forked from mirror/openmw-tes3mp
Normalise spelling of "levelled" throughout the code
This commit is contained in:
parent
0c6e2170db
commit
6d097fbfbd
7 changed files with 23 additions and 23 deletions
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@ -837,7 +837,7 @@ void Record<ESM::CreatureLevList>::print()
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std::cout << " Chance for None: " << (int)mData.mChanceNone << std::endl;
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std::cout << " Chance for None: " << (int)mData.mChanceNone << std::endl;
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std::cout << " Flags: " << creatureListFlags(mData.mFlags) << std::endl;
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std::cout << " Flags: " << creatureListFlags(mData.mFlags) << std::endl;
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std::cout << " Number of items: " << mData.mList.size() << std::endl;
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std::cout << " Number of items: " << mData.mList.size() << std::endl;
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std::vector<ESM::LeveledListBase::LevelItem>::iterator iit;
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std::vector<ESM::LevelledListBase::LevelItem>::iterator iit;
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for (iit = mData.mList.begin(); iit != mData.mList.end(); ++iit)
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for (iit = mData.mList.begin(); iit != mData.mList.end(); ++iit)
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std::cout << " Creature: Level: " << iit->mLevel
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std::cout << " Creature: Level: " << iit->mLevel
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<< " Creature: " << iit->mId << std::endl;
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<< " Creature: " << iit->mId << std::endl;
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@ -849,7 +849,7 @@ void Record<ESM::ItemLevList>::print()
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std::cout << " Chance for None: " << (int)mData.mChanceNone << std::endl;
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std::cout << " Chance for None: " << (int)mData.mChanceNone << std::endl;
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std::cout << " Flags: " << itemListFlags(mData.mFlags) << std::endl;
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std::cout << " Flags: " << itemListFlags(mData.mFlags) << std::endl;
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std::cout << " Number of items: " << mData.mList.size() << std::endl;
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std::cout << " Number of items: " << mData.mList.size() << std::endl;
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std::vector<ESM::LeveledListBase::LevelItem>::iterator iit;
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std::vector<ESM::LevelledListBase::LevelItem>::iterator iit;
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for (iit = mData.mList.begin(); iit != mData.mList.end(); ++iit)
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for (iit = mData.mList.begin(); iit != mData.mList.end(); ++iit)
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std::cout << " Inventory: Level: " << iit->mLevel
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std::cout << " Inventory: Level: " << iit->mLevel
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<< " Item: " << iit->mId << std::endl;
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<< " Item: " << iit->mId << std::endl;
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@ -22,7 +22,7 @@ namespace ESSImport
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ActorData::load(esm);
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ActorData::load(esm);
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if (esm.isNextSub("LVCR"))
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if (esm.isNextSub("LVCR"))
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{
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{
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// occurs on leveled creature spawner references
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// occurs on levelled creature spawner references
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// probably some identifier for the creature that has been spawned?
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// probably some identifier for the creature that has been spawned?
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unsigned char lvcr;
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unsigned char lvcr;
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esm.getHT(lvcr);
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esm.getHT(lvcr);
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@ -32,7 +32,7 @@ namespace ESSImport
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mEnabled = true;
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mEnabled = true;
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esm.getHNOT(mEnabled, "ZNAM");
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esm.getHNOT(mEnabled, "ZNAM");
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// DATA should occur for all references, except leveled creature spawners
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// DATA should occur for all references, except levelled creature spawners
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// I've seen DATA *twice* on a creature record, and with the exact same content too! weird
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// I've seen DATA *twice* on a creature record, and with the exact same content too! weird
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// alarmvoi0000.ess
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// alarmvoi0000.ess
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esm.getHNOT(mPos, "DATA", 24);
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esm.getHNOT(mPos, "DATA", 24);
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@ -12,9 +12,9 @@ namespace MWMechanics
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{
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{
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/// @return ID of resulting item, or empty if none
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/// @return ID of resulting item, or empty if none
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inline std::string getLevelledItem (const ESM::LeveledListBase* levItem, bool creature, unsigned char failChance=0)
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inline std::string getLevelledItem (const ESM::LevelledListBase* levItem, bool creature, unsigned char failChance=0)
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{
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{
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const std::vector<ESM::LeveledListBase::LevelItem>& items = levItem->mList;
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const std::vector<ESM::LevelledListBase::LevelItem>& items = levItem->mList;
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const MWWorld::Ptr& player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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const MWWorld::Ptr& player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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int playerLevel = player.getClass().getCreatureStats(player).getLevel();
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int playerLevel = player.getClass().getCreatureStats(player).getLevel();
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@ -27,7 +27,7 @@ namespace MWMechanics
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std::vector<std::string> candidates;
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std::vector<std::string> candidates;
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int highestLevel = 0;
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int highestLevel = 0;
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for (std::vector<ESM::LeveledListBase::LevelItem>::const_iterator it = items.begin(); it != items.end(); ++it)
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for (std::vector<ESM::LevelledListBase::LevelItem>::const_iterator it = items.begin(); it != items.end(); ++it)
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{
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{
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if (it->mLevel > highestLevel && it->mLevel <= playerLevel)
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if (it->mLevel > highestLevel && it->mLevel <= playerLevel)
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highestLevel = it->mLevel;
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highestLevel = it->mLevel;
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@ -39,7 +39,7 @@ namespace MWMechanics
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allLevels = levItem->mFlags & ESM::CreatureLevList::AllLevels;
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allLevels = levItem->mFlags & ESM::CreatureLevList::AllLevels;
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std::pair<int, std::string> highest = std::make_pair(-1, "");
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std::pair<int, std::string> highest = std::make_pair(-1, "");
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for (std::vector<ESM::LeveledListBase::LevelItem>::const_iterator it = items.begin(); it != items.end(); ++it)
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for (std::vector<ESM::LevelledListBase::LevelItem>::const_iterator it = items.begin(); it != items.end(); ++it)
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{
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{
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if (playerLevel >= it->mLevel
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if (playerLevel >= it->mLevel
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&& (allLevels || it->mLevel == highestLevel))
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&& (allLevels || it->mLevel == highestLevel))
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@ -200,7 +200,7 @@ void MWMechanics::NpcStats::useSkill (int skillIndex, const ESM::Class& class_,
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if (value.getProgress()>=1)
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if (value.getProgress()>=1)
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{
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{
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// skill leveled up
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// skill levelled up
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increaseSkill(skillIndex, class_, false);
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increaseSkill(skillIndex, class_, false);
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}
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}
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}
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}
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@ -34,24 +34,24 @@
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namespace
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namespace
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{
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{
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void addToLevList(ESM::LeveledListBase* list, const std::string& itemId, int level)
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void addToLevList(ESM::LevelledListBase* list, const std::string& itemId, int level)
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{
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{
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for (std::vector<ESM::LeveledListBase::LevelItem>::iterator it = list->mList.begin(); it != list->mList.end();)
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for (std::vector<ESM::LevelledListBase::LevelItem>::iterator it = list->mList.begin(); it != list->mList.end();)
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{
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{
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if (it->mLevel == level && itemId == it->mId)
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if (it->mLevel == level && itemId == it->mId)
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return;
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return;
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}
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}
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ESM::LeveledListBase::LevelItem item;
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ESM::LevelledListBase::LevelItem item;
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item.mId = itemId;
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item.mId = itemId;
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item.mLevel = level;
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item.mLevel = level;
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list->mList.push_back(item);
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list->mList.push_back(item);
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}
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}
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void removeFromLevList(ESM::LeveledListBase* list, const std::string& itemId, int level)
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void removeFromLevList(ESM::LevelledListBase* list, const std::string& itemId, int level)
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{
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{
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// level of -1 removes all items with that itemId
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// level of -1 removes all items with that itemId
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for (std::vector<ESM::LeveledListBase::LevelItem>::iterator it = list->mList.begin(); it != list->mList.end();)
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for (std::vector<ESM::LevelledListBase::LevelItem>::iterator it = list->mList.begin(); it != list->mList.end();)
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{
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{
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if (level != -1 && it->mLevel != level)
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if (level != -1 && it->mLevel != level)
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{
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{
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@ -7,7 +7,7 @@
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namespace ESM
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namespace ESM
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{
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{
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void LeveledListBase::load(ESMReader &esm)
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void LevelledListBase::load(ESMReader &esm)
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{
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{
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esm.getHNT(mFlags, "DATA");
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esm.getHNT(mFlags, "DATA");
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esm.getHNT(mChanceNone, "NNAM");
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esm.getHNT(mChanceNone, "NNAM");
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@ -34,7 +34,7 @@ void LeveledListBase::load(ESMReader &esm)
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esm.getHNT(li.mLevel, "INTV");
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esm.getHNT(li.mLevel, "INTV");
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}
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}
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}
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}
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void LeveledListBase::save(ESMWriter &esm) const
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void LevelledListBase::save(ESMWriter &esm) const
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{
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{
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esm.writeHNT("DATA", mFlags);
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esm.writeHNT("DATA", mFlags);
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esm.writeHNT("NNAM", mChanceNone);
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esm.writeHNT("NNAM", mChanceNone);
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@ -47,7 +47,7 @@ void LeveledListBase::save(ESMWriter &esm) const
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}
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}
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}
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}
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void LeveledListBase::blank()
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void LevelledListBase::blank()
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{
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{
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mFlags = 0;
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mFlags = 0;
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mChanceNone = 0;
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mChanceNone = 0;
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@ -11,14 +11,14 @@ class ESMReader;
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class ESMWriter;
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class ESMWriter;
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/*
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/*
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* Leveled lists. Since these have identical layout, I only bothered
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* Levelled lists. Since these have identical layout, I only bothered
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* to implement it once.
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* to implement it once.
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*
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*
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* We should later implement the ability to merge leveled lists from
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* We should later implement the ability to merge levelled lists from
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* several files.
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* several files.
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*/
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*/
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struct LeveledListBase
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struct LevelledListBase
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{
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{
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int mFlags;
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int mFlags;
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unsigned char mChanceNone; // Chance that none are selected (0-100)
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unsigned char mChanceNone; // Chance that none are selected (0-100)
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@ -43,7 +43,7 @@ struct LeveledListBase
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///< Set record to default state (does not touch the ID).
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///< Set record to default state (does not touch the ID).
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};
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};
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struct CreatureLevList: LeveledListBase
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struct CreatureLevList: LevelledListBase
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{
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{
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static unsigned int sRecordId;
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static unsigned int sRecordId;
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@ -61,7 +61,7 @@ struct CreatureLevList: LeveledListBase
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}
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}
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};
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};
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struct ItemLevList: LeveledListBase
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struct ItemLevList: LevelledListBase
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{
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{
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static unsigned int sRecordId;
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static unsigned int sRecordId;
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@ -72,7 +72,7 @@ struct ItemLevList: LeveledListBase
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// list is instantiated, instead of
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// list is instantiated, instead of
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// giving several identical items
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// giving several identical items
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// (used when a container has more
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// (used when a container has more
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// than one instance of one leveled
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// than one instance of one levelled
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// list.)
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// list.)
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AllLevels = 0x02 // Calculate from all levels <= player
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AllLevels = 0x02 // Calculate from all levels <= player
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// level, not just the closest below
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// level, not just the closest below
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