mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-04 12:43:37 +00:00
5eca25e42a
* 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
65 lines
3.3 KiB
C++
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;
|
|
};
|