Renamed and moved SkillUseTypes enumeration to EQEmu::skills::SkillType; eq_dictionary work

This commit is contained in:
Uleat
2016-05-25 18:50:26 -04:00
parent 615158e701
commit 71f128731f
86 changed files with 4987 additions and 3074 deletions
+71 -71
View File
@@ -507,7 +507,7 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAu
}
}
if (item->ExtraDmgSkill != 0 && item->ExtraDmgSkill <= HIGHEST_SKILL) {
if (item->ExtraDmgSkill != 0 && item->ExtraDmgSkill <= EQEmu::skills::HIGHEST_SKILL) {
if ((newbon->SkillDamageAmount[item->ExtraDmgSkill] + item->ExtraDmgAmt) >
RuleI(Character, ItemExtraDmgCap))
newbon->SkillDamageAmount[item->ExtraDmgSkill] = RuleI(Character, ItemExtraDmgCap);
@@ -517,7 +517,7 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAu
}
// Process when ammo_slot_item = true or false
if (item->SkillModValue != 0 && item->SkillModType <= HIGHEST_SKILL) {
if (item->SkillModValue != 0 && item->SkillModType <= EQEmu::skills::HIGHEST_SKILL) {
if ((item->SkillModValue > 0 && newbon->skillmod[item->SkillModType] < item->SkillModValue) ||
(item->SkillModValue < 0 && newbon->skillmod[item->SkillModType] > item->SkillModValue)) {
@@ -672,10 +672,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
// Note: AA effects that use accuracy are skill limited, while spell effect is not.
case SE_Accuracy:
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
if ((base2 == ALL_SKILLS) && (newbon->Accuracy[HIGHEST_SKILL + 1] < base1))
newbon->Accuracy[HIGHEST_SKILL + 1] = base1;
if ((base2 == ALL_SKILLS) && (newbon->Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] < base1))
newbon->Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] = base1;
else if (newbon->Accuracy[base2] < base1)
newbon->Accuracy[base2] += base1;
break;
@@ -1015,10 +1015,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
case SE_HitChance: {
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
if (base2 == ALL_SKILLS)
newbon->HitChanceEffect[HIGHEST_SKILL + 1] += base1;
newbon->HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] += base1;
else
newbon->HitChanceEffect[base2] += base1;
}
@@ -1069,21 +1069,21 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
case SE_CriticalHitChance: {
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
if (base2 == ALL_SKILLS)
newbon->CriticalHitChance[HIGHEST_SKILL + 1] += base1;
newbon->CriticalHitChance[EQEmu::skills::HIGHEST_SKILL + 1] += base1;
else
newbon->CriticalHitChance[base2] += base1;
} break;
case SE_CriticalDamageMob: {
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
// base1 = effect value, base2 = skill restrictions(-1 for all)
if (base2 == ALL_SKILLS)
newbon->CritDmgMob[HIGHEST_SKILL + 1] += base1;
newbon->CritDmgMob[EQEmu::skills::HIGHEST_SKILL + 1] += base1;
else
newbon->CritDmgMob[base2] += base1;
break;
@@ -1109,10 +1109,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
case SE_SkillDamageAmount: {
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
if (base2 == ALL_SKILLS)
newbon->SkillDamageAmount[HIGHEST_SKILL + 1] += base1;
newbon->SkillDamageAmount[EQEmu::skills::HIGHEST_SKILL + 1] += base1;
else
newbon->SkillDamageAmount[base2] += base1;
break;
@@ -1128,10 +1128,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
case SE_DamageModifier: {
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
if (base2 == ALL_SKILLS)
newbon->DamageModifier[HIGHEST_SKILL + 1] += base1;
newbon->DamageModifier[EQEmu::skills::HIGHEST_SKILL + 1] += base1;
else
newbon->DamageModifier[base2] += base1;
break;
@@ -1139,10 +1139,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
case SE_DamageModifier2: {
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
if (base2 == ALL_SKILLS)
newbon->DamageModifier2[HIGHEST_SKILL + 1] += base1;
newbon->DamageModifier2[EQEmu::skills::HIGHEST_SKILL + 1] += base1;
else
newbon->DamageModifier2[base2] += base1;
break;
@@ -1178,7 +1178,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
// Physically raises skill cap ie if 55/55 it will raise to 55/60
case SE_RaiseSkillCap: {
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
if (newbon->RaiseSkillCap[base2] < base1)
@@ -1350,9 +1350,9 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
case SE_LimitToSkill: {
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
if (base1 <= HIGHEST_SKILL)
if (base1 <= EQEmu::skills::HIGHEST_SKILL)
newbon->LimitToSkill[base1] = true;
break;
}
@@ -1416,7 +1416,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
case SE_ReduceTradeskillFail:{
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
newbon->ReduceTradeskillFail[base2] += base1;
@@ -1938,26 +1938,26 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
case SE_CriticalHitChance:
{
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
if (AdditiveWornBonus) {
if(base2 == ALL_SKILLS)
new_bonus->CriticalHitChance[HIGHEST_SKILL+1] += effect_value;
new_bonus->CriticalHitChance[EQEmu::skills::HIGHEST_SKILL + 1] += effect_value;
else
new_bonus->CriticalHitChance[base2] += effect_value;
}
else if(effect_value < 0) {
if(base2 == ALL_SKILLS && new_bonus->CriticalHitChance[HIGHEST_SKILL+1] > effect_value)
new_bonus->CriticalHitChance[HIGHEST_SKILL+1] = effect_value;
if (base2 == ALL_SKILLS && new_bonus->CriticalHitChance[EQEmu::skills::HIGHEST_SKILL + 1] > effect_value)
new_bonus->CriticalHitChance[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
else if(base2 != ALL_SKILLS && new_bonus->CriticalHitChance[base2] > effect_value)
new_bonus->CriticalHitChance[base2] = effect_value;
}
else if(base2 == ALL_SKILLS && new_bonus->CriticalHitChance[HIGHEST_SKILL+1] < effect_value)
new_bonus->CriticalHitChance[HIGHEST_SKILL+1] = effect_value;
else if (base2 == ALL_SKILLS && new_bonus->CriticalHitChance[EQEmu::skills::HIGHEST_SKILL + 1] < effect_value)
new_bonus->CriticalHitChance[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
else if(base2 != ALL_SKILLS && new_bonus->CriticalHitChance[base2] < effect_value)
new_bonus->CriticalHitChance[base2] = effect_value;
@@ -2144,24 +2144,24 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
case SE_HitChance:
{
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
if (AdditiveWornBonus){
if(base2 == ALL_SKILLS)
new_bonus->HitChanceEffect[HIGHEST_SKILL+1] += effect_value;
new_bonus->HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] += effect_value;
else
new_bonus->HitChanceEffect[base2] += effect_value;
}
else if(base2 == ALL_SKILLS){
if ((effect_value < 0) && (new_bonus->HitChanceEffect[HIGHEST_SKILL+1] > effect_value))
new_bonus->HitChanceEffect[HIGHEST_SKILL+1] = effect_value;
if ((effect_value < 0) && (new_bonus->HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] > effect_value))
new_bonus->HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
else if (!new_bonus->HitChanceEffect[HIGHEST_SKILL+1] ||
((new_bonus->HitChanceEffect[HIGHEST_SKILL+1] > 0) && (new_bonus->HitChanceEffect[HIGHEST_SKILL+1] < effect_value)))
new_bonus->HitChanceEffect[HIGHEST_SKILL+1] = effect_value;
else if (!new_bonus->HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] ||
((new_bonus->HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] > 0) && (new_bonus->HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] < effect_value)))
new_bonus->HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
}
else {
@@ -2181,9 +2181,9 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
case SE_DamageModifier:
{
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
int skill = base2 == ALL_SKILLS ? HIGHEST_SKILL + 1 : base2;
int skill = base2 == ALL_SKILLS ? EQEmu::skills::HIGHEST_SKILL + 1 : base2;
if (effect_value < 0 && new_bonus->DamageModifier[skill] > effect_value)
new_bonus->DamageModifier[skill] = effect_value;
else if (effect_value > 0 && new_bonus->DamageModifier[skill] < effect_value)
@@ -2194,9 +2194,9 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
case SE_DamageModifier2:
{
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
int skill = base2 == ALL_SKILLS ? HIGHEST_SKILL + 1 : base2;
int skill = base2 == ALL_SKILLS ? EQEmu::skills::HIGHEST_SKILL + 1 : base2;
if (effect_value < 0 && new_bonus->DamageModifier2[skill] > effect_value)
new_bonus->DamageModifier2[skill] = effect_value;
else if (effect_value > 0 && new_bonus->DamageModifier2[skill] < effect_value)
@@ -2207,9 +2207,9 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
case SE_MinDamageModifier:
{
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
int skill = base2 == ALL_SKILLS ? HIGHEST_SKILL + 1 : base2;
int skill = base2 == ALL_SKILLS ? EQEmu::skills::HIGHEST_SKILL + 1 : base2;
if (effect_value < 0 && new_bonus->MinDamageModifier[skill] > effect_value)
new_bonus->MinDamageModifier[skill] = effect_value;
else if (effect_value > 0 && new_bonus->MinDamageModifier[skill] < effect_value)
@@ -2284,14 +2284,14 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
case SE_Accuracy:
{
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
if ((effect_value < 0) && (new_bonus->Accuracy[HIGHEST_SKILL+1] > effect_value))
new_bonus->Accuracy[HIGHEST_SKILL+1] = effect_value;
if ((effect_value < 0) && (new_bonus->Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] > effect_value))
new_bonus->Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
else if (!new_bonus->Accuracy[HIGHEST_SKILL+1] ||
((new_bonus->Accuracy[HIGHEST_SKILL+1] > 0) && (new_bonus->Accuracy[HIGHEST_SKILL+1] < effect_value)))
new_bonus->Accuracy[HIGHEST_SKILL+1] = effect_value;
else if (!new_bonus->Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] ||
((new_bonus->Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] > 0) && (new_bonus->Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] < effect_value)))
new_bonus->Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
break;
}
@@ -2310,19 +2310,19 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
case SE_SkillDamageTaken:
{
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
//When using npc_spells_effects if MAX value set, use stackable quest based modifier.
if (IsAISpellEffect && max){
if(base2 == ALL_SKILLS)
SkillDmgTaken_Mod[HIGHEST_SKILL+1] = effect_value;
SkillDmgTaken_Mod[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
else
SkillDmgTaken_Mod[base2] = effect_value;
}
else {
if(base2 == ALL_SKILLS)
new_bonus->SkillDmgTaken[HIGHEST_SKILL+1] += effect_value;
new_bonus->SkillDmgTaken[EQEmu::skills::HIGHEST_SKILL + 1] += effect_value;
else
new_bonus->SkillDmgTaken[base2] += effect_value;
@@ -2431,10 +2431,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
case SE_CriticalDamageMob:
{
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
if(base2 == ALL_SKILLS)
new_bonus->CritDmgMob[HIGHEST_SKILL+1] += effect_value;
new_bonus->CritDmgMob[EQEmu::skills::HIGHEST_SKILL + 1] += effect_value;
else
new_bonus->CritDmgMob[base2] += effect_value;
break;
@@ -2450,10 +2450,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
case SE_SkillDamageAmount:
{
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
if(base2 == ALL_SKILLS)
new_bonus->SkillDamageAmount[HIGHEST_SKILL+1] += effect_value;
new_bonus->SkillDamageAmount[EQEmu::skills::HIGHEST_SKILL + 1] += effect_value;
else
new_bonus->SkillDamageAmount[base2] += effect_value;
break;
@@ -2558,10 +2558,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
case SE_SkillDamageAmount2:
{
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
if(base2 == ALL_SKILLS)
new_bonus->SkillDamageAmount2[HIGHEST_SKILL+1] += effect_value;
new_bonus->SkillDamageAmount2[EQEmu::skills::HIGHEST_SKILL + 1] += effect_value;
else
new_bonus->SkillDamageAmount2[base2] += effect_value;
break;
@@ -3096,9 +3096,9 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
case SE_LimitToSkill:{
// Bad data or unsupported new skill
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
if (effect_value <= HIGHEST_SKILL){
if (effect_value <= EQEmu::skills::HIGHEST_SKILL){
new_bonus->LimitToSkill[effect_value] = true;
}
break;
@@ -3155,7 +3155,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
case SE_ReduceTradeskillFail:{
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
new_bonus->ReduceTradeskillFail[base2] += effect_value;
@@ -3168,7 +3168,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
break;
case SE_RaiseSkillCap: {
if (base2 > HIGHEST_SKILL)
if (base2 > EQEmu::skills::HIGHEST_SKILL)
break;
if (new_bonus->RaiseSkillCap[base2] < effect_value)
@@ -3866,7 +3866,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
case SE_CriticalHitChance:
{
for(int e = 0; e < HIGHEST_SKILL+1; e++)
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
{
spellbonuses.CriticalHitChance[e] = effect_value;
aabonuses.CriticalHitChance[e] = effect_value;
@@ -3984,7 +3984,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
case SE_HitChance:
{
for(int e = 0; e < HIGHEST_SKILL+1; e++)
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
{
spellbonuses.HitChanceEffect[e] = effect_value;
aabonuses.HitChanceEffect[e] = effect_value;
@@ -3995,7 +3995,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
case SE_DamageModifier:
{
for(int e = 0; e < HIGHEST_SKILL+1; e++)
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
{
spellbonuses.DamageModifier[e] = effect_value;
aabonuses.DamageModifier[e] = effect_value;
@@ -4006,7 +4006,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
case SE_DamageModifier2:
{
for(int e = 0; e < HIGHEST_SKILL+1; e++)
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
{
spellbonuses.DamageModifier2[e] = effect_value;
aabonuses.DamageModifier2[e] = effect_value;
@@ -4017,7 +4017,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
case SE_MinDamageModifier:
{
for(int e = 0; e < HIGHEST_SKILL+1; e++)
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
{
spellbonuses.MinDamageModifier[e] = effect_value;
aabonuses.MinDamageModifier[e] = effect_value;
@@ -4058,10 +4058,10 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
case SE_Accuracy:
{
spellbonuses.Accuracy[HIGHEST_SKILL+1] = effect_value;
itembonuses.Accuracy[HIGHEST_SKILL+1] = effect_value;
spellbonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
itembonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
for(int e = 0; e < HIGHEST_SKILL+1; e++)
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
{
aabonuses.Accuracy[e] = effect_value;
}
@@ -4088,7 +4088,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
case SE_SkillDamageTaken:
{
for(int e = 0; e < HIGHEST_SKILL+1; e++)
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
{
spellbonuses.SkillDmgTaken[e] = effect_value;
aabonuses.SkillDmgTaken[e] = effect_value;
@@ -4193,7 +4193,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
case SE_CriticalDamageMob:
{
for(int e = 0; e < HIGHEST_SKILL+1; e++)
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
{
spellbonuses.CritDmgMob[e] = effect_value;
aabonuses.CritDmgMob[e] = effect_value;
@@ -4204,7 +4204,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
case SE_SkillDamageAmount:
{
for(int e = 0; e < HIGHEST_SKILL+1; e++)
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
{
spellbonuses.SkillDamageAmount[e] = effect_value;
aabonuses.SkillDamageAmount[e] = effect_value;
@@ -4255,7 +4255,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
case SE_SkillDamageAmount2:
{
for(int e = 0; e < HIGHEST_SKILL+1; e++)
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
{
spellbonuses.SkillDamageAmount2[e] = effect_value;
aabonuses.SkillDamageAmount2[e] = effect_value;