Core/Items: Move Item::GetSkill to ItemPrototype::GetSkill

Also moved some methods of ItemPrototype to .cpp

Thanks to Yehonal for the original patch
This commit is contained in:
Aokromes
2016-08-10 10:11:25 +02:00
parent fecaa647c6
commit 7f357ef3d5
3 changed files with 127 additions and 73 deletions

View File

@@ -524,41 +524,11 @@ Player* Item::GetOwner()const
return ObjectAccessor::FindPlayer(GetOwnerGUID());
}
// Just a "legacy shortcut" for proto->GetSkill()
uint32 Item::GetSkill()
{
const static uint32 item_weapon_skills[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
};
const static uint32 item_armor_skills[MAX_ITEM_SUBCLASS_ARMOR] =
{
0, SKILL_CLOTH, SKILL_LEATHER, SKILL_MAIL, SKILL_PLATE_MAIL, 0, SKILL_SHIELD, 0, 0, 0, 0
};
ItemTemplate const* proto = GetTemplate();
switch (proto->Class)
{
case ITEM_CLASS_WEAPON:
if (proto->SubClass >= MAX_ITEM_SUBCLASS_WEAPON)
return 0;
else
return item_weapon_skills[proto->SubClass];
case ITEM_CLASS_ARMOR:
if (proto->SubClass >= MAX_ITEM_SUBCLASS_ARMOR)
return 0;
else
return item_armor_skills[proto->SubClass];
default:
return 0;
}
return proto->GetSkill();
}
int32 Item::GenerateItemRandomPropertyId(uint32 item_id)

View File

@@ -0,0 +1,121 @@
/*
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
*
* 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 "ItemPrototype.h"
bool ItemTemplate::CanChangeEquipStateInCombat() const
{
switch (InventoryType)
{
case INVTYPE_RELIC:
case INVTYPE_SHIELD:
case INVTYPE_HOLDABLE:
return true;
}
switch (Class)
{
case ITEM_CLASS_WEAPON:
case ITEM_CLASS_PROJECTILE:
return true;
}
return false;
}
float ItemTemplate::getDPS() const
{
if (Delay == 0)
return 0;
float temp = 0;
for (int i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
temp += Damage[i].DamageMin + Damage[i].DamageMax;
return temp * 500 / Delay;
}
int32 ItemTemplate::getFeralBonus(int32 extraDPS /*= 0*/) const
{
// 0x02A5F3 - is mask for Melee weapon from ItemSubClassMask.dbc
if (Class == ITEM_CLASS_WEAPON && (1 << SubClass) & 0x02A5F3)
{
int32 bonus = int32((extraDPS + getDPS())*14.0f) - 767;
if (bonus < 0)
return 0;
return bonus;
}
return 0;
}
float ItemTemplate::GetItemLevelIncludingQuality() const
{
float itemLevel = (float)ItemLevel;
switch (Quality)
{
case ITEM_QUALITY_POOR:
case ITEM_QUALITY_NORMAL:
case ITEM_QUALITY_UNCOMMON:
case ITEM_QUALITY_ARTIFACT:
case ITEM_QUALITY_HEIRLOOM:
itemLevel -= 13; // leaving this as a separate statement since we do not know the real behavior in this case
break;
case ITEM_QUALITY_RARE:
itemLevel -= 13;
break;
case ITEM_QUALITY_EPIC:
case ITEM_QUALITY_LEGENDARY:
default:
break;
}
return std::max<float>(0.f, itemLevel);
}
uint32 ItemTemplate::GetSkill() const
{
const static uint32 item_weapon_skills[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
};
const static uint32 item_armor_skills[MAX_ITEM_SUBCLASS_ARMOR] =
{
0, SKILL_CLOTH, SKILL_LEATHER, SKILL_MAIL, SKILL_PLATE_MAIL, 0, SKILL_SHIELD, 0, 0, 0, 0
};
switch (Class)
{
case ITEM_CLASS_WEAPON:
if (SubClass >= MAX_ITEM_SUBCLASS_WEAPON)
return 0;
else
return item_weapon_skills[SubClass];
case ITEM_CLASS_ARMOR:
if (SubClass >= MAX_ITEM_SUBCLASS_ARMOR)
return 0;
else
return item_armor_skills[SubClass];
default:
return 0;
}
}

View File

@@ -704,25 +704,7 @@ struct ItemTemplate
uint32 FlagsCu;
// helpers
bool CanChangeEquipStateInCombat() const
{
switch (InventoryType)
{
case INVTYPE_RELIC:
case INVTYPE_SHIELD:
case INVTYPE_HOLDABLE:
return true;
}
switch (Class)
{
case ITEM_CLASS_WEAPON:
case ITEM_CLASS_PROJECTILE:
return true;
}
return false;
}
bool CanChangeEquipStateInCombat() const;
bool IsCurrencyToken() const { return (BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) != 0; }
@@ -731,28 +713,9 @@ struct ItemTemplate
return (Stackable == 2147483647 || Stackable <= 0) ? uint32(0x7FFFFFFF-1) : uint32(Stackable);
}
float GetItemLevelIncludingQuality() const
{
float itemLevel = (float)ItemLevel;
switch (Quality)
{
case ITEM_QUALITY_POOR:
case ITEM_QUALITY_NORMAL:
case ITEM_QUALITY_UNCOMMON:
case ITEM_QUALITY_ARTIFACT:
case ITEM_QUALITY_HEIRLOOM:
itemLevel -= 13; // leaving this as a separate statement since we do not know the real behavior in this case
break;
case ITEM_QUALITY_RARE:
itemLevel -= 13;
break;
case ITEM_QUALITY_EPIC:
case ITEM_QUALITY_LEGENDARY:
default:
break;
}
return std::max<float>(0.f, itemLevel);
}
float GetItemLevelIncludingQuality() const;
uint32 GetSkill() const;
bool IsPotion() const { return Class == ITEM_CLASS_CONSUMABLE && SubClass == ITEM_SUBCLASS_POTION; }
bool IsVellum() const { return Class == ITEM_CLASS_TRADE_GOODS && SubClass == ITEM_SUBCLASS_ENCHANTMENT; }