@ -335,10 +333,10 @@ namespace CSMWorld
std::optional<std::uint32_t> getSkillIndex(std::string_view value)
{
const auto it = std::find(std::begin(ESM::Skill::sSkillNames), std::end(ESM::Skill::sSkillNames), value);
if (it == std::end(ESM::Skill::sSkillNames))
int index = ESM::Skill::refIdToIndex(ESM::RefId::stringRefId(value));
if (index < 0)
return std::nullopt;
return static_cast<std::uint32_t>(it - std::begin(ESM::Skill::sSkillNames));
return static_cast<std::uint32_t>(index);
}
std::string getStringId(ESM::RefId value)

@ -409,7 +409,8 @@ namespace CSMWorld
QVariant get(const Record<ESXRecordT>& record) const override
{
return QString::fromStdString(ESM::Skill::sSkillNames[record.get().mData.getSkill(mIndex, mMajor)]);
return QString::fromStdString(
ESM::Skill::indexToRefId(record.get().mData.getSkill(mIndex, mMajor)).getRefIdString());
}
void set(Record<ESXRecordT>& record, const QVariant& data) override

@ -121,11 +121,12 @@ namespace
// is this a minor or major skill?
float add = 0.2f;
int index = ESM::Skill::refIdToIndex(skill.mId);
for (const auto& skills : class_->mData.mSkills)
{
if (skills[0] == skill.mIndex)
if (skills[0] == index)
add = 0.5;
if (skills[1] == skill.mIndex)
if (skills[1] == index)
add = 1.0;
}
modifierSum += add;
@ -199,15 +200,16 @@ namespace
int raceBonus = 0;
int specBonus = 0;
int index = ESM::Skill::refIdToIndex(skill.mId);
auto bonusIt = std::find_if(race->mData.mBonus.begin(), race->mData.mBonus.end(),
[&](const auto& bonus) { return bonus.mSkill == skill.mIndex; });
[&](const auto& bonus) { return bonus.mSkill == index; });
if (bonusIt != race->mData.mBonus.end())
raceBonus = bonusIt->mBonus;
for (const auto& skills : class_->mData.mSkills)
{
// is this a minor or major skill?
if (std::find(skills.begin(), skills.end(), skill.mIndex) != skills.end())
if (std::find(skills.begin(), skills.end(), index) != skills.end())
{
majorMultiplier = 1.0f;
break;

@ -471,8 +471,8 @@ namespace MWGui
assert(minorSkills.size() >= klass.mData.mSkills.size());
for (size_t i = 0; i < klass.mData.mSkills.size(); ++i)
{
klass.mData.mSkills[i][1] = majorSkills[i].getIf<ESM::IndexRefId>()->getValue();
klass.mData.mSkills[i][0] = minorSkills[i].getIf<ESM::IndexRefId>()->getValue();
klass.mData.mSkills[i][1] = ESM::Skill::refIdToIndex(majorSkills[i]);
klass.mData.mSkills[i][0] = ESM::Skill::refIdToIndex(minorSkills[i]);
}
MWBase::Environment::get().getMechanicsManager()->setPlayerClass(klass);

@ -287,7 +287,7 @@ namespace MWGui
void EditEffectDialog::setSkill(ESM::RefId skill)
{
mEffect.mSkill = skill.getIf<ESM::IndexRefId>()->getValue();
mEffect.mSkill = ESM::Skill::refIdToIndex(skill);
eventEffectModified(mEffect);
}

@ -14,6 +14,7 @@
#include <components/lua/l10n.hpp>
#include <components/lua/luastate.hpp>
#include <components/lua/utilpackage.hpp>
#include <components/misc/strings/lower.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/statemanager.hpp"
@ -156,10 +157,18 @@ namespace MWLua
return sol::nil;
};
sol::table skill(context.mLua->sol(), sol::create);
api["SKILL"] = LuaUtil::makeStrictReadOnly(skill);
for (int id = 0; id < ESM::Skill::Length; ++id)
skill[ESM::Skill::sSkillNames[id]] = Misc::StringUtils::lowerCase(ESM::Skill::sSkillNames[id]);
// TODO: deprecate this and provide access to the store instead
sol::table skills(context.mLua->sol(), sol::create);
api["SKILL"] = LuaUtil::makeStrictReadOnly(skills);
for (int i = 0; i < ESM::Skill::Length; ++i)
{
ESM::RefId skill = ESM::Skill::indexToRefId(i);
std::string id = skill.serializeText();
std::string key = Misc::StringUtils::lowerCase(skill.getRefIdString());
// force first character to uppercase for backwards compatability
key[0] += 'A' - 'a';
skills[key] = id;
}
sol::table attribute(context.mLua->sol(), sol::create);
api["ATTRIBUTE"] = LuaUtil::makeStrictReadOnly(attribute);

@ -309,10 +309,10 @@ namespace MWLua
});
effectParamsT["affectedSkill"]
= sol::readonly_property([](const ESM::ENAMstruct& params) -> sol::optional<std::string> {
if (params.mSkill >= 0 && params.mSkill < ESM::Skill::Length)
return Misc::StringUtils::lowerCase(ESM::Skill::sSkillNames[params.mSkill]);
else
return sol::nullopt;
ESM::RefId id = ESM::Skill::indexToRefId(params.mSkill);
if (!id.empty())
return id.serializeText();
return sol::nullopt;
});
effectParamsT["affectedAttribute"]
= sol::readonly_property([](const ESM::ENAMstruct& params) -> sol::optional<std::string> {
@ -383,11 +383,12 @@ namespace MWLua
activeEffectT["affectedSkill"]
= sol::readonly_property([magicEffectStore](const ActiveEffect& effect) -> sol::optional<std::string> {
auto* rec = magicEffectStore->find(effect.key.mId);
if ((rec->mData.mFlags & ESM::MagicEffect::TargetSkill) && effect.key.mArg >= 0
&& effect.key.mArg < ESM::Skill::Length)
return Misc::StringUtils::lowerCase(ESM::Skill::sSkillNames[effect.key.mArg]);
else
return sol::nullopt;
if (rec->mData.mFlags & ESM::MagicEffect::TargetSkill)
{
ESM::RefId id = ESM::Skill::indexToRefId(effect.key.mArg);
return id.serializeText();
}
return sol::nullopt;
});
activeEffectT["affectedAttribute"]
= sol::readonly_property([magicEffectStore](const ActiveEffect& effect) -> sol::optional<std::string> {
@ -620,7 +621,10 @@ namespace MWLua
key = MWMechanics::EffectKey(id, ESM::Attribute::stringToAttributeId(argStr.value()));
if (rec->mData.mFlags & ESM::MagicEffect::TargetSkill)
key = MWMechanics::EffectKey(id, ESM::Skill::stringToSkillId(argStr.value()));
{
ESM::RefId skill = ESM::RefId::deserializeText(argStr.value());
key = MWMechanics::EffectKey(id, ESM::Skill::refIdToIndex(skill));
}
}
return key;

@ -392,7 +392,6 @@ namespace MWLua
sol::table skills(context.mLua->sol(), sol::create);
npcStats["skills"] = LuaUtil::makeReadOnly(skills);
for (const ESM::Skill& skill : MWBase::Environment::get().getESMStore()->get<ESM::Skill>())
skills[Misc::StringUtils::lowerCase(ESM::Skill::sSkillNames[skill.mIndex])]
= addIndexedAccessor<SkillStat>(skill.mId);
skills[ESM::RefId(skill.mId).serializeText()] = addIndexedAccessor<SkillStat>(skill.mId);
}
}

@ -41,18 +41,14 @@ namespace
book.mData.mValue = rec["value"];
book.mData.mIsScroll = rec["isScroll"];
std::string_view skill = rec["skill"].get<std::string_view>();
ESM::RefId skill = ESM::RefId::deserializeText(rec["skill"].get<std::string_view>());
book.mData.mSkillId = -1;
if (skill.length() > 0)
if (!skill.empty())
{
for (std::size_t i = 0; i < std::size(ESM::Skill::sSkillNames); ++i)
{
if (Misc::StringUtils::ciEqual(ESM::Skill::sSkillNames[i], skill))
book.mData.mSkillId = i;
}
book.mData.mSkillId = ESM::Skill::refIdToIndex(skill);
if (book.mData.mSkillId == -1)
throw std::runtime_error("Incorrect skill: " + std::string(skill));
throw std::runtime_error("Incorrect skill: " + skill.toDebugString());
}
return book;
}
@ -69,7 +65,7 @@ namespace MWLua
book["createRecordDraft"] = tableToBook;
for (int id = 0; id < ESM::Skill::Length; ++id)
{
std::string skillName = Misc::StringUtils::lowerCase(ESM::Skill::sSkillNames[id]);
std::string skillName = ESM::Skill::indexToRefId(id).serializeText();
skill[skillName] = skillName;
}
@ -100,10 +96,10 @@ namespace MWLua
record["enchantCapacity"]
= sol::readonly_property([](const ESM::Book& rec) -> float { return rec.mData.mEnchant * 0.1f; });
record["skill"] = sol::readonly_property([](const ESM::Book& rec) -> sol::optional<std::string> {
if (rec.mData.mSkillId >= 0)
return Misc::StringUtils::lowerCase(ESM::Skill::sSkillNames[rec.mData.mSkillId]);
else
return sol::nullopt;
ESM::RefId skill = ESM::Skill::indexToRefId(rec.mData.mSkillId);
if (!skill.empty())
return skill.serializeText();
return sol::nullopt;
});
}
}

@ -158,9 +158,9 @@ namespace MWMechanics
for (const ESM::Skill& skill : esmStore.get<ESM::Skill>())
{
int bonus = 0;
int index = ESM::Skill::refIdToIndex(skill.mId);
auto bonusIt = std::find_if(race->mData.mBonus.begin(), race->mData.mBonus.end(),
[&](const auto& bonus) { return bonus.mSkill == skill.mIndex; });
[&](const auto& bonus) { return bonus.mSkill == index; });
if (bonusIt != race->mData.mBonus.end())
bonus = bonusIt->mBonus;

@ -155,15 +155,15 @@ float MWMechanics::NpcStats::getSkillProgressRequirement(ESM::RefId id, const ES
const ESM::Skill* skill = MWBase::Environment::get().getESMStore()->get<ESM::Skill>().find(id);
float typeFactor = gmst.find("fMiscSkillBonus")->mValue.getFloat();
int index = ESM::Skill::refIdToIndex(skill->mId);
for (const auto& skills : class_.mData.mSkills)
{
if (skills[0] == skill->mIndex)
if (skills[0] == index)
{
typeFactor = gmst.find("fMinorSkillBonus")->mValue.getFloat();
break;
}
else if (skills[1] == skill->mIndex)
else if (skills[1] == index)
{
typeFactor = gmst.find("fMajorSkillBonus")->mValue.getFloat();
break;
@ -228,15 +228,16 @@ void MWMechanics::NpcStats::increaseSkill(ESM::RefId id, const ESM::Class& class
// is this a minor or major skill?
int increase = gmst.find("iLevelupMiscMultAttriubte")->mValue.getInteger(); // Note: GMST has a typo
int index = ESM::Skill::refIdToIndex(skill->mId);
for (const auto& skills : class_.mData.mSkills)
{
if (skills[0] == skill->mIndex)
if (skills[0] == index)
{
mLevelProgress += gmst.find("iLevelUpMinorMult")->mValue.getInteger();
increase = gmst.find("iLevelUpMinorMultAttribute")->mValue.getInteger();
break;
}
else if (skills[1] == skill->mIndex)
else if (skills[1] == index)
{
mLevelProgress += gmst.find("iLevelUpMajorMult")->mValue.getInteger();
increase = gmst.find("iLevelUpMajorMultAttribute")->mValue.getInteger();
@ -463,7 +464,7 @@ void MWMechanics::NpcStats::writeState(ESM::NpcStats& state) const
for (const auto& [id, value] : mSkills)
{
// TODO extend format
auto index = id.getIf<ESM::IndexRefId>()->getValue();
auto index = ESM::Skill::refIdToIndex(id);
value.writeState(state.mSkills[index]);
}

@ -18,253 +18,325 @@ namespace MWMechanics
template <>
struct Weapon<ESM::Weapon::None>
{
inline static const ESM::WeaponType sValue{ /* short group */ "",
/* long group */ "",
/* sound ID */ "",
/* attach bone */ "",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::HandToHand,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "",
/* long group */ "",
/* sound ID */ "",
/* attach bone */ "",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::HandToHand,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
return value;
}
};
template <>
struct Weapon<ESM::Weapon::PickProbe>
{
inline static const ESM::WeaponType sValue{ /* short group */ "1h",
/* long group */ "pickprobe",
/* sound ID */ "",
/* attach bone */ "",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::Security,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "1h",
/* long group */ "pickprobe",
/* sound ID */ "",
/* attach bone */ "",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::Security,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
return value;
}
};
template <>
struct Weapon<ESM::Weapon::Spell>
{
inline static const ESM::WeaponType sValue{ /* short group */ "spell",
/* long group */ "spellcast",
/* sound ID */ "",
/* attach bone */ "",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::HandToHand,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::TwoHanded };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "spell",
/* long group */ "spellcast",
/* sound ID */ "",
/* attach bone */ "",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::HandToHand,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::TwoHanded };
return value;
}
};
template <>
struct Weapon<ESM::Weapon::HandToHand>
{
inline static const ESM::WeaponType sValue{ /* short group */ "hh",
/* long group */ "handtohand",
/* sound ID */ "",
/* attach bone */ "",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::HandToHand,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::TwoHanded };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "hh",
/* long group */ "handtohand",
/* sound ID */ "",
/* attach bone */ "",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::HandToHand,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::TwoHanded };
return value;
}
};
template <>
struct Weapon<ESM::Weapon::ShortBladeOneHand>
{
inline static const ESM::WeaponType sValue{ /* short group */ "1s",
/* long group */ "shortbladeonehand",
/* sound ID */ "Item Weapon Shortblade",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 ShortBladeOneHand",
/* usage skill */ ESM::Skill::ShortBlade,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "1s",
/* long group */ "shortbladeonehand",
/* sound ID */ "Item Weapon Shortblade",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 ShortBladeOneHand",
/* usage skill */ ESM::Skill::ShortBlade,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth };
return value;
}
};
template <>
struct Weapon<ESM::Weapon::LongBladeOneHand>
{
inline static const ESM::WeaponType sValue{ /* short group */ "1h",
/* long group */ "weapononehand",
/* sound ID */ "Item Weapon Longblade",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 LongBladeOneHand",
/* usage skill */ ESM::Skill::LongBlade,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "1h",
/* long group */ "weapononehand",
/* sound ID */ "Item Weapon Longblade",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 LongBladeOneHand",
/* usage skill */ ESM::Skill::LongBlade,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth };
return value;
}
};
template <>
struct Weapon<ESM::Weapon::BluntOneHand>
{
inline static const ESM::WeaponType sValue{ /* short group */ "1b",
/* long group */ "bluntonehand",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 BluntOneHand",
/* usage skill */ ESM::Skill::BluntWeapon,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "1b",
/* long group */ "bluntonehand",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 BluntOneHand",
/* usage skill */ ESM::Skill::BluntWeapon,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth };
return value;
}
};
template <>
struct Weapon<ESM::Weapon::AxeOneHand>
{
inline static const ESM::WeaponType sValue{ /* short group */ "1b",
/* long group */ "bluntonehand",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 LongBladeOneHand",
/* usage skill */ ESM::Skill::Axe,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "1b",
/* long group */ "bluntonehand",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 LongBladeOneHand",
/* usage skill */ ESM::Skill::Axe,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth };
return value;
}
};
template <>
struct Weapon<ESM::Weapon::LongBladeTwoHand>
{
inline static const ESM::WeaponType sValue{ /* short group */ "2c",
/* long group */ "weapontwohand",
/* sound ID */ "Item Weapon Longblade",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 LongBladeTwoClose",
/* usage skill */ ESM::Skill::LongBlade,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "2c",
/* long group */ "weapontwohand",
/* sound ID */ "Item Weapon Longblade",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 LongBladeTwoClose",
/* usage skill */ ESM::Skill::LongBlade,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
return value;
}
};
template <>
struct Weapon<ESM::Weapon::AxeTwoHand>
{
inline static const ESM::WeaponType sValue{ /* short group */ "2b",
/* long group */ "blunttwohand",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 AxeTwoClose",
/* usage skill */ ESM::Skill::Axe,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "2b",
/* long group */ "blunttwohand",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 AxeTwoClose",
/* usage skill */ ESM::Skill::Axe,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
return value;
}
};
template <>
struct Weapon<ESM::Weapon::BluntTwoClose>
{
inline static const ESM::WeaponType sValue{ /* short group */ "2b",
/* long group */ "blunttwohand",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 BluntTwoClose",
/* usage skill */ ESM::Skill::BluntWeapon,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "2b",
/* long group */ "blunttwohand",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 BluntTwoClose",
/* usage skill */ ESM::Skill::BluntWeapon,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
return value;
}
};
template <>
struct Weapon<ESM::Weapon::BluntTwoWide>
{
inline static const ESM::WeaponType sValue{ /* short group */ "2w",
/* long group */ "weapontwowide",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 BluntTwoWide",
/* usage skill */ ESM::Skill::BluntWeapon,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "2w",
/* long group */ "weapontwowide",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 BluntTwoWide",
/* usage skill */ ESM::Skill::BluntWeapon,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
return value;
}
};
template <>
struct Weapon<ESM::Weapon::SpearTwoWide>
{
inline static const ESM::WeaponType sValue{ /* short group */ "2w",
/* long group */ "weapontwowide",
/* sound ID */ "Item Weapon Spear",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 SpearTwoWide",
/* usage skill */ ESM::Skill::Spear,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "2w",
/* long group */ "weapontwowide",
/* sound ID */ "Item Weapon Spear",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 SpearTwoWide",
/* usage skill */ ESM::Skill::Spear,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
return value;
}
};
template <>
struct Weapon<ESM::Weapon::MarksmanBow>
{
inline static const ESM::WeaponType sValue{ /* short group */ "bow",
/* long group */ "bowandarrow",
/* sound ID */ "Item Weapon Bow",
/* attach bone */ "Weapon Bone Left",
/* sheath bone */ "Bip01 MarksmanBow",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Ranged,
/* ammo type */ ESM::Weapon::Arrow,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "bow",
/* long group */ "bowandarrow",
/* sound ID */ "Item Weapon Bow",
/* attach bone */ "Weapon Bone Left",
/* sheath bone */ "Bip01 MarksmanBow",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Ranged,
/* ammo type */ ESM::Weapon::Arrow,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
return value;
}
};
template <>
struct Weapon<ESM::Weapon::MarksmanCrossbow>
{
inline static const ESM::WeaponType sValue{ /* short group */ "crossbow",
/* long group */ "crossbow",
/* sound ID */ "Item Weapon Crossbow",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 MarksmanCrossbow",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Ranged,
/* ammo type */ ESM::Weapon::Bolt,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "crossbow",
/* long group */ "crossbow",
/* sound ID */ "Item Weapon Crossbow",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 MarksmanCrossbow",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Ranged,
/* ammo type */ ESM::Weapon::Bolt,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
return value;
}
};
template <>
struct Weapon<ESM::Weapon::MarksmanThrown>
{
inline static const ESM::WeaponType sValue{ /* short group */ "1t",
/* long group */ "throwweapon",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 MarksmanThrown",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Thrown,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "1t",
/* long group */ "throwweapon",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 MarksmanThrown",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Thrown,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
return value;
}
};
template <>
struct Weapon<ESM::Weapon::Arrow>
{
inline static const ESM::WeaponType sValue{ /* short group */ "",
/* long group */ "",
/* sound ID */ "Item Ammo",
/* attach bone */ "Bip01 Arrow",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Ammo,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "",
/* long group */ "",
/* sound ID */ "Item Ammo",
/* attach bone */ "Bip01 Arrow",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Ammo,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
return value;
}
};
template <>
struct Weapon<ESM::Weapon::Bolt>
{
inline static const ESM::WeaponType sValue{ /* short group */ "",
/* long group */ "",
/* sound ID */ "Item Ammo",
/* attach bone */ "ArrowBone",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Ammo,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "",
/* long group */ "",
/* sound ID */ "Item Ammo",
/* attach bone */ "ArrowBone",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Ammo,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
return value;
}
};
MWWorld::ContainerStoreIterator getActiveWeapon(const MWWorld::Ptr& actor, int* weaptype)
@ -305,43 +377,43 @@ namespace MWMechanics
switch (static_cast<ESM::Weapon::Type>(weaponType))
{
case ESM::Weapon::PickProbe:
return &Weapon<ESM::Weapon::PickProbe>::sValue;
return &Weapon<ESM::Weapon::PickProbe>::getValue();
case ESM::Weapon::HandToHand:
return &Weapon<ESM::Weapon::HandToHand>::sValue;
return &Weapon<ESM::Weapon::HandToHand>::getValue();
case ESM::Weapon::Spell:
return &Weapon<ESM::Weapon::Spell>::sValue;
return &Weapon<ESM::Weapon::Spell>::getValue();
case ESM::Weapon::None:
return &Weapon<ESM::Weapon::None>::sValue;
return &Weapon<ESM::Weapon::None>::getValue();
case ESM::Weapon::ShortBladeOneHand:
return &Weapon<ESM::Weapon::ShortBladeOneHand>::sValue;
return &Weapon<ESM::Weapon::ShortBladeOneHand>::getValue();
case ESM::Weapon::LongBladeOneHand:
return &Weapon<ESM::Weapon::LongBladeOneHand>::sValue;
return &Weapon<ESM::Weapon::LongBladeOneHand>::getValue();
case ESM::Weapon::LongBladeTwoHand:
return &Weapon<ESM::Weapon::LongBladeTwoHand>::sValue;
return &Weapon<ESM::Weapon::LongBladeTwoHand>::getValue();
case ESM::Weapon::BluntOneHand:
return &Weapon<ESM::Weapon::BluntOneHand>::sValue;
return &Weapon<ESM::Weapon::BluntOneHand>::getValue();
case ESM::Weapon::BluntTwoClose:
return &Weapon<ESM::Weapon::BluntTwoClose>::sValue;
return &Weapon<ESM::Weapon::BluntTwoClose>::getValue();
case ESM::Weapon::BluntTwoWide:
return &Weapon<ESM::Weapon::BluntTwoWide>::sValue;
return &Weapon<ESM::Weapon::BluntTwoWide>::getValue();
case ESM::Weapon::SpearTwoWide:
return &Weapon<ESM::Weapon::SpearTwoWide>::sValue;
return &Weapon<ESM::Weapon::SpearTwoWide>::getValue();
case ESM::Weapon::AxeOneHand:
return &Weapon<ESM::Weapon::AxeOneHand>::sValue;
return &Weapon<ESM::Weapon::AxeOneHand>::getValue();
case ESM::Weapon::AxeTwoHand:
return &Weapon<ESM::Weapon::AxeTwoHand>::sValue;
return &Weapon<ESM::Weapon::AxeTwoHand>::getValue();
case ESM::Weapon::MarksmanBow:
return &Weapon<ESM::Weapon::MarksmanBow>::sValue;
return &Weapon<ESM::Weapon::MarksmanBow>::getValue();
case ESM::Weapon::MarksmanCrossbow:
return &Weapon<ESM::Weapon::MarksmanCrossbow>::sValue;
return &Weapon<ESM::Weapon::MarksmanCrossbow>::getValue();
case ESM::Weapon::MarksmanThrown:
return &Weapon<ESM::Weapon::MarksmanThrown>::sValue;
return &Weapon<ESM::Weapon::MarksmanThrown>::getValue();
case ESM::Weapon::Arrow:
return &Weapon<ESM::Weapon::Arrow>::sValue;
return &Weapon<ESM::Weapon::Arrow>::getValue();
case ESM::Weapon::Bolt:
return &Weapon<ESM::Weapon::Bolt>::sValue;
return &Weapon<ESM::Weapon::Bolt>::getValue();
}
return &Weapon<ESM::Weapon::ShortBladeOneHand>::sValue;
return &Weapon<ESM::Weapon::ShortBladeOneHand>::getValue();
}
}

@ -962,12 +962,14 @@ namespace MWWorld
};
for (ESM::Skill* skill : mShared)
{
if (skill->mIndex >= 0)
int index = ESM::Skill::refIdToIndex(skill->mId);
if (index >= 0)
{
skill->mName = getGMSTString(settings, skillValues[skill->mIndex][0]);
skill->mIcon = skillValues[skill->mIndex][1];
skill->mWerewolfValue = getGMSTFloat(settings, skillValues[skill->mIndex][2]);
const auto& school = skillValues[skill->mIndex][3];
const auto& values = skillValues[index];
skill->mName = getGMSTString(settings, values[0]);
skill->mIcon = values[1];
skill->mWerewolfValue = getGMSTFloat(settings, values[2]);
const auto& school = values[3];
if (!school.empty())
{
if (!skill->mSchool)

@ -462,6 +462,8 @@ namespace
{
refId = ESM::RefId::esm3ExteriorCell(0, 0);
}
else if constexpr (std::is_same_v<RecordType, ESM::Skill>)
refId = ESM::Skill::Block;
else
refId = ESM::StringRefId(stringId);
@ -496,7 +498,7 @@ namespace
const RecordType* result = nullptr;
if constexpr (std::is_same_v<RecordType, ESM::LandTexture>)
result = esmStore.get<RecordType>().search(index, 0);
else if constexpr (ESM::hasIndex<RecordType> && !std::is_same_v<RecordType, ESM::Skill>)
else if constexpr (ESM::hasIndex<RecordType>)
result = esmStore.get<RecordType>().search(index);
else
result = esmStore.get<RecordType>().search(refId);

@ -5,46 +5,37 @@
#include <components/misc/strings/algorithm.hpp>
#include <cstdint>
namespace ESM
{
const std::string Skill::sSkillNames[Length] = {
"Block",
"Armorer",
"Mediumarmor",
"Heavyarmor",
"Bluntweapon",
"Longblade",
"Axe",
"Spear",
"Athletics",
"Enchant",
"Destruction",
"Alteration",
"Illusion",
"Conjuration",
"Mysticism",
"Restoration",
"Alchemy",
"Unarmored",
"Security",
"Sneak",
"Acrobatics",
"Lightarmor",
"Shortblade",
"Marksman",
"Mercantile",
"Speechcraft",
"Handtohand",
};
int Skill::stringToSkillId(std::string_view skill)
{
for (int id = 0; id < Skill::Length; ++id)
if (Misc::StringUtils::ciEqual(sSkillNames[id], skill))
return id;
throw std::logic_error("No such skill: " + std::string(skill));
}
const SkillId Skill::Block("Block");
const SkillId Skill::Armorer("Armorer");
const SkillId Skill::MediumArmor("MediumArmor");
const SkillId Skill::HeavyArmor("HeavyArmor");
const SkillId Skill::BluntWeapon("BluntWeapon");
const SkillId Skill::LongBlade("LongBlade");
const SkillId Skill::Axe("Axe");
const SkillId Skill::Spear("Spear");
const SkillId Skill::Athletics("Athletics");
const SkillId Skill::Enchant("Enchant");
const SkillId Skill::Destruction("Destruction");
const SkillId Skill::Alteration("Alteration");
const SkillId Skill::Illusion("Illusion");
const SkillId Skill::Conjuration("Conjuration");
const SkillId Skill::Mysticism("Mysticism");
const SkillId Skill::Restoration("Restoration");
const SkillId Skill::Alchemy("Alchemy");
const SkillId Skill::Unarmored("Unarmored");
const SkillId Skill::Security("Security");
const SkillId Skill::Sneak("Sneak");
const SkillId Skill::Acrobatics("Acrobatics");
const SkillId Skill::LightArmor("LightArmor");
const SkillId Skill::ShortBlade("ShortBlade");
const SkillId Skill::Marksman("Marksman");
const SkillId Skill::Mercantile("Mercantile");
const SkillId Skill::Speechcraft("Speechcraft");
const SkillId Skill::HandToHand("HandToHand");
void Skill::load(ESMReader& esm, bool& isDeleted)
{
@ -53,13 +44,14 @@ namespace ESM
bool hasIndex = false;
bool hasData = false;
int32_t index = -1;
while (esm.hasMoreSubs())
{
esm.getSubName();
switch (esm.retSubName().toInt())
{
case fourCC("INDX"):
esm.getHT(mIndex);
esm.getHT(index);
hasIndex = true;
break;
case fourCC("SKDT"):
@ -75,19 +67,17 @@ namespace ESM
}
if (!hasIndex)
esm.fail("Missing INDX");
else if (mIndex < 0 || mIndex >= Length)
else if (index < 0 || index >= Length)
esm.fail("Invalid INDX");
if (!hasData)
esm.fail("Missing SKDT");
// create an ID from the index and the name (only used in the editor and likely to change in the
// future)
mId = indexToRefId(mIndex);
mId = *indexToRefId(index).getIf<SkillId>();
}
void Skill::save(ESMWriter& esm, bool /*isDeleted*/) const
{
esm.writeHNT("INDX", mIndex);
esm.writeHNT("INDX", refIdToIndex(mId));
esm.writeHNT("SKDT", mData, 24);
esm.writeHNOString("DESC", mDescription);
}
@ -101,11 +91,51 @@ namespace ESM
mDescription.clear();
}
static const RefId sSkills[Skill::Length] = {
Skill::Block,
Skill::Armorer,
Skill::MediumArmor,
Skill::HeavyArmor,
Skill::BluntWeapon,
Skill::LongBlade,
Skill::Axe,
Skill::Spear,
Skill::Athletics,
Skill::Enchant,
Skill::Destruction,
Skill::Alteration,
Skill::Illusion,
Skill::Conjuration,
Skill::Mysticism,
Skill::Restoration,
Skill::Alchemy,
Skill::Unarmored,
Skill::Security,
Skill::Sneak,
Skill::Acrobatics,
Skill::LightArmor,
Skill::ShortBlade,
Skill::Marksman,
Skill::Mercantile,
Skill::Speechcraft,
Skill::HandToHand,
};
RefId Skill::indexToRefId(int index)
{
if (index < 0 || index >= Length)
return RefId();
return RefId::index(sRecordId, static_cast<std::uint32_t>(index));
return sSkills[index];
}
int Skill::refIdToIndex(RefId id)
{
for (int i = 0; i < Length; ++i)
{
if (sSkills[i] == id)
return i;
}
return -1;
}
const std::array<RefId, MagicSchool::Length> sMagicSchools = {

@ -14,6 +14,8 @@ namespace ESM
class ESMReader;
class ESMWriter;
using SkillId = StringRefId;
struct MagicSchool
{
ESM::RefId mAreaSound;
@ -43,7 +45,7 @@ namespace ESM
static std::string_view getRecordType() { return "Skill"; }
unsigned int mRecordFlags;
RefId mId;
SkillId mId;
struct SKDTstruct
{
@ -55,48 +57,40 @@ namespace ESM
}; // Total size: 24 bytes
SKDTstruct mData;
// Skill index. Skils don't have an id ("NAME") like most records,
// they only have a numerical index that matches one of the
// hard-coded skills in the game.
int mIndex{ -1 };
std::string mDescription;
std::string mName;
std::string mIcon;
float mWerewolfValue{};
std::optional<MagicSchool> mSchool;
static constexpr IndexRefId Block{ sRecordId, 0 };
static constexpr IndexRefId Armorer{ sRecordId, 1 };
static constexpr IndexRefId MediumArmor{ sRecordId, 2 };
static constexpr IndexRefId HeavyArmor{ sRecordId, 3 };
static constexpr IndexRefId BluntWeapon{ sRecordId, 4 };
static constexpr IndexRefId LongBlade{ sRecordId, 5 };
static constexpr IndexRefId Axe{ sRecordId, 6 };
static constexpr IndexRefId Spear{ sRecordId, 7 };
static constexpr IndexRefId Athletics{ sRecordId, 8 };
static constexpr IndexRefId Enchant{ sRecordId, 9 };
static constexpr IndexRefId Destruction{ sRecordId, 10 };
static constexpr IndexRefId Alteration{ sRecordId, 11 };
static constexpr IndexRefId Illusion{ sRecordId, 12 };
static constexpr IndexRefId Conjuration{ sRecordId, 13 };
static constexpr IndexRefId Mysticism{ sRecordId, 14 };
static constexpr IndexRefId Restoration{ sRecordId, 15 };
static constexpr IndexRefId Alchemy{ sRecordId, 16 };
static constexpr IndexRefId Unarmored{ sRecordId, 17 };
static constexpr IndexRefId Security{ sRecordId, 18 };
static constexpr IndexRefId Sneak{ sRecordId, 19 };
static constexpr IndexRefId Acrobatics{ sRecordId, 20 };
static constexpr IndexRefId LightArmor{ sRecordId, 21 };
static constexpr IndexRefId ShortBlade{ sRecordId, 22 };
static constexpr IndexRefId Marksman{ sRecordId, 23 };
static constexpr IndexRefId Mercantile{ sRecordId, 24 };
static constexpr IndexRefId Speechcraft{ sRecordId, 25 };
static constexpr IndexRefId HandToHand{ sRecordId, 26 };
static const SkillId Block;
static const SkillId Armorer;
static const SkillId MediumArmor;
static const SkillId HeavyArmor;
static const SkillId BluntWeapon;
static const SkillId LongBlade;
static const SkillId Axe;
static const SkillId Spear;
static const SkillId Athletics;
static const SkillId Enchant;
static const SkillId Destruction;
static const SkillId Alteration;
static const SkillId Illusion;
static const SkillId Conjuration;
static const SkillId Mysticism;
static const SkillId Restoration;
static const SkillId Alchemy;
static const SkillId Unarmored;
static const SkillId Security;
static const SkillId Sneak;
static const SkillId Acrobatics;
static const SkillId LightArmor;
static const SkillId ShortBlade;
static const SkillId Marksman;
static const SkillId Mercantile;
static const SkillId Speechcraft;
static const SkillId HandToHand;
static constexpr int Length = 27;
static const std::string sSkillNames[Length];
static int stringToSkillId(std::string_view skill);
void load(ESMReader& esm, bool& isDeleted);
void save(ESMWriter& esm, bool isDeleted = false) const;
@ -105,6 +99,7 @@ namespace ESM
///< Set record to default state (does not touch the ID/index).
static RefId indexToRefId(int index);
static int refIdToIndex(RefId id);
};
}
#endif

@ -49,7 +49,7 @@ namespace ESM
mWerewolfDeprecatedData = true;
std::vector<StatState<float>> skills(mSkills.begin(), mSkills.end());
for (int i = 0; i < ESM::Skill::Length; ++i)
for (size_t i = 0; i < std::size(mSkills); ++i)
{
StatState<float> skill;
skill.load(esm, intFallback);

@ -54,7 +54,7 @@ namespace ESM
= esm.getFormatVersion() <= MaxClearModifiersFormatVersion && !mObject.mNpcStats.mIsWerewolf;
if (esm.hasMoreSubs())
{
for (int i = 0; i < Attribute::Length; ++i)
for (size_t i = 0; i < std::size(mSaveAttributes); ++i)
{
StatState<float> attribute;
attribute.load(esm, intFallback);
@ -64,7 +64,7 @@ namespace ESM
if (mObject.mNpcStats.mIsWerewolf)
mObject.mCreatureStats.mAttributes[i] = attribute;
}
for (int i = 0; i < Skill::Length; ++i)
for (size_t i = 0; i < std::size(mSaveSkills); ++i)
{
StatState<float> skill;
skill.load(esm, intFallback);

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