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C++ GetTemplate函数代码示例

本文整理汇总了C++中GetTemplate函数的典型用法代码示例。如果您正苦于以下问题:C++ GetTemplate函数的具体用法?C++ GetTemplate怎么用?C++ GetTemplate使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了GetTemplate函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: GetTemplate

bool Item::GemsFitSockets() const
{
    for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+MAX_GEM_SOCKETS; ++enchant_slot)
    {
        uint8 SocketColor = GetTemplate()->Socket[enchant_slot-SOCK_ENCHANTMENT_SLOT].Color;

        if (!SocketColor) // no socket slot
            continue;

        uint32 enchant_id = GetEnchantmentId(EnchantmentSlot(enchant_slot));
        if (!enchant_id) // no gems on this socket
            return false;

        SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
        if (!enchantEntry) // invalid gem id on this socket
            return false;

        uint8 GemColor = 0;

        uint32 gemid = enchantEntry->GemID;
        if (gemid)
        {
            ItemTemplate const* gemProto = sObjectMgr->GetItemTemplate(gemid);
            if (gemProto)
            {
                GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
                if (gemProperty)
                    GemColor = gemProperty->color;
            }
        }

        if (!(GemColor & SocketColor)) // bad gem color on this socket
            return false;
    }
    return true;
}
开发者ID:Kimbanjang,项目名称:Mong2Core,代码行数:36,代码来源:Item.cpp

示例2: switch

void AreaTrigger::UpdateTargetList()
{
    std::list<Unit*> targetList;

    switch (GetTemplate()->Type)
    {
        case AREATRIGGER_TYPE_SPHERE:
            SearchUnitInSphere(targetList);
            break;
        case AREATRIGGER_TYPE_BOX:
            SearchUnitInBox(targetList);
            break;
        case AREATRIGGER_TYPE_POLYGON:
            SearchUnitInPolygon(targetList);
            break;
        case AREATRIGGER_TYPE_CYLINDER:
            SearchUnitInCylinder(targetList);
            break;
        default:
            break;
    }

    HandleUnitEnterExit(targetList);
}
开发者ID:welder1976,项目名称:TrinityCore,代码行数:24,代码来源:AreaTrigger.cpp

示例3: int32

void AreaTrigger::UpdateSplinePosition(uint32 diff)
{
    if (_reachedDestination)
        return;

    if (!HasSplines())
        return;

    _movementTime += diff;

    if (_movementTime >= GetTimeToTarget())
    {
        _reachedDestination = true;
        _lastSplineIndex = int32(_spline->last());

        G3D::Vector3 lastSplinePosition = _spline->getPoint(_lastSplineIndex);
        GetMap()->AreaTriggerRelocation(this, lastSplinePosition.x, lastSplinePosition.y, lastSplinePosition.z, GetOrientation());
#ifdef TRINITY_DEBUG
        DebugVisualizePosition();
#endif

        _ai->OnSplineIndexReached(_lastSplineIndex);
        _ai->OnDestinationReached();
        return;
    }

    float currentTimePercent = float(_movementTime) / float(GetTimeToTarget());

    if (currentTimePercent <= 0.f)
        return;

    if (GetMiscTemplate()->MoveCurveId)
    {
        float progress = sDB2Manager.GetCurveValueAt(GetMiscTemplate()->MoveCurveId, currentTimePercent);
        if (progress < 0.f || progress > 1.f)
        {
            TC_LOG_ERROR("entities.areatrigger", "AreaTrigger (Id: %u, SpellMiscId: %u) has wrong progress (%f) caused by curve calculation (MoveCurveId: %u)",
                GetTemplate()->Id, GetMiscTemplate()->MiscId, progress, GetMiscTemplate()->MorphCurveId);
        }
        else
            currentTimePercent = progress;
    }

    int lastPositionIndex = 0;
    float percentFromLastPoint = 0;
    _spline->computeIndex(currentTimePercent, lastPositionIndex, percentFromLastPoint);

    G3D::Vector3 currentPosition;
    _spline->evaluate_percent(lastPositionIndex, percentFromLastPoint, currentPosition);

    float orientation = GetOrientation();
    if (GetTemplate()->HasFlag(AREATRIGGER_FLAG_HAS_FACE_MOVEMENT_DIR))
    {
        G3D::Vector3 const& nextPoint = _spline->getPoint(lastPositionIndex + 1);
        orientation = GetAngle(nextPoint.x, nextPoint.y);
    }

    GetMap()->AreaTriggerRelocation(this, currentPosition.x, currentPosition.y, currentPosition.z, orientation);
#ifdef TRINITY_DEBUG
    DebugVisualizePosition();
#endif

    if (_lastSplineIndex != lastPositionIndex)
    {
        _lastSplineIndex = lastPositionIndex;
        _ai->OnSplineIndexReached(_lastSplineIndex);
    }
}
开发者ID:Rochet2,项目名称:TrinityCore,代码行数:68,代码来源:AreaTrigger.cpp

示例4: UndoActions

void AreaTrigger::UndoActions(Unit* unit)
{
    for (AreaTriggerAction const& action : GetTemplate()->Actions)
        if (action.ActionType == AREATRIGGER_ACTION_CAST || action.ActionType == AREATRIGGER_ACTION_ADDAURA)
            unit->RemoveAurasDueToSpell(action.Param, GetCasterGuid());
}
开发者ID:Rochet2,项目名称:TrinityCore,代码行数:6,代码来源:AreaTrigger.cpp

示例5: UpdateShape

void AreaTrigger::UpdateShape()
{
    if (GetTemplate()->IsPolygon())
        UpdatePolygonOrientation();
}
开发者ID:Rochet2,项目名称:TrinityCore,代码行数:5,代码来源:AreaTrigger.cpp

示例6: GetTemplate

uint32 AreaTrigger::GetScriptId() const
{
    return GetTemplate()->ScriptId;
}
开发者ID:Rochet2,项目名称:TrinityCore,代码行数:4,代码来源:AreaTrigger.cpp

示例7: ChatHandler

void AreaTrigger::HandleUnitEnterExit(std::list<Unit*> const& newTargetList)
{
    GuidUnorderedSet exitUnits = _insideUnits;
    _insideUnits.clear();

    std::vector<Unit*> enteringUnits;

    for (Unit* unit : newTargetList)
    {
        if (exitUnits.erase(unit->GetGUID()) == 0) // erase(key_type) returns number of elements erased
            enteringUnits.push_back(unit);

        _insideUnits.insert(unit->GetGUID());
    }

    // Handle after _insideUnits have been reinserted so we can use GetInsideUnits() in hooks
    for (Unit* unit : enteringUnits)
    {
        if (Player* player = unit->ToPlayer())
            if (player->isDebugAreaTriggers)
                ChatHandler(player->GetSession()).PSendSysMessage(LANG_DEBUG_AREATRIGGER_ENTERED, GetTemplate()->Id);

        DoActions(unit);

        _ai->OnUnitEnter(unit);
    }

    for (ObjectGuid const& exitUnitGuid : exitUnits)
    {
        if (Unit* leavingUnit = ObjectAccessor::GetUnit(*this, exitUnitGuid))
        {
            if (Player* player = leavingUnit->ToPlayer())
                if (player->isDebugAreaTriggers)
                    ChatHandler(player->GetSession()).PSendSysMessage(LANG_DEBUG_AREATRIGGER_LEFT, GetTemplate()->Id);

            UndoActions(leavingUnit);

            _ai->OnUnitExit(leavingUnit);
        }
    }
}
开发者ID:Rochet2,项目名称:TrinityCore,代码行数:41,代码来源:AreaTrigger.cpp

示例8: GetTemplate

std::string BlackMarketEntry::BuildAuctionMailSubject(BMAHMailAuctionAnswers response) const
{
    std::ostringstream strm;
    strm << GetTemplate()->Item.ItemID << ":0:" << response << ':' << GetMarketId() << ':' << GetTemplate()->Quantity;
    return strm.str();
}
开发者ID:Diyvol,项目名称:TrinityCore,代码行数:6,代码来源:BlackMarketMgr.cpp

示例9: SetEntry

bool Item::LoadFromDB(uint32 guid, uint64 owner_guid, Field* fields, uint32 entry)
{
    //                                                    0                1      2         3        4      5             6                 7           8           9    10
    //result = CharacterDatabase.PQuery("SELECT creatorGuid, giftCreatorGuid, count, duration, charges, flags, enchantments, randomPropertyId, durability, playedTime, text FROM item_instance WHERE guid = '%u'", guid);

    // create item before any checks for store correct guid
    // and allow use "FSetState(ITEM_REMOVED); SaveToDB();" for deleting item from DB
    Object::_Create(guid, 0, HIGHGUID_ITEM);

    // Set entry, MUST be before proto check
    SetEntry(entry);
    SetFloatValue(OBJECT_FIELD_SCALE_X, 1.0f);

    ItemTemplate const* proto = GetTemplate();
    if (!proto)
        return false;

    // set owner (not if item is only loaded for gbank/auction/mail
    if (owner_guid != 0)
        SetOwnerGUID(owner_guid);

    bool need_save = false;                                 // need explicit save data at load fixes
    SetUInt64Value(ITEM_FIELD_CREATOR, MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER));
    SetUInt64Value(ITEM_FIELD_GIFTCREATOR, MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_PLAYER));
    SetCount(fields[2].GetUInt32());

    uint32 duration = fields[3].GetUInt32();
    SetUInt32Value(ITEM_FIELD_DURATION, duration);
    // update duration if need, and remove if not need
    if ((proto->Duration == 0) != (duration == 0))
    {
        SetUInt32Value(ITEM_FIELD_DURATION, abs(proto->Duration));
        need_save = true;
    }

    Tokens tokens(fields[4].GetString(), ' ', MAX_ITEM_PROTO_SPELLS);
    if (tokens.size() == MAX_ITEM_PROTO_SPELLS)
        for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
            SetSpellCharges(i, atoi(tokens[i]));

    SetUInt32Value(ITEM_FIELD_FLAGS, fields[5].GetUInt32());
    // Remove bind flag for items vs NO_BIND set
    if (IsSoulBound() && proto->Bonding == NO_BIND)
    {
        ApplyModFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_SOULBOUND, false);
        need_save = true;
    }

    std::string enchants = fields[6].GetString();
    //_LoadIntoDataField(enchants.c_str(), ITEM_FIELD_ENCHANTMENT_1_1, MAX_ENCHANTMENT_SLOT * MAX_ENCHANTMENT_OFFSET);
    {
        // NOTE:
        // in the recent update of reforge system, definition of EnchantmentSlot has been changed,
        // and MAX_ENCHANTMENT_SLOT has been changed from 13 to 14,
        // which makes enchantments column of item_instance table incompatible with previous version.
        // in this case we will load only first 9 enchantment slots (0-8, for permanent, temporary, sockets, bonus, prismatic and reforge)
        // and ignore the remaining ones (9-13, for random properties).
        // which means item random properties will be lost after this update.
        // after player logging in and saving the inventory, enchantments column will be properly updated.

        uint32 count = MAX_ENCHANTMENT_SLOT * MAX_ENCHANTMENT_OFFSET;
        Tokens tokens(enchants, ' ', count);

        if (tokens.size() < MAX_ENCHANTMENT_SLOT * MAX_ENCHANTMENT_OFFSET)
            count = REFORGE_ENCHANTMENT_SLOT * MAX_ENCHANTMENT_OFFSET;

        for (uint32 index = 0; index < count; ++index)
            m_uint32Values[ITEM_FIELD_ENCHANTMENT_1_1 + index] = index < tokens.size() ? atol(tokens[index]) : 0;
    }
    SetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID, fields[7].GetInt16());
    // recalculate suffix factor
    if (GetItemRandomPropertyId() < 0)
        UpdateItemSuffixFactor();

    uint32 durability = fields[8].GetUInt16();
    SetUInt32Value(ITEM_FIELD_DURABILITY, durability);
    // update max durability (and durability) if need
    SetUInt32Value(ITEM_FIELD_MAXDURABILITY, proto->MaxDurability);
    if (durability > proto->MaxDurability)
    {
        SetUInt32Value(ITEM_FIELD_DURABILITY, proto->MaxDurability);
        need_save = true;
    }

    SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, fields[9].GetUInt32());
    SetText(fields[10].GetString());

    if (need_save)                                           // normal item changed state set not work at loading
    {
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPDATE_ITEM_INSTANCE_ON_LOAD);
        stmt->setUInt32(0, GetUInt32Value(ITEM_FIELD_DURATION));
        stmt->setUInt32(1, GetUInt32Value(ITEM_FIELD_FLAGS));
        stmt->setUInt32(2, GetUInt32Value(ITEM_FIELD_DURABILITY));
        stmt->setUInt32(3, guid);
        CharacterDatabase.Execute(stmt);
    }

    return true;
}
开发者ID:Devilcleave,项目名称:TrilliumEMU,代码行数:99,代码来源:Item.cpp

示例10: while

void Adventure::MoveCorpsesToGraveyard()
{
	if(GetTemplate()->graveyard_zone_id == 0)
	{
		return;
	}

	list<uint32> dbid_list;
	list<uint32> charid_list;
	char errbuf[MYSQL_ERRMSG_SIZE];
	char* query = 0;
	MYSQL_RES *result;
	MYSQL_ROW row;

	if(database.RunQuery(query,MakeAnyLenString(&query,"SELECT id, charid FROM player_corpses WHERE instanceid=%d", GetInstanceID()), errbuf, &result)) 
	{
		while((row = mysql_fetch_row(result))) 
		{
			dbid_list.push_back(atoi(row[0]));
			charid_list.push_back(atoi(row[1]));
		}
		mysql_free_result(result);
		safe_delete_array(query);
	}
	else
	{
		LogFile->write(EQEMuLog::Error, "Error in AdventureManager:::MoveCorpsesToGraveyard: %s (%s)", query, errbuf);
		safe_delete_array(query);
	}

	list<uint32>::iterator iter = dbid_list.begin();
	while(iter != dbid_list.end())
	{
		float x = GetTemplate()->graveyard_x + MakeRandomFloat(-GetTemplate()->graveyard_radius, GetTemplate()->graveyard_radius);
		float y = GetTemplate()->graveyard_y + MakeRandomFloat(-GetTemplate()->graveyard_radius, GetTemplate()->graveyard_radius);
		float z = GetTemplate()->graveyard_z;
		if(database.RunQuery(query,MakeAnyLenString(&query, "UPDATE player_corpses SET zoneid=%d, instanceid=0, x=%f, y=%f, z=%f WHERE instanceid=%d", 
			GetTemplate()->graveyard_zone_id, x, y, z, GetInstanceID()), errbuf)) 
		{
			safe_delete_array(query);
		}
		else
		{
			LogFile->write(EQEMuLog::Error, "Error in AdventureManager:::MoveCorpsesToGraveyard: %s (%s)", query, errbuf);
			safe_delete_array(query);
		}
		iter++;
	}

	iter = dbid_list.begin();
	list<uint32>::iterator c_iter = charid_list.begin();
	while(iter != dbid_list.end())
	{
		ServerPacket* pack = new ServerPacket(ServerOP_DepopAllPlayersCorpses, sizeof(ServerDepopAllPlayersCorpses_Struct));
		ServerDepopAllPlayersCorpses_Struct *dpc = (ServerDepopAllPlayersCorpses_Struct*)pack->pBuffer;
		dpc->CharacterID = (*c_iter);
		dpc->InstanceID = 0;
		dpc->ZoneID = GetTemplate()->graveyard_zone_id;
		zoneserver_list.SendPacket(0, GetInstanceID(), pack);
		delete pack;

		pack = new ServerPacket(ServerOP_SpawnPlayerCorpse, sizeof(SpawnPlayerCorpse_Struct));
		SpawnPlayerCorpse_Struct* spc = (SpawnPlayerCorpse_Struct*)pack->pBuffer;
		spc->player_corpse_id = (*iter);
		spc->zone_id = GetTemplate()->graveyard_zone_id;

		zoneserver_list.SendPacket(spc->zone_id, 0, pack);
		delete pack;
		iter++;
		c_iter++;
	}
}
开发者ID:Vaion,项目名称:Server,代码行数:72,代码来源:Adventure.cpp

示例11: SetMap

bool AreaTrigger::Create(uint32 spellMiscId, Unit* caster, Unit* target, SpellInfo const* spell, Position const& pos, int32 duration, uint32 spellXSpellVisualId, ObjectGuid const& castId, AuraEffect const* aurEff)
{
    _targetGuid = target ? target->GetGUID() : ObjectGuid::Empty;
    _aurEff = aurEff;

    SetMap(caster->GetMap());
    Relocate(pos);
    if (!IsPositionValid())
    {
        TC_LOG_ERROR("entities.areatrigger", "AreaTrigger (spellMiscId %u) not created. Invalid coordinates (X: %f Y: %f)", spellMiscId, GetPositionX(), GetPositionY());
        return false;
    }

    _areaTriggerMiscTemplate = sAreaTriggerDataStore->GetAreaTriggerMiscTemplate(spellMiscId);
    if (!_areaTriggerMiscTemplate)
    {
        TC_LOG_ERROR("entities.areatrigger", "AreaTrigger (spellMiscId %u) not created. Invalid areatrigger miscid (%u)", spellMiscId, spellMiscId);
        return false;
    }

    Object::_Create(ObjectGuid::Create<HighGuid::AreaTrigger>(GetMapId(), GetTemplate()->Id, caster->GetMap()->GenerateLowGuid<HighGuid::AreaTrigger>()));

    SetEntry(GetTemplate()->Id);
    SetDuration(duration);

    SetObjectScale(1.0f);

    SetGuidValue(AREATRIGGER_CASTER, caster->GetGUID());
    SetGuidValue(AREATRIGGER_CREATING_EFFECT_GUID, castId);

    SetUInt32Value(AREATRIGGER_SPELLID, spell->Id);
    SetUInt32Value(AREATRIGGER_SPELL_FOR_VISUALS, spell->Id);
    SetUInt32Value(AREATRIGGER_SPELL_X_SPELL_VISUAL_ID, spellXSpellVisualId);
    SetUInt32Value(AREATRIGGER_TIME_TO_TARGET_SCALE, GetMiscTemplate()->TimeToTargetScale != 0 ? GetMiscTemplate()->TimeToTargetScale : GetUInt32Value(AREATRIGGER_DURATION));
    SetFloatValue(AREATRIGGER_BOUNDS_RADIUS_2D, GetTemplate()->MaxSearchRadius);
    SetUInt32Value(AREATRIGGER_DECAL_PROPERTIES_ID, GetMiscTemplate()->DecalPropertiesId);

    for (uint8 scaleCurveIndex = 0; scaleCurveIndex < MAX_AREATRIGGER_SCALE; ++scaleCurveIndex)
        if (GetMiscTemplate()->ExtraScale.Data.Raw[scaleCurveIndex])
            SetUInt32Value(AREATRIGGER_EXTRA_SCALE_CURVE + scaleCurveIndex, GetMiscTemplate()->ExtraScale.Data.Raw[scaleCurveIndex]);

    PhasingHandler::InheritPhaseShift(this, caster);

    if (target && GetTemplate()->HasFlag(AREATRIGGER_FLAG_HAS_ATTACHED))
    {
        m_movementInfo.transport.guid = target->GetGUID();
    }

    UpdateShape();

    uint32 timeToTarget = GetMiscTemplate()->TimeToTarget != 0 ? GetMiscTemplate()->TimeToTarget : GetUInt32Value(AREATRIGGER_DURATION);

    if (GetTemplate()->HasFlag(AREATRIGGER_FLAG_HAS_CIRCULAR_MOVEMENT))
    {
        AreaTriggerCircularMovementInfo cmi = GetMiscTemplate()->CircularMovementInfo;
        if (target && GetTemplate()->HasFlag(AREATRIGGER_FLAG_HAS_ATTACHED))
            cmi.PathTarget = target->GetGUID();
        else
            cmi.Center = pos;

        InitCircularMovement(cmi, timeToTarget);
    }
    else if (GetMiscTemplate()->HasSplines())
    {
        InitSplineOffsets(GetMiscTemplate()->SplinePoints, timeToTarget);
    }

    // movement on transport of areatriggers on unit is handled by themself
    Transport* transport = m_movementInfo.transport.guid.IsEmpty() ? caster->GetTransport() : nullptr;
    if (transport)
    {
        float x, y, z, o;
        pos.GetPosition(x, y, z, o);
        transport->CalculatePassengerOffset(x, y, z, &o);
        m_movementInfo.transport.pos.Relocate(x, y, z, o);

        // This object must be added to transport before adding to map for the client to properly display it
        transport->AddPassenger(this);
    }

    AI_Initialize();

    // Relocate areatriggers with circular movement again
    if (HasCircularMovement())
        Relocate(CalculateCircularMovementPosition());

    if (!GetMap()->AddToMap(this))
    {
        // Returning false will cause the object to be deleted - remove from transport
        if (transport)
            transport->RemovePassenger(this);
        return false;
    }

    caster->_RegisterAreaTrigger(this);

    _ai->OnCreate();

    return true;
}
开发者ID:Rochet2,项目名称:TrinityCore,代码行数:100,代码来源:AreaTrigger.cpp

示例12: GetTemplate

bool Item::IsTargetValidForItemUse(Unit* pUnitTarget)
{
    ConditionList conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_ITEM_REQUIRED_TARGET, GetTemplate()->ItemId);
    if (conditions.empty())
        return true;

    if (!pUnitTarget)
        return false;

    for (ConditionList::const_iterator itr = conditions.begin(); itr != conditions.end(); ++itr)
    {
        ItemRequiredTarget irt(ItemRequiredTargetType((*itr)->mConditionValue1), (*itr)->mConditionValue2);
        if (irt.IsFitToRequirements(pUnitTarget))
            return true;
    }
    return false;
}
开发者ID:AwkwardDev,项目名称:TrinityCore,代码行数:17,代码来源:Item.cpp

示例13: GetTemplate

// Just a "legacy shortcut" for proto->GetSkill()
uint32 Item::GetSkill()
{
    ItemTemplate const* proto = GetTemplate();
    return proto->GetSkill();
}
开发者ID:ElunaLuaEngine,项目名称:ElunaTrinityWotlk,代码行数:6,代码来源:Item.cpp

示例14: GetTemplate

uint32 Item::GetSpell()
{
    ItemTemplate const* proto = GetTemplate();

    switch (proto->Class)
    {
    case ITEM_CLASS_WEAPON:
        switch (proto->SubClass)
        {
        case ITEM_SUBCLASS_WEAPON_AXE:
            return  196;
        case ITEM_SUBCLASS_WEAPON_AXE2:
            return  197;
        case ITEM_SUBCLASS_WEAPON_BOW:
            return  264;
        case ITEM_SUBCLASS_WEAPON_GUN:
            return  266;
        case ITEM_SUBCLASS_WEAPON_MACE:
            return  198;
        case ITEM_SUBCLASS_WEAPON_MACE2:
            return  199;
        case ITEM_SUBCLASS_WEAPON_POLEARM:
            return  200;
        case ITEM_SUBCLASS_WEAPON_SWORD:
            return  201;
        case ITEM_SUBCLASS_WEAPON_SWORD2:
            return  202;
        case ITEM_SUBCLASS_WEAPON_STAFF:
            return  227;
        case ITEM_SUBCLASS_WEAPON_DAGGER:
            return 1180;
        case ITEM_SUBCLASS_WEAPON_THROWN:
            return 2567;
        case ITEM_SUBCLASS_WEAPON_SPEAR:
            return 3386;
        case ITEM_SUBCLASS_WEAPON_CROSSBOW:
            return 5011;
        case ITEM_SUBCLASS_WEAPON_WAND:
            return 5009;
        default:
            return 0;
        }
    case ITEM_CLASS_ARMOR:
        switch (proto->SubClass)
        {
        case ITEM_SUBCLASS_ARMOR_CLOTH:
            return 9078;
        case ITEM_SUBCLASS_ARMOR_LEATHER:
            return 9077;
        case ITEM_SUBCLASS_ARMOR_MAIL:
            return 8737;
        case ITEM_SUBCLASS_ARMOR_PLATE:
            return  750;
        case ITEM_SUBCLASS_ARMOR_SHIELD:
            return 9116;
        default:
            return 0;
        }
    }
    return 0;
}
开发者ID:winetaster,项目名称:InfinityCore,代码行数:61,代码来源:Item.cpp

示例15: GetTemplate

// Legacy / Shortcut
uint32 Item::GetSkill()
{
    return GetTemplate()->GetSkill();
}
开发者ID:Matt-One,项目名称:azerothcore-wotlk,代码行数:5,代码来源:Item.cpp


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