1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
|
/*
* 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 "ItemTemplate.h"
#include "DB2Stores.h"
#include "Player.h"
#include "World.h"
int32 const SocketColorToGemTypeMask[31] =
{
0,
SOCKET_COLOR_META,
SOCKET_COLOR_RED,
SOCKET_COLOR_YELLOW,
SOCKET_COLOR_BLUE,
SOCKET_COLOR_HYDRAULIC,
SOCKET_COLOR_COGWHEEL,
SOCKET_COLOR_RED | SOCKET_COLOR_YELLOW | SOCKET_COLOR_BLUE,
SOCKET_COLOR_RELIC_IRON,
SOCKET_COLOR_RELIC_BLOOD,
SOCKET_COLOR_RELIC_SHADOW,
SOCKET_COLOR_RELIC_FEL,
SOCKET_COLOR_RELIC_ARCANE,
SOCKET_COLOR_RELIC_FROST,
SOCKET_COLOR_RELIC_FIRE,
SOCKET_COLOR_RELIC_WATER,
SOCKET_COLOR_RELIC_LIFE,
SOCKET_COLOR_RELIC_WIND,
SOCKET_COLOR_RELIC_HOLY,
SOCKET_COLOR_PUNCHCARD_RED,
SOCKET_COLOR_PUNCHCARD_YELLOW,
SOCKET_COLOR_PUNCHCARD_BLUE,
SOCKET_COLOR_DOMINATION_BLOOD | SOCKET_COLOR_DOMINATION_FROST | SOCKET_COLOR_DOMINATION_UNHOLY,
SOCKET_COLOR_CYPHER,
SOCKET_COLOR_TINKER,
SOCKET_COLOR_PRIMORDIAL,
SOCKET_COLOR_FRAGRANCE,
SOCKET_COLOR_SINGING_THUNDER,
SOCKET_COLOR_SINGING_SEA,
SOCKET_COLOR_SINGING_WIND,
SOCKET_COLOR_FIBER
};
char const* ItemTemplate::GetName(LocaleConstant locale) const
{
if (ExtendedData->Display[locale][0] == '\0')
return GetDefaultLocaleName();
return ExtendedData->Display[locale];
}
bool ItemTemplate::HasSignature() const
{
return GetMaxStackSize() == 1 &&
GetClass() != ITEM_CLASS_CONSUMABLE &&
GetClass() != ITEM_CLASS_QUEST &&
!HasFlag(ITEM_FLAG_NO_CREATOR) &&
GetId() != ITEM_HEARTHSTONE;
}
bool ItemTemplate::CanChangeEquipStateInCombat() const
{
switch (GetInventoryType())
{
case INVTYPE_RELIC:
case INVTYPE_SHIELD:
case INVTYPE_HOLDABLE:
return true;
default:
break;
}
switch (GetClass())
{
case ITEM_CLASS_WEAPON:
case ITEM_CLASS_PROJECTILE:
return true;
}
return false;
}
uint32 ItemTemplate::GetSkill() const
{
static constexpr uint32 ItemWeaponSkills[MAX_ITEM_SUBCLASS_WEAPON] =
{
SKILL_AXES, SKILL_TWO_HANDED_AXES, SKILL_BOWS, SKILL_GUNS, SKILL_MACES,
SKILL_TWO_HANDED_MACES, SKILL_POLEARMS, SKILL_SWORDS, SKILL_TWO_HANDED_SWORDS, SKILL_WARGLAIVES,
SKILL_STAVES, 0, 0, SKILL_FIST_WEAPONS, 0,
SKILL_DAGGERS, 0, 0, SKILL_CROSSBOWS, SKILL_WANDS,
SKILL_FISHING
};
static constexpr uint32 ItemArmorSkills[MAX_ITEM_SUBCLASS_ARMOR] =
{
0, SKILL_CLOTH, SKILL_LEATHER, SKILL_MAIL, SKILL_PLATE_MAIL, 0, SKILL_SHIELD, 0, 0, 0, 0, 0
};
static constexpr uint32 ItemProfessionSkills[MAX_ITEM_SUBCLASS_PROFESSION] =
{
SKILL_BLACKSMITHING, SKILL_LEATHERWORKING, SKILL_ALCHEMY, SKILL_HERBALISM, SKILL_COOKING,
SKILL_MINING, SKILL_TAILORING, SKILL_ENGINEERING, SKILL_ENCHANTING, SKILL_FISHING,
SKILL_SKINNING, SKILL_JEWELCRAFTING, SKILL_INSCRIPTION, SKILL_ARCHAEOLOGY
};
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()];
case ITEM_CLASS_PROFESSION:
if (GetSubClass() >= MAX_ITEM_SUBCLASS_PROFESSION)
return 0;
else
return ItemProfessionSkills[GetSubClass()];
default:
return 0;
}
}
char const* ItemTemplate::GetDefaultLocaleName() const
{
return ExtendedData->Display[sWorld->GetDefaultDbcLocale()];
}
uint32 ItemTemplate::GetArmor(uint32 itemLevel) const
{
uint32 quality = ItemQualities(GetQuality()) != ITEM_QUALITY_HEIRLOOM ? ItemQualities(GetQuality()) : ITEM_QUALITY_RARE;
if (quality > ITEM_QUALITY_ARTIFACT)
return 0;
// all items but shields
if (GetClass() != ITEM_CLASS_ARMOR || GetSubClass() != ITEM_SUBCLASS_ARMOR_SHIELD)
{
ItemArmorQualityEntry const* armorQuality = sItemArmorQualityStore.LookupEntry(itemLevel);
ItemArmorTotalEntry const* armorTotal = sItemArmorTotalStore.LookupEntry(itemLevel);
if (!armorQuality || !armorTotal)
return 0;
uint32 inventoryType = GetInventoryType();
if (inventoryType == INVTYPE_ROBE)
inventoryType = INVTYPE_CHEST;
ArmorLocationEntry const* location = sArmorLocationStore.LookupEntry(inventoryType);
if (!location)
return 0;
if (GetSubClass() < ITEM_SUBCLASS_ARMOR_CLOTH || GetSubClass() > ITEM_SUBCLASS_ARMOR_PLATE)
return 0;
float total = 1.0f;
float locationModifier = 1.0f;
switch (GetSubClass())
{
case ITEM_SUBCLASS_ARMOR_CLOTH:
total = armorTotal->Cloth;
locationModifier = location->Clothmodifier;
break;
case ITEM_SUBCLASS_ARMOR_LEATHER:
total = armorTotal->Leather;
locationModifier = location->Leathermodifier;
break;
case ITEM_SUBCLASS_ARMOR_MAIL:
total = armorTotal->Mail;
locationModifier = location->Chainmodifier;
break;
case ITEM_SUBCLASS_ARMOR_PLATE:
total = armorTotal->Plate;
locationModifier = location->Platemodifier;
break;
default:
break;
}
return uint32(armorQuality->Qualitymod[quality] * total * locationModifier + 0.5f);
}
// shields
ItemArmorShieldEntry const* shield = sItemArmorShieldStore.LookupEntry(itemLevel);
if (!shield)
return 0;
return uint32(shield->Quality[quality] + 0.5f);
}
float ItemTemplate::GetDPS(uint32 itemLevel) const
{
uint32 quality = ItemQualities(GetQuality()) != ITEM_QUALITY_HEIRLOOM ? ItemQualities(GetQuality()) : ITEM_QUALITY_RARE;
if (GetClass() != ITEM_CLASS_WEAPON || quality > ITEM_QUALITY_ARTIFACT)
return 0.0f;
float dps = 0.0f;
switch (GetInventoryType())
{
case INVTYPE_AMMO:
dps = sItemDamageAmmoStore.AssertEntry(itemLevel)->Quality[quality];
break;
case INVTYPE_2HWEAPON:
if (HasFlag(ITEM_FLAG2_CASTER_WEAPON))
dps = sItemDamageTwoHandCasterStore.AssertEntry(itemLevel)->Quality[quality];
else
dps = sItemDamageTwoHandStore.AssertEntry(itemLevel)->Quality[quality];
break;
case INVTYPE_RANGED:
case INVTYPE_THROWN:
case INVTYPE_RANGEDRIGHT:
switch (GetSubClass())
{
case ITEM_SUBCLASS_WEAPON_WAND:
dps = sItemDamageOneHandCasterStore.AssertEntry(itemLevel)->Quality[quality];
break;
case ITEM_SUBCLASS_WEAPON_BOW:
case ITEM_SUBCLASS_WEAPON_GUN:
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
if (HasFlag(ITEM_FLAG2_CASTER_WEAPON))
dps = sItemDamageTwoHandCasterStore.AssertEntry(itemLevel)->Quality[quality];
else
dps = sItemDamageTwoHandStore.AssertEntry(itemLevel)->Quality[quality];
break;
default:
break;
}
break;
case INVTYPE_WEAPON:
case INVTYPE_WEAPONMAINHAND:
case INVTYPE_WEAPONOFFHAND:
if (HasFlag(ITEM_FLAG2_CASTER_WEAPON))
dps = sItemDamageOneHandCasterStore.AssertEntry(itemLevel)->Quality[quality];
else
dps = sItemDamageOneHandStore.AssertEntry(itemLevel)->Quality[quality];
break;
default:
break;
}
return dps;
}
void ItemTemplate::GetDamage(uint32 itemLevel, float& minDamage, float& maxDamage) const
{
minDamage = maxDamage = 0.0f;
float dps = GetDPS(itemLevel);
if (dps > 0.0f)
{
float avgDamage = dps * GetDelay() * 0.001f;
minDamage = (GetDmgVariance() * -0.5f + 1.0f) * avgDamage;
maxDamage = floor(float(avgDamage * (GetDmgVariance() * 0.5f + 1.0f) + 0.5f));
}
}
bool ItemTemplate::IsUsableByLootSpecialization(Player const* player, bool alwaysAllowBoundToAccount) const
{
if (HasFlag(ITEM_FLAG_IS_BOUND_TO_ACCOUNT) && alwaysAllowBoundToAccount)
return true;
uint32 spec = player->GetLootSpecId();
if (!spec)
spec = AsUnderlyingType(player->GetPrimarySpecialization());
if (!spec)
spec = player->GetDefaultSpecId();
ChrSpecializationEntry const* chrSpecialization = sChrSpecializationStore.LookupEntry(spec);
if (!chrSpecialization)
return false;
std::size_t levelIndex = 0;
if (player->GetLevel() >= 110)
levelIndex = 2;
else if (player->GetLevel() > 40)
levelIndex = 1;
return Specializations[levelIndex].test(CalculateItemSpecBit(chrSpecialization));
}
std::size_t ItemTemplate::CalculateItemSpecBit(ChrSpecializationEntry const* spec)
{
return (spec->ClassID - 1) * MAX_SPECIALIZATIONS + spec->OrderIndex;
}
|