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https://github.com/EQEmu/Server.git
synced 2026-05-17 03:08:26 +00:00
Renamed and moved SkillUseTypes enumeration to EQEmu::skills::SkillType; eq_dictionary work
This commit is contained in:
+25
-25
@@ -211,9 +211,9 @@ void Client::SendMaxCharCreate() {
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auto outapp = new EQApplicationPacket(OP_SendMaxCharacters, sizeof(MaxCharacters_Struct));
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MaxCharacters_Struct* mc = (MaxCharacters_Struct*)outapp->pBuffer;
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mc->max_chars = EQEmu::limits::CharacterCreationLimit(m_ClientVersion);
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if (mc->max_chars > EQEmu::constants::CharacterCreationLimit)
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mc->max_chars = EQEmu::constants::CharacterCreationLimit;
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mc->max_chars = EQEmu::constants::CharacterCreationLimit(m_ClientVersion);
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if (mc->max_chars > EQEmu::constants::CharacterCreationMax)
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mc->max_chars = EQEmu::constants::CharacterCreationMax;
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QueuePacket(outapp);
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safe_delete(outapp);
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@@ -746,8 +746,8 @@ bool Client::HandleEnterWorldPacket(const EQApplicationPacket *app) {
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// This can probably be moved outside and have another method return requested info (don't forget to remove the #include "../common/shareddb.h" above)
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// (This is a literal translation of the original process..I don't see why it can't be changed to a single-target query over account iteration)
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if (!pZoning) {
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size_t character_limit = EQEmu::limits::CharacterCreationLimit(eqs->ClientVersion());
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if (character_limit > EQEmu::constants::CharacterCreationLimit) { character_limit = EQEmu::constants::CharacterCreationLimit; }
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size_t character_limit = EQEmu::constants::CharacterCreationLimit(eqs->ClientVersion());
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if (character_limit > EQEmu::constants::CharacterCreationMax) { character_limit = EQEmu::constants::CharacterCreationMax; }
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if (eqs->ClientVersion() == EQEmu::versions::ClientVersion::Titanium) { character_limit = 8; }
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std::string tgh_query = StringFormat(
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@@ -1464,8 +1464,8 @@ bool Client::OPCharCreate(char *name, CharCreate_Struct *cc)
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SetClassStartingSkills(&pp);
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SetClassLanguages(&pp);
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pp.skills[SkillSwimming] = RuleI(Skills, SwimmingStartValue);
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pp.skills[SkillSenseHeading] = RuleI(Skills, SenseHeadingStartValue);
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pp.skills[EQEmu::skills::SkillSwimming] = RuleI(Skills, SwimmingStartValue);
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pp.skills[EQEmu::skills::SkillSenseHeading] = RuleI(Skills, SenseHeadingStartValue);
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// strcpy(pp.servername, WorldConfig::get()->ShortName.c_str());
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@@ -1839,21 +1839,21 @@ bool CheckCharCreateInfoTitanium(CharCreate_Struct *cc)
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void Client::SetClassStartingSkills(PlayerProfile_Struct *pp)
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{
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for (uint32 i = 0; i <= HIGHEST_SKILL; ++i) {
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for (uint32 i = 0; i <= EQEmu::skills::HIGHEST_SKILL; ++i) {
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if (pp->skills[i] == 0) {
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// Skip specialized, tradeskills (fishing excluded), Alcohol Tolerance, and Bind Wound
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if (EQEmu::IsSpecializedSkill((SkillUseTypes)i) ||
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(EQEmu::IsTradeskill((SkillUseTypes)i) && i != SkillFishing) ||
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i == SkillAlcoholTolerance || i == SkillBindWound)
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if (EQEmu::skills::IsSpecializedSkill((EQEmu::skills::SkillType)i) ||
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(EQEmu::skills::IsTradeskill((EQEmu::skills::SkillType)i) && i != EQEmu::skills::SkillFishing) ||
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i == EQEmu::skills::SkillAlcoholTolerance || i == EQEmu::skills::SkillBindWound)
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continue;
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pp->skills[i] = database.GetSkillCap(pp->class_, (SkillUseTypes)i, 1);
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pp->skills[i] = database.GetSkillCap(pp->class_, (EQEmu::skills::SkillType)i, 1);
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}
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}
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if (cle->GetClientVersion() < static_cast<uint8>(EQEmu::versions::ClientVersion::RoF2) && pp->class_ == BERSERKER) {
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pp->skills[Skill1HPiercing] = pp->skills[Skill2HPiercing];
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pp->skills[Skill2HPiercing] = 0;
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pp->skills[EQEmu::skills::Skill1HPiercing] = pp->skills[EQEmu::skills::Skill2HPiercing];
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pp->skills[EQEmu::skills::Skill2HPiercing] = 0;
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}
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}
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@@ -1876,41 +1876,41 @@ void Client::SetRaceStartingSkills( PlayerProfile_Struct *pp )
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}
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case DARK_ELF:
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{
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pp->skills[SkillHide] = 50;
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pp->skills[EQEmu::skills::SkillHide] = 50;
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break;
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}
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case FROGLOK:
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{
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pp->skills[SkillSwimming] = 125;
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pp->skills[EQEmu::skills::SkillSwimming] = 125;
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break;
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}
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case GNOME:
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{
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pp->skills[SkillTinkering] = 50;
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pp->skills[EQEmu::skills::SkillTinkering] = 50;
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break;
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}
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case HALFLING:
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{
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pp->skills[SkillHide] = 50;
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pp->skills[SkillSneak] = 50;
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pp->skills[EQEmu::skills::SkillHide] = 50;
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pp->skills[EQEmu::skills::SkillSneak] = 50;
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break;
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}
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case IKSAR:
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{
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pp->skills[SkillForage] = 50;
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pp->skills[SkillSwimming] = 100;
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pp->skills[EQEmu::skills::SkillForage] = 50;
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pp->skills[EQEmu::skills::SkillSwimming] = 100;
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break;
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}
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case WOOD_ELF:
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{
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pp->skills[SkillForage] = 50;
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pp->skills[SkillHide] = 50;
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pp->skills[EQEmu::skills::SkillForage] = 50;
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pp->skills[EQEmu::skills::SkillHide] = 50;
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break;
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}
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case VAHSHIR:
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{
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pp->skills[SkillSafeFall] = 50;
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pp->skills[SkillSneak] = 50;
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pp->skills[EQEmu::skills::SkillSafeFall] = 50;
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pp->skills[EQEmu::skills::SkillSneak] = 50;
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break;
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}
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}
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