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* refactoring

This commit is contained in:
mateuszb
2013-02-12 19:49:40 +00:00
parent 506d54478f
commit bda766b697
33 changed files with 230 additions and 199 deletions

View File

@@ -21,7 +21,7 @@
*
*/
SecondarySkill::SecondarySkill CHeroClass::chooseSecSkill(const std::set<SecondarySkill::SecondarySkill> & possibles) const //picks secondary skill out from given possibilities
SecondarySkill CHeroClass::chooseSecSkill(const std::set<SecondarySkill> & possibles) const //picks secondary skill out from given possibilities
{
if(possibles.size()==1)
return *possibles.begin();
@@ -166,7 +166,7 @@ CHeroClass *CHeroClassHandler::loadClass(const JsonNode & node)
heroClass->primarySkillHighLevel.push_back(node["highLevelChance"][pSkill].Float());
}
BOOST_FOREACH(const std::string & secSkill, SecondarySkill::names)
BOOST_FOREACH(const std::string & secSkill, NSecondarySkill::names)
{
heroClass->secSkillProbability.push_back(node["secondarySkills"][secSkill].Float());
}
@@ -271,9 +271,9 @@ void CHeroHandler::loadHeroJson(CHero * hero, const JsonNode & node)
BOOST_FOREACH(const JsonNode &set, node["skills"].Vector())
{
SecondarySkill::SecondarySkill skillID = static_cast<SecondarySkill::SecondarySkill>(
boost::range::find(SecondarySkill::names, set["skill"].String()) - boost::begin(SecondarySkill::names));
int skillLevel = boost::range::find(SecondarySkill::levels, set["level"].String()) - boost::begin(SecondarySkill::levels);
SecondarySkill skillID = SecondarySkill(
boost::range::find(NSecondarySkill::names, set["skill"].String()) - boost::begin(NSecondarySkill::names));
int skillLevel = boost::range::find(NSecondarySkill::levels, set["level"].String()) - boost::begin(NSecondarySkill::levels);
hero->secSkillsInit.push_back(std::make_pair(skillID, skillLevel));
}
@@ -319,7 +319,7 @@ void CHeroHandler::load()
{
for (int i = 0; i < GameConstants::SKILL_QUANTITY; ++i)
{
VLC->modh->identifiers.registerObject("skill." + SecondarySkill::names[i], i);
VLC->modh->identifiers.registerObject("skill." + NSecondarySkill::names[i], i);
}
classes.load();
loadHeroes();