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Added helper function bool EQEmu::IsTradeskill(uint32 skill)
Returns true if you pass a tradeskill to it, otherwise false
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@ -2,6 +2,7 @@ EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 09/24/2014 ==
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Uleat: Re-ordered server opcodes and handlers to give them some predictability of location (I need this for the inventory re-enumeration.)
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demonstar55: Added helper function bool EQEmu::IsTradeskill(uint32 skill)
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== 09/22/2014 ==
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Akkadius: #resetaa now covers the function of #resetaa and #refundaa
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@ -55,8 +55,9 @@ SET(common_sources
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rulesys.cpp
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serverinfo.cpp
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shareddb.cpp
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skills.cpp
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spdat.cpp
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string_util.cpp
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string_util.cpp
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struct_strategy.cpp
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tcp_connection.cpp
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tcp_server.cpp
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40
common/skills.cpp
Normal file
40
common/skills.cpp
Normal file
@ -0,0 +1,40 @@
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/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "types.h"
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#include "skills.h"
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bool EQEmu::IsTradeskill(uint32 skill)
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{
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switch (skill) {
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case SkillFishing:
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case SkillMakePoison:
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case SkillTinkering:
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case SkillResearch:
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case SkillAlchemy:
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case SkillBaking:
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case SkillTailoring:
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case SkillBlacksmithing:
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case SkillFletching:
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case SkillBrewing:
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case SkillPottery:
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case SkillJewelryMaking:
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return true;
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default:
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return false;
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}
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}
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@ -260,4 +260,9 @@ typedef enum {
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#define HIGHEST_SKILL FRENZY
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*/
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// for skill related helper functions
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namespace EQEmu {
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bool IsTradeskill(uint32 skill);
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}
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#endif
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@ -1790,28 +1790,15 @@ bool CheckCharCreateInfoTitanium(CharCreate_Struct *cc)
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return Charerrors == 0;
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}
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void Client::SetClassStartingSkills( PlayerProfile_Struct *pp )
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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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if(pp->skills[i] == 0) {
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if(i >= SkillSpecializeAbjure && i <= SkillSpecializeEvocation) {
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for (uint32 i = 0; i <= HIGHEST_SKILL; ++i) {
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if (pp->skills[i] == 0) {
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if (i >= SkillSpecializeAbjure && i <= SkillSpecializeEvocation)
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continue;
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}
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if(i == SkillMakePoison ||
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i == SkillTinkering ||
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i == SkillResearch ||
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i == SkillAlchemy ||
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i == SkillBaking ||
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i == SkillTailoring ||
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i == SkillBlacksmithing ||
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i == SkillFletching ||
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i == SkillBrewing ||
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i == SkillPottery ||
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i == SkillJewelryMaking ||
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i == SkillBegging) {
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if (EQEmu::IsTradeskill(i) || i == SkillBegging)
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continue;
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}
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pp->skills[i] = database.GetSkillCap(pp->class_, (SkillUseTypes)i, 1);
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}
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