Core/Items: Move Item::GetSkill to ItemTemplate::GetSkill

Also moved some methods of ItemPrototype to .cpp

Thanks to Yehonal for the original patch

Closes #16884

(cherry picked from commit 0257aa05280651b48e07e89950ad6ad5becfe9d2)

# Conflicts:
#	src/server/game/Entities/Item/Item.cpp
#	src/server/game/Entities/Item/ItemPrototype.h
This commit is contained in:
DDuarte
2016-04-17 00:30:48 +01:00
parent bb7ac917fb
commit 5299e25d25
3 changed files with 64 additions and 53 deletions
+2 -32
View File
@@ -553,41 +553,11 @@ Player* Item::GetOwner()const
return ObjectAccessor::FindPlayer(GetOwnerGUID());
}
// Just a "legacy shortcut" for proto->GetSkill()
uint32 Item::GetSkill()
{
const static uint32 item_weapon_skills[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_FISHING
};
const static uint32 item_armor_skills[MAX_ITEM_SUBCLASS_ARMOR] =
{
0, SKILL_CLOTH, SKILL_LEATHER, SKILL_MAIL, SKILL_PLATE_MAIL, 0, SKILL_SHIELD, 0, 0, 0, 0
};
ItemTemplate const* proto = GetTemplate();
switch (proto->GetClass())
{
case ITEM_CLASS_WEAPON:
if (proto->GetSubClass() >= MAX_ITEM_SUBCLASS_WEAPON)
return 0;
else
return item_weapon_skills[proto->GetSubClass()];
case ITEM_CLASS_ARMOR:
if (proto->GetSubClass() >= MAX_ITEM_SUBCLASS_ARMOR)
return 0;
else
return item_armor_skills[proto->GetSubClass()];
default:
return 0;
}
return proto->GetSkill();
}
int32 Item::GenerateItemRandomPropertyId(uint32 item_id)
@@ -30,6 +30,65 @@ char const* ItemTemplate::GetName(LocaleConstant locale) const
return ExtendedData->Name->Str[locale];
}
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
{
const static uint32 item_weapon_skills[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_FISHING
};
const static uint32 item_armor_skills[MAX_ITEM_SUBCLASS_ARMOR] =
{
0, SKILL_CLOTH, SKILL_LEATHER, SKILL_MAIL, SKILL_PLATE_MAIL, 0, SKILL_SHIELD, 0, 0, 0, 0
};
switch (GetClass())
{
case ITEM_CLASS_WEAPON:
if (GetSubClass() >= MAX_ITEM_SUBCLASS_WEAPON)
return 0;
else
return item_weapon_skills[GetSubClass()];
case ITEM_CLASS_ARMOR:
if (GetSubClass() >= MAX_ITEM_SUBCLASS_ARMOR)
return 0;
else
return item_armor_skills[GetSubClass()];
default:
return 0;
}
}
char const* ItemTemplate::GetDefaultLocaleName() const
{
return ExtendedData->Name->Str[sWorld->GetDefaultDbcLocale()];
+3 -21
View File
@@ -718,27 +718,7 @@ struct TC_GAME_API ItemTemplate
std::unordered_set<uint32> Specializations[2]; // one set for 1-40 level range and another for 41-100
// helpers
bool 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;
}
bool CanChangeEquipStateInCombat() const;
bool IsCurrencyToken() const { return (GetBagFamily() & BAG_FAMILY_MASK_CURRENCY_TOKENS) != 0; }
@@ -747,6 +727,8 @@ struct TC_GAME_API ItemTemplate
return (ExtendedData->Stackable == 2147483647 || ExtendedData->Stackable <= 0) ? uint32(0x7FFFFFFF - 1) : uint32(ExtendedData->Stackable);
}
uint32 GetSkill() const;
bool IsPotion() const { return GetClass() == ITEM_CLASS_CONSUMABLE && GetSubClass() == ITEM_SUBCLASS_POTION; }
bool IsVellum() const { return GetClass() == ITEM_CLASS_TRADE_GOODS && GetSubClass() == ITEM_SUBCLASS_ENCHANTMENT; }
bool IsConjuredConsumable() const { return GetClass() == ITEM_CLASS_CONSUMABLE && (GetFlags() & ITEM_FLAG_CONJURED); }