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https://github.com/DarkflameUniverse/DarkflameServer.git
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dc526aeec1
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
65 lines
3.3 KiB
C++
65 lines
3.3 KiB
C++
#pragma once
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// Custom Classes
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#include "CDTable.h"
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#include "dCommonVars.h"
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struct CDItemComponent {
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unsigned int id; //!< The Component ID
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std::string equipLocation; //!< The equip location
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unsigned int baseValue; //!< The monetary base value of the item
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bool isKitPiece; //!< Whether or not the item belongs to a kit
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unsigned int rarity; //!< The rarity of the item
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unsigned int itemType; //!< The item type
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int64_t itemInfo; //!< The item info
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bool inLootTable; //!< Whether or not the item is in a loot table
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bool inVendor; //!< Whether or not the item is in a vendor inventory
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bool isUnique; //!< ???
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bool isBOP; //!< ???
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bool isBOE; //!< ???
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unsigned int reqFlagID; //!< User must have completed this flag to get the item
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unsigned int reqSpecialtyID; //!< ???
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unsigned int reqSpecRank; //!< ???
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unsigned int reqAchievementID; //!< The required achievement must be completed
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unsigned int stackSize; //!< The stack size of the item
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unsigned int color1; //!< Something to do with item color...
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unsigned int decal; //!< The decal of the item
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unsigned int offsetGroupID; //!< Something to do with group IDs
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unsigned int buildTypes; //!< Something to do with building
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std::string reqPrecondition; //!< The required precondition
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unsigned int animationFlag; //!< The Animation Flag
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unsigned int equipEffects; //!< The effect played when the item is equipped
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bool readyForQA; //!< ???
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unsigned int itemRating; //!< ???
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bool isTwoHanded; //!< Whether or not the item is double handed
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unsigned int minNumRequired; //!< Maybe the minimum number required for a mission, or to own this object?
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unsigned int delResIndex; //!< ???
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unsigned int currencyLOT; //!< ???
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unsigned int altCurrencyCost; //!< ???
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std::string subItems; //!< A comma seperate string of sub items (maybe for multi-itemed things like faction test gear set)
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UNUSED(std::string audioEventUse); //!< ???
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bool noEquipAnimation; //!< Whether or not there is an equip animation
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unsigned int commendationLOT; //!< The commendation LOT
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unsigned int commendationCost; //!< The commendation cost
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UNUSED(std::string audioEquipMetaEventSet); //!< ???
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std::string currencyCosts; //!< Used for crafting
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UNUSED(std::string ingredientInfo); //!< Unused
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unsigned int locStatus; //!< ???
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unsigned int forgeType; //!< Forge Type
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float SellMultiplier; //!< Something to do with early vendors perhaps (but replaced)
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};
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class CDItemComponentTable : public CDTable<CDItemComponentTable> {
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private:
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std::map<unsigned int, CDItemComponent> entries;
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public:
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void LoadValuesFromDatabase();
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static std::map<LOT, uint32_t> ParseCraftingCurrencies(const CDItemComponent& itemComponent);
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// Gets an entry by ID
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const CDItemComponent& GetItemComponentByID(unsigned int skillID);
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static CDItemComponent Default;
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};
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