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Implemented levelled items
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@ -14,6 +14,8 @@
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#include "../mwbase/world.hpp"
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#include "../mwbase/scriptmanager.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "manualref.hpp"
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#include "refdata.hpp"
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#include "class.hpp"
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@ -180,21 +182,72 @@ void MWWorld::ContainerStore::fill (const ESM::InventoryList& items, const MWWor
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for (std::vector<ESM::ContItem>::const_iterator iter (items.mList.begin()); iter!=items.mList.end();
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++iter)
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{
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ManualRef ref (store, iter->mItem.toString());
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if (ref.getPtr().getTypeName()==typeid (ESM::ItemLevList).name())
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{
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/// \todo implement leveled item lists
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continue;
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}
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ref.getPtr().getRefData().setCount (std::abs(iter->mCount)); /// \todo implement item restocking (indicated by negative count)
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addImp (ref.getPtr());
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std::string id = iter->mItem.toString();
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addInitialItem(id, iter->mCount);
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}
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flagAsModified();
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}
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void MWWorld::ContainerStore::addInitialItem (const std::string& id, int count, unsigned char failChance, bool topLevel)
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{
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count = std::abs(count); /// \todo implement item restocking (indicated by negative count)
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ManualRef ref (MWBase::Environment::get().getWorld()->getStore(), id);
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if (ref.getPtr().getTypeName()==typeid (ESM::ItemLevList).name())
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{
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const ESM::ItemLevList* levItem = ref.getPtr().get<ESM::ItemLevList>()->mBase;
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const std::vector<ESM::LeveledListBase::LevelItem>& items = levItem->mList;
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
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int playerLevel = MWWorld::Class::get(player).getCreatureStats(player).getLevel();
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failChance += levItem->mChanceNone;
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if (topLevel && count > 1 && levItem->mFlags & ESM::ItemLevList::Each)
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{
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for (int i=0; i<count; ++i)
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addInitialItem(id, 1, failChance, false);
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return;
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}
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float random = static_cast<float> (std::rand()) / RAND_MAX;
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if (random >= failChance/100.f)
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{
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std::vector<std::string> candidates;
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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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{
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if (it->mLevel > highestLevel)
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highestLevel = it->mLevel;
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}
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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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{
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if (playerLevel >= it->mLevel
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&& (levItem->mFlags & ESM::ItemLevList::AllLevels || it->mLevel == highestLevel))
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{
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candidates.push_back(it->mId);
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if (it->mLevel >= highest.first)
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highest = std::make_pair(it->mLevel, it->mId);
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}
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}
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if (!candidates.size())
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return;
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std::string item = candidates[std::rand()%candidates.size()];
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addInitialItem(item, count, failChance, false);
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}
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}
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else
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{
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ref.getPtr().getRefData().setCount (count);
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addImp (ref.getPtr());
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}
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}
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void MWWorld::ContainerStore::clear()
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{
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for (ContainerStoreIterator iter (begin()); iter!=end(); ++iter)
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@ -53,6 +53,7 @@ namespace MWWorld
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mutable float mCachedWeight;
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mutable bool mWeightUpToDate;
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ContainerStoreIterator addImp (const Ptr& ptr);
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void addInitialItem (const std::string& id, int count, unsigned char failChance=0, bool topLevel=true);
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public:
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@ -22,17 +22,20 @@ struct LeveledListBase
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{
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enum Flags
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{
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AllLevels = 0x01, // Calculate from all levels <= player
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// level, not just the closest below
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// player.
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Each = 0x02 // Select a new item each time this
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Each = 0x01, // Select a new item each time this
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// list is instantiated, instead of
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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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// list.)
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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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// player.
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};
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int mFlags;
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unsigned char mChanceNone; // Chance that none are selected (0-255?)
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unsigned char mChanceNone; // Chance that none are selected (0-100)
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std::string mId;
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// Record name used to read references. Must be set before load() is
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