Fix using wrong bit flag for NPC stats auto-calculation. Also set the corresponding mNpdtType which is used when determining which data structure to save. Should resolve Bug #2668.

pull/615/head
cc9cii 10 years ago
parent 8d22d26669
commit b81454d226

@ -119,7 +119,7 @@ std::string clothingTypeLabel(int idx)
}
std::string armorTypeLabel(int idx)
{
{
if (idx >= 0 && idx <= 10)
{
static const char *armorTypeLabels[] = {
@ -645,7 +645,7 @@ std::string ruleFunction(int idx)
else
return "Invalid";
}
// The "unused flag bits" should probably be defined alongside the
// defined bits in the ESM component. The names of the flag bits are
// very inconsistent.
@ -653,7 +653,7 @@ std::string ruleFunction(int idx)
std::string bodyPartFlags(int flags)
{
std::string properties = "";
if (flags == 0) properties += "[None] ";
if (flags == 0) properties += "[None] ";
if (flags & ESM::BodyPart::BPF_Female) properties += "Female ";
if (flags & ESM::BodyPart::BPF_NotPlayable) properties += "NotPlayable ";
int unused = (0xFFFFFFFF ^
@ -667,7 +667,7 @@ std::string bodyPartFlags(int flags)
std::string cellFlags(int flags)
{
std::string properties = "";
if (flags == 0) properties += "[None] ";
if (flags == 0) properties += "[None] ";
if (flags & ESM::Cell::HasWater) properties += "HasWater ";
if (flags & ESM::Cell::Interior) properties += "Interior ";
if (flags & ESM::Cell::NoSleep) properties += "NoSleep ";
@ -830,12 +830,12 @@ std::string npcFlags(int flags)
std::string properties = "";
if (flags == 0) properties += "[None] ";
// Mythicmods and the ESM component differ. Mythicmods says
// 0x8=None and 0x10=AutoCalc, while our code defines 0x8 as
// AutoCalc. The former seems to be correct. All Bethesda
// records have bit 0x8 set. A suspiciously large portion of
// females have autocalc turned off.
if (flags & ESM::NPC::Autocalc) properties += "Unknown ";
if (flags & 0x00000010) properties += "Autocalc ";
// 0x8=None and 0x10=AutoCalc, while our code previously defined
// 0x8 as AutoCalc. The former seems to be correct. All Bethesda
// records have bit 0x8 set. Previously, suspiciously large portion
// of females had autocalc turned off.
if (flags & 0x00000008) properties += "Unknown ";
if (flags & ESM::NPC::Autocalc) properties += "Autocalc ";
if (flags & ESM::NPC::Female) properties += "Female ";
if (flags & ESM::NPC::Respawn) properties += "Respawn ";
if (flags & ESM::NPC::Essential) properties += "Essential ";
@ -847,8 +847,8 @@ std::string npcFlags(int flags)
// however the only unknown bit occurs on ALL records, and
// relatively few NPCs have this bit set.
int unused = (0xFFFFFFFF ^
(ESM::NPC::Autocalc|
0x00000010|
(0x00000008|
ESM::NPC::Autocalc|
ESM::NPC::Female|
ESM::NPC::Respawn|
ESM::NPC::Essential|

@ -648,7 +648,7 @@ void CSMTools::ReferenceableCheckStage::npcCheck (
if (npc.mNpdtType == ESM::NPC::NPC_WITH_AUTOCALCULATED_STATS) //12 = autocalculated
{
if ((npc.mFlags & ESM::NPC::Autocalc) == 0) //0x0008 = autocalculated flag
if ((npc.mFlags & ESM::NPC::Autocalc) == 0) //0x0010 = autocalculated flag
{
messages.push_back (std::make_pair (id, npc.mId + " mNpdtType or flags mismatch!")); //should not happend?
return;

@ -546,6 +546,10 @@ void CSMWorld::NpcRefIdAdapter::setData (const RefIdColumn *column, RefIdData& d
record.get().mFlags |= iter->second;
else
record.get().mFlags &= ~iter->second;
if (iter->second == ESM::NPC::Autocalc)
record.get().mNpdtType = (value.toInt() != 0) ? ESM::NPC::NPC_WITH_AUTOCALCULATED_STATS
: ESM::NPC::NPC_DEFAULT;
}
else
ActorRefIdAdapter<ESM::NPC>::setData (column, data, index, value);

@ -52,12 +52,12 @@ struct NPC
enum Flags
{
Female = 0x0001,
Essential = 0x0002,
Respawn = 0x0004,
Autocalc = 0x0008,
Skeleton = 0x0400, // Skeleton blood effect (white)
Metal = 0x0800 // Metal blood effect (golden?)
Female = 0x0001,
Essential = 0x0002,
Respawn = 0x0004,
Autocalc = 0x0010,
Skeleton = 0x0400, // Skeleton blood effect (white)
Metal = 0x0800 // Metal blood effect (golden?)
};
enum NpcType

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