338 lines
15 KiB
C#
338 lines
15 KiB
C#
/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Game.DataStorage;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics.Contracts;
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namespace Game.Entities
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{
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public class ItemTemplate
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{
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public ItemTemplate(ItemRecord item, ItemSparseRecord sparse)
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{
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BasicData = item;
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ExtendedData = sparse;
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Specializations[0] = new BitArray((int)Class.Max * PlayerConst.MaxSpecializations);
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Specializations[1] = new BitArray((int)Class.Max * PlayerConst.MaxSpecializations);
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Specializations[2] = new BitArray((int)Class.Max * PlayerConst.MaxSpecializations);
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}
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public string GetName(LocaleConstant locale = SharedConst.DefaultLocale)
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{
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return ExtendedData.Name[locale];
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}
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public bool CanChangeEquipStateInCombat()
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{
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switch (GetInventoryType())
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{
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case InventoryType.Relic:
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case InventoryType.Shield:
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case InventoryType.Holdable:
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return true;
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default:
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break;
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}
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switch (GetClass())
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{
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case ItemClass.Weapon:
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case ItemClass.Projectile:
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return true;
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}
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return false;
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}
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public SkillType GetSkill()
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{
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SkillType[] item_weapon_skills =
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{
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SkillType.Axes, SkillType.TwoHandedAxes, SkillType.Bows, SkillType.Guns, SkillType.Maces,
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SkillType.TwoHandedMaces, SkillType.Polearms, SkillType.Swords, SkillType.TwoHandedSwords, SkillType.Warglaives,
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SkillType.Staves, 0, 0, SkillType.FistWeapons, 0,
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SkillType.Daggers, 0, 0, SkillType.Crossbows, SkillType.Wands,
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SkillType.Fishing
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};
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SkillType[] item_armor_skills =
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{
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0, SkillType.Cloth, SkillType.Leather, SkillType.Mail, SkillType.PlateMail, 0, SkillType.Shield, 0, 0, 0, 0, 0
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};
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switch (GetClass())
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{
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case ItemClass.Weapon:
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if (GetSubClass() >= (int)ItemSubClassWeapon.Max)
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return 0;
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else
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return item_weapon_skills[GetSubClass()];
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case ItemClass.Armor:
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if (GetSubClass() >= (int)ItemSubClassArmor.Max)
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return 0;
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else
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return item_armor_skills[GetSubClass()];
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default:
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return 0;
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}
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}
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public uint GetArmor(uint itemLevel)
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{
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ItemQuality quality = GetQuality() != ItemQuality.Heirloom ? GetQuality() : ItemQuality.Rare;
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if (quality > ItemQuality.Artifact)
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return 0;
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// all items but shields
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if (GetClass() != ItemClass.Armor || GetSubClass() != (uint)ItemSubClassArmor.Shield)
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{
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ItemArmorQualityRecord armorQuality = CliDB.ItemArmorQualityStorage.LookupByKey(itemLevel);
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ItemArmorTotalRecord armorTotal = CliDB.ItemArmorTotalStorage.LookupByKey(itemLevel);
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if (armorQuality == null || armorTotal == null)
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return 0;
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InventoryType inventoryType = GetInventoryType();
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if (inventoryType == InventoryType.Robe)
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inventoryType = InventoryType.Chest;
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ArmorLocationRecord location = CliDB.ArmorLocationStorage.LookupByKey(inventoryType);
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if (location == null)
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return 0;
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if (GetSubClass() < (uint)ItemSubClassArmor.Cloth || GetSubClass() > (uint)ItemSubClassArmor.Plate)
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return 0;
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return (uint)(armorQuality.QualityMod[(int)quality] * armorTotal.Value[GetSubClass() - 1] * location.Modifier[GetSubClass() - 1] + 0.5f);
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}
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// shields
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ItemArmorShieldRecord shield = CliDB.ItemArmorShieldStorage.LookupByKey(itemLevel);
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if (shield == null)
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return 0;
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return (uint)(shield.Quality[(int)quality] + 0.5f);
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}
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public void GetDamage(uint itemLevel, out float minDamage, out float maxDamage)
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{
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minDamage = maxDamage = 0.0f;
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ItemQuality quality = GetQuality() != ItemQuality.Heirloom ? GetQuality() : ItemQuality.Rare;
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if (GetClass() != ItemClass.Weapon || quality > ItemQuality.Artifact)
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return;
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// get the right store here
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if (GetInventoryType() > InventoryType.RangedRight)
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return;
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float dps = 0.0f;
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switch (GetInventoryType())
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{
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case InventoryType.Ammo:
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dps = CliDB.ItemDamageAmmoStorage.LookupByKey(itemLevel).DPS[(int)quality];
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break;
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case InventoryType.Weapon2Hand:
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if (GetFlags2().HasAnyFlag(ItemFlags2.CasterWeapon))
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dps = CliDB.ItemDamageTwoHandCasterStorage.LookupByKey(itemLevel).DPS[(int)quality];
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else
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dps = CliDB.ItemDamageTwoHandStorage.LookupByKey(itemLevel).DPS[(int)quality];
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break;
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case InventoryType.Ranged:
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case InventoryType.Thrown:
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case InventoryType.RangedRight:
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switch ((ItemSubClassWeapon)GetSubClass())
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{
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case ItemSubClassWeapon.Wand:
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dps = CliDB.ItemDamageOneHandCasterStorage.LookupByKey(itemLevel).DPS[(int)quality];
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break;
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case ItemSubClassWeapon.Bow:
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case ItemSubClassWeapon.Gun:
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case ItemSubClassWeapon.Crossbow:
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if (GetFlags2().HasAnyFlag(ItemFlags2.CasterWeapon))
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dps = CliDB.ItemDamageTwoHandCasterStorage.LookupByKey(itemLevel).DPS[(int)quality];
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else
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dps = CliDB.ItemDamageTwoHandStorage.LookupByKey(itemLevel).DPS[(int)quality];
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break;
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default:
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return;
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}
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break;
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case InventoryType.Weapon:
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case InventoryType.WeaponMainhand:
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case InventoryType.WeaponOffhand:
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if (GetFlags2().HasAnyFlag(ItemFlags2.CasterWeapon))
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dps = CliDB.ItemDamageOneHandCasterStorage.LookupByKey(itemLevel).DPS[(int)quality];
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else
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dps = CliDB.ItemDamageOneHandStorage.LookupByKey(itemLevel).DPS[(int)quality];
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break;
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default:
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return;
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}
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float avgDamage = dps * GetDelay() * 0.001f;
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minDamage = (GetStatScalingFactor() * -0.5f + 1.0f) * avgDamage;
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maxDamage = (float)Math.Floor(avgDamage * (GetStatScalingFactor() * 0.5f + 1.0f) + 0.5f);
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}
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public bool IsUsableByLootSpecialization(Player player, bool alwaysAllowBoundToAccount)
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{
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if (GetFlags().HasAnyFlag(ItemFlags.IsBoundToAccount) && alwaysAllowBoundToAccount)
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return true;
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uint spec = player.GetUInt32Value(PlayerFields.LootSpecId);
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if (spec == 0)
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spec = player.GetUInt32Value(PlayerFields.CurrentSpecId);
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if (spec == 0)
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spec = player.GetDefaultSpecId();
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ChrSpecializationRecord chrSpecialization = CliDB.ChrSpecializationStorage.LookupByKey(spec);
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if (chrSpecialization == null)
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return false;
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int levelIndex = 0;
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if (player.getLevel() >= 110)
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levelIndex = 2;
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else if (player.getLevel() > 40)
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levelIndex = 1;
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return Specializations[levelIndex].Get(CalculateItemSpecBit(chrSpecialization));
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}
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public static int CalculateItemSpecBit(ChrSpecializationRecord spec)
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{
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return (int)((spec.ClassID - 1) * PlayerConst.MaxSpecializations + spec.OrderIndex);
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}
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public uint GetId() { return BasicData.Id; }
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public ItemClass GetClass() { return (ItemClass)BasicData.Class; }
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public uint GetSubClass() { return BasicData.SubClass; }
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public ItemQuality GetQuality() { return (ItemQuality)ExtendedData.Quality; }
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public ItemFlags GetFlags() { return (ItemFlags)ExtendedData.Flags[0]; }
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public ItemFlags2 GetFlags2() { return (ItemFlags2)ExtendedData.Flags[1]; }
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public ItemFlags3 GetFlags3() { return (ItemFlags3)ExtendedData.Flags[2]; }
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public uint GetFlags4() { return ExtendedData.Flags[3]; }
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public float GetUnk1() { return ExtendedData.Unk1; }
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public float GetUnk2() { return ExtendedData.Unk2; }
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public uint GetBuyCount() { return Math.Max(ExtendedData.BuyCount, 1u); }
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public uint GetBuyPrice() { return ExtendedData.BuyPrice; }
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public uint GetSellPrice() { return ExtendedData.SellPrice; }
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public InventoryType GetInventoryType() { return (InventoryType)ExtendedData.inventoryType; }
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public int GetAllowableClass() { return ExtendedData.AllowableClass; }
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public int GetAllowableRace() { return ExtendedData.AllowableRace; }
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public uint GetBaseItemLevel() { return ExtendedData.ItemLevel; }
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public int GetBaseRequiredLevel() { return ExtendedData.RequiredLevel; }
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public uint GetRequiredSkill() { return ExtendedData.RequiredSkill; }
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public uint GetRequiredSkillRank() { return ExtendedData.RequiredSkillRank; }
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public uint GetRequiredSpell() { return ExtendedData.RequiredSpell; }
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public uint GetRequiredReputationFaction() { return ExtendedData.RequiredReputationFaction; }
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public uint GetRequiredReputationRank() { return ExtendedData.RequiredReputationRank; }
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public uint GetMaxCount() { return ExtendedData.MaxCount; }
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public uint GetContainerSlots() { return ExtendedData.ContainerSlots; }
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public int GetItemStatType(uint index)
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{
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Contract.Assert(index < ItemConst.MaxStats);
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return ExtendedData.ItemStatType[index];
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}
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public int GetItemStatValue(uint index)
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{
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Contract.Assert(index < ItemConst.MaxStats);
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return ExtendedData.ItemStatValue[index];
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}
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public int GetItemStatAllocation(uint index)
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{
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Contract.Assert(index < ItemConst.MaxStats);
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return ExtendedData.ItemStatAllocation[index];
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}
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public float GetItemStatSocketCostMultiplier(uint index)
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{
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Contract.Assert(index < ItemConst.MaxStats);
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return ExtendedData.ItemStatSocketCostMultiplier[index];
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}
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public uint GetScalingStatDistribution() { return ExtendedData.ScalingStatDistribution; }
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public uint GetDamageType() { return ExtendedData.DamageType; }
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public uint GetDelay() { return ExtendedData.Delay; }
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public float GetRangedModRange() { return ExtendedData.RangedModRange; }
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public ItemBondingType GetBonding() { return (ItemBondingType)ExtendedData.Bonding; }
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public uint GetPageText() { return ExtendedData.PageText; }
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public uint GetStartQuest() { return ExtendedData.StartQuest; }
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public uint GetLockID() { return ExtendedData.LockID; }
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public uint GetRandomProperty() { return ExtendedData.RandomProperty; }
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public uint GetRandomSuffix() { return ExtendedData.RandomSuffix; }
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public uint GetItemSet() { return ExtendedData.ItemSet; }
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public uint GetArea() { return ExtendedData.Area; }
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public uint GetMap() { return ExtendedData.Map; }
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public BagFamilyMask GetBagFamily() { return (BagFamilyMask)ExtendedData.BagFamily; }
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public uint GetTotemCategory() { return ExtendedData.TotemCategory; }
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public SocketColor GetSocketColor(uint index)
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{
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Contract.Assert(index < ItemConst.MaxGemSockets);
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return (SocketColor)ExtendedData.SocketColor[index];
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}
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public uint GetSocketBonus() { return ExtendedData.SocketBonus; }
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public uint GetGemProperties() { return ExtendedData.GemProperties; }
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public float GetArmorDamageModifier() { return ExtendedData.ArmorDamageModifier; }
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public uint GetDuration() { return ExtendedData.Duration; }
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public uint GetItemLimitCategory() { return ExtendedData.ItemLimitCategory; }
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public HolidayIds GetHolidayID() { return (HolidayIds)ExtendedData.HolidayID; }
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public float GetStatScalingFactor() { return ExtendedData.StatScalingFactor; }
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public byte GetArtifactID() { return ExtendedData.ArtifactID; }
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public bool IsCurrencyToken() { return (GetBagFamily() & BagFamilyMask.CurrencyTokens) != 0; }
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public uint GetMaxStackSize()
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{
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return (ExtendedData.Stackable == 2147483647 || ExtendedData.Stackable <= 0) ? (0x7FFFFFFF - 1) : ExtendedData.Stackable;
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}
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public bool IsPotion() { return GetClass() == ItemClass.Consumable && GetSubClass() == (uint)ItemSubClassConsumable.Potion; }
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public bool IsVellum() { return GetClass() == ItemClass.TradeGoods && GetSubClass() == (uint)ItemSubClassTradeGoods.Enchantment; }
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public bool IsConjuredConsumable() { return GetClass() == ItemClass.Consumable && GetFlags().HasAnyFlag(ItemFlags.Conjured); }
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public bool IsCraftingReagent() { return GetFlags2().HasAnyFlag(ItemFlags2.UsedInATradeskill); }
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public bool IsRangedWeapon()
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{
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return GetClass() == ItemClass.Weapon || GetSubClass() == (uint)ItemSubClassWeapon.Bow ||
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GetSubClass() == (uint)ItemSubClassWeapon.Gun || GetSubClass() == (uint)ItemSubClassWeapon.Crossbow;
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}
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public uint MaxDurability;
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public List<ItemEffectRecord> Effects = new List<ItemEffectRecord>();
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// extra fields, not part of db2 files
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public uint ScriptId;
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public uint DisenchantID;
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public uint RequiredDisenchantSkill;
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public uint FoodType;
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public uint MinMoneyLoot;
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public uint MaxMoneyLoot;
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public ItemFlagsCustom FlagsCu;
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public float SpellPPMRate;
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public BitArray[] Specializations = new BitArray[3];
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public uint ItemSpecClassMask;
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protected ItemRecord BasicData;
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protected ItemSparseRecord ExtendedData;
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}
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}
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