Files
Viano-Core/src/server/game/Entities/Item/ItemTemplate.cpp
T
Ovahlord 73ce49cb78 Core/Datastore: updated db2 field names and types to reflect client magic names
*fixed string length for sending names in item_sparse length
2020-02-23 02:20:38 +01:00

114 lines
3.3 KiB
C++

/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; 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, see <http://www.gnu.org/licenses/>.
*/
#include "DBCStores.h"
#include "DB2Stores.h"
#include "World.h"
#include "ItemTemplate.h"
char const* ItemTemplate::GetName(LocaleConstant locale) const
{
if (!strlen(ExtendedData->Display->Str[locale]))
return GetDefaultLocaleName();
return ExtendedData->Display->Str[locale];
}
char const* ItemTemplate::GetDefaultLocaleName() const
{
return ExtendedData->Display->Str[sWorld->GetDefaultDbcLocale()];
}
bool ItemTemplate::CanChangeEquipStateInCombat() const
{
switch (GetInventoryType())
{
case INVTYPE_RELIC:
case INVTYPE_SHIELD:
case INVTYPE_HOLDABLE:
return true;
}
switch (GetClass())
{
case ITEM_CLASS_WEAPON:
case ITEM_CLASS_PROJECTILE:
return true;
}
return false;
}
float ItemTemplate::GetItemLevelIncludingQuality() const
{
float itemLevel(GetBaseItemLevel());
switch (GetQuality())
{
case ITEM_QUALITY_POOR:
case ITEM_QUALITY_NORMAL:
case ITEM_QUALITY_UNCOMMON:
case ITEM_QUALITY_ARTIFACT:
case ITEM_QUALITY_HEIRLOOM:
itemLevel -= 13.f; // leaving this as a separate statement since we do not know the real behavior in this case
break;
case ITEM_QUALITY_RARE:
itemLevel -= 13.f;
break;
case ITEM_QUALITY_EPIC:
case ITEM_QUALITY_LEGENDARY:
default:
break;
}
return std::max<float>(0.f, itemLevel);
}
uint32 ItemTemplate::GetSkill() const
{
static uint32 const itemWeaponSkills[MAX_ITEM_SUBCLASS_WEAPON] =
{
SKILL_AXES, SKILL_2H_AXES, SKILL_BOWS, SKILL_GUNS, SKILL_MACES,
SKILL_2H_MACES, SKILL_POLEARMS, SKILL_SWORDS, SKILL_2H_SWORDS, 0,
SKILL_STAVES, 0, 0, SKILL_FIST_WEAPONS, 0,
SKILL_DAGGERS, SKILL_THROWN, SKILL_ASSASSINATION, SKILL_CROSSBOWS, SKILL_WANDS,
SKILL_FISHING
};
static uint32 const itemArmorSkills[MAX_ITEM_SUBCLASS_ARMOR] =
{
0, SKILL_CLOTH, SKILL_LEATHER, SKILL_MAIL, SKILL_PLATE_MAIL, 0, SKILL_SHIELD, 0, 0, 0, 0
};
switch (GetClass())
{
case ITEM_CLASS_WEAPON:
if (GetSubClass() >= MAX_ITEM_SUBCLASS_WEAPON)
return 0;
else
return itemWeaponSkills[GetSubClass()];
case ITEM_CLASS_ARMOR:
if (GetSubClass() >= MAX_ITEM_SUBCLASS_ARMOR)
return 0;
else
return itemArmorSkills[GetSubClass()];
default:
return 0;
}
}