Added helper function bool EQEmu::IsTradeskill(uint32 skill)

Returns true if you pass a tradeskill to it, otherwise false
This commit is contained in:
Michael Cook (mackal) 2014-09-24 23:35:10 -04:00
parent ec8c46abfe
commit a73ac9cfe8
5 changed files with 53 additions and 19 deletions

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@ -2,6 +2,7 @@ EQEMu Changelog (Started on Sept 24, 2003 15:50)
-------------------------------------------------------
== 09/24/2014 ==
Uleat: Re-ordered server opcodes and handlers to give them some predictability of location (I need this for the inventory re-enumeration.)
demonstar55: Added helper function bool EQEmu::IsTradeskill(uint32 skill)
== 09/22/2014 ==
Akkadius: #resetaa now covers the function of #resetaa and #refundaa

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@ -55,8 +55,9 @@ SET(common_sources
rulesys.cpp
serverinfo.cpp
shareddb.cpp
skills.cpp
spdat.cpp
string_util.cpp
string_util.cpp
struct_strategy.cpp
tcp_connection.cpp
tcp_server.cpp

40
common/skills.cpp Normal file
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@ -0,0 +1,40 @@
/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "types.h"
#include "skills.h"
bool EQEmu::IsTradeskill(uint32 skill)
{
switch (skill) {
case SkillFishing:
case SkillMakePoison:
case SkillTinkering:
case SkillResearch:
case SkillAlchemy:
case SkillBaking:
case SkillTailoring:
case SkillBlacksmithing:
case SkillFletching:
case SkillBrewing:
case SkillPottery:
case SkillJewelryMaking:
return true;
default:
return false;
}
}

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@ -260,4 +260,9 @@ typedef enum {
#define HIGHEST_SKILL FRENZY
*/
// for skill related helper functions
namespace EQEmu {
bool IsTradeskill(uint32 skill);
}
#endif

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@ -1790,28 +1790,15 @@ bool CheckCharCreateInfoTitanium(CharCreate_Struct *cc)
return Charerrors == 0;
}
void Client::SetClassStartingSkills( PlayerProfile_Struct *pp )
void Client::SetClassStartingSkills(PlayerProfile_Struct *pp)
{
for(uint32 i = 0; i <= HIGHEST_SKILL; ++i) {
if(pp->skills[i] == 0) {
if(i >= SkillSpecializeAbjure && i <= SkillSpecializeEvocation) {
for (uint32 i = 0; i <= HIGHEST_SKILL; ++i) {
if (pp->skills[i] == 0) {
if (i >= SkillSpecializeAbjure && i <= SkillSpecializeEvocation)
continue;
}
if(i == SkillMakePoison ||
i == SkillTinkering ||
i == SkillResearch ||
i == SkillAlchemy ||
i == SkillBaking ||
i == SkillTailoring ||
i == SkillBlacksmithing ||
i == SkillFletching ||
i == SkillBrewing ||
i == SkillPottery ||
i == SkillJewelryMaking ||
i == SkillBegging) {
if (EQEmu::IsTradeskill(i) || i == SkillBegging)
continue;
}
pp->skills[i] = database.GetSkillCap(pp->class_, (SkillUseTypes)i, 1);
}