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authorariel- <ariel-@users.noreply.github.com>2016-07-19 12:05:03 -0300
committerariel- <ariel-@users.noreply.github.com>2016-07-19 12:06:07 -0300
commita6005d98e73c96c952d0992c3133d1c3368efbb6 (patch)
tree04416abf1076fdeb7c49ae5c62d0ba17839273e4 /src
parent10ac7a06dee726f4a8a6a33dba6533cf88eb0e29 (diff)
Update ItemPrototype.cpp, codestyle and indentation cleanup
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Item/ItemPrototype.cpp97
1 files changed, 50 insertions, 47 deletions
diff --git a/src/server/game/Entities/Item/ItemPrototype.cpp b/src/server/game/Entities/Item/ItemPrototype.cpp
index 3bb7b128b08..6d1912a7c7e 100644
--- a/src/server/game/Entities/Item/ItemPrototype.cpp
+++ b/src/server/game/Entities/Item/ItemPrototype.cpp
@@ -21,17 +21,17 @@ bool ItemTemplate::CanChangeEquipStateInCombat() const
{
switch (InventoryType)
{
- case INVTYPE_RELIC:
- case INVTYPE_SHIELD:
- case INVTYPE_HOLDABLE:
- return true;
+ case INVTYPE_RELIC:
+ case INVTYPE_SHIELD:
+ case INVTYPE_HOLDABLE:
+ return true;
}
switch (Class)
{
- case ITEM_CLASS_WEAPON:
- case ITEM_CLASS_PROJECTILE:
- return true;
+ case ITEM_CLASS_WEAPON:
+ case ITEM_CLASS_PROJECTILE:
+ return true;
}
return false;
@@ -40,82 +40,85 @@ bool ItemTemplate::CanChangeEquipStateInCombat() const
float ItemTemplate::getDPS() const
{
- if (Delay == 0)
- return 0;
- float temp = 0;
- for (int i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
+ if (!Delay)
+ return 0.f;
+
+ float temp = 0.f;
+ for (uint8 i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
temp += Damage[i].DamageMin + Damage[i].DamageMax;
- return temp * 500 / Delay;
-}
+ return temp * 500.f / 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;
+ 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;
+ float itemLevel(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;
+ 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
{
- const static uint32 item_weapon_skills[MAX_ITEM_SUBCLASS_WEAPON] =
+ 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_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] =
+ 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 (Class)
{
- case ITEM_CLASS_WEAPON:
- if (SubClass >= MAX_ITEM_SUBCLASS_WEAPON)
- return 0;
- else
- return item_weapon_skills[SubClass];
+ case ITEM_CLASS_WEAPON:
+ if (SubClass >= MAX_ITEM_SUBCLASS_WEAPON)
+ return 0;
+ else
+ return itemWeaponSkills[SubClass];
- case ITEM_CLASS_ARMOR:
- if (SubClass >= MAX_ITEM_SUBCLASS_ARMOR)
- return 0;
- else
- return item_armor_skills[SubClass];
+ case ITEM_CLASS_ARMOR:
+ if (SubClass >= MAX_ITEM_SUBCLASS_ARMOR)
+ return 0;
+ else
+ return itemArmorSkills[SubClass];
- default:
- return 0;
+ default:
+ return 0;
}
}