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https://github.com/EQEmu/Server.git
synced 2025-12-12 01:11:29 +00:00
Fix database connection pointer bucket consistency
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parent
66f89416d5
commit
450c748299
@ -1906,7 +1906,7 @@ void Client::SetClassStartingSkills(PlayerProfile_Struct *pp)
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i == EQ::skills::SkillAlcoholTolerance || i == EQ::skills::SkillBindWound)
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i == EQ::skills::SkillAlcoholTolerance || i == EQ::skills::SkillBindWound)
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continue;
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continue;
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pp->skills[i] = database.GetSkillCap(pp->class_, (EQ::skills::SkillType)i, 1);
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pp->skills[i] = content_db.GetSkillCap(pp->class_, (EQ::skills::SkillType)i, 1);
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}
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}
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}
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}
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@ -1338,7 +1338,7 @@ void ZoneServer::HandleMessage(uint16 opcode, const EQ::Net::Packet &p) {
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}
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}
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LogInfo("Loading skill caps");
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LogInfo("Loading skill caps");
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if (!database.LoadSkillCaps(hotfix_name)) {
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if (!content_db.LoadSkillCaps(hotfix_name)) {
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LogInfo("Error: Could not load skill cap data. But ignoring");
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LogInfo("Error: Could not load skill cap data. But ignoring");
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}
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}
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@ -1591,7 +1591,7 @@ uint16 Bot::GetPrimarySkillValue() {
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}
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}
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uint16 Bot::MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 level) const {
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uint16 Bot::MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 level) const {
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return(database.GetSkillCap(class_, skillid, level));
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return(content_db.GetSkillCap(class_, skillid, level));
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}
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}
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uint32 Bot::GetTotalATK() {
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uint32 Bot::GetTotalATK() {
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@ -9082,7 +9082,7 @@ void Bot::CalcBotStats(bool showtext) {
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SetLevel(GetBotOwner()->GetLevel());
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SetLevel(GetBotOwner()->GetLevel());
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for (int sindex = 0; sindex <= EQ::skills::HIGHEST_SKILL; ++sindex) {
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for (int sindex = 0; sindex <= EQ::skills::HIGHEST_SKILL; ++sindex) {
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skills[sindex] = database.GetSkillCap(GetClass(), (EQ::skills::SkillType)sindex, GetLevel());
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skills[sindex] = content_db.GetSkillCap(GetClass(), (EQ::skills::SkillType)sindex, GetLevel());
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}
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}
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taunt_timer.Start(1000);
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taunt_timer.Start(1000);
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@ -2505,7 +2505,7 @@ bool Client::CanHaveSkill(EQ::skills::SkillType skill_id) const {
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if (ClientVersion() < EQ::versions::ClientVersion::RoF2 && class_ == BERSERKER && skill_id == EQ::skills::Skill1HPiercing)
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if (ClientVersion() < EQ::versions::ClientVersion::RoF2 && class_ == BERSERKER && skill_id == EQ::skills::Skill1HPiercing)
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skill_id = EQ::skills::Skill2HPiercing;
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skill_id = EQ::skills::Skill2HPiercing;
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return(database.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)) > 0);
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return(content_db.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)) > 0);
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//if you don't have it by max level, then odds are you never will?
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//if you don't have it by max level, then odds are you never will?
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}
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}
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@ -2513,7 +2513,7 @@ uint16 Client::MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 lev
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if (ClientVersion() < EQ::versions::ClientVersion::RoF2 && class_ == BERSERKER && skillid == EQ::skills::Skill1HPiercing)
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if (ClientVersion() < EQ::versions::ClientVersion::RoF2 && class_ == BERSERKER && skillid == EQ::skills::Skill1HPiercing)
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skillid = EQ::skills::Skill2HPiercing;
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skillid = EQ::skills::Skill2HPiercing;
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return(database.GetSkillCap(class_, skillid, level));
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return(content_db.GetSkillCap(class_, skillid, level));
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}
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}
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uint8 Client::SkillTrainLevel(EQ::skills::SkillType skillid, uint16 class_)
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uint8 Client::SkillTrainLevel(EQ::skills::SkillType skillid, uint16 class_)
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@ -2521,7 +2521,7 @@ uint8 Client::SkillTrainLevel(EQ::skills::SkillType skillid, uint16 class_)
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if (ClientVersion() < EQ::versions::ClientVersion::RoF2 && class_ == BERSERKER && skillid == EQ::skills::Skill1HPiercing)
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if (ClientVersion() < EQ::versions::ClientVersion::RoF2 && class_ == BERSERKER && skillid == EQ::skills::Skill1HPiercing)
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skillid = EQ::skills::Skill2HPiercing;
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skillid = EQ::skills::Skill2HPiercing;
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return(database.GetTrainLevel(class_, skillid, RuleI(Character, MaxLevel)));
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return(content_db.GetTrainLevel(class_, skillid, RuleI(Character, MaxLevel)));
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}
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}
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uint16 Client::GetMaxSkillAfterSpecializationRules(EQ::skills::SkillType skillid, uint16 maxSkill)
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uint16 Client::GetMaxSkillAfterSpecializationRules(EQ::skills::SkillType skillid, uint16 maxSkill)
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@ -12552,7 +12552,7 @@ void command_max_all_skills(Client *c, const Seperator *sep)
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}
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}
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else
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else
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{
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{
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int max_skill_level = database.GetSkillCap(c->GetClass(), (EQ::skills::SkillType)i, c->GetLevel());
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int max_skill_level = content_db.GetSkillCap(c->GetClass(), (EQ::skills::SkillType)i, c->GetLevel());
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c->SetSkill((EQ::skills::SkillType)i, max_skill_level);
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c->SetSkill((EQ::skills::SkillType)i, max_skill_level);
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}
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}
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}
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}
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@ -318,7 +318,7 @@ int main(int argc, char** argv) {
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return 1;
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return 1;
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}
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}
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LogInfo("Loading skill caps");
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LogInfo("Loading skill caps");
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if (!database.LoadSkillCaps(std::string(hotfix_name))) {
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if (!content_db.LoadSkillCaps(std::string(hotfix_name))) {
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LogError("Loading skill caps failed!");
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LogError("Loading skill caps failed!");
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return 1;
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return 1;
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}
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}
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@ -74,7 +74,7 @@ Merc::Merc(const NPCType* d, float x, float y, float z, float heading)
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int r;
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int r;
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for (r = 0; r <= EQ::skills::HIGHEST_SKILL; r++) {
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for (r = 0; r <= EQ::skills::HIGHEST_SKILL; r++) {
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skills[r] = database.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, GetLevel());
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skills[r] = content_db.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, GetLevel());
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}
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}
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size = d->size;
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size = d->size;
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@ -1180,12 +1180,12 @@ bool Merc::HasSkill(EQ::skills::SkillType skill_id) const {
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}
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}
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bool Merc::CanHaveSkill(EQ::skills::SkillType skill_id) const {
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bool Merc::CanHaveSkill(EQ::skills::SkillType skill_id) const {
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return(database.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)) > 0);
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return(content_db.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)) > 0);
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//if you don't have it by max level, then odds are you never will?
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//if you don't have it by max level, then odds are you never will?
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}
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}
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uint16 Merc::MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 level) const {
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uint16 Merc::MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 level) const {
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return(database.GetSkillCap(class_, skillid, level));
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return(content_db.GetSkillCap(class_, skillid, level));
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}
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}
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void Merc::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
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void Merc::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
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@ -309,7 +309,7 @@ NPC::NPC(const NPCType *npc_type_data, Spawn2 *in_respawn, const glm::vec4 &posi
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//give NPCs skill values...
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//give NPCs skill values...
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int r;
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int r;
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for (r = 0; r <= EQ::skills::HIGHEST_SKILL; r++) {
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for (r = 0; r <= EQ::skills::HIGHEST_SKILL; r++) {
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skills[r] = database.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, moblevel);
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skills[r] = content_db.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, moblevel);
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}
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}
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// some overrides -- really we need to be able to set skills for mobs in the DB
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// some overrides -- really we need to be able to set skills for mobs in the DB
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// There are some known low level SHM/BST pets that do not follow this, which supports
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// There are some known low level SHM/BST pets that do not follow this, which supports
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@ -3322,7 +3322,7 @@ void NPC::RecalculateSkills()
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{
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{
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int r;
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int r;
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for (r = 0; r <= EQ::skills::HIGHEST_SKILL; r++) {
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for (r = 0; r <= EQ::skills::HIGHEST_SKILL; r++) {
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skills[r] = database.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, level);
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skills[r] = content_db.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, level);
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}
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}
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// some overrides -- really we need to be able to set skills for mobs in the DB
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// some overrides -- really we need to be able to set skills for mobs in the DB
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