Clean up tabledata init

This commit is contained in:
gsemaj 2021-05-01 23:17:18 -04:00 committed by Gent Semaj
parent 26894c8a69
commit af8dd61967

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@ -989,13 +989,13 @@ void TableData::init() {
// base JSON tables // base JSON tables
json xdt, paths, drops, eggs, npcs, mobs, gruntwork; json xdt, paths, drops, eggs, npcs, mobs, gruntwork;
std::pair<json*, std::string> tables[7] = { std::pair<json*, std::string> tables[7] = {
std::make_pair(&xdt, settings::XDTJSON), // 0 std::make_pair(&xdt, settings::XDTJSON),
std::make_pair(&paths, settings::PATHJSON), // 1 std::make_pair(&paths, settings::PATHJSON),
std::make_pair(&drops, settings::DROPSJSON), // 2 std::make_pair(&drops, settings::DROPSJSON),
std::make_pair(&eggs, settings::EGGSJSON), // 3 std::make_pair(&eggs, settings::EGGSJSON),
std::make_pair(&npcs, settings::NPCJSON), // 4 std::make_pair(&npcs, settings::NPCJSON),
std::make_pair(&mobs, settings::MOBJSON), // 5 std::make_pair(&mobs, settings::MOBJSON),
std::make_pair(&gruntwork, settings::GRUNTWORKJSON) // 6 std::make_pair(&gruntwork, settings::GRUNTWORKJSON)
}; };
// load JSON data into tables // load JSON data into tables
@ -1006,7 +1006,7 @@ void TableData::init() {
if (!fstream.fail()) { if (!fstream.fail()) {
fstream >> *table.first; // load file contents into table fstream >> *table.first; // load file contents into table
} else { } else {
if (i != 6) { // gruntwork isn't critical if (table.first != &gruntwork) { // gruntwork isn't critical
std::cerr << "[FATAL] Critical tdata file missing: " << settings::TDATADIR << table.second << std::endl; std::cerr << "[FATAL] Critical tdata file missing: " << settings::TDATADIR << table.second << std::endl;
exit(1); exit(1);
} }
@ -1031,6 +1031,7 @@ void TableData::init() {
// fetch data from patched tables and load them appropriately // fetch data from patched tables and load them appropriately
// note: the order of these is important // note: the order of these is important
std::cout << "[INFO] Loading tabledata..." << std::endl;
loadXDT(xdt); loadXDT(xdt);
loadNPCs(npcs); loadNPCs(npcs);
loadMobs(mobs, &nextId); loadMobs(mobs, &nextId);