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
+36 -36
View File
@@ -1386,7 +1386,7 @@ bool Client::UpdateLDoNPoints(int32 points, uint32 theme)
return(false);
}
void Client::SetSkill(SkillType skillid, uint16 value) {
void Client::SetSkill(SkillUseTypes skillid, uint16 value) {
if (skillid > HIGHEST_SKILL)
return;
m_pp.skills[skillid] = value; // We need to be able to #setskill 254 and 255 to reset skills
@@ -1419,7 +1419,7 @@ void Client::IncreaseLanguageSkill(int skill_id, int value) {
Message_StringID( MT_Skills, LANG_SKILL_IMPROVED ); //Notify client
}
void Client::AddSkill(SkillType skillid, uint16 value) {
void Client::AddSkill(SkillUseTypes skillid, uint16 value) {
if (skillid > HIGHEST_SKILL)
return;
value = GetRawSkill(skillid) + value;
@@ -2295,7 +2295,7 @@ uint64 Client::GetAllMoney() {
(static_cast<uint64>(m_pp.platinum_shared) * 1000)))));
}
bool Client::CheckIncreaseSkill(SkillType skillid, Mob *against_who, int chancemodi) {
bool Client::CheckIncreaseSkill(SkillUseTypes skillid, Mob *against_who, int chancemodi) {
if (IsAIControlled()) // no skillups while chamred =p
return false;
if (skillid > HIGHEST_SKILL)
@@ -2357,24 +2357,24 @@ void Client::CheckLanguageSkillIncrease(uint8 langid, uint8 TeacherSkill) {
}
}
bool Client::HasSkill(SkillType skill_id) const {
bool Client::HasSkill(SkillUseTypes skill_id) const {
return((GetSkill(skill_id) > 0) && CanHaveSkill(skill_id));
}
bool Client::CanHaveSkill(SkillType skill_id) const {
bool Client::CanHaveSkill(SkillUseTypes skill_id) const {
return(database.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)) > 0);
//if you don't have it by max level, then odds are you never will?
}
uint16 Client::MaxSkill(SkillType skillid, uint16 class_, uint16 level) const {
uint16 Client::MaxSkill(SkillUseTypes skillid, uint16 class_, uint16 level) const {
return(database.GetSkillCap(class_, skillid, level));
}
uint8 Client::SkillTrainLevel(SkillType skillid, uint16 class_){
uint8 Client::SkillTrainLevel(SkillUseTypes skillid, uint16 class_){
return(database.GetTrainLevel(class_, skillid, RuleI(Character, MaxLevel)));
}
uint16 Client::GetMaxSkillAfterSpecializationRules(SkillType skillid, uint16 maxSkill)
uint16 Client::GetMaxSkillAfterSpecializationRules(SkillUseTypes skillid, uint16 maxSkill)
{
uint16 Result = maxSkill;
@@ -2384,13 +2384,13 @@ uint16 Client::GetMaxSkillAfterSpecializationRules(SkillType skillid, uint16 max
uint16 MaxSpecializations = GetAA(aaSecondaryForte) ? 2 : 1;
if(skillid >= SPECIALIZE_ABJURE && skillid <= SPECIALIZE_EVOCATION)
if(skillid >= SkillSpecializeAbjure && skillid <= SkillSpecializeEvocation)
{
bool HasPrimarySpecSkill = false;
int NumberOfPrimarySpecSkills = 0;
for(int i = SPECIALIZE_ABJURE; i <= SPECIALIZE_EVOCATION; ++i)
for(int i = SkillSpecializeAbjure; i <= SkillSpecializeEvocation; ++i)
{
if(m_pp.skills[i] > 50)
{
@@ -2447,8 +2447,8 @@ uint16 Client::GetMaxSkillAfterSpecializationRules(SkillType skillid, uint16 max
Message(13, "Your spell casting specializations skills have been reset. "
"Only %i primary specialization skill is allowed.", MaxSpecializations);
for(int i = SPECIALIZE_ABJURE; i <= SPECIALIZE_EVOCATION; ++i)
SetSkill((SkillType)i, 1);
for(int i = SkillSpecializeAbjure; i <= SkillSpecializeEvocation; ++i)
SetSkill((SkillUseTypes)i, 1);
Save();
@@ -2461,7 +2461,7 @@ uint16 Client::GetMaxSkillAfterSpecializationRules(SkillType skillid, uint16 max
// This should possibly be handled by bonuses rather than here.
switch(skillid)
{
case TRACKING:
case SkillTracking:
{
Result += ((GetAA(aaAdvancedTracking) * 10) + (GetAA(aaTuneofPursuance) * 10));
break;
@@ -2679,13 +2679,13 @@ bool Client::BindWound(Mob* bindmob, bool start, bool fail){
bind_out->type = 1; // Done
QueuePacket(outapp);
bind_out->type = 0;
CheckIncreaseSkill(BIND_WOUND, nullptr, 5);
CheckIncreaseSkill(SkillBindWound, nullptr, 5);
int maxHPBonus = spellbonuses.MaxBindWound + itembonuses.MaxBindWound + aabonuses.MaxBindWound;
int max_percent = 50 + 10 * maxHPBonus;
if(GetClass() == MONK && GetSkill(BIND_WOUND) > 200) {
if(GetClass() == MONK && GetSkill(SkillBindWound) > 200) {
max_percent = 70 + 10 * maxHPBonus;
}
@@ -2699,10 +2699,10 @@ bool Client::BindWound(Mob* bindmob, bool start, bool fail){
int bindhps = 3;
if (GetSkill(BIND_WOUND) > 200) {
bindhps += GetSkill(BIND_WOUND)*4/10;
} else if (GetSkill(BIND_WOUND) >= 10) {
bindhps += GetSkill(BIND_WOUND)/4;
if (GetSkill(SkillBindWound) > 200) {
bindhps += GetSkill(SkillBindWound)*4/10;
} else if (GetSkill(SkillBindWound) >= 10) {
bindhps += GetSkill(SkillBindWound)/4;
}
//Implementation of aaMithanielsBinding is a guess (the multiplier)
@@ -3700,7 +3700,7 @@ void Client::SendPickPocketResponse(Mob *from, uint32 amt, int type, const Item_
pick_out->coin = amt;
pick_out->from = GetID();
pick_out->to = from->GetID();
pick_out->myskill = GetSkill(PICK_POCKETS);
pick_out->myskill = GetSkill(SkillPickPockets);
if((type >= PickPocketPlatinum) && (type <= PickPocketCopper) && (amt == 0))
type = PickPocketFailed;
@@ -3973,11 +3973,11 @@ void Client::UpdateLFP() {
uint16 Client::GetPrimarySkillValue()
{
SkillType skill = HIGHEST_SKILL; //because nullptr == 0, which is 1H Slashing, & we want it to return 0 from GetSkill
SkillUseTypes skill = HIGHEST_SKILL; //because nullptr == 0, which is 1H Slashing, & we want it to return 0 from GetSkill
bool equiped = m_inv.GetItem(13);
if (!equiped)
skill = HAND_TO_HAND;
skill = SkillHandtoHand;
else {
@@ -3987,42 +3987,42 @@ uint16 Client::GetPrimarySkillValue()
{
case ItemType1HSlash: // 1H Slashing
{
skill = _1H_SLASHING;
skill = Skill1HSlashing;
break;
}
case ItemType2HSlash: // 2H Slashing
{
skill = _2H_SLASHING;
skill = Skill2HSlashing;
break;
}
case ItemType1HPiercing: // Piercing
{
skill = PIERCING;
skill = Skill1HPiercing;
break;
}
case ItemType1HBlunt: // 1H Blunt
{
skill = _1H_BLUNT;
skill = Skill1HBlunt;
break;
}
case ItemType2HBlunt: // 2H Blunt
{
skill = _2H_BLUNT;
skill = Skill2HBlunt;
break;
}
case ItemType2HPiercing: // 2H Piercing
{
skill = PIERCING;
skill = Skill1HPiercing; // change to Skill2HPiercing once activated
break;
}
case ItemTypeMartial: // Hand to Hand
{
skill = HAND_TO_HAND;
skill = SkillHandtoHand;
break;
}
default: // All other types default to Hand to Hand
{
skill = HAND_TO_HAND;
skill = SkillHandtoHand;
break;
}
}
@@ -4037,7 +4037,7 @@ uint16 Client::GetTotalATK()
uint16 WornCap = itembonuses.ATK;
if(IsClient()) {
AttackRating = ((WornCap * 1.342) + (GetSkill(OFFENSE) * 1.345) + ((GetSTR() - 66) * 0.9) + (GetPrimarySkillValue() * 2.69));
AttackRating = ((WornCap * 1.342) + (GetSkill(SkillOffense) * 1.345) + ((GetSTR() - 66) * 0.9) + (GetPrimarySkillValue() * 2.69));
AttackRating += aabonuses.ATK + GroupLeadershipAAOffenseEnhancement();
if (AttackRating < 10)
@@ -4055,7 +4055,7 @@ uint16 Client::GetATKRating()
{
uint16 AttackRating = 0;
if(IsClient()) {
AttackRating = (GetSkill(OFFENSE) * 1.345) + ((GetSTR() - 66) * 0.9) + (GetPrimarySkillValue() * 2.69);
AttackRating = (GetSkill(SkillOffense) * 1.345) + ((GetSTR() - 66) * 0.9) + (GetPrimarySkillValue() * 2.69);
if (AttackRating < 10)
AttackRating = 10;
@@ -4406,7 +4406,7 @@ void Client::HandleLDoNOpen(NPC *target)
AddEXP(target->GetLevel()*target->GetLevel()*2625/10, GetLevelCon(target->GetLevel()));
}
}
target->Death(this, 1, SPELL_UNKNOWN, HAND_TO_HAND);
target->Death(this, 1, SPELL_UNKNOWN, SkillHandtoHand);
}
}
}
@@ -4724,8 +4724,8 @@ void Client::ShowSkillsWindow()
const char *WindowTitle = "Skills";
std::string WindowText;
// using a map for easy alphabetizing of the skills list
std::map<std::string, SkillType> Skills;
std::map<std::string, SkillType>::iterator it;
std::map<std::string, SkillUseTypes> Skills;
std::map<std::string, SkillUseTypes>::iterator it;
// 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",
@@ -4737,7 +4737,7 @@ void Client::ShowSkillsWindow()
"Alchemy","Baking","Tailoring","Sense Traps","Blacksmithing","Fletching","Brewing","Alcohol Tolerance","Begging","Jewelry Making",
"Pottery","Percussion Instruments","Intimidation","Berserking","Taunt","Frenzy"};
for(int i = 0; i <= (int)HIGHEST_SKILL; i++)
Skills[SkillName[i]] = (SkillType)i;
Skills[SkillName[i]] = (SkillUseTypes)i;
// print out all available skills
for(it = Skills.begin(); it != Skills.end(); it++) {