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https://github.com/TrinityCore/TrinityCore.git
synced 2026-02-05 16:39:08 +01:00
Update ItemPrototype.cpp, codestyle and indentation cleanup
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@@ -21,17 +21,17 @@ bool ItemTemplate::CanChangeEquipStateInCombat() const
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{
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switch (InventoryType)
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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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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 (Class)
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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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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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@@ -40,82 +40,85 @@ bool ItemTemplate::CanChangeEquipStateInCombat() const
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float ItemTemplate::getDPS() const
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{
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if (Delay == 0)
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return 0;
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float temp = 0;
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for (int i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
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temp += Damage[i].DamageMin + Damage[i].DamageMax;
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return temp * 500 / Delay;
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}
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if (!Delay)
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return 0.f;
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float temp = 0.f;
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for (uint8 i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
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temp += Damage[i].DamageMin + Damage[i].DamageMax;
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return temp * 500.f / Delay;
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}
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int32 ItemTemplate::getFeralBonus(int32 extraDPS /*= 0*/) const
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{
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// 0x02A5F3 - is mask for Melee weapon from ItemSubClassMask.dbc
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if (Class == ITEM_CLASS_WEAPON && (1 << SubClass) & 0x02A5F3)
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{
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int32 bonus = int32((extraDPS + getDPS())*14.0f) - 767;
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int32 bonus = int32((extraDPS + getDPS()) * 14.0f) - 767;
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if (bonus < 0)
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return 0;
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return bonus;
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}
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return 0;
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}
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float ItemTemplate::GetItemLevelIncludingQuality() const
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{
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float itemLevel = (float)ItemLevel;
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float itemLevel(ItemLevel);
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switch (Quality)
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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; // 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;
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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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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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const static uint32 item_weapon_skills[MAX_ITEM_SUBCLASS_WEAPON] =
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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_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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const static uint32 item_armor_skills[MAX_ITEM_SUBCLASS_ARMOR] =
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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 (Class)
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{
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case ITEM_CLASS_WEAPON:
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if (SubClass >= MAX_ITEM_SUBCLASS_WEAPON)
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return 0;
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else
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return item_weapon_skills[SubClass];
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case ITEM_CLASS_WEAPON:
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if (SubClass >= MAX_ITEM_SUBCLASS_WEAPON)
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return 0;
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else
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return itemWeaponSkills[SubClass];
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case ITEM_CLASS_ARMOR:
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if (SubClass >= MAX_ITEM_SUBCLASS_ARMOR)
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return 0;
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else
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return item_armor_skills[SubClass];
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case ITEM_CLASS_ARMOR:
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if (SubClass >= MAX_ITEM_SUBCLASS_ARMOR)
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return 0;
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else
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return itemArmorSkills[SubClass];
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default:
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return 0;
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default:
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return 0;
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}
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}
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