diff options
author | ariel- <ariel-@users.noreply.github.com> | 2016-07-19 12:05:03 -0300 |
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committer | ariel- <ariel-@users.noreply.github.com> | 2016-07-19 12:06:07 -0300 |
commit | a6005d98e73c96c952d0992c3133d1c3368efbb6 (patch) | |
tree | 04416abf1076fdeb7c49ae5c62d0ba17839273e4 /src | |
parent | 10ac7a06dee726f4a8a6a33dba6533cf88eb0e29 (diff) |
Update ItemPrototype.cpp, codestyle and indentation cleanup
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Entities/Item/ItemPrototype.cpp | 97 |
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; } } |