DarkflameServer/dDatabase/CDClientDatabase/CDClientTables/CDItemComponentTable.h
David Markowitz d2aeebcd46
chore: Move database storage containers to be translation unit local to allow for safe references (#1434)
* Move CDClientManager to be a namespace

Tested that worlds still load data as expected.  Had no use being a singleton anyways.

* Move cdclient data storage to tu local containers

Allows some data from these containers to be saved on object by reference instead of always needing to copy.

iteration 2

- move all unnamed namespace containers to a singular spot
- use macro for template specialization and variable declaration
- use templates to allow for as little copy paste of types and functions as possible

* remember to use typename!

compiler believes T::StorageType is accessing a member, not a type.

* Update CDClientManager.cpp

* move to cpp?
2024-02-09 07:37:58 -06:00

62 lines
3.2 KiB
C++

#pragma once
// Custom Classes
#include "CDTable.h"
#include "dCommonVars.h"
struct CDItemComponent {
uint32_t id; //!< The Component ID
std::string equipLocation; //!< The equip location
uint32_t baseValue; //!< The monetary base value of the item
bool isKitPiece; //!< Whether or not the item belongs to a kit
uint32_t rarity; //!< The rarity of the item
uint32_t itemType; //!< The item type
int64_t itemInfo; //!< The item info
bool inLootTable; //!< Whether or not the item is in a loot table
bool inVendor; //!< Whether or not the item is in a vendor inventory
bool isUnique; //!< ???
bool isBOP; //!< ???
bool isBOE; //!< ???
uint32_t reqFlagID; //!< User must have completed this flag to get the item
uint32_t reqSpecialtyID; //!< ???
uint32_t reqSpecRank; //!< ???
uint32_t reqAchievementID; //!< The required achievement must be completed
uint32_t stackSize; //!< The stack size of the item
uint32_t color1; //!< Something to do with item color...
uint32_t decal; //!< The decal of the item
uint32_t offsetGroupID; //!< Something to do with group IDs
uint32_t buildTypes; //!< Something to do with building
std::string reqPrecondition; //!< The required precondition
uint32_t animationFlag; //!< The Animation Flag
uint32_t equipEffects; //!< The effect played when the item is equipped
bool readyForQA; //!< ???
uint32_t itemRating; //!< ???
bool isTwoHanded; //!< Whether or not the item is double handed
uint32_t minNumRequired; //!< Maybe the minimum number required for a mission, or to own this object?
uint32_t delResIndex; //!< ???
uint32_t currencyLOT; //!< ???
uint32_t altCurrencyCost; //!< ???
std::string subItems; //!< A comma seperate string of sub items (maybe for multi-itemed things like faction test gear set)
UNUSED(std::string audioEventUse); //!< ???
bool noEquipAnimation; //!< Whether or not there is an equip animation
uint32_t commendationLOT; //!< The commendation LOT
uint32_t commendationCost; //!< The commendation cost
UNUSED(std::string audioEquipMetaEventSet); //!< ???
std::string currencyCosts; //!< Used for crafting
UNUSED(std::string ingredientInfo); //!< Unused
uint32_t locStatus; //!< ???
uint32_t forgeType; //!< Forge Type
float SellMultiplier; //!< Something to do with early vendors perhaps (but replaced)
};
class CDItemComponentTable : public CDTable<CDItemComponentTable, std::map<uint32_t, CDItemComponent>> {
public:
void LoadValuesFromDatabase();
static std::map<LOT, uint32_t> ParseCraftingCurrencies(const CDItemComponent& itemComponent);
// Gets an entry by ID
const CDItemComponent& GetItemComponentByID(uint32_t skillID);
static CDItemComponent Default;
};