Don't use initializer list

c++11
cc9cii 10 years ago
parent d6ecc64168
commit 5fb269336f

@ -590,83 +590,86 @@ namespace CSMWorld
// See the mappings in MWDialogue::SelectWrapper::getArgument
// from ESM::Attribute, ESM::Skill and MWMechanics::CreatureStats (for AI)
const std::map<const std::string, const std::string> sEncToInfoFunc =
{
{ "00", "Rank Low" },
{ "01", "Rank High" },
{ "02", "Rank Requirement" },
{ "03", "Reputation" },
{ "04", "Health Percent" },
{ "05", "PC Reputation" },
{ "06", "PC Level" },
{ "07", "PC Health Percent" },
{ "08", "PC Magicka" }, // dynamic stat
{ "09", "PC Fatigue" }, // dynamic stat
{ "10", "PC Strength" }, // attrib
{ "11", "PC Block" },
{ "12", "PC Armoror" },
{ "13", "PC Medium Armor" },
{ "14", "PC Heavy Armor" },
{ "15", "PC Blunt Weapon" },
{ "16", "PC Long Blade" },
{ "17", "PC Axe" },
{ "18", "PC Spear" },
{ "19", "PC Athletics" },
{ "20", "PC Enchant" },
{ "21", "PC Destruction" },
{ "22", "PC Alteration" },
{ "23", "PC Illusion" },
{ "24", "PC Conjuration" },
{ "25", "PC Mysticism" },
{ "26", "PC Restoration" },
{ "27", "PC Alchemy" },
{ "28", "PC Unarmored" },
{ "29", "PC Security" },
{ "30", "PC Sneak" },
{ "31", "PC Acrobatics" },
{ "32", "PC Light Armor" },
{ "33", "PC Short Blade" },
{ "34", "PC Marksman" },
{ "35", "PC Merchantile" },
{ "36", "PC Speechcraft" },
{ "37", "PC Hand To Hand" },
{ "38", "PC Sex" },
{ "39", "PC Expelled" },
{ "40", "PC Common Disease" },
{ "41", "PC Blight Disease" },
{ "42", "PC Clothing Modifier" },
{ "43", "PC Crime Level" },
{ "44", "Same Sex" },
{ "45", "Same Race" },
{ "46", "Same Faction" },
{ "47", "Faction Rank Difference" },
{ "48", "Detected" },
{ "49", "Alarmed" },
{ "50", "Choice" },
{ "51", "PC Intelligence" }, // attrib
{ "52", "PC Willpower" }, // attrib
{ "53", "PC Agility" }, // attrib
{ "54", "PC Speed" }, // attrib
{ "55", "PC Endurance" }, // attrib
{ "56", "PC Personality" }, // attrib
{ "57", "PC Luck" }, // attrib
{ "58", "PC Corpus" },
{ "59", "Weather" },
{ "60", "PC Vampire" },
{ "61", "Level" },
{ "62", "Attacked" },
{ "63", "Talked To PC" },
{ "64", "PC Health" }, // dynamic stat
{ "65", "Creature Target" },
{ "66", "Friend Hit" },
{ "67", "Fight" }, // AI
{ "68", "Hello" }, // AI
{ "69", "Alarm" }, // AI
{ "70", "Flee" }, // AI
{ "71", "Should Attack" },
{ "72", "Werewolf" },
{ "73", "PC Werewolf Kills" }
};
static std::map<const std::string, std::string> populateEncToInfoFunc()
{
std::map<const std::string, std::string> funcMap;
funcMap["00"] = "Rank Low";
funcMap["01"] = "Rank High";
funcMap["02"] = "Rank Requirement";
funcMap["03"] = "Reputation";
funcMap["04"] = "Health Percent";
funcMap["05"] = "PC Reputation";
funcMap["06"] = "PC Level";
funcMap["07"] = "PC Health Percent";
funcMap["08"] = "PC Magicka";
funcMap["09"] = "PC Fatigue";
funcMap["10"] = "PC Strength";
funcMap["11"] = "PC Block";
funcMap["12"] = "PC Armoror";
funcMap["13"] = "PC Medium Armor";
funcMap["14"] = "PC Heavy Armor";
funcMap["15"] = "PC Blunt Weapon";
funcMap["16"] = "PC Long Blade";
funcMap["17"] = "PC Axe";
funcMap["18"] = "PC Spear";
funcMap["19"] = "PC Athletics";
funcMap["20"] = "PC Enchant";
funcMap["21"] = "PC Destruction";
funcMap["22"] = "PC Alteration";
funcMap["23"] = "PC Illusion";
funcMap["24"] = "PC Conjuration";
funcMap["25"] = "PC Mysticism";
funcMap["26"] = "PC Restoration";
funcMap["27"] = "PC Alchemy";
funcMap["28"] = "PC Unarmored";
funcMap["29"] = "PC Security";
funcMap["30"] = "PC Sneak";
funcMap["31"] = "PC Acrobatics";
funcMap["32"] = "PC Light Armor";
funcMap["33"] = "PC Short Blade";
funcMap["34"] = "PC Marksman";
funcMap["35"] = "PC Merchantile";
funcMap["36"] = "PC Speechcraft";
funcMap["37"] = "PC Hand To Hand";
funcMap["38"] = "PC Sex";
funcMap["39"] = "PC Expelled";
funcMap["40"] = "PC Common Disease";
funcMap["41"] = "PC Blight Disease";
funcMap["42"] = "PC Clothing Modifier";
funcMap["43"] = "PC Crime Level";
funcMap["44"] = "Same Sex";
funcMap["45"] = "Same Race";
funcMap["46"] = "Same Faction";
funcMap["47"] = "Faction Rank Difference";
funcMap["48"] = "Detected";
funcMap["49"] = "Alarmed";
funcMap["50"] = "Choice";
funcMap["51"] = "PC Intelligence";
funcMap["52"] = "PC Willpower";
funcMap["53"] = "PC Agility";
funcMap["54"] = "PC Speed";
funcMap["55"] = "PC Endurance";
funcMap["56"] = "PC Personality";
funcMap["57"] = "PC Luck";
funcMap["58"] = "PC Corpus";
funcMap["59"] = "Weather";
funcMap["60"] = "PC Vampire";
funcMap["61"] = "Level";
funcMap["62"] = "Attacked";
funcMap["63"] = "Talked To PC";
funcMap["64"] = "PC Health";
funcMap["65"] = "Creature Target";
funcMap["66"] = "Friend Hit";
funcMap["67"] = "Fight";
funcMap["68"] = "Hello";
funcMap["69"] = "Alarm";
funcMap["70"] = "Flee";
funcMap["71"] = "Should Attack";
funcMap["72"] = "Werewolf";
funcMap["73"] = "PC Werewolf Kills";
return funcMap;
}
static const std::map<const std::string, std::string> sEncToInfoFunc = populateEncToInfoFunc();
QVariant InfoConditionAdapter::getData(const Record<Info>& record,
int subRowIndex, int subColIndex) const
@ -749,83 +752,86 @@ namespace CSMWorld
}
}
const std::map<const std::string, const std::string> sInfoFuncToEnc =
{
{ "Alarm", "69" }, // AI
{ "Alarmed", "49" },
{ "Attacked", "62" },
{ "Choice", "50" },
{ "Creature Target", "65" },
{ "Detected", "48" },
{ "Faction Rank Difference", "47" },
{ "Fight", "67" }, // AI
{ "Flee", "70" }, // AI
{ "Friend Hit", "66" },
{ "Health Percent", "04" },
{ "Hello", "68" }, // AI
{ "Level", "61" },
{ "PC Acrobatics", "31" },
{ "PC Agility", "53" }, // attrib
{ "PC Alchemy", "27" },
{ "PC Alteration", "22" },
{ "PC Armoror", "12" },
{ "PC Athletics", "19" },
{ "PC Axe", "17" },
{ "PC Blight Disease", "41" },
{ "PC Block", "11" },
{ "PC Blunt Weapon", "15" },
{ "PC Clothing Modifier", "42" },
{ "PC Common Disease", "40" },
{ "PC Conjuration", "24" },
{ "PC Corpus", "58" },
{ "PC Crime Level", "43" },
{ "PC Destruction", "21" },
{ "PC Enchant", "20" },
{ "PC Endurance", "55" }, // attrib
{ "PC Expelled", "39" },
{ "PC Fatigue", "09" }, // dynamic stat
{ "PC Hand To Hand", "37" },
{ "PC Health", "64" }, // dynamic stat
{ "PC Health Percent", "07" },
{ "PC Heavy Armor", "14" },
{ "PC Illusion", "23" },
{ "PC Intelligence", "51" }, // attrib
{ "PC Level", "06" },
{ "PC Light Armor", "32" },
{ "PC Long Blade", "16" },
{ "PC Luck", "57" }, // attrib
{ "PC Magicka", "08" }, // dynamic stat
{ "PC Marksman", "34" },
{ "PC Medium Armor", "13" },
{ "PC Merchantile", "35" },
{ "PC Mysticism", "25" },
{ "PC Personality", "56" }, // attrib
{ "PC Reputation", "05" },
{ "PC Restoration", "26" },
{ "PC Security", "29" },
{ "PC Sex", "38" },
{ "PC Short Blade", "33" },
{ "PC Sneak", "30" },
{ "PC Spear", "18" },
{ "PC Speechcraft", "36" },
{ "PC Speed", "54" }, // attrib
{ "PC Strength", "10" }, // attrib
{ "PC Unarmored", "28" },
{ "PC Vampire", "60" },
{ "PC Werewolf Kills", "73" },
{ "PC Willpower", "52" }, // attrib
{ "Rank Requirement", "02" },
{ "Rank High", "01" },
{ "Rank Low", "00" },
{ "Reputation", "03" },
{ "Same Faction", "46" },
{ "Same Race", "45" },
{ "Same Sex", "44" },
{ "Should Attack", "71" },
{ "Talked To PC", "63" },
{ "Weather", "59" },
{ "Werewolf", "72" }
};
static std::map<const std::string, std::string> populateInfoFuncToEnc()
{
std::map<const std::string, std::string> encMap;
encMap["Alarm"] = "69"; // AI
encMap["Alarmed"] = "49";
encMap["Attacked"] = "62";
encMap["Choice"] = "50";
encMap["Creature Target"] = "65";
encMap["Detected"] = "48";
encMap["Faction Rank Difference"] ="47";
encMap["Fight"] = "67"; // AI
encMap["Flee"] = "70"; // AI
encMap["Friend Hit"] = "66";
encMap["Health Percent"] = "04";
encMap["Hello"] = "68"; // AI
encMap["Level"] = "61";
encMap["PC Acrobatics"] = "31";
encMap["PC Agility"] = "53"; // attrib
encMap["PC Alchemy"] = "27";
encMap["PC Alteration"] = "22";
encMap["PC Armoror"] = "12";
encMap["PC Athletics"] = "19";
encMap["PC Axe"] = "17";
encMap["PC Blight Disease"] = "41";
encMap["PC Block"] = "11";
encMap["PC Blunt Weapon"] = "15";
encMap["PC Clothing Modifier"] = "42";
encMap["PC Common Disease"] = "40";
encMap["PC Conjuration"] = "24";
encMap["PC Corpus"] = "58";
encMap["PC Crime Level"] = "43";
encMap["PC Destruction"] = "21";
encMap["PC Enchant"] = "20";
encMap["PC Endurance"] = "55"; // attrib
encMap["PC Expelled"] = "39";
encMap["PC Fatigue"] = "09"; // dynamic stat
encMap["PC Hand To Hand"] = "37";
encMap["PC Health"] = "64"; // dynamic stat
encMap["PC Health Percent"] = "07";
encMap["PC Heavy Armor"] = "14";
encMap["PC Illusion"] = "23";
encMap["PC Intelligence"] = "51"; // attrib
encMap["PC Level"] = "06";
encMap["PC Light Armor"] = "32";
encMap["PC Long Blade"] = "16";
encMap["PC Luck"] = "57"; // attrib
encMap["PC Magicka"] = "08"; // dynamic stat
encMap["PC Marksman"] = "34";
encMap["PC Medium Armor"] = "13";
encMap["PC Merchantile"] = "35";
encMap["PC Mysticism"] = "25";
encMap["PC Personality"] = "56"; // attrib
encMap["PC Reputation"] = "05";
encMap["PC Restoration"] = "26";
encMap["PC Security"] = "29";
encMap["PC Sex"] = "38";
encMap["PC Short Blade"] = "33";
encMap["PC Sneak"] = "30";
encMap["PC Spear"] = "18";
encMap["PC Speechcraft"] = "36";
encMap["PC Speed"] = "54"; // attrib
encMap["PC Strength"] = "10"; // attrib
encMap["PC Unarmored"] = "28";
encMap["PC Vampire"] = "60";
encMap["PC Werewolf Kills"] = "73";
encMap["PC Willpower"] = "52"; // attrib
encMap["Rank Requirement"] = "02";
encMap["Rank High"] = "01";
encMap["Rank Low"] = "00";
encMap["Reputation"] = "03";
encMap["Same Faction"] = "46";
encMap["Same Race"] = "45";
encMap["Same Sex"] = "44";
encMap["Should Attack"] = "71";
encMap["Talked To PC"] = "63";
encMap["Weather"] = "59";
encMap["Werewolf"] = "72";
return encMap;
}
static const std::map<const std::string, std::string> sInfoFuncToEnc = populateInfoFuncToEnc();
void InfoConditionAdapter::setData(Record<Info>& record,
const QVariant& value, int subRowIndex, int subColIndex) const
@ -867,7 +873,7 @@ namespace CSMWorld
if (conditions[subRowIndex].mSelectRule[1] == '1')
{
// throws an exception if the function is not found
const std::map<const std::string, const std::string>::const_iterator it = sInfoFuncToEnc.find(
const std::map<const std::string, std::string>::const_iterator it = sInfoFuncToEnc.find(
value.toString().toUtf8().constData());
if (it != sInfoFuncToEnc.end())
{

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