Converted SkillType typedef enumeration to SkillUseTypes enumeration

This commit is contained in:
Uleat
2013-10-27 13:03:41 -04:00
parent 3e6be197e6
commit e3805d5920
43 changed files with 1119 additions and 949 deletions
+26 -26
View File
@@ -1446,7 +1446,7 @@ bool Client::OPCharCreate(char *name, CharCreate_Struct *cc)
SetRacialLanguages( &pp ); // bUsh
SetRaceStartingSkills( &pp ); // bUsh
SetClassStartingSkills( &pp ); // bUsh
pp.skills[SENSE_HEADING] = 200;
pp.skills[SkillSenseHeading] = 200;
// Some one fucking fix this to use a field name. -Doodman
//pp.unknown3596[28] = 15; // @bp: This is to enable disc usage
// strcpy(pp.servername, WorldConfig::get()->ShortName.c_str());
@@ -1835,26 +1835,26 @@ void Client::SetClassStartingSkills( PlayerProfile_Struct *pp )
{
for(uint32 i = 0; i <= HIGHEST_SKILL; ++i) {
if(pp->skills[i] == 0) {
if(i >= SPECIALIZE_ABJURE && i <= SPECIALIZE_EVOCATION) {
if(i >= SkillSpecializeAbjure && i <= SkillSpecializeEvocation) {
continue;
}
if(i == MAKE_POISON ||
i == TINKERING ||
i == RESEARCH ||
i == ALCHEMY ||
i == BAKING ||
i == TAILORING ||
i == BLACKSMITHING ||
i == FLETCHING ||
i == BREWING ||
i == POTTERY ||
i == JEWELRY_MAKING ||
i == BEGGING) {
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) {
continue;
}
pp->skills[i] = database.GetSkillCap(pp->class_, (SkillType)i, 1);
pp->skills[i] = database.GetSkillCap(pp->class_, (SkillUseTypes)i, 1);
}
}
}
@@ -1878,41 +1878,41 @@ void Client::SetRaceStartingSkills( PlayerProfile_Struct *pp )
}
case DARK_ELF:
{
pp->skills[HIDE] = 50;
pp->skills[SkillHide] = 50;
break;
}
case FROGLOK:
{
pp->skills[SWIMMING] = 125;
pp->skills[SkillSwimming] = 125;
break;
}
case GNOME:
{
pp->skills[TINKERING] = 50;
pp->skills[SkillTinkering] = 50;
break;
}
case HALFLING:
{
pp->skills[HIDE] = 50;
pp->skills[SNEAK] = 50;
pp->skills[SkillHide] = 50;
pp->skills[SkillSneak] = 50;
break;
}
case IKSAR:
{
pp->skills[FORAGE] = 50;
pp->skills[SWIMMING] = 100;
pp->skills[SkillForage] = 50;
pp->skills[SkillSwimming] = 100;
break;
}
case WOOD_ELF:
{
pp->skills[FORAGE] = 50;
pp->skills[HIDE] = 50;
pp->skills[SkillForage] = 50;
pp->skills[SkillHide] = 50;
break;
}
case VAHSHIR:
{
pp->skills[SAFE_FALL] = 50;
pp->skills[SNEAK] = 50;
pp->skills[SkillSafeFall] = 50;
pp->skills[SkillSneak] = 50;
break;
}
}