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Viano-Core/src/server/game/DataStores/DBCStructure.h
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/*
* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef TRINITY_DBCSTRUCTURE_H
#define TRINITY_DBCSTRUCTURE_H
#include "Common.h"
#include "DBCEnums.h"
#include "Define.h"
#include "Path.h"
#include "Util.h"
#include <map>
#include <set>
#include <vector>
// Structures using to access raw DBC data and required packing to portability
// GCC have alternative #pragma pack(N) syntax and old gcc version not support pack(push, N), also any gcc version not support it at some platform
#if defined(__GNUC__)
#pragma pack(1)
#else
#pragma pack(push, 1)
#endif
struct AchievementEntry
{
uint32 ID; // 0
int32 requiredFaction; // 1 -1=all, 0=horde, 1=alliance
int32 mapID; // 2 -1=none
//uint32 parentAchievement; // 3 its Achievement parent (can`t start while parent uncomplete, use its Criteria if don`t have own, use its progress on begin)
char* name; // 4
//char* description; // 5
uint32 categoryId; // 6
uint32 points; // 7 reward points
//uint32 OrderInCategory; // 8
uint32 flags; // 9
//uint32 icon; // 10 icon (from SpellIcon.dbc)
//char* reward; // 11
uint32 count; // 12 - need this count of completed criterias (own or referenced achievement criterias)
uint32 refAchievement; // 13 - referenced achievement (counting of all completed criterias)
};
struct AchievementCategoryEntry
{
uint32 ID; // 0
uint32 parentCategory; // 1 -1 for main category
//char* name; // 2
//uint32 sortOrder; // 3
};
struct AchievementCriteriaEntry
{
uint32 ID; // 0
uint32 referredAchievement; // 1
uint32 requiredType; // 2
union
{
// ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE = 0
// TODO: also used for player deaths..
struct
{
uint32 creatureID; // 3
uint32 creatureCount; // 4
} kill_creature;
// ACHIEVEMENT_CRITERIA_TYPE_WIN_BG = 1
struct
{
uint32 bgMapID; // 3
uint32 winCount; // 4
} win_bg;
// ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL = 5
struct
{
uint32 unused; // 3
uint32 level; // 4
} reach_level;
// ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL = 7
struct
{
uint32 skillID; // 3
uint32 skillLevel; // 4
} reach_skill_level;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT = 8
struct
{
uint32 linkedAchievement; // 3
} complete_achievement;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT = 9
struct
{
uint32 unused; // 3
uint32 totalQuestCount; // 4
} complete_quest_count;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY = 10
struct
{
uint32 unused; // 3
uint32 numberOfDays; // 4
} complete_daily_quest_daily;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE = 11
struct
{
uint32 zoneID; // 3
uint32 questCount; // 4
} complete_quests_in_zone;
// ACHIEVEMENT_CRITERIA_TYPE_CURRENCY = 12
struct
{
uint32 currency;
uint32 count;
} currencyGain;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST = 14
struct
{
uint32 unused; // 3
uint32 questCount; // 4
} complete_daily_quest;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND = 15
struct
{
uint32 mapID; // 3
} complete_battleground;
// ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP = 16
struct
{
uint32 mapID; // 3
} death_at_map;
// ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON = 18
struct
{
uint32 manLimit; // 3
} death_in_dungeon;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_RAID = 19
struct
{
uint32 groupSize; // 3 can be 5, 10 or 25
} complete_raid;
// ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE = 20
struct
{
uint32 creatureEntry; // 3
} killed_by_creature;
// ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING = 24
struct
{
uint32 unused; // 3
uint32 fallHeight; // 4
} fall_without_dying;
// ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM = 26
struct
{
uint32 type; // 3, see enum EnviromentalDamage
} death_from;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST = 27
struct
{
uint32 questID; // 3
uint32 questCount; // 4
} complete_quest;
// ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET = 28
// ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2 = 69
struct
{
uint32 spellID; // 3
uint32 spellCount; // 4
} be_spell_target;
// ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL = 29
// ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2 = 110
struct
{
uint32 spellID; // 3
uint32 castCount; // 4
} cast_spell;
// ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE
struct
{
uint32 objectiveId; // 3
uint32 completeCount; // 4
} bg_objective;
// ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA = 31
struct
{
uint32 areaID; // 3 Reference to AreaTable.dbc
uint32 killCount; // 4
} honorable_kill_at_area;
// ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA = 32
struct
{
uint32 mapID; // 3 Reference to Map.dbc
} win_arena;
// ACHIEVEMENT_CRITERIA_TYPE_PLAY_ARENA = 33
struct
{
uint32 mapID; // 3 Reference to Map.dbc
} play_arena;
// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL = 34
struct
{
uint32 spellID; // 3 Reference to Map.dbc
} learn_spell;
// ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM = 36
struct
{
uint32 itemID; // 3
uint32 itemCount; // 4
} own_item;
// ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA = 37
struct
{
uint32 unused; // 3
uint32 count; // 4
} win_rated_arena;
// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_TEAM_RATING = 38
struct
{
uint32 teamtype; // 3 {2, 3, 5}
} highest_team_rating;
// ACHIEVEMENT_CRITERIA_TYPE_REACH_TEAM_RATING = 39
struct
{
uint32 teamtype; // 3 {2, 3, 5}
uint32 teamrating; // 4
} reach_team_rating;
// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_PERSONAL_RATING = 39
struct
{
uint32 teamtype; // 3 {2, 3, 5}
uint32 PersonalRating; // 4
} highest_personal_rating;
// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL = 40
struct
{
uint32 skillID; // 3
uint32 skillLevel; // 4 apprentice=1, journeyman=2, expert=3, artisan=4, master=5, grand master=6
} learn_skill_level;
// ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM = 41
struct
{
uint32 itemID; // 3
uint32 itemCount; // 4
} use_item;
// ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM = 42
struct
{
uint32 itemID; // 3
uint32 itemCount; // 4
} loot_item;
// ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA = 43
struct
{
// TODO: This rank is _NOT_ the index from AreaTable.dbc
uint32 areaReference; // 3
} explore_area;
// ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK = 44
struct
{
// TODO: This rank is _NOT_ the index from CharTitles.dbc
uint32 rank; // 3
} own_rank;
// ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT = 45
struct
{
uint32 unused; // 3
uint32 numberOfSlots; // 4
} buy_bank_slot;
// ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION = 46
struct
{
uint32 factionID; // 3
uint32 reputationAmount; // 4 Total reputation amount, so 42000 = exalted
} gain_reputation;
// ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION= 47
struct
{
uint32 unused; // 3
uint32 numberOfExaltedFactions; // 4
} gain_exalted_reputation;
// ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP = 48
struct
{
uint32 unused; // 3
uint32 numberOfVisits; // 4
} visit_barber;
// ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM = 49
// TODO: where is the required itemlevel stored?
struct
{
uint32 itemSlot; // 3
uint32 count; // 4
} equip_epic_item;
// ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT = 50
struct
{
uint32 rollValue; // 3
uint32 count; // 4
} roll_need_on_loot;
// ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT = 51
struct
{
uint32 rollValue; // 3
uint32 count; // 4
} roll_greed_on_loot;
// ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS = 52
struct
{
uint32 classID; // 3
uint32 count; // 4
} hk_class;
// ACHIEVEMENT_CRITERIA_TYPE_HK_RACE = 53
struct
{
uint32 raceID; // 3
uint32 count; // 4
} hk_race;
// ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE = 54
// TODO: where is the information about the target stored?
struct
{
uint32 emoteID; // 3 enum TextEmotes
uint32 count; // 4 count of emotes, always required special target or requirements
} do_emote;
// ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE = 13
// ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE = 55
// ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS = 56
struct
{
uint32 unused; // 3
uint32 count; // 4
} healing_done;
// ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS = 56
struct
{
uint32 unused;
uint32 killCount;
} get_killing_blow;
// ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM = 57
struct
{
uint32 itemID; // 3
uint32 count; // 4
} equip_item;
// ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD= 62
struct
{
uint32 unused; // 3
uint32 goldInCopper; // 4
} quest_reward_money;
// ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY = 67
struct
{
uint32 unused; // 3
uint32 goldInCopper; // 4
} loot_money;
// ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT = 68
struct
{
uint32 goEntry; // 3
uint32 useCount; // 4
} use_gameobject;
// ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL = 70
// TODO: are those special criteria stored in the dbc or do we have to add another sql table?
struct
{
uint32 unused; // 3
uint32 killCount; // 4
} special_pvp_kill;
// ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT = 72
struct
{
uint32 goEntry; // 3
uint32 lootCount; // 4
} fish_in_gameobject;
// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS = 75
struct
{
uint32 skillLine; // 3
uint32 spellCount; // 4
} learn_skillline_spell;
// ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL = 76
struct
{
uint32 unused; // 3
uint32 duelCount; // 4
} win_duel;
// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_POWER = 96
struct
{
uint32 powerType; // 3 mana=0, 1=rage, 3=energy, 6=runic power
} highest_power;
// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_STAT = 97
struct
{
uint32 statType; // 3 4=spirit, 3=int, 2=stamina, 1=agi, 0=strength
} highest_stat;
// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_SPELLPOWER = 98
struct
{
uint32 spellSchool; // 3
} highest_spellpower;
// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_RATING = 100
struct
{
uint32 ratingType; // 3
} highest_rating;
// ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE = 109
struct
{
uint32 lootType; // 3 3=fishing, 2=pickpocket, 4=disentchant
uint32 lootTypeCount; // 4
} loot_type;
// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE = 112
struct
{
uint32 skillLine; // 3
uint32 spellCount; // 4
} learn_skill_line;
// ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL = 113
struct
{
uint32 unused; // 3
uint32 killCount; // 4
} honorable_kill;
struct
{
uint32 unused;
uint32 dungeonsComplete;
} use_lfg;
struct
{
uint32 field3; // 3 main requirement
uint32 count; // 4 main requirement count
} raw;
};
struct
{
uint32 additionalRequirement_type;
uint32 additionalRequirement_value;
} additionalRequirements[MAX_CRITERIA_REQUIREMENTS];
char* name; // 9 m_description_lang
uint32 completionFlag; // 10 m_flags
uint32 timedCriteriaStartType; // 11 m_timer_start_event Only appears with timed achievements, seems to be the type of starting a timed Achievement, only type 1 and some of type 6 need manual starting
// 1: ByEventId(?) (serverside IDs), 2: ByQuestId, 5: ByCastSpellId(?)
// 6: BySpellIdTarget(some of these are unknown spells, some not, some maybe spells)
// 7: ByKillNpcId, 9: ByUseItemId
uint32 timedCriteriaMiscId; // 12 m_timer_asset_id Alway appears with timed events, used internally to start the achievement, store
uint32 timeLimit; // 13 m_timer_time time limit in seconds
uint32 showOrder; // 14 m_ui_order also used in achievement shift-links as index in state bitmask
//uint32 unk1; // 15 only one value, still unknown
//uint32 unk2; // 16 all zeros
uint32 additionalConditionType[MAX_ADDITIONAL_CRITERIA_CONDITIONS]; // 17-19
uint32 additionalConditionValue[MAX_ADDITIONAL_CRITERIA_CONDITIONS]; // 20-22
};
struct AreaTableEntry
{
uint32 ID; // 0
uint32 mapid; // 1
uint32 zone; // 2 if 0 then it's zone, else it's zone id of this area
uint32 exploreFlag; // 3, main index
uint32 flags; // 4,
//uint32 unk5; // 5,
//uint32 unk6; // 6,
//uint32 unk7; // 7,
//uint32 unk8; // 8,
//uint32 unk9; // 9,
int32 area_level; // 10
char* area_name; // 11
uint32 team; // 12
uint32 LiquidTypeOverride[4]; // 13-16 liquid override by type
//float unk13; // 17,
//float unk13; // 18,
//uint32 unk19; // 19, All zeros (4.2.2)
//uint32 unk20; // 20 4.0.0
//uint32 unk21; // 21 4.0.0
//uint32 unk22; // 22 4.0.0
//uint32 unk23; // 23 4.0.0
//uint32 unk24; // 24 - worldStateId
//uint32 unk25 // 25
// helpers
bool IsSanctuary() const
{
if (mapid == 609)
return true;
return (flags & AREA_FLAG_SANCTUARY);
}
};
#define MAX_GROUP_AREA_IDS 6
struct AreaGroupEntry
{
uint32 AreaGroupId; // 0
uint32 AreaId[MAX_GROUP_AREA_IDS]; // 1-6
uint32 nextGroup; // 7 index of next group
};
struct AreaPOIEntry
{
uint32 id; //0
uint32 icon[11]; //1-11
float x; //12
float y; //13
uint32 mapId; //14
//uint32 val1; //15
uint32 zoneId; //16
//char* name; //17 - name
//char* name2; //18 - name2
uint32 worldState; //19
//uint32 val2; //20
//uint32 unk; //21
};
struct AreaTriggerEntry
{
uint32 id; // 0 m_ID
uint32 mapid; // 1 m_ContinentID
float x; // 2 m_x
float y; // 3 m_y
float z; // 4 m_z
//uint32 // 5
//uint32 // 6
//uint32 // 7
float radius; // 8 m_radius
float box_x; // 9 m_box_length
float box_y; // 10 m_box_width
float box_z; // 11 m_box_heigh
float box_orientation; // 12 m_box_yaw
};
struct ArmorLocationEntry
{
uint32 InventoryType; // 0
float Value[5]; // 1-5 multiplier for armor types (cloth...plate, no armor?)
};
struct AuctionHouseEntry
{
uint32 houseId; // 0 index
uint32 faction; // 1 id of faction.dbc for player factions associated with city
uint32 depositPercent; // 2 1/3 from real
uint32 cutPercent; // 3
//char* name; // 4
};
struct BankBagSlotPricesEntry
{
uint32 ID;
uint32 price;
};
struct BarberShopStyleEntry
{
uint32 Id; // 0
uint32 type; // 1 value 0 -> hair, value 2 -> facialhair
//char* name; // 2 m_DisplayName_lang
//uint32 unk_name; // 3 m_Description_lang
//float CostMultiplier; // 4 m_Cost_Modifier
uint32 race; // 5 m_race
uint32 gender; // 6 m_sex
uint32 hair_id; // 7 m_data (real ID to hair/facial hair)
};
struct BattlemasterListEntry
{
uint32 id; // 0
int32 mapid[8]; // 1-8 mapid
uint32 type; // 9 (3 - BG, 4 - arena)
//uint32 canJoinAsGroup; // 10 (0 or 1)
char* name; // 11
uint32 maxGroupSize; // 12 maxGroupSize, used for checking if queue as group
uint32 HolidayWorldStateId; // 13 new 3.1
uint32 minLevel; // 14, min level (sync with PvPDifficulty.dbc content)
uint32 maxLevel; // 15, max level (sync with PvPDifficulty.dbc content)
//uint32 maxGroupSizeRated; // 16 4.0.1
//uint32 unk; // 17 - 4.0.6.13596
//uint32 maxPlayers; // 18 4.0.1
//uint32 unk1; // 19 4.0.3, value 2 for Rated Battlegrounds
};
#define MAX_OUTFIT_ITEMS 24
struct CharStartOutfitEntry
{
//uint32 Id; // 0
uint32 RaceClassGender; // 1 (UNIT_FIELD_BYTES_0 & 0x00FFFFFF) comparable (0 byte = race, 1 byte = class, 2 byte = gender)
int32 ItemId[MAX_OUTFIT_ITEMS]; // 2-13
//int32 ItemDisplayId[MAX_OUTFIT_ITEMS]; // 14-25 not required at server side
//int32 ItemInventorySlot[MAX_OUTFIT_ITEMS]; // 26-37 not required at server side
//uint32 Unknown1; // 38, unique values (index-like with gaps ordered in other way as ids)
//uint32 Unknown2; // 39
//uint32 Unknown3; // 40
//uint32 Unknown4; // 41
//uint32 Unknown5; // 42
};
struct CharTitlesEntry
{
uint32 ID; // 0, title ids, for example in Quest::GetCharTitleId()
//uint32 unk1; // 1 flags?
char* name; // 2 m_name_lang
//char* name2; // 3 m_name1_lang
uint32 bit_index; // 4 m_mask_ID used in PLAYER_CHOSEN_TITLE and 1<<index in PLAYER__FIELD_KNOWN_TITLES
//uint32 // 5
};
struct ChatChannelsEntry
{
uint32 ChannelID; // 0
uint32 flags; // 1
//uint32 // 2 m_factionGroup
char* pattern; // 3 m_name_lang
//char* name; // 4 m_shortcut_lang
};
struct ChrClassesEntry
{
uint32 ClassID; // 0
uint32 powerType; // 1 m_DisplayPower
// 2 m_petNameToken
char* name; // 3 m_name_lang
//char* nameFemale; // 4 m_name_female_lang
//char* nameNeutralGender; // 5 m_name_male_lang
//char* capitalizedName // 6, m_filename
uint32 spellfamily; // 7 m_spellClassSet
//uint32 flags2; // 8 m_flags (0x08 HasRelicSlot)
uint32 CinematicSequence; // 9 m_cinematicSequenceID
uint32 expansion; // 10 m_required_expansion
//uint32 // 11
//uint32 // 12
//uint32 // 13
};
struct ChrRacesEntry
{
uint32 RaceID; // 0
// 1 unused
uint32 FactionID; // 2 facton template id
// 3 unused
uint32 model_m; // 4
uint32 model_f; // 5
// 6 unused
uint32 TeamID; // 7 (7-Alliance 1-Horde)
// 8-11 unused
uint32 CinematicSequence; // 12 id from CinematicSequences.dbc
//uint32 unk_322; // 13 m_alliance (0 alliance, 1 horde, 2 not available?)
char* name; // 14 m_name_lang used for DBC language detection/selection
//char* nameFemale; // 15 m_name_female_lang
//char* nameNeutralGender; // 16 m_name_male_lang
// 17-18 m_facialHairCustomization[2]
// 19 m_hairCustomization
uint32 expansion; // 20 m_required_expansion
//uint32 // 21 (23 for worgens)
//uint32 // 22 4.0.0
//uint32 // 23 4.0.0
};
struct ChrPowerTypesEntry
{
uint32 entry; // 0
uint32 classId; // 1
uint32 power; // 2
};
/* not used
struct CinematicCameraEntry
{
uint32 id; // 0 index
char* filename; // 1
uint32 soundid; // 2 in SoundEntries.dbc or 0
float start_x; // 3
float start_y; // 4
float start_z; // 5
float unk6; // 6 speed?
};
*/
struct CinematicSequencesEntry
{
uint32 Id; // 0 index
//uint32 unk1; // 1 always 0
//uint32 cinematicCamera; // 2 id in CinematicCamera.dbc
// 3-9 always 0
};
struct CreatureDisplayInfoEntry
{
uint32 Displayid; // 0 m_ID
uint32 ModelId; // 1 m_modelID
// 2 m_soundID
// 3 m_extendedDisplayInfoID
float scale; // 4 m_creatureModelScale
// 5 m_creatureModelAlpha
// 6-8 m_textureVariation[3]
// 9 m_portraitTextureName
// 10 m_sizeClass
// 11 m_bloodID
// 12 m_NPCSoundID
// 13 m_particleColorID
// 14 m_creatureGeosetData
// 15 m_objectEffectPackageID
// 16
};
struct CreatureFamilyEntry
{
uint32 ID; // 0 m_ID
float minScale; // 1 m_minScale
uint32 minScaleLevel; // 2 m_minScaleLevel
float maxScale; // 3 m_maxScale
uint32 maxScaleLevel; // 4 m_maxScaleLevel
uint32 skillLine[2]; // 5-6 m_skillLine
uint32 petFoodMask; // 7 m_petFoodMask
int32 petTalentType; // 8 m_petTalentType
// 9 m_categoryEnumID
char* Name; // 10 m_name_lang
// 11 m_iconFile
};
struct CreatureModelDataEntry
{
uint32 Id;
//uint32 Flags;
//char* ModelPath
//uint32 Unk1;
//float Scale; // Used in calculation of unit collision data
//int32 Unk2
//int32 Unk3
//uint32 Unk4
//uint32 Unk5
//float Unk6
//uint32 Unk7
//float Unk8
//uint32 Unk9
//uint32 Unk10
//float CollisionWidth;
float CollisionHeight;
float MountHeight; // Used in calculation of unit collision data when mounted
//float Unks[11]
};
#define MAX_CREATURE_SPELL_DATA_SLOT 4
struct CreatureSpellDataEntry
{
uint32 ID; // 0 m_ID
uint32 spellId[MAX_CREATURE_SPELL_DATA_SLOT]; // 1-4 m_spells[4]
//uint32 availability[MAX_CREATURE_SPELL_DATA_SLOT]; // 4-7 m_availability[4]
};
struct CreatureTypeEntry
{
uint32 ID; // 0 m_ID
//char* Name; // 1 m_name_lang
//uint32 no_expirience; // 2 m_flags no exp? critters, non-combat pets, gas cloud.
};
/* not used
struct CurrencyCategoryEntry
{
uint32 ID; // 0
uint32 Unk1; // 1 0 for known categories and 3 for unknown one (3.0.9)
char* Name[16]; // 2-17 name
// // 18 string flags
};
*/
struct CurrencyTypesEntry
{
uint32 ID; // 0 not used
//uint32 Category; // 1 may be category
//char* name; // 2
//char* iconName; // 3
//uint32 unk4; // 4 all 0
//uint32 unk5; // 5 archaeology-related (?)
uint32 SubstitutionId; // 6
uint32 TotalCap; // 7
uint32 WeekCap; // 8
uint32 Flags; // 9
//char* description; // 10
};
struct DestructibleModelDataEntry
{
uint32 Id;
uint32 DamagedDisplayId;
//uint32 DamagedUnk1;
//uint32 DamagedUnk2;
//uint32 DamagedUnk3;
uint32 DestroyedDisplayId;
//uint32 DestroyedUnk1;
//uint32 DestroyedUnk2;
//uint32 DestroyedUnk3;
//uint32 DestroyedUnk4;
uint32 RebuildingDisplayId;
//uint32 RebuildingUnk1;
//uint32 RebuildingUnk2;
//uint32 RebuildingUnk3;
//uint32 RebuildingUnk4;
uint32 SmokeDisplayId;
//uint32 SmokeUnk1;
//uint32 SmokeUnk2;
//uint32 SmokeUnk3;
//uint32 SmokeUnk4;
//uint32 UnkDisplayid;
//uint32 Unk6;
//uint32 Unk7;
//uint32 Unk8;
};
struct DungeonEncounterEntry
{
uint32 id; // 0 unique id
uint32 mapId; // 1 map id
uint32 difficulty; // 2 instance mode
//uint32 unk0; // 3
uint32 encounterIndex; // 4 encounter index for creating completed mask
char* encounterName; // 5 encounter name
//uint32 nameFlags; // 21
//uint32 unk1; // 22
};
struct DurabilityCostsEntry
{
uint32 Itemlvl; // 0
uint32 multiplier[29]; // 1-29
};
struct DurabilityQualityEntry
{
uint32 Id; // 0
float quality_mod; // 1
};
struct EmotesEntry
{
uint32 Id; // 0
//char* Name; // 1, internal name
//uint32 AnimationId; // 2, ref to animationData
uint32 Flags; // 3, bitmask, may be unit_flags
uint32 EmoteType; // 4, Can be 0, 1 or 2 (determine how emote are shown)
uint32 UnitStandState; // 5, uncomfirmed, may be enum UnitStandStateType
//uint32 SoundId; // 6, ref to soundEntries
//uint32 unk7 // 7
};
struct EmotesTextEntry
{
uint32 Id;
uint32 textid;
};
struct FactionEntry
{
uint32 ID; // 0 m_ID
int32 reputationListID; // 1 m_reputationIndex
uint32 BaseRepRaceMask[4]; // 2-5 m_reputationRaceMask
uint32 BaseRepClassMask[4]; // 6-9 m_reputationClassMask
int32 BaseRepValue[4]; // 10-13 m_reputationBase
uint32 ReputationFlags[4]; // 14-17 m_reputationFlags
uint32 team; // 18 m_parentFactionID
float spilloverRateIn; // 19 Faction gains incoming rep * spilloverRateIn
float spilloverRateOut; // 20 Faction outputs rep * spilloverRateOut as spillover reputation
uint32 spilloverMaxRankIn; // 21 The highest rank the faction will profit from incoming spillover
//uint32 spilloverRank_unk; // 22 It does not seem to be the max standing at which a faction outputs spillover ...so no idea
char* name; // 23 m_name_lang
//char* description; // 24 m_description_lang
//uint32 // 25
// helpers
bool CanHaveReputation() const
{
return reputationListID >= 0;
}
};
#define MAX_FACTION_RELATIONS 4
struct FactionTemplateEntry
{
uint32 ID; // 0 m_ID
uint32 faction; // 1 m_faction
uint32 factionFlags; // 2 m_flags
uint32 ourMask; // 3 m_factionGroup
uint32 friendlyMask; // 4 m_friendGroup
uint32 hostileMask; // 5 m_enemyGroup
uint32 enemyFaction[MAX_FACTION_RELATIONS]; // 6 m_enemies[MAX_FACTION_RELATIONS]
uint32 friendFaction[MAX_FACTION_RELATIONS]; // 10 m_friend[MAX_FACTION_RELATIONS]
//------------------------------------------------------- end structure
// helpers
bool IsFriendlyTo(FactionTemplateEntry const& entry) const
{
if (ID == entry.ID)
return true;
if (entry.faction)
{
for (int i = 0; i < MAX_FACTION_RELATIONS; ++i)
if (enemyFaction[i] == entry.faction)
return false;
for (int i = 0; i < MAX_FACTION_RELATIONS; ++i)
if (friendFaction[i] == entry.faction)
return true;
}
return (friendlyMask & entry.ourMask) || (ourMask & entry.friendlyMask);
}
bool IsHostileTo(FactionTemplateEntry const& entry) const
{
if (ID == entry.ID)
return false;
if (entry.faction)
{
for (int i = 0; i < MAX_FACTION_RELATIONS; ++i)
if (enemyFaction[i] == entry.faction)
return true;
for (int i = 0; i < MAX_FACTION_RELATIONS; ++i)
if (friendFaction[i] == entry.faction)
return false;
}
return (hostileMask & entry.ourMask) != 0;
}
bool IsHostileToPlayers() const { return (hostileMask & FACTION_MASK_PLAYER) !=0; }
bool IsNeutralToAll() const
{
for (int i = 0; i < MAX_FACTION_RELATIONS; ++i)
if (enemyFaction[i] != 0)
return false;
return hostileMask == 0 && friendlyMask == 0;
}
bool IsContestedGuardFaction() const { return (factionFlags & FACTION_TEMPLATE_FLAG_CONTESTED_GUARD) != 0; }
};
struct GameObjectDisplayInfoEntry
{
uint32 Displayid; // 0 m_ID
char* filename; // 1
//uint32 unk1[10]; //2-11
float minX;
float minY;
float minZ;
float maxX;
float maxY;
float maxZ;
//uint32 transport; //18
};
struct GemPropertiesEntry
{
uint32 ID; // 0 m_id
uint32 spellitemenchantement; // 1 m_enchant_id
// 2 m_maxcount_inv
// 3 m_maxcount_item
uint32 color; // 4 m_type
//uint32 // 5
};
struct GlyphPropertiesEntry
{
uint32 Id;
uint32 SpellId;
uint32 TypeFlags;
uint32 Unk1; // GlyphIconId (SpellIcon.dbc)
};
struct GlyphSlotEntry
{
uint32 Id;
uint32 TypeFlags;
uint32 Order;
};
// All Gt* DBC store data for 100 levels, some by 100 per class/race
#define GT_MAX_LEVEL 100
// gtOCTClassCombatRatingScalar.dbc stores data for 32 ratings, look at MAX_COMBAT_RATING for real used amount
#define GT_MAX_RATING 32
struct GtBarberShopCostBaseEntry
{
//uint32 level;
float cost;
};
struct GtCombatRatingsEntry
{
//uint32 level;
float ratio;
};
struct GtChanceToMeleeCritBaseEntry
{
//uint32 level;
float base;
};
struct GtChanceToMeleeCritEntry
{
//uint32 level;
float ratio;
};
struct GtChanceToSpellCritBaseEntry
{
float base;
};
struct GtChanceToSpellCritEntry
{
float ratio;
};
struct GtOCTClassCombatRatingScalarEntry
{
float ratio;
};
struct GtOCTRegenHPEntry
{
float ratio;
};
struct GtOCTRegenMPEntry
{
float ratio;
};
struct gtOCTHpPerStaminaEntry
{
float ratio;
};
struct GtRegenHPPerSptEntry
{
float ratio;
};
struct GtRegenMPPerSptEntry
{
float ratio;
};
/* no used
struct HolidayDescriptionsEntry
{
uint32 ID; // 0, this is NOT holiday id
//char* name // 1 m_name_lang
};
*/
/* no used
struct HolidayNamesEntry
{
uint32 ID; // 0, this is NOT holiday id
//char* name // 1 m_name_lang
};
*/
#define MAX_HOLIDAY_DURATIONS 10
#define MAX_HOLIDAY_DATES 26
#define MAX_HOLIDAY_FLAGS 10
struct HolidaysEntry
{
uint32 Id; // 0 m_ID
uint32 Duration[MAX_HOLIDAY_DURATIONS]; // 1-10 m_duration
uint32 Date[MAX_HOLIDAY_DATES]; // 11-36 m_date (dates in unix time starting at January, 1, 2000)
uint32 Region; // 37 m_region (wow region)
uint32 Looping; // 38 m_looping
uint32 CalendarFlags[MAX_HOLIDAY_FLAGS]; // 39-48 m_calendarFlags
//uint32 holidayNameId; // 49 m_holidayNameID (HolidayNames.dbc)
//uint32 holidayDescriptionId; // 50 m_holidayDescriptionID (HolidayDescriptions.dbc)
char* TextureFilename; // 51 m_textureFilename
uint32 Priority; // 52 m_priority
uint32 CalendarFilterType; // 53 m_calendarFilterType (-1 = Fishing Contest, 0 = Unk, 1 = Darkmoon Festival, 2 = Yearly holiday)
//uint32 flags; // 54 m_flags (0 = Darkmoon Faire, Fishing Contest and Wotlk Launch, rest is 1)
};
// ImportPriceArmor.dbc
struct ImportPriceArmorEntry
{
uint32 InventoryType; // 1 Id/InventoryType
float ClothFactor; // 2 Price factor cloth
float LeatherFactor; // 3 Price factor leather
float MailFactor; // 4 Price factor mail
float PlateFactor; // 5 Price factor plate
};
// ImportPriceQuality.dbc
struct ImportPriceQualityEntry
{
uint32 QualityId; // 1 Quality Id (+1?)
float Factor; // 2 Price factor
};
// ImportPriceShield.dbc
struct ImportPriceShieldEntry
{
uint32 Id; // 1 Unk id (only 1 and 2)
float Factor; // 2 Price factor
};
// ImportPriceWeapon.dbc
struct ImportPriceWeaponEntry
{
uint32 Id; // 1 Unk id (mainhand - 0, offhand - 1, weapon - 2, 2hweapon - 3, ranged/rangedright/relic - 4)
float Factor; // 2 Price factor
};
// ItemPriceBase.dbc
struct ItemPriceBaseEntry
{
uint32 ItemLevel; // 2 Item level (1 - 1000)
float ArmorFactor; // 3 Price factor for armor
float WeaponFactor; // 4 Price factor for weapons
};
struct ItemReforgeEntry
{
uint32 Id;
uint32 FinalStat;
float FinalMultiplier;
uint32 SourceStat;
float SourceMultiplier;
};
// common struct for:
// ItemDamageAmmo.dbc
// ItemDamageOneHand.dbc
// ItemDamageOneHandCaster.dbc
// ItemDamageRanged.dbc
// ItemDamageThrown.dbc
// ItemDamageTwoHand.dbc
// ItemDamageTwoHandCaster.dbc
// ItemDamageWand.dbc
struct ItemDamageEntry
{
uint32 Id; // 0 item level
float DPS[7]; // 1-7 multiplier for item quality
uint32 Id2; // 8 item level
};
struct ItemArmorQualityEntry
{
uint32 Id; // 0 item level
float Value[7]; // 1-7 multiplier for item quality
uint32 Id2; // 8 item level
};
struct ItemArmorShieldEntry
{
uint32 Id; // 0 item level
uint32 Id2; // 1 item level
float Value[7]; // 2-8 multiplier for item quality
};
struct ItemArmorTotalEntry
{
uint32 Id; // 0 item level
uint32 Id2; // 1 item level
float Value[4]; // 2-5 multiplier for armor types (cloth...plate)
};
// ItemClass.dbc
struct ItemClassEntry
{
uint32 Class; // 1 item class id
//uint32 Unk; // 2 unk
//uint32 IsWeapon; // 3 1 for weapon, 0 for everything else
float PriceFactor; // 4 used to calculate certain prices
//char* Name; // class name
};
struct ItemBagFamilyEntry
{
uint32 ID; // 0
//char* name; // 1 m_name_lang
};
struct ItemDisplayInfoEntry
{
uint32 ID; // 0 m_ID
// 1 m_modelName[2]
// 2 m_modelTexture[2]
// 3 m_inventoryIcon
// 4 m_geosetGroup[3]
// 5 m_flags
// 6 m_spellVisualID
// 7 m_groupSoundIndex
// 8 m_helmetGeosetVis[2]
// 9 m_texture[2]
// 10 m_itemVisual[8]
// 11 m_particleColorID
};
struct ItemDisenchantLootEntry
{
uint32 Id;
uint32 ItemClass;
int32 Unk;
uint32 ItemQuality;
uint32 MinItemLevel;
uint32 MaxItemLevel;
uint32 RequiredDisenchantSkill;
};
struct ItemLimitCategoryEntry
{
uint32 ID; // 0 Id
//char* name; // 1 m_name_lang
uint32 maxCount; // 2, m_quantity max allowed equipped as item or in gem slot
uint32 mode; // 3, m_flags 0 = have, 1 = equip (enum ItemLimitCategoryMode)
};
#define MAX_ITEM_ENCHANTMENT_EFFECTS 3
struct ItemRandomPropertiesEntry
{
uint32 ID; // 0 m_ID
//char* internalName // 1 m_Name
uint32 enchant_id[MAX_ITEM_ENCHANTMENT_EFFECTS]; // 2-4 m_Enchantment
// 5-6 unused
char* nameSuffix; // 7 m_name_lang
};
struct ItemRandomSuffixEntry
{
uint32 ID; // 0 m_ID
char* nameSuffix; // 1 m_name_lang
// 2 m_internalName
uint32 enchant_id[5]; // 3-7 m_enchantment
uint32 prefix[5]; // 8-12 m_allocationPct
};
#define MAX_ITEM_SET_ITEMS 10
#define MAX_ITEM_SET_SPELLS 8
struct ItemSetEntry
{
//uint32 id // 0 m_ID
char* name; // 1 m_name_lang
uint32 itemId[MAX_ITEM_SET_ITEMS]; // 2-18 m_itemID
uint32 spells[MAX_ITEM_SET_SPELLS]; // 19-26 m_setSpellID
uint32 items_to_triggerspell[MAX_ITEM_SET_SPELLS]; // 27-34 m_setThreshold
uint32 required_skill_id; // 35 m_requiredSkill
uint32 required_skill_value; // 36 m_requiredSkillRank
};
struct LFGDungeonEntry
{
uint32 ID; // 0
//char* name[16]; // 1-17 Name lang
uint32 minlevel; // 2
uint32 maxlevel; // 3
uint32 reclevel; // 4
uint32 recminlevel; // 5
uint32 recmaxlevel; // 6
int32 map; // 7
uint32 difficulty; // 8
//uint32 unk; // 9
uint32 type; // 10
//uint32 unk2; // 11
//char* unk3; // 12
uint32 expansion; // 13
//uint32 unk4; // 14
uint32 grouptype; // 15
//char* desc; // 16 Description
// Helpers
uint32 Entry() const { return ID + (type << 24); }
};
struct LiquidTypeEntry
{
uint32 Id;
//char* Name;
//uint32 Flags;
uint32 Type;
//uint32 SoundId;
uint32 SpellId;
//float MaxDarkenDepth;
//float FogDarkenIntensity;
//float AmbDarkenIntensity;
//float DirDarkenIntensity;
//uint32 LightID;
//float ParticleScale;
//uint32 ParticleMovement;
//uint32 ParticleTexSlots;
//uint32 LiquidMaterialID;
//char* Texture[6];
//uint32 Color[2];
//float Unk1[18];
//uint32 Unk2[4];
};
#define MAX_LOCK_CASE 8
struct LockEntry
{
uint32 ID; // 0 m_ID
uint32 Type[MAX_LOCK_CASE]; // 1-8 m_Type
uint32 Index[MAX_LOCK_CASE]; // 9-16 m_Index
uint32 Skill[MAX_LOCK_CASE]; // 17-24 m_Skill
//uint32 Action[MAX_LOCK_CASE]; // 25-32 m_Action
};
struct PhaseEntry
{
uint32 ID; // 0
char* Name; // 1
uint32 phaseShift; // 2
};
struct MailTemplateEntry
{
uint32 ID; // 0
//char* subject; // 1 m_subject_lang
char* content; // 2 m_body_lang
};
struct MapEntry
{
uint32 MapID; // 0
//char* internalname; // 1 unused
uint32 map_type; // 2
//uint32 unk_330; // 3
//uint32 unk4; // 4 4.0.1
//uint32 isPvP; // 5 m_PVP 0 or 1 for battlegrounds (not arenas)
char* name; // 6 m_MapName_lang
uint32 linked_zone; // 7 m_areaTableID
//char* hordeIntro; // 8 m_MapDescription0_lang
//char* allianceIntro; // 9 m_MapDescription1_lang
uint32 multimap_id; // 10 m_LoadingScreenID (LoadingScreens.dbc)
//float BattlefieldMapIconScale; // 11 m_minimapIconScale
int32 entrance_map; // 12 m_corpseMapID map_id of entrance map in ghost mode (continent always and in most cases = normal entrance)
float entrance_x; // 13 m_corpseX entrance x coordinate in ghost mode (in most cases = normal entrance)
float entrance_y; // 14 m_corpseY entrance y coordinate in ghost mode (in most cases = normal entrance)
//uint32 timeOfDayOverride; // 15 m_timeOfDayOverride
uint32 addon; // 16 m_expansionID
uint32 unk_time; // 17 m_raidOffset
//uint32 maxPlayers; // 18 m_maxPlayers
//uint32 unk400; // 19 new 4.0.0, mapid, related to phasing
// Helpers
uint32 Expansion() const { return addon; }
bool IsDungeon() const { return map_type == MAP_INSTANCE || map_type == MAP_RAID; }
bool IsNonRaidDungeon() const { return map_type == MAP_INSTANCE; }
bool Instanceable() const { return map_type == MAP_INSTANCE || map_type == MAP_RAID || map_type == MAP_BATTLEGROUND || map_type == MAP_ARENA; }
bool IsRaid() const { return map_type == MAP_RAID; }
bool IsBattleground() const { return map_type == MAP_BATTLEGROUND; }
bool IsBattleArena() const { return map_type == MAP_ARENA; }
bool IsBattlegroundOrArena() const { return map_type == MAP_BATTLEGROUND || map_type == MAP_ARENA; }
bool IsWorldMap() const { return map_type == MAP_COMMON; }
bool GetEntrancePos(int32 &mapid, float &x, float &y) const
{
if (entrance_map < 0)
return false;
mapid = entrance_map;
x = entrance_x;
y = entrance_y;
return true;
}
bool IsContinent() const
{
return MapID == 0 || MapID == 1 || MapID == 530 || MapID == 571;
}
};
struct MapDifficultyEntry
{
//uint32 Id; // 0
uint32 MapId; // 1
uint32 Difficulty; // 2 (for arenas: arena slot)
char* areaTriggerText; // 3 m_message_lang (text showed when transfer to map failed)
uint32 resetTime; // 4, m_raidDuration in secs, 0 if no fixed reset time
uint32 maxPlayers; // 5, m_maxPlayers some heroic versions have 0 when expected same amount as in normal version
//char* difficultyString; // 6 m_difficultystring
};
struct MountCapabilityEntry
{
uint32 Id;
uint32 Flags;
uint32 RequiredRidingSkill;
uint32 RequiredArea;
uint32 RequiredAura;
uint32 RequiredSpell;
uint32 SpeedModSpell;
int32 RequiredMap;
};
#define MAX_MOUNT_CAPABILITIES 24
struct MountTypeEntry
{
uint32 Id;
uint32 MountCapability[MAX_MOUNT_CAPABILITIES];
};
struct MovieEntry
{
uint32 Id; // 0 index
//char* filename; // 1
//uint32 unk1; // 2 m_volume
//uint32 unk2; // 3 4.0.0
};
struct NameGenEntry
{
//uint32 id;
char* name;
uint32 race;
uint32 gender;
};
struct NumTalentsAtLevelEntry
{
//uint32 Level; // 0 index
float Talents; // 1 talent count
};
#define MAX_OVERRIDE_SPELL 10
struct OverrideSpellDataEntry
{
uint32 id; // 0
uint32 spellId[MAX_OVERRIDE_SPELL]; // 1-10
//uint32 unk0; // 11
//uint32 unk3; // 12 possibly flag
};
struct PvPDifficultyEntry
{
//uint32 id; // 0 m_ID
uint32 mapId; // 1
uint32 bracketId; // 2
uint32 minLevel; // 3
uint32 maxLevel; // 4
uint32 difficulty; // 5
// helpers
BattlegroundBracketId GetBracketId() const { return BattlegroundBracketId(bracketId); }
};
struct QuestSortEntry
{
uint32 id; // 0 m_ID
//char* name; // 1 m_SortName_lang
};
struct QuestXPEntry
{
uint32 id;
uint32 Exp[10];
};
struct QuestFactionRewEntry
{
uint32 id;
int32 QuestRewFactionValue[10];
};
struct RandomPropertiesPointsEntry
{
//uint32 Id; // 0 hidden key
uint32 itemLevel; // 1
uint32 EpicPropertiesPoints[5]; // 2-6
uint32 RarePropertiesPoints[5]; // 7-11
uint32 UncommonPropertiesPoints[5]; // 12-16
};
struct ScalingStatDistributionEntry
{
uint32 Id; // 0
int32 StatMod[10]; // 1-10
uint32 Modifier[10]; // 11-20
//uint32 unk1; // 21
uint32 MaxLevel; // 22 m_maxlevel
};
struct ScalingStatValuesEntry
{
uint32 Id; // 0
uint32 Level; // 1
uint32 dpsMod[6]; // 2-7 DPS mod for level
uint32 Spellpower; // 8 spell power for level
uint32 StatMultiplier[5]; // 9-13 Multiplier for ScalingStatDistribution
uint32 Armor[8][4]; // 14-46 Armor for level
uint32 CloakArmor; // 47 armor for cloak
uint32 GetStatMultiplier(uint32 inventoryType) const;
uint32 GetArmor(uint32 inventoryType, uint32 armorType) const;
uint32 GetDPSAndDamageMultiplier(uint32 subClass, bool isCasterWeapon, float* damageMultiplier) const;
};
//struct SkillLineCategoryEntry{
// uint32 id; // 0 m_ID
// char* name[16]; // 1-17 m_name_lang
// // 18 string flag
// uint32 displayOrder; // 19 m_sortIndex
//};
//struct SkillRaceClassInfoEntry{
// uint32 id; // 0 m_ID
// uint32 skillId; // 1 m_skillID
// uint32 raceMask; // 2 m_raceMask
// uint32 classMask; // 3 m_classMask
// uint32 flags; // 4 m_flags
// uint32 reqLevel; // 5 m_minLevel
// uint32 skillTierId; // 6 m_skillTierID
// uint32 skillCostID; // 7 m_skillCostIndex
//};
//struct SkillTiersEntry{
// uint32 id; // 0 m_ID
// uint32 skillValue[16]; // 1-17 m_cost
// uint32 maxSkillValue[16]; // 18-32 m_valueMax
//};
struct SkillLineEntry
{
uint32 id; // 0 m_ID
int32 categoryId; // 1 m_categoryID
//uint32 skillCostID; // 2 m_skillCostsID
char* name; // 3 m_displayName_lang
//char* description; // 4 m_description_lang
uint32 spellIcon; // 5 m_spellIconID
//char* alternateVerb; // 6 m_alternateVerb_lang
uint32 canLink; // 7 m_canLink (prof. with recipes)
};
struct SkillLineAbilityEntry
{
uint32 id; // 0 m_ID
uint32 skillId; // 1 m_skillLine
uint32 spellId; // 2 m_spell
uint32 racemask; // 3 m_raceMask
uint32 classmask; // 4 m_classMask
//uint32 racemaskNot; // 5 m_excludeRace
//uint32 classmaskNot; // 6 m_excludeClass
uint32 req_skill_value; // 7 m_minSkillLineRank
uint32 forward_spellid; // 8 m_supercededBySpell
uint32 learnOnGetSkill; // 9 m_acquireMethod
uint32 max_value; // 10 m_trivialSkillLineRankHigh
uint32 min_value; // 11 m_trivialSkillLineRankLow
//uint32 // 12
//uint32 // 13 4.0.0
};
struct SoundEntriesEntry
{
uint32 Id; // 0 m_ID
//uint32 Type; // 1 m_soundType
//char* InternalName; // 2 m_name
//char* FileName[10]; // 3-12 m_File[10]
//uint32 Unk13[10]; // 13-22 m_Freq[10]
//char* Path; // 23 m_DirectoryBase
// 24 m_volumeFloat
// 25 m_flags
// 26 m_minDistance
// 27 m_distanceCutoff
// 28 m_EAXDef
// 29 m_soundEntriesAdvancedID, new in 3.1
//unk // 30 4.0.0
//unk // 31 4.0.0
//unk // 32 4.0.0
//unk // 33 4.0.0
};
// SpellEffect.dbc
struct SpellEffectEntry
{
uint32 Id; // 0 m_ID
uint32 Effect; // 1 m_effect
float EffectValueMultiplier; // 2 m_effectAmplitude
uint32 EffectApplyAuraName; // 3 m_effectAura
uint32 EffectAmplitude; // 4 m_effectAuraPeriod
int32 EffectBasePoints; // 5 m_effectBasePoints (don't must be used in spell/auras explicitly, must be used cached Spell::m_currentBasePoints)
float EffectBonusMultiplier; // 6 m_effectBonus
float EffectDamageMultiplier; // 7 m_effectChainAmplitude
uint32 EffectChainTarget; // 8 m_effectChainTargets
int32 EffectDieSides; // 9 m_effectDieSides
uint32 EffectItemType; // 10 m_effectItemType
uint32 EffectMechanic; // 11 m_effectMechanic
int32 EffectMiscValue; // 12 m_effectMiscValue
int32 EffectMiscValueB; // 13 m_effectMiscValueB
float EffectPointsPerComboPoint; // 14 m_effectPointsPerCombo
uint32 EffectRadiusIndex; // 15 m_effectRadiusIndex - spellradius.dbc
uint32 EffectRadiusMaxIndex; // 16 4.0.0
float EffectRealPointsPerLevel; // 17 m_effectRealPointsPerLevel
flag96 EffectSpellClassMask; // 18 19 20 m_effectSpellClassMask1(2/3), effect 0
uint32 EffectTriggerSpell; // 21 m_effectTriggerSpell
uint32 EffectImplicitTargetA; // 22 m_implicitTargetA
uint32 EffectImplicitTargetB; // 23 m_implicitTargetB
uint32 EffectSpellId; // 24 new 4.0.0
uint32 EffectIndex; // 25 new 4.0.0
//uint32 Unk0 // 26 4.2.0 only 0 or 1
};
#define MAX_SPELL_EFFECTS 3
#define MAX_EFFECT_MASK 7
#define MAX_SPELL_REAGENTS 8
// SpellAuraOptions.dbc
struct SpellAuraOptionsEntry
{
uint32 Id; // 0 m_ID
uint32 StackAmount; // 1 m_cumulativeAura
uint32 procChance; // 2 m_procChance
uint32 procCharges; // 3 m_procCharges
uint32 procFlags; // 4 m_procTypeMask
};
// SpellAuraRestrictions.dbc/
struct SpellAuraRestrictionsEntry
{
//uint32 Id; // 0 m_ID
uint32 CasterAuraState; // 1 m_casterAuraState
uint32 TargetAuraState; // 2 m_targetAuraState
uint32 CasterAuraStateNot; // 3 m_excludeCasterAuraState
uint32 TargetAuraStateNot; // 4 m_excludeTargetAuraState
uint32 casterAuraSpell; // 5 m_casterAuraSpell
uint32 targetAuraSpell; // 6 m_targetAuraSpell
uint32 excludeCasterAuraSpell; // 7 m_excludeCasterAuraSpell
uint32 excludeTargetAuraSpell; // 8 m_excludeTargetAuraSpell
};
// SpellCastingRequirements.dbc
struct SpellCastingRequirementsEntry
{
//uint32 Id; // 0 m_ID
uint32 FacingCasterFlags; // 1 m_facingCasterFlags
//uint32 MinFactionId; // 2 m_minFactionID not used
//uint32 MinReputation; // 3 m_minReputation not used
int32 AreaGroupId; // 4 m_requiredAreaGroupId
//uint32 RequiredAuraVision; // 5 m_requiredAuraVision not used
uint32 RequiresSpellFocus; // 6 m_requiresSpellFocus
};
#define MAX_SPELL_TOTEMS 2
// SpellTotems.dbc
struct SpellTotemsEntry
{
uint32 Id; // 0 m_ID
uint32 TotemCategory[MAX_SPELL_TOTEMS]; // 1 m_requiredTotemCategoryID
uint32 Totem[MAX_SPELL_TOTEMS]; // 2 m_totem
};
struct SpellTotem
{
SpellTotem()
{
totems[0] = NULL;
totems[1] = NULL;
}
SpellTotemsEntry const* totems[MAX_SPELL_TOTEMS];
};
typedef std::map<uint32, SpellTotem> SpellTotemMap;
// Spell.dbc
struct SpellEntry
{
uint32 Id; // 0 m_ID
uint32 Attributes; // 1 m_attribute
uint32 AttributesEx; // 2 m_attributesEx
uint32 AttributesEx2; // 3 m_attributesExB
uint32 AttributesEx3; // 4 m_attributesExC
uint32 AttributesEx4; // 5 m_attributesExD
uint32 AttributesEx5; // 6 m_attributesExE
uint32 AttributesEx6; // 7 m_attributesExF
uint32 AttributesEx7; // 8 m_attributesExG
uint32 AttributesEx8; // 9 m_attributesExH
// uint32 unk_400_1; // 10 4.0.0
// uint32 unk_420_1 // 11 4.2.0
uint32 CastingTimeIndex; // 12 m_castingTimeIndex
uint32 DurationIndex; // 13 m_durationIndex
uint32 powerType; // 14 m_powerType
uint32 rangeIndex; // 15 m_rangeIndex
float speed; // 16 m_speed
uint32 SpellVisual[2]; // 17-18 m_spellVisualID
uint32 SpellIconID; // 19 m_spellIconID
uint32 activeIconID; // 20 m_activeIconID
char* SpellName; // 21 m_name_lang
char* Rank; // 22 m_nameSubtext_lang
//char* Description; // 23 m_description_lang not used
//char* ToolTip; // 24 m_auraDescription_lang not used
uint32 SchoolMask; // 25 m_schoolMask
uint32 runeCostID; // 26 m_runeCostID
//uint32 spellMissileID; // 27 m_spellMissileID not used
//uint32 spellDescriptionVariableID; // 28 m_spellDescriptionVariableID, 3.2.0
uint32 SpellDifficultyId; // 29 m_spellDifficultyID - id from SpellDifficulty.dbc
//float unk_f1; // 30
uint32 SpellScalingId; // 31 SpellScaling.dbc
uint32 SpellAuraOptionsId; // 32 SpellAuraOptions.dbc
uint32 SpellAuraRestrictionsId; // 33 SpellAuraRestrictions.dbc
uint32 SpellCastingRequirementsId; // 34 SpellCastingRequirements.dbc
uint32 SpellCategoriesId; // 35 SpellCategories.dbc
uint32 SpellClassOptionsId; // 36 SpellClassOptions.dbc
uint32 SpellCooldownsId; // 37 SpellCooldowns.dbc
//uint32 unkIndex7; // 38 all zeros...
uint32 SpellEquippedItemsId; // 39 SpellEquippedItems.dbc
uint32 SpellInterruptsId; // 40 SpellInterrupts.dbc
uint32 SpellLevelsId; // 41 SpellLevels.dbc
uint32 SpellPowerId; // 42 SpellPower.dbc
uint32 SpellReagentsId; // 43 SpellReagents.dbc
uint32 SpellShapeshiftId; // 44 SpellShapeshift.dbc
uint32 SpellTargetRestrictionsId; // 45 SpellTargetRestrictions.dbc
uint32 SpellTotemsId; // 46 SpellTotems.dbc
//uint32 ResearchProject; // 47 ResearchProject.dbc
// struct access functions
SpellEffectEntry const* GetSpellEffect(uint32 eff) const;
};
// SpellCategories.dbc
struct SpellCategoriesEntry
{
//uint32 Id; // 0 m_ID
uint32 Category; // 1 m_category
uint32 DmgClass; // 153 m_defenseType
uint32 Dispel; // 2 m_dispelType
uint32 Mechanic; // 3 m_mechanic
uint32 PreventionType; // 154 m_preventionType
uint32 StartRecoveryCategory; // 145 m_startRecoveryCategory
};
typedef std::set<uint32> SpellCategorySet;
typedef std::map<uint32, SpellCategorySet > SpellCategoryStore;
typedef std::set<uint32> PetFamilySpellsSet;
typedef std::map<uint32, PetFamilySpellsSet > PetFamilySpellsStore;
struct SpellCastTimesEntry
{
uint32 ID; // 0
int32 CastTime; // 1
//float CastTimePerLevel; // 2 unsure / per skill?
//int32 MinCastTime; // 3 unsure
};
struct SpellDifficultyEntry
{
uint32 ID; // 0
int32 SpellID[MAX_DIFFICULTY]; // 1-4 instance modes: 10N, 25N, 10H, 25H or Normal/Heroic if only 1-2 is set, if 3-4 is 0 then Mode-2
};
struct SpellFocusObjectEntry
{
uint32 ID; // 0
//char* Name; // 1 m_name_lang
};
struct SpellRadiusEntry
{
uint32 ID;
float radiusHostile;
//uint32 Unk //always 0
float radiusFriend;
};
struct SpellRangeEntry
{
uint32 ID;
float minRangeHostile;
float minRangeFriend;
float maxRangeHostile;
float maxRangeFriend; //friend means unattackable unit here
uint32 type;
//char* Name; // 6-21 m_displayName_lang
//char* ShortName; // 23-38 m_displayNameShort_lang
};
// SpellEquippedItems.dbc
struct SpellEquippedItemsEntry
{
//uint32 Id; // 0 m_ID
int32 EquippedItemClass; // 70 m_equippedItemClass (value)
int32 EquippedItemInventoryTypeMask; // 72 m_equippedItemInvTypes (mask)
int32 EquippedItemSubClassMask; // 71 m_equippedItemSubclass (mask)
};
// SpellCooldowns.dbc
struct SpellCooldownsEntry
{
//uint32 Id; // 0 m_ID
uint32 CategoryRecoveryTime; // 31 m_categoryRecoveryTime
uint32 RecoveryTime; // 30 m_recoveryTime
uint32 StartRecoveryTime; // 146 m_startRecoveryTime
};
// SpellClassOptions.dbc
struct SpellClassOptionsEntry
{
//uint32 Id; // 0 m_ID
//uint32 modalNextSpell; // 1 m_modalNextSpell not used
flag96 SpellFamilyFlags; // 2-4
uint32 SpellFamilyName; // 5 m_spellClassSet
//char* Description; // 6 4.0.0
};
// SpellInterrupts.dbc
struct SpellInterruptsEntry
{
//uint32 Id; // 0 m_ID
uint32 AuraInterruptFlags; // 1 m_auraInterruptFlags
//uint32 // 2 4.0.0
uint32 ChannelInterruptFlags; // 3 m_channelInterruptFlags
//uint32 // 4 4.0.0
uint32 InterruptFlags; // 5 m_interruptFlags
};
// SpellLevels.dbc
struct SpellLevelsEntry
{
//uint32 Id; // 0 m_ID
uint32 baseLevel; // 1 m_baseLevel
uint32 maxLevel; // 2 m_maxLevel
uint32 spellLevel; // 3 m_spellLevel
};
// SpellPower.dbc
struct SpellPowerEntry
{
//uint32 Id; // 0 m_ID
uint32 manaCost; // 1 m_manaCost
uint32 manaCostPerlevel; // 2 m_manaCostPerLevel
uint32 ManaCostPercentage; // 3 m_manaCostPct
uint32 manaPerSecond; // 4 m_manaPerSecond
//uint32 PowerDisplayId; // 5 m_powerDisplayID - id from PowerDisplay.dbc, new in 3.1
//uint32 unk1; // 6 4.0.0
//float unk2; // 7 4.3.0
};
struct SpellRuneCostEntry
{
uint32 ID; // 0
uint32 RuneCost[3]; // 1-3 (0=blood, 1=frost, 2=unholy)
uint32 runePowerGain; // 4
bool NoRuneCost() const { return RuneCost[0] == 0 && RuneCost[1] == 0 && RuneCost[2] == 0; }
bool NoRunicPowerGain() const { return runePowerGain == 0; }
};
#define MAX_SHAPESHIFT_SPELLS 8
struct SpellShapeshiftFormEntry
{
uint32 ID; // 0
//uint32 buttonPosition; // 1 unused
//char* Name; // 2 unused
uint32 flags1; // 3
int32 creatureType; // 4 <=0 humanoid, other normal creature types
//uint32 unk1; // 5 unused, related to next field
uint32 attackSpeed; // 6
uint32 modelID_A; // 7 alliance modelid (0 means no model)
uint32 modelID_H; // 8 horde modelid (but only for one form)
//uint32 unk3; // 9 unused always 0
//uint32 unk4; // 10 unused always 0
uint32 stanceSpell[MAX_SHAPESHIFT_SPELLS]; // 11-18 spells which appear in the bar after shapeshifting
//uint32 unk5; // 19
//uint32 unk6; // 20
};
// SpellShapeshift.dbc
struct SpellShapeshiftEntry
{
uint32 Id; // 0 - m_ID
uint32 StancesNot; // 3 - m_shapeshiftExclude
// uint32 unk_320_2; // 2 - 3.2.0
uint32 Stances; // 1 - m_shapeshiftMask
// uint32 unk_320_3; // 4 - 3.2.0
// uint32 StanceBarOrder; // 5 - m_stanceBarOrder not used
};
// SpellTargetRestrictions.dbc
struct SpellTargetRestrictionsEntry
{
uint32 Id; // 0 m_ID
uint32 MaxAffectedTargets; // 1 m_maxTargets
uint32 MaxTargetLevel; // 2 m_maxTargetLevel
uint32 TargetCreatureType; // 3 m_targetCreatureType
uint32 Targets; // 4 m_targets
};
// SpellReagents.dbc
struct SpellReagentsEntry
{
//uint32 Id; // 0 m_ID
int32 Reagent[MAX_SPELL_REAGENTS]; // 54-61 m_reagent
uint32 ReagentCount[MAX_SPELL_REAGENTS]; // 62-69 m_reagentCount
};
struct SpellReagent
{
SpellReagent()
{
reagents[0] = NULL;
reagents[1] = NULL;
reagents[2] = NULL;
reagents[3] = NULL;
reagents[4] = NULL;
reagents[5] = NULL;
reagents[6] = NULL;
reagents[7] = NULL;
}
SpellReagentsEntry const* reagents[MAX_SPELL_REAGENTS];
};
typedef std::map<uint32, SpellReagent> SpellReagentMap;
// SpellScaling.dbc
struct SpellScalingEntry
{
//uint32 Id; // 0 m_ID
int32 castTimeMin; // 1
int32 castTimeMax; // 2
uint32 castScalingMaxLevel; // 3
uint32 playerClass; // 4 (index * 100) + charLevel => gtSpellScaling.dbc
float Multiplier[3]; // 5-7
float RandomMultiplier[3]; // 8-10
float OtherMultiplier[3]; // 11-13
float CoefBase; // 14 some coefficient, mostly 1.0f
uint32 CoefLevelBase; // 15 some level
};
struct SpellDurationEntry
{
uint32 ID;
int32 Duration[3];
};
struct SpellItemEnchantmentEntry
{
uint32 ID; // 0 m_ID
//uint32 charges; // 1 m_charges
uint32 type[MAX_ITEM_ENCHANTMENT_EFFECTS]; // 2-4 m_effect[MAX_ITEM_ENCHANTMENT_EFFECTS]
uint32 amount[MAX_ITEM_ENCHANTMENT_EFFECTS]; // 5-7 m_effectPointsMin[MAX_ITEM_ENCHANTMENT_EFFECTS]
//uint32 amount2[MAX_ITEM_ENCHANTMENT_EFFECTS] // 8-10 m_effectPointsMax[MAX_ITEM_ENCHANTMENT_EFFECTS]
uint32 spellid[MAX_ITEM_ENCHANTMENT_EFFECTS]; // 11-13 m_effectArg[MAX_ITEM_ENCHANTMENT_EFFECTS]
char* description; // 14 m_name_lang
uint32 aura_id; // 15 m_itemVisual
uint32 slot; // 16 m_flags
uint32 GemID; // 17 m_src_itemID
uint32 EnchantmentCondition; // 18 m_condition_id
uint32 requiredSkill; // 19 m_requiredSkillID
uint32 requiredSkillValue; // 20 m_requiredSkillRank
uint32 requiredLevel; // 21 new in 3.1
// 22 new in 3.1
};
struct SpellItemEnchantmentConditionEntry
{
uint32 ID; // 0 m_ID
uint8 Color[5]; // 1-5 m_lt_operandType[5]
//uint32 LT_Operand[5]; // 6-10 m_lt_operand[5]
uint8 Comparator[5]; // 11-15 m_operator[5]
uint8 CompareColor[5]; // 15-20 m_rt_operandType[5]
uint32 Value[5]; // 21-25 m_rt_operand[5]
//uint8 Logic[5] // 25-30 m_logic[5]
};
struct StableSlotPricesEntry
{
uint32 Slot;
uint32 Price;
};
struct SummonPropertiesEntry
{
uint32 Id; // 0
uint32 Category; // 1, 0 - can't be controlled?, 1 - something guardian?, 2 - pet?, 3 - something controllable?, 4 - taxi/mount?
uint32 Faction; // 2, 14 rows > 0
uint32 Type; // 3, see enum
uint32 Slot; // 4, 0-6
uint32 Flags; // 5
};
#define MAX_TALENT_RANK 5
#define MAX_PET_TALENT_RANK 3 // use in calculations, expected <= MAX_TALENT_RANK
#define MAX_TALENT_TABS 3
struct TalentEntry
{
uint32 TalentID; // 0
uint32 TalentTab; // 1 index in TalentTab.dbc (TalentTabEntry)
uint32 Row; // 2
uint32 Col; // 3
uint32 RankID[MAX_TALENT_RANK]; // 4-8
uint32 DependsOn; // 9 m_prereqTalent (Talent.dbc)
// 10-11 part of prev field
uint32 DependsOnRank; // 12 m_prereqRank
// 13-14 part of prev field
//uint32 needAddInSpellBook; // 15 m_flags also need disable higest ranks on reset talent tree
//uint32 unk2; // 16 m_requiredSpellID
//uint64 allowForPet; // 17 m_categoryMask its a 64 bit mask for pet 1<<m_categoryEnumID in CreatureFamily.dbc
};
struct TalentTabEntry
{
uint32 TalentTabID; // 0
//char* name; // 1 m_name_lang
//unit32 spellicon; // 2 m_spellIconID
uint32 ClassMask; // 3 m_classMask
uint32 petTalentMask; // 4 m_petTalentMask
uint32 tabpage; // 5 m_orderIndex
//char* internalname; // 6 m_backgroundFile
//char* description; // 7
//uint32 rolesMask; // 8 4.0.0
//uint32 spellIds[2]; // 9-10 passive mastery bonus spells?
};
struct TalentTreePrimarySpellsEntry
{
//uint32 Id; // 0 index
uint32 TalentTree; // 1 entry from TalentTab.dbc
uint32 SpellId; // 2 spell id to learn
//uint32 Flags; // 3 some kind of flags
};
struct TaxiNodesEntry
{
uint32 ID; // 0 m_ID
uint32 map_id; // 1 m_ContinentID
float x; // 2 m_x
float y; // 3 m_y
float z; // 4 m_z
char* name; // 5 m_Name_lang
uint32 MountCreatureID[2]; // 6-7 m_MountCreatureID[2]
};
struct TaxiPathEntry
{
uint32 ID; // 0 m_ID
uint32 from; // 1 m_FromTaxiNode
uint32 to; // 2 m_ToTaxiNode
uint32 price; // 3 m_Cost
};
struct TaxiPathNodeEntry
{
// 0 m_ID
uint32 path; // 1 m_PathID
uint32 index; // 2 m_NodeIndex
uint32 mapid; // 3 m_ContinentID
float x; // 4 m_LocX
float y; // 5 m_LocY
float z; // 6 m_LocZ
uint32 actionFlag; // 7 m_flags
uint32 delay; // 8 m_delay
uint32 arrivalEventID; // 9 m_arrivalEventID
uint32 departureEventID; // 10 m_departureEventID
};
struct TeamContributionPointsEntry
{
//uint32 entry; // 0
float value; // 1 (???)
};
struct TotemCategoryEntry
{
uint32 ID; // 0
//char* name; // 1 m_name_lang
uint32 categoryType; // 2 m_totemCategoryType (one for specialization)
uint32 categoryMask; // 3 m_totemCategoryMask (compatibility mask for same type: different for totems, compatible from high to low for rods)
};
#define MAX_VEHICLE_SEATS 8
struct VehicleEntry
{
uint32 m_ID; // 0
uint32 m_flags; // 1
float m_turnSpeed; // 2
float m_pitchSpeed; // 3
float m_pitchMin; // 4
float m_pitchMax; // 5
uint32 m_seatID[MAX_VEHICLE_SEATS]; // 6-13
float m_mouseLookOffsetPitch; // 14
float m_cameraFadeDistScalarMin; // 15
float m_cameraFadeDistScalarMax; // 16
float m_cameraPitchOffset; // 17
//int m_powerType[3]; // removed in 3.1
//int m_powerToken[3]; // removed in 3.1
float m_facingLimitRight; // 18
float m_facingLimitLeft; // 19
float m_msslTrgtTurnLingering; // 20
float m_msslTrgtPitchLingering; // 21
float m_msslTrgtMouseLingering; // 22
float m_msslTrgtEndOpacity; // 23
float m_msslTrgtArcSpeed; // 24
float m_msslTrgtArcRepeat; // 25
float m_msslTrgtArcWidth; // 26
float m_msslTrgtImpactRadius[2]; // 27-28
char* m_msslTrgtArcTexture; // 29
char* m_msslTrgtImpactTexture; // 30
char* m_msslTrgtImpactModel[2]; // 31-32
float m_cameraYawOffset; // 33
uint32 m_uiLocomotionType; // 34
float m_msslTrgtImpactTexRadius; // 35
uint32 m_uiSeatIndicatorType; // 36
uint32 m_powerType; // 37, new in 3.1
// 38, new in 3.1
// 39, new in 3.1
};
struct VehicleSeatEntry
{
uint32 m_ID; // 0
uint32 m_flags; // 1
int32 m_attachmentID; // 2
float m_attachmentOffsetX; // 3
float m_attachmentOffsetY; // 4
float m_attachmentOffsetZ; // 5
float m_enterPreDelay; // 6
float m_enterSpeed; // 7
float m_enterGravity; // 8
float m_enterMinDuration; // 9
float m_enterMaxDuration; // 10
float m_enterMinArcHeight; // 11
float m_enterMaxArcHeight; // 12
int32 m_enterAnimStart; // 13
int32 m_enterAnimLoop; // 14
int32 m_rideAnimStart; // 15
int32 m_rideAnimLoop; // 16
int32 m_rideUpperAnimStart; // 17
int32 m_rideUpperAnimLoop; // 18
float m_exitPreDelay; // 19
float m_exitSpeed; // 20
float m_exitGravity; // 21
float m_exitMinDuration; // 22
float m_exitMaxDuration; // 23
float m_exitMinArcHeight; // 24
float m_exitMaxArcHeight; // 25
int32 m_exitAnimStart; // 26
int32 m_exitAnimLoop; // 27
int32 m_exitAnimEnd; // 28
float m_passengerYaw; // 29
float m_passengerPitch; // 30
float m_passengerRoll; // 31
int32 m_passengerAttachmentID; // 32
int32 m_vehicleEnterAnim; // 33
int32 m_vehicleExitAnim; // 34
int32 m_vehicleRideAnimLoop; // 35
int32 m_vehicleEnterAnimBone; // 36
int32 m_vehicleExitAnimBone; // 37
int32 m_vehicleRideAnimLoopBone; // 38
float m_vehicleEnterAnimDelay; // 39
float m_vehicleExitAnimDelay; // 40
uint32 m_vehicleAbilityDisplay; // 41
uint32 m_enterUISoundID; // 42
uint32 m_exitUISoundID; // 43
int32 m_uiSkin; // 44
uint32 m_flagsB; // 45
// 46-57 added in 3.1, floats mostly
bool CanEnterOrExit() const { return m_flags & VEHICLE_SEAT_FLAG_CAN_ENTER_OR_EXIT; }
bool CanSwitchFromSeat() const { return m_flags & VEHICLE_SEAT_FLAG_CAN_SWITCH; }
bool IsUsableByOverride() const { return (m_flags & VEHICLE_SEAT_FLAG_UNCONTROLLED)
|| (m_flagsB & (VEHICLE_SEAT_FLAG_B_USABLE_FORCED | VEHICLE_SEAT_FLAG_B_USABLE_FORCED_2 |
VEHICLE_SEAT_FLAG_B_USABLE_FORCED_3 | VEHICLE_SEAT_FLAG_B_USABLE_FORCED_4)); }
bool IsEjectable() const { return m_flagsB & VEHICLE_SEAT_FLAG_B_EJECTABLE; }
};
struct WMOAreaTableEntry
{
uint32 Id; // 0 index
int32 rootId; // 1 used in root WMO
int32 adtId; // 2 used in adt file
int32 groupId; // 3 used in group WMO
//uint32 field4;
//uint32 field5;
//uint32 field6;
//uint32 field7;
//uint32 field8;
uint32 Flags; // 9 used for indoor/outdoor determination
uint32 areaId; // 10 link to AreaTableEntry.ID
//char *Name; // 11 m_AreaName_lang
//uint32 field12; // 12
//uint32 field13; // 13
//uint32 field14; // 14
};
struct WorldMapAreaEntry
{
//uint32 ID; // 0
uint32 map_id; // 1
uint32 area_id; // 2 index (continent 0 areas ignored)
//char* internal_name // 3
float y1; // 4
float y2; // 5
float x1; // 6
float x2; // 7
int32 virtual_map_id; // 8 -1 (map_id have correct map) other: virtual map where zone show (map_id - where zone in fact internally)
// int32 dungeonMap_id; // 9 pointer to DungeonMap.dbc (owerride x1, x2, y1, y2 coordinates)
// uint32 parentMapID; // 10
// uint32 minRecommendedLevel; // 12 Minimum recommended level displayed on world map
// uint32 maxRecommendedLevel; // 13 Maximum recommended level displayed on world map
};
#define MAX_WORLD_MAP_OVERLAY_AREA_IDX 4
struct WorldMapOverlayEntry
{
uint32 ID; // 0
//uint32 worldMapAreaId; // 1 idx in WorldMapArea.dbc
uint32 areatableID[MAX_WORLD_MAP_OVERLAY_AREA_IDX]; // 2-5
//char* internal_name // 6 m_textureName
// 7 m_textureWidth
// 8 m_textureHeight
// 9 m_offsetX
// 10 m_offsetY
// 11 m_hitRectTop
// 12 m_hitRectLeft
// 13 m_hitRectBottom
// 14 m_hitRectRight
};
struct WorldSafeLocsEntry
{
uint32 ID; // 0
uint32 map_id; // 1
float x; // 2
float y; // 3
float z; // 4
//char* name; // 5 m_AreaName_lang
};
/*
struct WorldStateSounds
{
uint32 ID; // 0 Worldstate
uint32 unk; // 1
uint32 areaTable; // 2
uint32 WMOAreaTable; // 3
uint32 zoneIntroMusicTable; // 4
uint32 zoneIntroMusic; // 5
uint32 zoneMusic; // 6
uint32 soundAmbience; // 7
uint32 soundProviderPreferences; // 8
};
*/
/*
struct WorldStateUI
{
uint32 ID; // 0
uint32 map_id; // 1 Can be -1 to show up everywhere.
uint32 zone; // 2 Can be zero for "everywhere".
uint32 phaseMask; // 3 Phase this WorldState is avaliable in
uint32 icon; // 4 The icon that is used in the interface.
char* textureFilename; // 5
char* text; // 6-21 The worldstate text
char* description; // 22-38 Text shown when hovering mouse on icon
uint32 worldstateID; // 39 This is the actual ID used
uint32 type; // 40 0 = unknown, 1 = unknown, 2 = not shown in ui, 3 = wintergrasp
uint32 unk1; // 41
uint32 unk2; // 43
uint32 unk3; // 44-58
uint32 unk4; // 59-61 Used for some progress bars.
uint32 unk7; // 62 Unused in 3.3.5a
};
*/
// GCC have alternative #pragma pack() syntax and old gcc version not support pack(pop), also any gcc version not support it at some platform
#if defined(__GNUC__)
#pragma pack()
#else
#pragma pack(pop)
#endif
struct VectorArray
{
std::vector<std::string> stringVectorArray[2];
};
typedef std::map<uint32, VectorArray> NameGenVectorArraysMap;
// Structures not used for casting to loaded DBC data and not required then packing
struct MapDifficulty
{
MapDifficulty() : resetTime(0), maxPlayers(0), hasErrorMessage(false) {}
MapDifficulty(uint32 _resetTime, uint32 _maxPlayers, bool _hasErrorMessage) : resetTime(_resetTime), maxPlayers(_maxPlayers), hasErrorMessage(_hasErrorMessage) {}
uint32 resetTime;
uint32 maxPlayers;
bool hasErrorMessage;
};
struct TalentSpellPos
{
TalentSpellPos() : talent_id(0), rank(0) {}
TalentSpellPos(uint16 _talent_id, uint8 _rank) : talent_id(_talent_id), rank(_rank) {}
uint16 talent_id;
uint8 rank;
};
typedef std::map<uint32, TalentSpellPos> TalentSpellPosMap;
struct SpellEffect
{
SpellEffect()
{
effects[0] = NULL;
effects[1] = NULL;
effects[2] = NULL;
}
SpellEffectEntry const* effects[3];
};
typedef std::map<uint32, SpellEffect> SpellEffectMap;
struct TaxiPathBySourceAndDestination
{
TaxiPathBySourceAndDestination() : ID(0), price(0) {}
TaxiPathBySourceAndDestination(uint32 _id, uint32 _price) : ID(_id), price(_price) {}
uint32 ID;
uint32 price;
};
typedef std::map<uint32, TaxiPathBySourceAndDestination> TaxiPathSetForSource;
typedef std::map<uint32, TaxiPathSetForSource> TaxiPathSetBySource;
struct TaxiPathNodePtr
{
TaxiPathNodePtr() : i_ptr(NULL) {}
TaxiPathNodePtr(TaxiPathNodeEntry const* ptr) : i_ptr(ptr) {}
TaxiPathNodeEntry const* i_ptr;
operator TaxiPathNodeEntry const& () const { return *i_ptr; }
};
typedef Path<TaxiPathNodePtr, TaxiPathNodeEntry const> TaxiPathNodeList;
typedef std::vector<TaxiPathNodeList> TaxiPathNodesByPath;
#define TaxiMaskSize 25
typedef uint32 TaxiMask[TaxiMaskSize];
#endif