114 lines
3.3 KiB
C++
114 lines
3.3 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "DBCStores.h"
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#include "DB2Stores.h"
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#include "World.h"
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#include "ItemTemplate.h"
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char const* ItemTemplate::GetName(LocaleConstant locale) const
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{
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if (!strlen(ExtendedData->Display->Str[locale]))
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return GetDefaultLocaleName();
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return ExtendedData->Display->Str[locale];
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}
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char const* ItemTemplate::GetDefaultLocaleName() const
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{
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return ExtendedData->Display->Str[sWorld->GetDefaultDbcLocale()];
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}
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bool ItemTemplate::CanChangeEquipStateInCombat() const
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{
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switch (GetInventoryType())
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{
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case INVTYPE_RELIC:
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case INVTYPE_SHIELD:
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case INVTYPE_HOLDABLE:
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return true;
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}
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switch (GetClass())
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{
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case ITEM_CLASS_WEAPON:
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case ITEM_CLASS_PROJECTILE:
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return true;
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}
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return false;
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}
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float ItemTemplate::GetItemLevelIncludingQuality() const
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{
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float itemLevel(GetBaseItemLevel());
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switch (GetQuality())
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{
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case ITEM_QUALITY_POOR:
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case ITEM_QUALITY_NORMAL:
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case ITEM_QUALITY_UNCOMMON:
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case ITEM_QUALITY_ARTIFACT:
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case ITEM_QUALITY_HEIRLOOM:
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itemLevel -= 13.f; // leaving this as a separate statement since we do not know the real behavior in this case
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break;
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case ITEM_QUALITY_RARE:
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itemLevel -= 13.f;
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break;
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case ITEM_QUALITY_EPIC:
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case ITEM_QUALITY_LEGENDARY:
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default:
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break;
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}
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return std::max<float>(0.f, itemLevel);
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}
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uint32 ItemTemplate::GetSkill() const
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{
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static uint32 const itemWeaponSkills[MAX_ITEM_SUBCLASS_WEAPON] =
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{
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SKILL_AXES, SKILL_2H_AXES, SKILL_BOWS, SKILL_GUNS, SKILL_MACES,
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SKILL_2H_MACES, SKILL_POLEARMS, SKILL_SWORDS, SKILL_2H_SWORDS, 0,
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SKILL_STAVES, 0, 0, SKILL_FIST_WEAPONS, 0,
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SKILL_DAGGERS, SKILL_THROWN, SKILL_ASSASSINATION, SKILL_CROSSBOWS, SKILL_WANDS,
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SKILL_FISHING
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};
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static uint32 const itemArmorSkills[MAX_ITEM_SUBCLASS_ARMOR] =
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{
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0, SKILL_CLOTH, SKILL_LEATHER, SKILL_MAIL, SKILL_PLATE_MAIL, 0, SKILL_SHIELD, 0, 0, 0, 0
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};
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switch (GetClass())
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{
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case ITEM_CLASS_WEAPON:
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if (GetSubClass() >= MAX_ITEM_SUBCLASS_WEAPON)
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return 0;
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else
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return itemWeaponSkills[GetSubClass()];
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case ITEM_CLASS_ARMOR:
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if (GetSubClass() >= MAX_ITEM_SUBCLASS_ARMOR)
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return 0;
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else
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return itemArmorSkills[GetSubClass()];
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default:
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return 0;
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}
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}
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