Files
Viano-Core/src/server/game/Entities/GameObject/GameObjectData.h
T

609 lines
27 KiB
C++

/*
* Copyright (C) 2008-2018 TrinityCore <https://www.trinitycore.org/>
*
* 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 GameObjectData_h__
#define GameObjectData_h__
#include "Common.h"
#include "SharedDefines.h"
#include "SpawnData.h"
#include "WorldPacket.h"
#include <string>
#include <vector>
#define MAX_GAMEOBJECT_QUEST_ITEMS 6
// from `gameobject_template`
struct GameObjectTemplate
{
uint32 entry;
uint32 type;
uint32 displayId;
std::string name;
std::string IconName;
std::string castBarCaption;
std::string unk1;
float size;
int32 RequiredLevel;
union // different GO types have different data field
{
//0 GAMEOBJECT_TYPE_DOOR
struct
{
uint32 startOpen; //0 used client side to determine GO_ACTIVATED means open/closed
uint32 lockId; //1 -> Lock.dbc
uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / 0x10000
uint32 noDamageImmune; //3 break opening whenever you recieve damage?
uint32 openTextID; //4 can be used to replace castBarCaption?
uint32 closeTextID; //5
uint32 ignoredByPathing; //6
uint32 conditionID1; //7
} door;
//1 GAMEOBJECT_TYPE_BUTTON
struct
{
uint32 startOpen; //0
uint32 lockId; //1 -> Lock.dbc
uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / 0x10000
uint32 linkedTrap; //3
uint32 noDamageImmune; //4 isBattlegroundObject
uint32 large; //5
uint32 openTextID; //6 can be used to replace castBarCaption?
uint32 closeTextID; //7
uint32 losOK; //8
uint32 conditionID1; //9
} button;
//2 GAMEOBJECT_TYPE_QUESTGIVER
struct
{
uint32 lockId; //0 -> Lock.dbc
uint32 questList; //1
uint32 pageMaterial; //2
uint32 gossipID; //3
uint32 customAnim; //4
uint32 noDamageImmune; //5
uint32 openTextID; //6 can be used to replace castBarCaption?
uint32 losOK; //7
uint32 allowMounted; //8 Is usable while on mount/vehicle. (0/1)
uint32 large; //9
uint32 conditionID1; //10
} questgiver;
//3 GAMEOBJECT_TYPE_CHEST
struct
{
uint32 lockId; //0 -> Lock.dbc
uint32 lootId; //1
uint32 chestRestockTime; //2
uint32 consumable; //3
uint32 minSuccessOpens; //4 Deprecated, pre 3.0 was used for mining nodes but since WotLK all mining nodes are usable once and grant all loot with a single use
uint32 maxSuccessOpens; //5 Deprecated, pre 3.0 was used for mining nodes but since WotLK all mining nodes are usable once and grant all loot with a single use
uint32 eventId; //6 lootedEvent
uint32 linkedTrapId; //7
uint32 questId; //8 not used currently but store quest required for GO activation for player
uint32 level; //9
uint32 losOK; //10
uint32 leaveLoot; //11
uint32 notInCombat; //12
uint32 logLoot; //13
uint32 openTextID; //14 can be used to replace castBarCaption?
uint32 groupLootRules; //15
uint32 floatingTooltip; //16
uint32 conditionID1; //17
} chest;
//4 GAMEOBJECT_TYPE_BINDER - empty
//5 GAMEOBJECT_TYPE_GENERIC
struct
{
uint32 floatingTooltip; //0
uint32 highlight; //1
uint32 serverOnly; //2
uint32 large; //3
uint32 floatOnWater; //4
int32 questID; //5
uint32 conditionID1; //6
} _generic;
//6 GAMEOBJECT_TYPE_TRAP
struct
{
uint32 lockId; //0 -> Lock.dbc
uint32 level; //1
uint32 diameter; //2 diameter for trap activation
uint32 spellId; //3
uint32 type; //4 0 trap with no despawn after cast. 1 trap despawns after cast. 2 bomb casts on spawn.
uint32 cooldown; //5 time in secs
int32 autoCloseTime; //6
uint32 startDelay; //7
uint32 serverOnly; //8
uint32 stealthed; //9
uint32 large; //10
uint32 invisible; //11
uint32 openTextID; //12 can be used to replace castBarCaption?
uint32 closeTextID; //13
uint32 ignoreTotems; //14
uint32 conditionID1; //15
} trap;
//7 GAMEOBJECT_TYPE_CHAIR
struct
{
uint32 slots; //0
uint32 height; //1
uint32 onlyCreatorUse; //2
uint32 triggeredEvent; //3
uint32 conditionID1; //4
} chair;
//8 GAMEOBJECT_TYPE_SPELL_FOCUS
struct
{
uint32 focusId; //0
uint32 dist; //1
uint32 linkedTrapId; //2
uint32 serverOnly; //3
uint32 questID; //4
uint32 large; //5
uint32 floatingTooltip; //6
uint32 floatOnWater; //7
uint32 conditionID1; //8
} spellFocus;
//9 GAMEOBJECT_TYPE_TEXT
struct
{
uint32 pageID; //0
uint32 language; //1
uint32 pageMaterial; //2
uint32 allowMounted; //3 Is usable while on mount/vehicle. (0/1)
uint32 conditionID1; //4
} text;
//10 GAMEOBJECT_TYPE_GOOBER
struct
{
uint32 lockId; //0 -> Lock.dbc
int32 questId; //1
uint32 eventId; //2
uint32 autoCloseTime; //3
uint32 customAnim; //4
uint32 consumable; //5
uint32 cooldown; //6
uint32 pageId; //7
uint32 language; //8
uint32 pageMaterial; //9
uint32 spellId; //10
uint32 noDamageImmune; //11
uint32 linkedTrapId; //12
uint32 large; //13
uint32 openTextID; //14 can be used to replace castBarCaption?
uint32 closeTextID; //15
uint32 losOK; //16 isBattlegroundObject
uint32 allowMounted; //17 Is usable while on mount/vehicle. (0/1)
uint32 floatingTooltip; //18
uint32 gossipID; //19
uint32 WorldStateSetsState; //20
uint32 floatOnWater; //21
uint32 conditionID1; //22
} goober;
//11 GAMEOBJECT_TYPE_TRANSPORT
struct
{
int32 stopFrame1; //0
uint32 startOpen; //1
uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / 0x10000
uint32 pause1EventID; //3
uint32 pause2EventID; //4
uint32 mapId; //5
int32 stopFrame2; //6
uint32 unknown;
int32 stopFrame3; //8
uint32 unknown2;
int32 stopFrame4; //10
} transport;
//12 GAMEOBJECT_TYPE_AREADAMAGE
struct
{
uint32 lockId; //0
uint32 radius; //1
uint32 damageMin; //2
uint32 damageMax; //3
uint32 damageSchool; //4
uint32 autoCloseTime; //5 secs till autoclose = autoCloseTime / 0x10000
uint32 openTextID; //6
uint32 closeTextID; //7
} areadamage;
//13 GAMEOBJECT_TYPE_CAMERA
struct
{
uint32 lockId; //0 -> Lock.dbc
uint32 cinematicId; //1
uint32 eventID; //2
uint32 openTextID; //3 can be used to replace castBarCaption?
uint32 conditionID1; //4
} camera;
//14 GAMEOBJECT_TYPE_MAPOBJECT - empty
//15 GAMEOBJECT_TYPE_MO_TRANSPORT
struct
{
uint32 taxiPathId; //0
uint32 moveSpeed; //1
uint32 accelRate; //2
uint32 startEventID; //3
uint32 stopEventID; //4
uint32 transportPhysics; //5
uint32 mapID; //6
uint32 worldState1; //7
uint32 canBeStopped; //8
} moTransport;
//16 GAMEOBJECT_TYPE_DUELFLAG - empty
//17 GAMEOBJECT_TYPE_FISHINGNODE - empty
//18 GAMEOBJECT_TYPE_SUMMONING_RITUAL
struct
{
uint32 reqParticipants; //0
uint32 spellId; //1
uint32 animSpell; //2
uint32 ritualPersistent; //3
uint32 casterTargetSpell; //4
uint32 casterTargetSpellTargets; //5
uint32 castersGrouped; //6
uint32 ritualNoTargetCheck; //7
} summoningRitual;
//19 GAMEOBJECT_TYPE_MAILBOX
struct
{
uint32 conditionID1; //0
} mailbox;
//20 GAMEOBJECT_TYPE_DO_NOT_USE - empty
//21 GAMEOBJECT_TYPE_GUARDPOST
struct
{
uint32 creatureID; //0
uint32 charges; //1
} guardpost;
//22 GAMEOBJECT_TYPE_SPELLCASTER
struct
{
uint32 spellId; //0
uint32 charges; //1
uint32 partyOnly; //2
uint32 allowMounted; //3 Is usable while on mount/vehicle. (0/1)
uint32 large; //4
uint32 conditionID1; //5
} spellcaster;
//23 GAMEOBJECT_TYPE_MEETINGSTONE
struct
{
uint32 minLevel; //0
uint32 maxLevel; //1
uint32 areaID; //2
} meetingstone;
//24 GAMEOBJECT_TYPE_FLAGSTAND
struct
{
uint32 lockId; //0
uint32 pickupSpell; //1
uint32 radius; //2
uint32 returnAura; //3
uint32 returnSpell; //4
uint32 noDamageImmune; //5
uint32 openTextID; //6
uint32 losOK; //7
} flagstand;
//25 GAMEOBJECT_TYPE_FISHINGHOLE
struct
{
uint32 radius; //0 how close bobber must land for sending loot
uint32 lootId; //1
uint32 minSuccessOpens; //2
uint32 maxSuccessOpens; //3
uint32 lockId; //4 -> Lock.dbc; possibly 1628 for all?
} fishinghole;
//26 GAMEOBJECT_TYPE_FLAGDROP
struct
{
uint32 lockId; //0
uint32 eventID; //1
uint32 pickupSpell; //2
uint32 noDamageImmune; //3
uint32 openTextID; //4
} flagdrop;
//27 GAMEOBJECT_TYPE_MINI_GAME
struct
{
uint32 gameType; //0
} miniGame;
//29 GAMEOBJECT_TYPE_CAPTURE_POINT
struct
{
uint32 radius; //0
uint32 spell; //1
uint32 worldState1; //2
uint32 worldstate2; //3
uint32 winEventID1; //4
uint32 winEventID2; //5
uint32 contestedEventID1; //6
uint32 contestedEventID2; //7
uint32 progressEventID1; //8
uint32 progressEventID2; //9
uint32 neutralEventID1; //10
uint32 neutralEventID2; //11
uint32 neutralPercent; //12
uint32 worldstate3; //13
uint32 minSuperiority; //14
uint32 maxSuperiority; //15
uint32 minTime; //16
uint32 maxTime; //17
uint32 large; //18
uint32 highlight; //19
uint32 startingValue; //20
uint32 unidirectional; //21
} capturePoint;
//30 GAMEOBJECT_TYPE_AURA_GENERATOR
struct
{
uint32 startOpen; //0
uint32 radius; //1
uint32 auraID1; //2
uint32 conditionID1; //3
uint32 auraID2; //4
uint32 conditionID2; //5
uint32 serverOnly; //6
} auraGenerator;
//31 GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY
struct
{
uint32 mapID; //0
uint32 difficulty; //1
} dungeonDifficulty;
//32 GAMEOBJECT_TYPE_BARBER_CHAIR
struct
{
uint32 chairheight; //0
uint32 heightOffset; //1
} barberChair;
//33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
struct
{
uint32 intactNumHits; //0
uint32 creditProxyCreature; //1
uint32 empty1; //2
uint32 intactEvent; //3
uint32 empty2; //4
uint32 damagedNumHits; //5
uint32 empty3; //6
uint32 empty4; //7
uint32 empty5; //8
uint32 damagedEvent; //9
uint32 empty6; //10
uint32 empty7; //11
uint32 empty8; //12
uint32 empty9; //13
uint32 destroyedEvent; //14
uint32 empty10; //15
uint32 rebuildingTimeSecs; //16
uint32 empty11; //17
uint32 destructibleData; //18
uint32 rebuildingEvent; //19
uint32 empty12; //20
uint32 empty13; //21
uint32 damageEvent; //22
uint32 empty14; //23
} building;
//34 GAMEOBJECT_TYPE_GUILDBANK
struct
{
uint32 conditionID1; //0
} guildbank;
//35 GAMEOBJECT_TYPE_TRAPDOOR
struct
{
uint32 whenToPause; // 0
uint32 startOpen; // 1
uint32 autoClose; // 2
} trapDoor;
// not use for specific field access (only for output with loop by all filed), also this determinate max union size
struct
{
uint32 data[MAX_GAMEOBJECT_DATA];
} raw;
};
std::string AIName;
uint32 ScriptId;
// helpers
bool IsDespawnAtAction() const
{
switch (type)
{
case GAMEOBJECT_TYPE_CHEST: return chest.consumable != 0;
case GAMEOBJECT_TYPE_GOOBER: return goober.consumable != 0;
default: return false;
}
}
bool IsUsableMounted() const
{
switch (type)
{
case GAMEOBJECT_TYPE_QUESTGIVER: return questgiver.allowMounted != 0;
case GAMEOBJECT_TYPE_TEXT: return text.allowMounted != 0;
case GAMEOBJECT_TYPE_GOOBER: return goober.allowMounted != 0;
case GAMEOBJECT_TYPE_SPELLCASTER: return spellcaster.allowMounted != 0;
default: return false;
}
}
uint32 GetLockId() const
{
switch (type)
{
case GAMEOBJECT_TYPE_DOOR: return door.lockId;
case GAMEOBJECT_TYPE_BUTTON: return button.lockId;
case GAMEOBJECT_TYPE_QUESTGIVER: return questgiver.lockId;
case GAMEOBJECT_TYPE_CHEST: return chest.lockId;
case GAMEOBJECT_TYPE_TRAP: return trap.lockId;
case GAMEOBJECT_TYPE_GOOBER: return goober.lockId;
case GAMEOBJECT_TYPE_AREADAMAGE: return areadamage.lockId;
case GAMEOBJECT_TYPE_CAMERA: return camera.lockId;
case GAMEOBJECT_TYPE_FLAGSTAND: return flagstand.lockId;
case GAMEOBJECT_TYPE_FISHINGHOLE:return fishinghole.lockId;
case GAMEOBJECT_TYPE_FLAGDROP: return flagdrop.lockId;
default: return 0;
}
}
bool GetDespawnPossibility() const // despawn at targeting of cast?
{
switch (type)
{
case GAMEOBJECT_TYPE_DOOR: return door.noDamageImmune != 0;
case GAMEOBJECT_TYPE_BUTTON: return button.noDamageImmune != 0;
case GAMEOBJECT_TYPE_QUESTGIVER: return questgiver.noDamageImmune != 0;
case GAMEOBJECT_TYPE_GOOBER: return goober.noDamageImmune != 0;
case GAMEOBJECT_TYPE_FLAGSTAND: return flagstand.noDamageImmune != 0;
case GAMEOBJECT_TYPE_FLAGDROP: return flagdrop.noDamageImmune != 0;
default: return true;
}
}
uint32 GetCharges() const // despawn at uses amount
{
switch (type)
{
//case GAMEOBJECT_TYPE_TRAP: return trap.charges;
case GAMEOBJECT_TYPE_GUARDPOST: return guardpost.charges;
case GAMEOBJECT_TYPE_SPELLCASTER: return spellcaster.charges;
default: return 0;
}
}
uint32 GetLinkedGameObjectEntry() const
{
switch (type)
{
case GAMEOBJECT_TYPE_BUTTON: return button.linkedTrap;
case GAMEOBJECT_TYPE_CHEST: return chest.linkedTrapId;
case GAMEOBJECT_TYPE_SPELL_FOCUS: return spellFocus.linkedTrapId;
case GAMEOBJECT_TYPE_GOOBER: return goober.linkedTrapId;
default: return 0;
}
}
uint32 GetAutoCloseTime() const
{
uint32 autoCloseTime = 0;
switch (type)
{
case GAMEOBJECT_TYPE_DOOR: autoCloseTime = door.autoCloseTime; break;
case GAMEOBJECT_TYPE_BUTTON: autoCloseTime = button.autoCloseTime; break;
case GAMEOBJECT_TYPE_TRAP: autoCloseTime = trap.autoCloseTime; break;
case GAMEOBJECT_TYPE_GOOBER: autoCloseTime = goober.autoCloseTime; break;
case GAMEOBJECT_TYPE_TRANSPORT: autoCloseTime = transport.autoCloseTime; break;
case GAMEOBJECT_TYPE_AREADAMAGE: autoCloseTime = areadamage.autoCloseTime; break;
default: break;
}
return autoCloseTime; // prior to 3.0.3, conversion was / 0x10000;
}
uint32 GetLootId() const
{
switch (type)
{
case GAMEOBJECT_TYPE_CHEST: return chest.lootId;
case GAMEOBJECT_TYPE_FISHINGHOLE: return fishinghole.lootId;
default: return 0;
}
}
uint32 GetGossipMenuId() const
{
switch (type)
{
case GAMEOBJECT_TYPE_QUESTGIVER: return questgiver.gossipID;
case GAMEOBJECT_TYPE_GOOBER: return goober.gossipID;
default: return 0;
}
}
uint32 GetEventScriptId() const
{
switch (type)
{
case GAMEOBJECT_TYPE_GOOBER: return goober.eventId;
case GAMEOBJECT_TYPE_CHEST: return chest.eventId;
case GAMEOBJECT_TYPE_CAMERA: return camera.eventID;
default: return 0;
}
}
uint32 GetCooldown() const // Cooldown preventing goober and traps to cast spell
{
switch (type)
{
case GAMEOBJECT_TYPE_TRAP: return trap.cooldown;
case GAMEOBJECT_TYPE_GOOBER: return goober.cooldown;
default: return 0;
}
}
};
// From `gameobject_template_addon`
struct GameObjectTemplateAddon
{
uint32 entry;
uint32 faction;
uint32 flags;
uint32 mingold;
uint32 maxgold;
};
struct GameObjectLocale
{
std::vector<std::string> Name;
std::vector<std::string> CastBarCaption;
};
struct TC_GAME_API QuaternionData
{
float x, y, z, w;
QuaternionData() : x(0.0f), y(0.0f), z(0.0f), w(1.0f) { }
QuaternionData(float X, float Y, float Z, float W) : x(X), y(Y), z(Z), w(W) { }
bool isUnit() const;
static QuaternionData fromEulerAnglesZYX(float Z, float Y, float X);
};
// `gameobject_addon` table
struct GameObjectAddon
{
QuaternionData ParentRotation;
InvisibilityType invisibilityType;
uint32 InvisibilityValue;
};
// `gameobject` table
struct GameObjectData : public SpawnData
{
GameObjectData() : SpawnData(SPAWN_TYPE_GAMEOBJECT) { }
QuaternionData rotation;
uint32 animprogress = 0;
GOState goState = GO_STATE_ACTIVE;
uint8 artKit = 0;
};
#endif // GameObjectData_h__