mirror of
https://github.com/DarkflameUniverse/DarkflameServer
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b432a3f5da
Clean up macros more tomorrow Cleanup and optimize CDActivities table Remove unused include Further work on CDActivityRewards Update MasterServer.cpp Further animations work Activities still needs work for a better PK. fix type All of these replacements worked Create internal interface for animations Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
65 lines
3.2 KiB
C++
65 lines
3.2 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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uint32_t id; //!< The Component ID
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std::string equipLocation; //!< The equip location
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uint32_t 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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uint32_t rarity; //!< The rarity of the item
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uint32_t 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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uint32_t reqFlagID; //!< User must have completed this flag to get the item
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uint32_t reqSpecialtyID; //!< ???
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uint32_t reqSpecRank; //!< ???
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uint32_t reqAchievementID; //!< The required achievement must be completed
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uint32_t stackSize; //!< The stack size of the item
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uint32_t color1; //!< Something to do with item color...
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uint32_t decal; //!< The decal of the item
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uint32_t offsetGroupID; //!< Something to do with group IDs
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uint32_t buildTypes; //!< Something to do with building
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std::string reqPrecondition; //!< The required precondition
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uint32_t animationFlag; //!< The Animation Flag
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uint32_t equipEffects; //!< The effect played when the item is equipped
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bool readyForQA; //!< ???
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uint32_t itemRating; //!< ???
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bool isTwoHanded; //!< Whether or not the item is double handed
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uint32_t minNumRequired; //!< Maybe the minimum number required for a mission, or to own this object?
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uint32_t delResIndex; //!< ???
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uint32_t currencyLOT; //!< ???
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uint32_t 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_COLUMN(std::string audioEventUse); //!< ???
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bool noEquipAnimation; //!< Whether or not there is an equip animation
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uint32_t commendationLOT; //!< The commendation LOT
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uint32_t commendationCost; //!< The commendation cost
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UNUSED_COLUMN(std::string audioEquipMetaEventSet); //!< ???
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std::string currencyCosts; //!< Used for crafting
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UNUSED_COLUMN(std::string ingredientInfo); //!< Unused
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uint32_t locStatus; //!< ???
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uint32_t 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<uint32_t, CDItemComponent> entries;
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public:
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CDItemComponentTable();
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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(uint32_t id);
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static CDItemComponent Default;
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};
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