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faction.cpp & .h header include cleanup and faction.cpp code structure style change
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@ -1,4 +1,4 @@
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/* EQEMu: Everquest Server Emulator
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/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
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This program is free software; you can redistribute it and/or modify
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@ -15,34 +15,35 @@
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "debug.h"
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#include "faction.h"
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#include "races.h"
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const char *FactionValueToString(FACTION_VALUE fv) {
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switch(fv) {
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case FACTION_ALLY:
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return("Ally");
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case FACTION_WARMLY:
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return("Warmly");
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case FACTION_KINDLY:
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return("Kindly");
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case FACTION_AMIABLE:
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return("Amiable");
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case FACTION_INDIFFERENT:
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return("Indifferent");
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case FACTION_APPREHENSIVE:
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return("Apprehensive");
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case FACTION_DUBIOUS:
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return("Dubious");
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case FACTION_THREATENLY:
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return("Threatenly");
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case FACTION_SCOWLS:
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return("Scowls, ready to attack.");
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default:
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break;
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const char *FactionValueToString(FACTION_VALUE fv)
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{
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switch (fv) {
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case FACTION_ALLY:
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return ("Ally");
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case FACTION_WARMLY:
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return ("Warmly");
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case FACTION_KINDLY:
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return ("Kindly");
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case FACTION_AMIABLE:
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return ("Amiable");
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case FACTION_INDIFFERENT:
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return ("Indifferent");
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case FACTION_APPREHENSIVE:
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return ("Apprehensive");
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case FACTION_DUBIOUS:
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return ("Dubious");
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case FACTION_THREATENLY:
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return ("Threatenly");
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case FACTION_SCOWLS:
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return ("Scowls, ready to attack.");
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default:
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break;
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}
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return("Unknown Faction Con");
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return ("Unknown Faction Con");
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}
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@ -55,35 +56,56 @@ const char *FactionValueToString(FACTION_VALUE fv) {
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FACTION_VALUE CalculateFaction(FactionMods* fm, int32 tmpCharacter_value)
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{
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int32 character_value = tmpCharacter_value;
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if (fm)
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if (fm) {
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character_value += fm->base + fm->class_mod + fm->race_mod + fm->deity_mod;
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if(character_value >= 1101) return FACTION_ALLY;
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if(character_value >= 701 && character_value <= 1100) return FACTION_WARMLY;
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if(character_value >= 401 && character_value <= 700) return FACTION_KINDLY;
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if(character_value >= 101 && character_value <= 400) return FACTION_AMIABLE;
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if(character_value >= 0 && character_value <= 100) return FACTION_INDIFFERENT;
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if(character_value >= -100 && character_value <= -1) return FACTION_APPREHENSIVE;
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if(character_value >= -700 && character_value <= -101) return FACTION_DUBIOUS;
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if(character_value >= -999 && character_value <= -701) return FACTION_THREATENLY;
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if(character_value <= -1000) return FACTION_SCOWLS;
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}
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if (character_value >= 1101) {
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return FACTION_ALLY;
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}
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if (character_value >= 701 && character_value <= 1100) {
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return FACTION_WARMLY;
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}
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if (character_value >= 401 && character_value <= 700) {
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return FACTION_KINDLY;
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}
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if (character_value >= 101 && character_value <= 400) {
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return FACTION_AMIABLE;
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}
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if (character_value >= 0 && character_value <= 100) {
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return FACTION_INDIFFERENT;
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}
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if (character_value >= -100 && character_value <= -1) {
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return FACTION_APPREHENSIVE;
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}
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if (character_value >= -700 && character_value <= -101) {
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return FACTION_DUBIOUS;
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}
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if (character_value >= -999 && character_value <= -701) {
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return FACTION_THREATENLY;
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}
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if (character_value <= -1000) {
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return FACTION_SCOWLS;
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}
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return FACTION_INDIFFERENT;
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}
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// this function should check if some races have more than one race define
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bool IsOfEqualRace(int r1, int r2)
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{
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if (r1 == r2)
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if (r1 == r2) {
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return true;
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}
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// TODO: add more values
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switch(r1)
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{
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case DARK_ELF:
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if (r2 == 77)
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return true;
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break;
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case BARBARIAN:
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if (r2 == 90)
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return true;
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switch (r1) {
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case DARK_ELF:
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if (r2 == 77) {
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return true;
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}
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break;
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case BARBARIAN:
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if (r2 == 90) {
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return true;
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}
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}
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return false;
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}
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@ -91,50 +113,55 @@ bool IsOfEqualRace(int r1, int r2)
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// trolls endure ogres, dark elves, ...
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bool IsOfIndiffRace(int r1, int r2)
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{
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if (r1 == r2)
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if (r1 == r2) {
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return true;
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}
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// TODO: add more values
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switch(r1)
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{
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case DARK_ELF:
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case OGRE:
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case TROLL:
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if (r2 == OGRE || r2 == TROLL || r2 == DARK_ELF)
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switch (r1) {
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case DARK_ELF:
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case OGRE:
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case TROLL:
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if (r2 == OGRE || r2 == TROLL || r2 == DARK_ELF) {
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return true;
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}
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break;
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case HUMAN:
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case BARBARIAN:
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case HALF_ELF:
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case GNOME:
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case HALFLING:
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case WOOD_ELF:
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if (r2 == HUMAN ||
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r2 == BARBARIAN ||
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r2 == ERUDITE ||
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r2 == HALF_ELF ||
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r2 == GNOME ||
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r2 == HALFLING ||
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r2 == DWARF ||
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r2 == HIGH_ELF ||
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r2 == WOOD_ELF) {
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return true;
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}
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break;
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case ERUDITE:
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if (r2 == HUMAN || r2 == HALF_ELF) {
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return true;
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}
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break;
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case DWARF:
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if (r2 == HALFLING || r2 == GNOME) {
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return true;
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}
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break;
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case HIGH_ELF:
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if (r2 == WOOD_ELF) {
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return true;
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}
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break;
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case VAHSHIR:
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return true;
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break;
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case HUMAN:
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case BARBARIAN:
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case HALF_ELF:
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case GNOME:
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case HALFLING:
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case WOOD_ELF:
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if (r2 == HUMAN ||
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r2 == BARBARIAN ||
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r2 == ERUDITE ||
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r2 == HALF_ELF ||
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r2 == GNOME ||
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r2 == HALFLING ||
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r2 == DWARF ||
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r2 == HIGH_ELF ||
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r2 == WOOD_ELF)
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return true;
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break;
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case ERUDITE:
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if (r2 == HUMAN || r2 == HALF_ELF)
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return true;
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break;
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case DWARF:
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if (r2 == HALFLING || r2 == GNOME)
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return true;
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break;
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case HIGH_ELF:
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if (r2 == WOOD_ELF)
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return true;
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break;
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case VAHSHIR:
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return true;
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case IKSAR:
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return false;
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case IKSAR:
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return false;
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}
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return false;
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}
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@ -21,7 +21,6 @@
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#include "types.h"
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#include "features.h"
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#include <map>
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#include <string>
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enum FACTION_VALUE {
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FACTION_ALLY = 1,
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