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OpenMW/apps/openmw/mwmechanics/levelledlist.hpp

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#ifndef OPENMW_MECHANICS_LEVELLEDLIST_H
#define OPENMW_MECHANICS_LEVELLEDLIST_H
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#include <components/debug/debuglog.hpp>
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#include <components/misc/rng.hpp>
#include "../mwworld/ptr.hpp"
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#include "../mwworld/esmstore.hpp"
#include "../mwworld/manualref.hpp"
#include "../mwworld/class.hpp"
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#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
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#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, Misc::Rng::Generator& prng)
{
const std::vector<ESM::LevelledListBase::LevelItem>& items = levItem->mList;
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const MWWorld::Ptr& player = getPlayer();
int playerLevel = player.getClass().getCreatureStats(player).getLevel();
if (Misc::Rng::roll0to99(prng) < levItem->mChanceNone)
return std::string();
std::vector<std::string> candidates;
int highestLevel = 0;
for (const auto& levelledItem : items)
{
if (levelledItem.mLevel > highestLevel && levelledItem.mLevel <= playerLevel)
highestLevel = levelledItem.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 (const auto& levelledItem : items)
{
if (playerLevel >= levelledItem.mLevel
&& (allLevels || levelledItem.mLevel == highestLevel))
{
candidates.push_back(levelledItem.mId);
if (levelledItem.mLevel >= highest.first)
highest = std::make_pair(levelledItem.mLevel, levelledItem.mId);
}
}
if (candidates.empty())
return std::string();
std::string item = candidates[Misc::Rng::rollDice(candidates.size(), prng)];
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// Vanilla doesn't fail on nonexistent items in levelled lists
if (!MWBase::Environment::get().getWorld()->getStore().find(Misc::StringUtils::lowerCase(item)))
{
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Log(Debug::Warning) << "Warning: ignoring nonexistent item '" << item << "' in levelled list '" << levItem->mId << "'";
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return std::string();
}
// Is this another levelled item or a real item?
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MWWorld::ManualRef ref (MWBase::Environment::get().getWorld()->getStore(), item, 1);
if (ref.getPtr().getType() != ESM::ItemLevList::sRecordId
&& ref.getPtr().getType() != ESM::CreatureLevList::sRecordId)
{
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return item;
}
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else
{
if (ref.getPtr().getType() == ESM::ItemLevList::sRecordId)
return getLevelledItem(ref.getPtr().get<ESM::ItemLevList>()->mBase, false, prng);
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else
return getLevelledItem(ref.getPtr().get<ESM::CreatureLevList>()->mBase, true, prng);
}
}
}
#endif