Esempio n. 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));
}
Esempio n. 2
0
uint32 ItemTemplate::GetArmor(uint32 itemLevel) const
{
    uint32 quality = ItemQualities(GetQuality()) != ITEM_QUALITY_HEIRLOOM ? ItemQualities(GetQuality()) : ITEM_QUALITY_RARE;
    if (quality > ITEM_QUALITY_ARTIFACT)
        return 0;

    // all items but shields
    if (GetClass() != ITEM_CLASS_ARMOR || GetSubClass() != ITEM_SUBCLASS_ARMOR_SHIELD)
    {
        ItemArmorQualityEntry const* armorQuality = sItemArmorQualityStore.LookupEntry(itemLevel);
        ItemArmorTotalEntry const* armorTotal = sItemArmorTotalStore.LookupEntry(itemLevel);
        if (!armorQuality || !armorTotal)
            return 0;

        uint32 inventoryType = GetInventoryType();
        if (inventoryType == INVTYPE_ROBE)
            inventoryType = INVTYPE_CHEST;

        ArmorLocationEntry const* location = sArmorLocationStore.LookupEntry(inventoryType);
        if (!location)
            return 0;

        if (GetSubClass() < ITEM_SUBCLASS_ARMOR_CLOTH || GetSubClass() > ITEM_SUBCLASS_ARMOR_PLATE)
            return 0;

        return uint32(armorQuality->QualityMod[quality] * armorTotal->Value[GetSubClass() - 1] * location->Modifier[GetSubClass() - 1] + 0.5f);
    }

    // shields
    ItemArmorShieldEntry const* shield = sItemArmorShieldStore.LookupEntry(itemLevel);
    if (!shield)
        return 0;

    return uint32(shield->Quality[quality] + 0.5f);
}
Esempio n. 3
0
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;
}
Esempio n. 4
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));
}