Ejemplo n.º 1
0
void ItemTemplate::GetDamage(uint32 itemLevel, float& minDamage, float& maxDamage) const
{
    minDamage = maxDamage = 0.0f;
    uint32 quality = ItemQualities(GetQuality()) != ITEM_QUALITY_HEIRLOOM ? ItemQualities(GetQuality()) : ITEM_QUALITY_RARE;
    if (GetClass() != ITEM_CLASS_WEAPON || quality > ITEM_QUALITY_ARTIFACT)
        return;

    // get the right store here
    if (GetInventoryType() > INVTYPE_RANGEDRIGHT)
        return;

    float dps = 0.0f;
    switch (GetInventoryType())
    {
        case INVTYPE_AMMO:
            dps = sItemDamageAmmoStore.AssertEntry(itemLevel)->DPS[quality];
            break;
        case INVTYPE_2HWEAPON:
            if (GetFlags2() & ITEM_FLAG2_CASTER_WEAPON)
                dps = sItemDamageTwoHandCasterStore.AssertEntry(itemLevel)->DPS[quality];
            else
                dps = sItemDamageTwoHandStore.AssertEntry(itemLevel)->DPS[quality];
            break;
        case INVTYPE_RANGED:
        case INVTYPE_THROWN:
        case INVTYPE_RANGEDRIGHT:
            switch (GetSubClass())
            {
                case ITEM_SUBCLASS_WEAPON_WAND:
                    dps = sItemDamageOneHandCasterStore.AssertEntry(itemLevel)->DPS[quality];
                    break;
                case ITEM_SUBCLASS_WEAPON_BOW:
                case ITEM_SUBCLASS_WEAPON_GUN:
                case ITEM_SUBCLASS_WEAPON_CROSSBOW:
                    if (GetFlags2() & ITEM_FLAG2_CASTER_WEAPON)
                        dps = sItemDamageTwoHandCasterStore.AssertEntry(itemLevel)->DPS[quality];
                    else
                        dps = sItemDamageTwoHandStore.AssertEntry(itemLevel)->DPS[quality];
                    break;
                default:
                    return;
            }
            break;
        case INVTYPE_WEAPON:
        case INVTYPE_WEAPONMAINHAND:
        case INVTYPE_WEAPONOFFHAND:
            if (GetFlags2() & ITEM_FLAG2_CASTER_WEAPON)
                dps = sItemDamageOneHandCasterStore.AssertEntry(itemLevel)->DPS[quality];
            else
                dps = sItemDamageOneHandStore.AssertEntry(itemLevel)->DPS[quality];
            break;
        default:
            return;
    }

    float avgDamage = dps * GetDelay() * 0.001f;
    minDamage = (GetStatScalingFactor() * -0.5f + 1.0f) * avgDamage;
    maxDamage = floor(float(avgDamage * (GetStatScalingFactor() * 0.5f + 1.0f) + 0.5f));
}
Ejemplo n.º 2
0
void ItemTemplate::GetDamage(uint32 itemLevel, float& minDamage, float& maxDamage) const
{
    minDamage = maxDamage = 0.0f;
    uint32 quality = ItemQualities(GetQuality()) != ITEM_QUALITY_HEIRLOOM ? ItemQualities(GetQuality()) : ITEM_QUALITY_RARE;
    if (GetClass() != ITEM_CLASS_WEAPON || quality > ITEM_QUALITY_ARTIFACT)
        return;

    DBCStorage<ItemDamageEntry>* store = NULL;
    // get the right store here
    if (GetInventoryType() > INVTYPE_RANGEDRIGHT)
        return;

    switch (GetInventoryType())
    {
        case INVTYPE_AMMO:
            store = &sItemDamageAmmoStore;
            break;
        case INVTYPE_2HWEAPON:
            if (GetFlags2() & ITEM_FLAG2_CASTER_WEAPON)
                store = &sItemDamageTwoHandCasterStore;
            else
                store = &sItemDamageTwoHandStore;
            break;
        case INVTYPE_RANGED:
        case INVTYPE_THROWN:
        case INVTYPE_RANGEDRIGHT:
            switch (GetSubClass())
            {
                case ITEM_SUBCLASS_WEAPON_WAND:
                    store = &sItemDamageWandStore;
                    break;
                case ITEM_SUBCLASS_WEAPON_THROWN:
                    store = &sItemDamageThrownStore;
                    break;
                case ITEM_SUBCLASS_WEAPON_BOW:
                case ITEM_SUBCLASS_WEAPON_GUN:
                case ITEM_SUBCLASS_WEAPON_CROSSBOW:
                    store = &sItemDamageRangedStore;
                    break;
                default:
                    return;
            }
            break;
        case INVTYPE_WEAPON:
        case INVTYPE_WEAPONMAINHAND:
        case INVTYPE_WEAPONOFFHAND:
            if (GetFlags2() & ITEM_FLAG2_CASTER_WEAPON)
                store = &sItemDamageOneHandCasterStore;
            else
                store = &sItemDamageOneHandStore;
            break;
        default:
            return;
    }

    ASSERT(store);

    ItemDamageEntry const* damageInfo = store->LookupEntry(itemLevel);
    if (!damageInfo)
        return;

    float dps = damageInfo->DPS[quality];
    float avgDamage = dps * GetDelay() * 0.001f;
    minDamage = (GetStatScalingFactor() * -0.5f + 1.0f) * avgDamage;
    maxDamage = floor(float(avgDamage * (GetStatScalingFactor() * 0.5f + 1.0f) + 0.5f));
}