Exemplo n.º 1
0
void dump_data(std::ostream& out, DBCStorage<T> const& store, bool ext_insert = true)
{
    std::string class_name = ClassInfo<T>::name;
    strip_trailing(class_name, "Entry");
    if (ext_insert)
        out << "INSERT INTO " << class_name << " VALUES\n";
    uint32 last_row = store.GetNumRows() - 1;
    for (uint32 row = 0; row <= last_row; ++row)
    {
        T const* entry = store.LookupEntry(row);
        if (!entry)
            continue;
        if (ext_insert)
            out << "(";
        else
            out << "INSERT INTO " << class_name << " VALUES (";
        uint32 col = 0;
        for (FieldList::const_iterator itr = ClassInfo<T>::fields.begin(); itr != ClassInfo<T>::fields.end(); ++itr, ++col)
        {
            bool is_text = ((*itr)->getType() == TYPE_STRING || (*itr)->getType()== TYPE_STRING_CONST) &&
                (*itr)->isArray() && (*itr)->getArraySize() == 16;  // all string fields have 16 locales
            if (is_text && (*itr)->getArrayIndex() != 0)            // only dump en_US locale
                continue;
            if (col > 0)
                out << ", ";
            if (is_text)
                out << '\'' << escape_string((*itr)->getValue(const_cast<T*>(entry))) << '\'';
            else
                out << (*itr)->getValue(const_cast<T*>(entry));
        }
        if (ext_insert)
            out << (row < last_row ? "),\n" : ");\n");
        else
            out << ");\n";
    }
}
Exemplo 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));
}