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
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@@ -553,41 +553,11 @@ Player* Item::GetOwner()const
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return ObjectAccessor::FindPlayer(GetOwnerGUID());
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}
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// Just a "legacy shortcut" for proto->GetSkill()
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uint32 Item::GetSkill()
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{
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const static uint32 item_weapon_skills[MAX_ITEM_SUBCLASS_WEAPON] =
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{
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SKILL_AXES, SKILL_2H_AXES, SKILL_BOWS, SKILL_GUNS, SKILL_MACES,
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SKILL_2H_MACES, SKILL_POLEARMS, SKILL_SWORDS, SKILL_2H_SWORDS, 0,
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SKILL_STAVES, 0, 0, SKILL_FIST_WEAPONS, 0,
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SKILL_DAGGERS, SKILL_THROWN, SKILL_ASSASSINATION, SKILL_CROSSBOWS, SKILL_WANDS,
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SKILL_FISHING
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};
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const static uint32 item_armor_skills[MAX_ITEM_SUBCLASS_ARMOR] =
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{
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0, SKILL_CLOTH, SKILL_LEATHER, SKILL_MAIL, SKILL_PLATE_MAIL, 0, SKILL_SHIELD, 0, 0, 0, 0
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};
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ItemTemplate const* proto = GetTemplate();
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switch (proto->GetClass())
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{
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case ITEM_CLASS_WEAPON:
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if (proto->GetSubClass() >= MAX_ITEM_SUBCLASS_WEAPON)
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return 0;
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else
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return item_weapon_skills[proto->GetSubClass()];
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case ITEM_CLASS_ARMOR:
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if (proto->GetSubClass() >= MAX_ITEM_SUBCLASS_ARMOR)
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return 0;
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else
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return item_armor_skills[proto->GetSubClass()];
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default:
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return 0;
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}
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return proto->GetSkill();
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}
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int32 Item::GenerateItemRandomPropertyId(uint32 item_id)
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@@ -30,6 +30,65 @@ char const* ItemTemplate::GetName(LocaleConstant locale) const
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return ExtendedData->Name->Str[locale];
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}
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bool ItemTemplate::CanChangeEquipStateInCombat() const
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{
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switch (GetInventoryType())
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{
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case INVTYPE_RELIC:
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case INVTYPE_SHIELD:
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case INVTYPE_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 ITEM_CLASS_WEAPON:
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case ITEM_CLASS_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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uint32 ItemTemplate::GetSkill() const
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{
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const static uint32 item_weapon_skills[MAX_ITEM_SUBCLASS_WEAPON] =
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{
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SKILL_AXES, SKILL_2H_AXES, SKILL_BOWS, SKILL_GUNS, SKILL_MACES,
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SKILL_2H_MACES, SKILL_POLEARMS, SKILL_SWORDS, SKILL_2H_SWORDS, 0,
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SKILL_STAVES, 0, 0, SKILL_FIST_WEAPONS, 0,
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SKILL_DAGGERS, SKILL_THROWN, SKILL_ASSASSINATION, SKILL_CROSSBOWS, SKILL_WANDS,
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SKILL_FISHING
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};
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const static uint32 item_armor_skills[MAX_ITEM_SUBCLASS_ARMOR] =
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{
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0, SKILL_CLOTH, SKILL_LEATHER, SKILL_MAIL, SKILL_PLATE_MAIL, 0, SKILL_SHIELD, 0, 0, 0, 0
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};
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switch (GetClass())
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{
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case ITEM_CLASS_WEAPON:
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if (GetSubClass() >= MAX_ITEM_SUBCLASS_WEAPON)
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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 ITEM_CLASS_ARMOR:
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if (GetSubClass() >= MAX_ITEM_SUBCLASS_ARMOR)
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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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char const* ItemTemplate::GetDefaultLocaleName() const
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{
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return ExtendedData->Name->Str[sWorld->GetDefaultDbcLocale()];
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@@ -718,27 +718,7 @@ struct TC_GAME_API ItemTemplate
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std::unordered_set<uint32> Specializations[2]; // one set for 1-40 level range and another for 41-100
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// helpers
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bool CanChangeEquipStateInCombat() const
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{
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switch (GetInventoryType())
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{
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case INVTYPE_RELIC:
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case INVTYPE_SHIELD:
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case INVTYPE_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 ITEM_CLASS_WEAPON:
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case ITEM_CLASS_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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bool CanChangeEquipStateInCombat() const;
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bool IsCurrencyToken() const { return (GetBagFamily() & BAG_FAMILY_MASK_CURRENCY_TOKENS) != 0; }
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@@ -747,6 +727,8 @@ struct TC_GAME_API ItemTemplate
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return (ExtendedData->Stackable == 2147483647 || ExtendedData->Stackable <= 0) ? uint32(0x7FFFFFFF - 1) : uint32(ExtendedData->Stackable);
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}
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uint32 GetSkill() const;
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bool IsPotion() const { return GetClass() == ITEM_CLASS_CONSUMABLE && GetSubClass() == ITEM_SUBCLASS_POTION; }
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bool IsVellum() const { return GetClass() == ITEM_CLASS_TRADE_GOODS && GetSubClass() == ITEM_SUBCLASS_ENCHANTMENT; }
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bool IsConjuredConsumable() const { return GetClass() == ITEM_CLASS_CONSUMABLE && (GetFlags() & ITEM_FLAG_CONJURED); }
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