[7870] Implement creature ranged ammo show at ranged weapon use. Author: VladimirMangos

* Use BDC data (creature weapon not alwas listed in item_template)

--HG--
branch : trunk
This commit is contained in:
megamage
2009-05-22 16:38:55 -05:00
parent ceaf8c13bb
commit c31fc2780b
4 changed files with 38 additions and 5 deletions
+1 -1
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@@ -964,7 +964,7 @@ struct ItemEntry
{
uint32 ID; // 0
uint32 Class; // 1
//uint32 SubClass; // 2 some items have strnage subclasses
uint32 SubClass; // 2 some items have strnage subclasses
int32 Unk0; // 3
int32 Material; // 4
uint32 DisplayId; // 5
+1 -1
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@@ -63,7 +63,7 @@ const char GtOCTRegenHPfmt[]="f";
const char GtRegenHPPerSptfmt[]="f";
const char GtRegenMPPerSptfmt[]="f";
const char Holidaysfmt[]="nxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx";
const char Itemfmt[]="nixiiiii";
const char Itemfmt[]="niiiiiii";
const char ItemBagFamilyfmt[]="nxxxxxxxxxxxxxxxxx";
//const char ItemDisplayTemplateEntryfmt[]="nxxxxxxxxxxixxxxxxxxxxx";
//const char ItemCondExtCostsEntryfmt[]="xiii";
+2 -2
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@@ -866,8 +866,8 @@ void ObjectMgr::LoadEquipmentTemplates()
sLog.outString( ">> Loaded %u equipment template", sEquipmentStorage.RecordCount );
sLog.outString();
// This DBC is currently only used for item templates and creature equipments checks.
sItemStore.Clear();
// Creature items can be not listed in item_template
//sItemStore.Clear(); -- so used in spell casting
}
CreatureModelInfo const* ObjectMgr::GetCreatureModelInfo(uint32 modelid)
+34 -1
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@@ -3241,7 +3241,40 @@ void Spell::WriteAmmoToPacket( WorldPacket * data )
}
}
}
// TODO: implement selection ammo data based at ranged weapon stored in equipmodel/equipinfo/equipslot fields
else
{
for (uint8 i = 0; i < 3; ++i)
{
if(uint32 item_id = m_caster->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + i))
{
if(ItemEntry const * itemEntry = sItemStore.LookupEntry(item_id))
{
if(itemEntry->Class==ITEM_CLASS_WEAPON)
{
switch(itemEntry->SubClass)
{
case ITEM_SUBCLASS_WEAPON_THROWN:
ammoDisplayID = itemEntry->DisplayId;
ammoInventoryType = itemEntry->InventoryType;
break;
case ITEM_SUBCLASS_WEAPON_BOW:
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
ammoDisplayID = 5996; // is this need fixing?
ammoInventoryType = INVTYPE_AMMO;
break;
case ITEM_SUBCLASS_WEAPON_GUN:
ammoDisplayID = 5998; // is this need fixing?
ammoInventoryType = INVTYPE_AMMO;
break;
}
if(ammoDisplayID)
break;
}
}
}
}
}
*data << uint32(ammoDisplayID);
*data << uint32(ammoInventoryType);