DarkflameServer/dDatabase/Tables/CDItemComponentTable.h
2021-12-05 18:54:36 +01:00

84 lines
3.8 KiB
C++

#pragma once
// Custom Classes
#include "CDTable.h"
#include "dCommonVars.h"
/*!
\file CDItemComponentTable.hpp
\brief Contains data for the ItemComponent table
*/
//! ItemComponent Struct
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)
};
//! ItemComponent table
class CDItemComponentTable : public CDTable {
private:
std::map<unsigned int, CDItemComponent> entries;
public:
//! Constructor
CDItemComponentTable(void);
//! Destructor
~CDItemComponentTable(void);
//! Returns the table's name
/*!
\return The table name
*/
std::string GetName(void) const override;
static std::map<LOT, uint32_t> ParseCraftingCurrencies(const CDItemComponent& itemComponent);
//! Gets an entry by ID
const CDItemComponent& GetItemComponentByID(unsigned int skillID);
static CDItemComponent Default;
};