DarkflameServer/dDatabase/Tables/CDItemComponentTable.h
David Markowitz 5eca25e42a
refactor: Move CDClient Database away from constructor queries (#1164)
* Move away from constructor queries

Fix up other large tables to have proper backup lookups

Revert "idk im just dumb ig"

This reverts commit 5d5be5df53b8959b42b291613d7db749a65a3585.

idk im just dumb ig

* Fix slow components registry lookup

* add define for cdclient cache all

* Update CDBehaviorParameterTable.cpp
2023-08-10 23:27:40 -05:00

65 lines
3.3 KiB
C++

#pragma once
// Custom Classes
#include "CDTable.h"
#include "dCommonVars.h"
struct CDItemComponent {
unsigned int id; //!< The Component ID
std::string equipLocation; //!< The equip location
unsigned int baseValue; //!< The monetary base value of the item
bool isKitPiece; //!< Whether or not the item belongs to a kit
unsigned int rarity; //!< The rarity of the item
unsigned int 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; //!< ???
unsigned int reqFlagID; //!< User must have completed this flag to get the item
unsigned int reqSpecialtyID; //!< ???
unsigned int reqSpecRank; //!< ???
unsigned int reqAchievementID; //!< The required achievement must be completed
unsigned int stackSize; //!< The stack size of the item
unsigned int color1; //!< Something to do with item color...
unsigned int decal; //!< The decal of the item
unsigned int offsetGroupID; //!< Something to do with group IDs
unsigned int buildTypes; //!< Something to do with building
std::string reqPrecondition; //!< The required precondition
unsigned int animationFlag; //!< The Animation Flag
unsigned int equipEffects; //!< The effect played when the item is equipped
bool readyForQA; //!< ???
unsigned int itemRating; //!< ???
bool isTwoHanded; //!< Whether or not the item is double handed
unsigned int minNumRequired; //!< Maybe the minimum number required for a mission, or to own this object?
unsigned int delResIndex; //!< ???
unsigned int currencyLOT; //!< ???
unsigned int 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
unsigned int commendationLOT; //!< The commendation LOT
unsigned int commendationCost; //!< The commendation cost
UNUSED(std::string audioEquipMetaEventSet); //!< ???
std::string currencyCosts; //!< Used for crafting
UNUSED(std::string ingredientInfo); //!< Unused
unsigned int locStatus; //!< ???
unsigned int forgeType; //!< Forge Type
float SellMultiplier; //!< Something to do with early vendors perhaps (but replaced)
};
class CDItemComponentTable : public CDTable<CDItemComponentTable> {
private:
std::map<unsigned int, CDItemComponent> entries;
public:
void LoadValuesFromDatabase();
static std::map<LOT, uint32_t> ParseCraftingCurrencies(const CDItemComponent& itemComponent);
// Gets an entry by ID
const CDItemComponent& GetItemComponentByID(unsigned int skillID);
static CDItemComponent Default;
};