Update to #myskills to show proper 'Piercing' skill - 1HPiercing will still show if there is a value..but, will not be available for use if your class doesn't support it.

This commit is contained in:
Uleat 2016-03-20 17:27:08 -04:00
parent e2e1298523
commit 87d92fe809
3 changed files with 107 additions and 26 deletions

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@ -106,3 +106,89 @@ bool EQEmu::IsBardInstrumentSkill(SkillUseTypes skill)
return false;
}
}
const std::map<SkillUseTypes, std::string>& EQEmu::GetSkillUseTypesMap()
{
static const std::map<SkillUseTypes, std::string> skill_use_types_map = {
{ Skill1HBlunt, "1H Blunt" },
{ Skill1HSlashing, "1H Slashing" },
{ Skill2HBlunt, "2H Blunt" },
{ Skill2HSlashing, "2H Slashing" },
{ SkillAbjuration, "Abjuration" },
{ SkillAlteration, "Alteration" },
{ SkillApplyPoison, "Apply Poison" },
{ SkillArchery, "Archery" },
{ SkillBackstab, "Backstab" },
{ SkillBindWound, "Bind Wound" },
{ SkillBash, "Bash" },
{ SkillBlock, "Block" },
{ SkillBrassInstruments, "Brass Instruments" },
{ SkillChanneling, "Channeling" },
{ SkillConjuration, "Conjuration" },
{ SkillDefense, "Defense" },
{ SkillDisarm, "Disarm" },
{ SkillDisarmTraps, "Disarm Traps" },
{ SkillDivination, "Divination" },
{ SkillDodge, "Dodge" },
{ SkillDoubleAttack, "Double Attack" },
{ SkillDragonPunch, "Dragon Punch" },
{ SkillDualWield, "Dual Wield" },
{ SkillEagleStrike, "Eagle Strike" },
{ SkillEvocation, "Evocation" },
{ SkillFeignDeath, "Feign Death" },
{ SkillFlyingKick, "Flying Kick" },
{ SkillForage, "Forage" },
{ SkillHandtoHand, "Hand to Hand" },
{ SkillHide, "Hide" },
{ SkillKick, "Kick" },
{ SkillMeditate, "Meditate" },
{ SkillMend, "Mend" },
{ SkillOffense, "Offense" },
{ SkillParry, "Parry" },
{ SkillPickLock, "Pick Lock" },
{ Skill1HPiercing, "1H Piercing" },
{ SkillRiposte, "Riposte" },
{ SkillRoundKick, "Round Kick" },
{ SkillSafeFall, "Safe Fall" },
{ SkillSenseHeading, "Sense Heading" },
{ SkillSinging, "Singing" },
{ SkillSneak, "Sneak" },
{ SkillSpecializeAbjure, "Specialize Abjuration" },
{ SkillSpecializeAlteration, "Specialize Alteration" },
{ SkillSpecializeConjuration, "Specialize Conjuration" },
{ SkillSpecializeDivination, "Specialize Divination" },
{ SkillSpecializeEvocation, "Specialize Evocation" },
{ SkillPickPockets, "Pick Pockets" },
{ SkillStringedInstruments, "Stringed Instruments" },
{ SkillSwimming, "Swimming" },
{ SkillThrowing, "Throwing" },
{ SkillTigerClaw, "Tiger Claw" },
{ SkillTracking, "Tracking" },
{ SkillWindInstruments, "Wind Instruments" },
{ SkillFishing, "Fishing" },
{ SkillMakePoison, "Make Poison" },
{ SkillTinkering, "Tinkering" },
{ SkillResearch, "Research" },
{ SkillAlchemy, "Alchemy" },
{ SkillBaking, "Baking" },
{ SkillTailoring, "Tailoring" },
{ SkillSenseTraps, "Sense Traps" },
{ SkillBlacksmithing, "Blacksmithing" },
{ SkillFletching, "Fletching" },
{ SkillBrewing, "Brewing" },
{ SkillAlcoholTolerance, "Alcohol Tolerance" },
{ SkillBegging, "Begging" },
{ SkillJewelryMaking, "Jewelry Making" },
{ SkillPottery, "Pottery" },
{ SkillPercussionInstruments, "Percussion Instruments" },
{ SkillIntimidation, "Intimidation" },
{ SkillBerserking, "Berserking" },
{ SkillTaunt, "Taunt" },
{ SkillFrenzy, "Frenzy" },
{ SkillRemoveTraps, "Remove Traps" },
{ SkillTripleAttack, "Triple Attack" },
{ Skill2HPiercing, "2H Piercing" }
};
return skill_use_types_map;
}

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@ -18,6 +18,8 @@
#ifndef SKILLS_H
#define SKILLS_H
#include <map>
/*
** This is really messed up... Are we using SkillTypes as a pseudo repository? The 76th skill really throws
** things for standardization...
@ -273,6 +275,8 @@ namespace EQEmu {
bool IsSpecializedSkill(SkillUseTypes skill);
float GetSkillMeleePushForce(SkillUseTypes skill);
bool IsBardInstrumentSkill(SkillUseTypes skill);
const std::map<SkillUseTypes, std::string>& GetSkillUseTypesMap();
}
#endif

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@ -4950,36 +4950,27 @@ void Client::ShowSkillsWindow()
{
const char *WindowTitle = "Skills";
std::string WindowText;
// using a map for easy alphabetizing of the skills list
std::map<std::string, SkillUseTypes> Skills;
std::map<std::string, SkillUseTypes>::iterator it;
std::map<SkillUseTypes, std::string> Skills = EQEmu::GetSkillUseTypesMap();
// this list of names must keep the same order as that in common/skills.h
const char* SkillName[] = {"1H Blunt","1H Slashing","2H Blunt","2H Slashing","Abjuration","Alteration","Apply Poison","Archery",
"Backstab","Bind Wound","Bash","Block","Brass Instruments","Channeling","Conjuration","Defense","Disarm","Disarm Traps","Divination",
"Dodge","Double Attack","Dragon Punch","Dual Wield","Eagle Strike","Evocation","Feign Death","Flying Kick","Forage","Hand to Hand",
"Hide","Kick","Meditate","Mend","Offense","Parry","Pick Lock","1H Piercing","Ripost","Round Kick","Safe Fall","Sense Heading",
"Singing","Sneak","Specialize Abjuration","Specialize Alteration","Specialize Conjuration","Specialize Divination","Specialize Evocation","Pick Pockets",
"Stringed Instruments","Swimming","Throwing","Tiger Claw","Tracking","Wind Instruments","Fishing","Make Poison","Tinkering","Research",
"Alchemy","Baking","Tailoring","Sense Traps","Blacksmithing","Fletching","Brewing","Alcohol Tolerance","Begging","Jewelry Making",
"Pottery","Percussion Instruments","Intimidation","Berserking","Taunt","Frenzy","Remove Traps","Triple Attack","2H Piercing"};
for(int i = 0; i <= (int)HIGHEST_SKILL; i++)
Skills[SkillName[i]] = (SkillUseTypes)i;
if (GetClientVersion() < ClientVersion::RoF2)
Skills[Skill1HPiercing] = "Piercing";
// print out all available skills
for(it = Skills.begin(); it != Skills.end(); ++it) {
if(GetSkill(it->second) > 0 || MaxSkill(it->second) > 0) {
WindowText += it->first;
// line up the values
for (int j = 0; j < EmuConstants::ITEM_COMMON_SIZE; j++)
WindowText += "&nbsp;";
WindowText += itoa(this->GetSkill(it->second));
if (MaxSkill(it->second) > 0) {
WindowText += "/";
WindowText += itoa(this->GetMaxSkillAfterSpecializationRules(it->second,this->MaxSkill(it->second)));
}
WindowText += "<br>";
for (auto skills_iter : Skills) {
if (skills_iter.first == Skill2HPiercing && GetClientVersion() < ClientVersion::RoF2)
continue;
if (!GetSkill(skills_iter.first) && !MaxSkill(skills_iter.first))
continue;
WindowText += skills_iter.second;
// line up the values
WindowText += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;";
WindowText += itoa(this->GetSkill(skills_iter.first));
if (MaxSkill(skills_iter.first) > 0) {
WindowText += "/";
WindowText += itoa(this->GetMaxSkillAfterSpecializationRules(skills_iter.first, this->MaxSkill(skills_iter.first)));
}
WindowText += "<br>";
}
this->SendPopupToClient(WindowTitle, WindowText.c_str());
}