Files
Viano-Core/src/server/game/DataStores/DBCStructure.h
T
Ovahlord be239e4458 Core/Maps: implement map based world states and implemented support for required world states in achievement criterias
*converted Erduax' conditional achievement to world state based handling as example
2021-06-13 10:48:41 +02:00

2800 lines
117 KiB
C++

/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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 "Define.h"
#include "DBCEnums.h"
#include "SharedDefines.h"
#include "Util.h"
#include <set>
#include <map>
#include <unordered_map>
// Structures using to access raw DBC data and required packing to portability
#pragma pack(push, 1)
struct AchievementEntry
{
uint32 ID; // 0
int32 Faction; // 1 -1=all, 0=horde, 1=alliance
int32 Instance_ID; // 2 -1=none
//uint32 Supercedes; // 3 its Achievement parent (can`t start while parent uncomplete, use its Criteria if don`t have own, use its progress on begin)
char* Title; // 4
//char* Description; // 5
uint32 Category; // 6
uint32 Points; // 7 reward points
//uint32 Ui_order; // 8
uint32 Flags; // 9
//uint32 IconID; // 10 icon (from SpellIcon.dbc)
//char* Reward; // 11
uint32 Minimum_criteria; // 12 - need this count of completed criterias (own or referenced achievement criterias)
uint32 Shares_criteria; // 13 - referenced achievement (counting of all completed criterias)
};
struct AchievementCategoryEntry
{
uint32 ID; // 0
uint32 Parent; // 1 -1 for main category
//char* Name; // 2
//uint32 Ui_order; // 3
};
struct AchievementCriteriaEntry
{
uint32 ID; // 0
uint32 Achievement_ID; // 1
uint32 Type; // 2
union
{
// ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE = 0
/// @todo also used for player deaths..
struct
{
uint32 creatureID; // 3
uint64 creatureCount; // 4
} kill_creature;
// ACHIEVEMENT_CRITERIA_TYPE_WIN_BG = 1
struct
{
uint32 bgMapID; // 3
uint64 winCount; // 4
} win_bg;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ARCHAEOLOGY_PROJECTS = 3
struct
{
uint32 unused; // 3
uint32 count; // 4
} archaeology;
// ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL = 5
// ACHIEVEMENT_CRITERIA_TYPE_REACH_GUILD_LEVEL = 125
struct
{
uint32 unused; // 3
uint64 level; // 4
} reach_level;
// ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL = 7
struct
{
uint32 skillID; // 3
uint64 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
uint64 totalQuestCount; // 4
} complete_quest_count;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY = 10
struct
{
uint32 unused; // 3
uint64 numberOfDays; // 4
} complete_daily_quest_daily;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE = 11
struct
{
uint32 zoneID; // 3
uint64 questCount; // 4
} complete_quests_in_zone;
// ACHIEVEMENT_CRITERIA_TYPE_CURRENCY = 12
struct
{
uint32 currency;
uint64 count;
} currencyGain;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST = 14
struct
{
uint32 unused; // 3
uint64 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
uint64 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
uint64 questCount; // 4
} complete_quest;
// ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET = 28
// ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2 = 69
struct
{
uint32 spellID; // 3
uint64 spellCount; // 4
} be_spell_target;
// ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL = 29
// ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2 = 110
struct
{
uint32 spellID; // 3
uint64 castCount; // 4
} cast_spell;
// ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE
struct
{
uint32 objectiveId; // 3
uint64 completeCount; // 4
} bg_objective;
// ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA = 31
struct
{
uint32 areaID; // 3 Reference to AreaTable.dbc
uint64 killCount; // 4
} honorable_kill_at_area;
// ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA = 32
struct
{
uint32 mapID; // 3 Reference to Map.dbc
uint64 count; // 4 Number of times that the arena must be won.
} 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
uint64 itemCount; // 4
} own_item;
// ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA = 37
struct
{
uint32 unused; // 3
uint64 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}
uint64 teamrating; // 4
} reach_team_rating;
// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_PERSONAL_RATING = 39
struct
{
uint32 teamtype; // 3 {2, 3, 5}
uint64 PersonalRating; // 4
} highest_personal_rating;
// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL = 40
struct
{
uint32 skillID; // 3
uint64 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
uint64 itemCount; // 4
} use_item;
// ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM = 42
struct
{
uint32 itemID; // 3
uint64 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
uint64 numberOfSlots; // 4
} buy_bank_slot;
// ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION = 46
struct
{
uint32 factionID; // 3
uint64 reputationAmount; // 4 Total reputation amount, so 42000 = exalted
} gain_reputation;
// ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION= 47
struct
{
uint32 unused; // 3
uint64 numberOfExaltedFactions; // 4
} gain_exalted_reputation;
// ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP = 48
struct
{
uint32 unused; // 3
uint64 numberOfVisits; // 4
} visit_barber;
// ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM = 49
/// @todo where is the required itemlevel stored?
struct
{
uint32 itemSlot; // 3
uint64 count; // 4
} equip_epic_item;
// ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT = 50
struct
{
uint32 rollValue; // 3
uint64 count; // 4
} roll_need_on_loot;
// ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT = 51
struct
{
uint32 rollValue; // 3
uint64 count; // 4
} roll_greed_on_loot;
// ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS = 52
struct
{
uint32 classID; // 3
uint64 count; // 4
} hk_class;
// ACHIEVEMENT_CRITERIA_TYPE_HK_RACE = 53
struct
{
uint32 raceID; // 3
uint64 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
uint64 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
uint64 count; // 4
} healing_done;
// ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS = 56
struct
{
uint32 unused;
uint64 killCount;
} get_killing_blow;
// ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM = 57
struct
{
uint32 itemID; // 3
uint64 count; // 4
} equip_item;
// ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD= 62
struct
{
uint32 unused; // 3
uint64 goldInCopper; // 4
} quest_reward_money;
// ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY = 67
struct
{
uint32 unused; // 3
uint64 goldInCopper; // 4
} loot_money;
// ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT = 68
struct
{
uint32 goEntry; // 3
uint64 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
uint64 killCount; // 4
} special_pvp_kill;
// ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT = 72
struct
{
uint32 goEntry; // 3
uint64 lootCount; // 4
} fish_in_gameobject;
// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS = 75
struct
{
uint32 skillLine; // 3
uint64 spellCount; // 4
} learn_skillline_spell;
// ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL = 76
struct
{
uint32 unused; // 3
uint64 duelCount; // 4
} win_duel;
// ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM = 90
struct
{
uint32 unused; // 3
uint32 count; // 4
} loot_epic_item;
// 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
uint64 lootTypeCount; // 4
} loot_type;
// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE = 112
struct
{
uint32 skillLine; // 3
uint64 spellCount; // 4
} learn_skill_line;
// ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL = 113
struct
{
uint32 unused; // 3
uint64 killCount; // 4
} honorable_kill;
// ACHIEVEMENT_CRITERIA_TYPE_SPENT_GOLD_GUILD_REPAIRS = 124
struct
{
uint32 unused;
uint32 goldCount;
} spent_gold_guild_repairs;
// ACHIEVEMENT_CRITERIA_TYPE_REACH_GUILD_LEVEL = 125
struct
{
uint32 unused;
uint32 level;
} reach_guild_level;
// ACHIEVEMENT_CRITERIA_TYPE_CRAFT_ITEMS_GUILD = 126
struct
{
uint32 unused;
uint32 itemsCount;
} craft_items_guild;
// ACHIEVEMENT_CRITERIA_TYPE_CATCH_FROM_POOL = 127
struct
{
uint32 unused;
uint32 catchCount;
} catch_from_pool;
// ACHIEVEMENT_CRITERIA_TYPE_BUY_GUILD_BANK_SLOTS = 128
struct
{
uint32 unused;
uint32 slotsCount;
} buy_guild_bank_slots;
// ACHIEVEMENT_CRITERIA_TYPE_EARN_GUILD_ACHIEVEMENT_POINTS = 129
struct
{
uint32 unused;
uint32 pointsCount;
} earn_guild_achievement_points;
// ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_BATTLEGROUND = 130
struct
{
uint32 unused;
uint32 winCount;
} win_rated_battleground;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_GUILD = 134
struct
{
uint32 unused;
uint32 questCount;
} complete_quests_guild;
// ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILLS_GUILD = 135
struct
{
uint32 unused;
uint32 killCount;
} honorable_kills_guild;
// ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE_TYPE_GUILD = 136
struct
{
uint32 unused;
uint32 count;
} kill_creature_type_guild;
// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_GUILD_CHALLENGE_TYPE = 138
struct
{
uint32 flag; // 1: Guild Dungeon, 2:Guild raid, 3:Guild battleground
uint32 count;
} guild_challenge;
struct
{
uint32 unused; // 3
uint32 goldInCopper; // 4
} guild_gold_repairs;
struct
{
uint32 unused;
uint64 dungeonsComplete;
} use_lfg;
struct
{
uint32 field3; // 3 main requirement
uint64 count; // 4 main requirement count
} raw;
};
struct
{
uint32 additionalRequirement_type;
uint32 additionalRequirement_value;
} additionalRequirements[MAX_CRITERIA_REQUIREMENTS];
char* Description; // 9
uint32 Flags; // 10
uint32 Timer_start_event; // 11 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 Timer_asset_ID; // 12 Alway appears with timed events, used internally to start the achievement, store
uint32 Timer_time; // 13 time limit in seconds
uint32 Ui_order; // 14 also used in achievement shift-links as index in state bitmask
uint32 RequiredWorldStateID; // 15
int32 RequiredWorldStateValue; // 16
uint32 AdditionalConditionType[MAX_ADDITIONAL_CRITERIA_CONDITIONS]; // 17-19
uint32 AdditionalConditionValue[MAX_ADDITIONAL_CRITERIA_CONDITIONS]; // 20-22
};
struct AnimKitEntry
{
uint32 ID; // 0
//uint32 OneShotDuration; // 1
//uint32 OneShotStopAnimKitID; // 2
};
struct AreaTableEntry
{
uint32 ID; // 0
uint32 ContinentID; // 1
uint32 ParentAreaID; // 2 if 0 then it's zone, else it's zone id of this area
uint32 AreaBit; // 3
uint32 Flags; // 4
uint32 SoundProviderPref; // 5
uint32 SoundProviderPrefUnderwater; // 6
uint32 AmbienceID; // 7
uint32 ZoneMusic; // 8
uint32 IntroSound; // 9
uint32 ExplorationLevel; // 10
char const* AreaName; // 11
uint32 FactionGroupMask; // 12
uint32 LiquidTypeID[4]; // 13-16 liquid override by type
float MinElevation; // 17
float AmbientMultiplier; // 18 client only?
uint32 LightID; // 19
uint32 MountFlags; // 20
uint32 UwIntroSound; // 21 4.0.0
uint32 UwZoneMusic; // 22 4.0.0
uint32 UwAmbience; // 23 4.0.0
uint32 World_pvp_ID; // 24
int32 PvpCombatWorldStateID; // 25- worldStateId
// helpers
bool IsSanctuary() const
{
if (ContinentID == 609)
return true;
return (Flags & AREA_FLAG_SANCTUARY) != 0;
}
bool IsFlyable() const
{
if (Flags & AREA_FLAG_OUTLAND)
{
if (!(Flags & AREA_FLAG_NO_FLY_ZONE))
return true;
}
return false;
}
};
#define MAX_GROUP_AREA_IDS 6
struct AreaGroupEntry
{
uint32 ID; // 0
uint32 AreaID[MAX_GROUP_AREA_IDS]; // 1-6
uint32 NextAreaID; // 7 index of next group
};
struct AreaPOIEntry
{
uint32 ID; // 0
// uint32 Importance // 1
uint32 Icon[9]; // 2-10
// uint32 FactionID // 11
DBCPosition2D Pos; // 12 - 13
uint32 ContinentID; // 14
// uint32 Flags; // 15
uint32 AreaID; // 16
//char* Name; // 17
//char* Description; // 18
uint32 WorldStateID; // 19
//uint32 WorldMapLink; // 20
//uint32 PortLocID; // 21
};
struct AreaTriggerEntry
{
uint32 ID; // 0
uint32 ContinentID; // 1
DBCPosition3D Pos; // 2 - 4
uint32 PhaseUseFlags; // 5
uint32 PhaseID; // 6
uint32 PhaseGroupID; // 7
float Radius; // 8
float Box_length; // 9
float Box_width; // 10
float Box_height; // 11
float Box_yaw; // 12
};
struct ArmorLocationEntry
{
uint32 ID; // 0
float Value[5]; // 1-5 multiplier for armor types (cloth...plate, no armor?)
};
struct AuctionHouseEntry
{
uint32 ID; // 0 index
uint32 FactionID; // 1 id of faction.dbc for player factions associated with city
uint32 DepositRate; // 2 1/3 from real
uint32 ConsignmentRate; // 3
//char* Name; // 4
};
struct BankBagSlotPricesEntry
{
uint32 ID; // 0
uint32 Cost; // 1
};
struct BannedAddOnsEntry
{
uint32 ID; // 0
// uint32 NameMD5[4]; // 1 - 4
// uint32 VersionMD5[4]; // 5 - 8
// uint32 LastModified; // 9
// uint32 Flags; // 10
};
struct BarberShopStyleEntry
{
uint32 ID; // 0
uint32 Type; // 1 value 0 -> hair, value 2 -> facialhair
//char* DisplayName; // 2
//uint32 Description; // 3
//float Cost_Modifier; // 4
uint32 Race; // 5
uint32 Sex; // 6
uint32 Data; // 7
};
struct BattlemasterListEntry
{
uint32 ID; // 0
int32 MapID[8]; // 1-8
uint32 InstanceType; // 9 map type (3 - BG, 4 - arena)
//uint32 GroupsAllowed; // 10 (0 or 1)
char* Name; // 11
uint32 MaxGroupSize; // 12 maxGroupSize, used for checking if queue as group
uint32 HolidayWorldState; // 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 RatedPlayers; // 16 4.0.1
//uint32 MinPlayers; // 17 - 4.0.6.13596
//uint32 MaxPlayers; // 18 4.0.1
//uint32 Flags; // 19 4.0.3, value 2 for Rated Battlegrounds
};
#define MAX_OUTFIT_ITEMS 24
struct CharStartOutfitEntry
{
//uint32 ID; // 0
uint8 RaceID; // 1
uint8 ClassID; // 2
uint8 SexID; // 3
//uint8 OutfitID; // 4
int32 ItemID[MAX_OUTFIT_ITEMS]; // 5-28
//int32 DisplayItemID[MAX_OUTFIT_ITEMS]; // 29-52 not required at server side
//int32 InventoryType[MAX_OUTFIT_ITEMS]; // 53-76 not required at server side
uint32 PetDisplayID; // 77 Pet Model ID for starting pet
uint32 PetFamilyID; // 78 Pet Family Entry for starting pet
};
enum CharSectionFlags
{
SECTION_FLAG_PLAYER = 0x01,
SECTION_FLAG_DEATH_KNIGHT = 0x04
};
enum CharSectionType
{
SECTION_TYPE_SKIN = 0,
SECTION_TYPE_FACE = 1,
SECTION_TYPE_FACIAL_HAIR = 2,
SECTION_TYPE_HAIR = 3,
SECTION_TYPE_UNDERWEAR = 4
};
struct CharSectionsEntry
{
//uint32 ID // 0
uint32 RaceID; // 1
uint32 SexID; // 2
uint32 BaseSection; // 3
//char* TextureName[3]; // 4 - 7
uint32 Flags; // 8
uint32 VariationIndex; // 9
uint32 ColorIndex; // 10
};
struct CharTitlesEntry
{
uint32 ID; // 0 title ids, for example in Quest::GetCharTitleId()
//uint32 Condition_ID; // 1
char* Name; // 2
char* Name1; // 3
uint32 Mask_ID; // 4 used in PLAYER_CHOSEN_TITLE and 1<<index in PLAYER__FIELD_KNOWN_TITLES
//uint32 Flags // 5
};
struct ChatChannelsEntry
{
uint32 ID; // 0
uint32 Flags; // 1
//uint32 FactionGroup // 2
char* Name; // 3
//char* Shortcut; // 4
};
struct ChrClassesEntry
{
uint32 ID; // 0
uint32 DisplayPower; // 1
//char* PetNameToken // 2
char* Name; // 3
//char* Name_female; // 4
//char* Name_male; // 5
//char* Filename // 6
uint32 SpellClassSet; // 7
//uint32 Flags; // 8 (0x08 HasRelicSlot)
uint32 CinematicSequenceID; // 9
uint32 Required_expansion; // 10
uint32 AttackPowerPerStrength; // 11
uint32 AttackPowerPerAgility; // 12
uint32 RangedAttackPowerPerAgility; // 13
};
struct ChrRacesEntry
{
uint32 ID; // 0
uint32 Flags; // 1
uint32 FactionID; // 2
// uint32 ExplorationSoundID // 3
uint32 MaleDisplayID; // 4
uint32 FemaleDisplayID; // 5
// char* ClientPrefix // 6
uint32 BaseLanguage; // 7 (7-Alliance 1-Horde)
// uint32 CreatureType // 8
// uint32 ResSicknessSpellID // 9
// uint32 SplashSoundID // 10
// char* ClientFileString // 11
uint32 CinematicSequenceID; // 12 id from CinematicSequences.dbc
//uint32 Alliance; // 13 (0 alliance, 1 horde, 2 not available?)
char* Name; // 14 used for DBC language detection/selection
//char* Name_female; // 15
//char* Name_male; // 16
// uint32 FacialHairCustomization[2] // 17-18
// uint32 HairCustomization // 19
uint32 Race_related; // 20
//uint32 UnalteredVisualRaceID // 21 (23 for worgens)
//uint32 UaMaleCreatureSoundDataID // 22 4.0.0
//uint32 UaFemaleCreatureSoundDataID // 23 4.0.0
};
struct ChrPowerTypesEntry
{
uint32 ID; // 0
uint32 ClassID; // 1
uint32 PowerType; // 2
};
struct CinematicCameraEntry
{
uint32 ID; // 0
char const* Model; // 1 Model filename (translate .mdx to .m2)
uint32 SoundID; // 2 Sound ID (voiceover for cinematic)
DBCPosition3D Origin; // 3-5 Position in map used for basis for M2 co-ordinates
float OriginFacing; // 4 Orientation in map used for basis for M2 co-ordinates
};
struct CinematicSequencesEntry
{
uint32 ID; // 0 index
//uint32 SoundID; // 1 always 0
uint32 Camera[8]; // 2 id in CinematicCamera.dbc
};
struct CreatureDisplayInfoEntry
{
uint32 ID; // 0
uint32 ModelID; // 1
// uint32 SoundID // 2
uint32 ExtendedDisplayInfoID; // 3
float CreatureModelScale; // 4
// uint32 CreatureModelAlpha // 5
// char* TextureVariation[3] // 6-8
// char* PortraitTextureName // 9
// uint32 SizeClass // 10
// uint32 BloodID // 11
// uint32 NPCSoundID // 12
// uint32 ParticleColorID // 13
// uint32 CreatureGeosetData // 14
// uint32 ObjectEffectPackageID // 15
// uint32 AnimReplacementSetID // 16
};
struct CreatureDisplayInfoExtraEntry
{
// uint32 ID; // 0
uint32 DisplayRaceID; // 1
uint32 DisplaySexID; // 2
// uint32 SkinID; // 3
// uint32 FaceID; // 4
// uint32 HairStyleID; // 5
// uint32 HairColorID; // 6
// uint32 FacialHairID; // 7
// uint32 NPCItemDisplay[11] // 8 - 18
// uint32 Flags; // 19
// char const* BakeName; // 20
};
struct CreatureFamilyEntry
{
uint32 ID; // 0
float MinScale; // 1
uint32 MinScaleLevel; // 2
float MaxScale; // 3
uint32 MaxScaleLevel; // 4
uint32 SkillLine[2]; // 5-6
uint32 PetFoodMask; // 7
int32 PetTalentType; // 8
// uint32 CategoryEnumID // 9
char* Name; // 10
// char* IconFile // 11
};
struct CreatureModelDataEntry
{
uint32 ID; // 0
uint32 Flags; // 1
char* ModelName; // 2
// uint32 SizeClass; // 3
float ModelScale; // 4 Used in calculation of unit collision data
// uint32 BloodID // 5
// uint32 FootprintTextureID // 6
// uint32 FootprintTextureLength // 7
// uint32 FootprintTextureWidth // 8
// float FootprintParticleScale // 9
// uint32 FoleyMaterialID // 10
// float FootstepShakeSize // 11
// uint32 DeathThudShakeSize // 12
// uint32 SoundID // 13
// float CollisionWidth; // 14
float CollisionHeight; // 15
float MountHeight; // 16 Used in calculation of unit collision data when mounted
// float GeoBoxMin[3] // 17 - 19
// float GeoBoxMax[3] // 20 - 22
// float WorldEffectScale // 23
// float AttachedEffectScale // 24
// float MissileCollisionRadius // 25
// float MissileCollisionPush // 26
// float MissileCollisionRaise // 27
// float OverrideLootEffectScale // 28
// float OverrideNameScale // 29
float TamedPetBaseScale; // 30
};
struct CreatureSpellDataEntry
{
uint32 ID; // 0
uint32 Spells[MAX_CREATURE_SPELL_DATA_SLOT]; // 1-4
//uint32 Availability[MAX_CREATURE_SPELL_DATA_SLOT]; // 4-7
};
struct CreatureTypeEntry
{
uint32 ID; // 0
//char* Name; // 1
//uint32 Flags; // 2
};
/* not used
struct CurrencyCategoryEntry
{
uint32 ID; // 0
uint32 Flags; // 1
char* Name; // 3
};
*/
struct CurrencyTypesEntry
{
uint32 ID; // 0
uint32 CategoryID; // 1
// char* Name; // 2
// char* InventoryIcon1; // 3
// uint32 InventoryIcon2; // 4
// uint32 SpellWeight; // 5
uint32 SpellCategory; // 6
uint32 MaxQty; // 7
uint32 MaxEarnablePerWeek; // 8
uint32 Flags; // 9
//uint32 Description; // 10
};
struct DestructibleModelDataEntry
{
uint32 ID; // 1
uint32 State0WMO; // 2
//uint32 State0ImpactEffectDoodadSet; // 3
//uint32 State0AmbientDoodadSet; // 4
//uint32 State0NameSet; // 5
uint32 State1WMO; // 6
//uint32 State1DestructionDoodadSet; // 7
//uint32 State1ImpactEffectDoodadSet; // 8
//uint32 State1AmbientDoodadSet; // 9
//uint32 State1NameSet; // 10
uint32 State2WMO; // 11
//uint32 State2DestructionDoodadSet; // 12
//uint32 State2ImpactEffectDoodadSet; // 13
//uint32 State2AmbientDoodadSet; // 14
//uint32 State2NameSet; // 15
uint32 State3WMO; // 16
//uint32 State3InitDoodadSet; // 17
//uint32 State3AmbientDoodadSet; // 18
//uint32 State3NameSet; // 19
//uint32 EjectDirection; // 20
//uint32 RepairGroundFx; // 21
//uint32 DoNotHighlight; // 22
//uint32 HealEffect; // 23
//uint32 HealEffectSpeed; // 24
};
struct DungeonEncounterEntry
{
uint32 ID; // 0
uint32 MapID; // 1
int32 DifficultyID; // 2
// uint32 OrderIndex; // 3
uint32 Bit; // 4 used for creating completed masks
char* Name; // 5 encounter name
//uint32 CreatureDisplayID; // 6
//uint32 SpellIconID; // 7
};
struct DurabilityCostsEntry
{
uint32 ID; // 0
uint32 Multiplier[29]; // 1-29 WeaponSubClassCost<32>[21] + ArmorSubClassCost<32>[8]
};
struct DurabilityQualityEntry
{
uint32 ID; // 0
float Data; // 1
};
struct EmotesEntry
{
uint32 ID; // 0
//char* EmoteSlashCommand; // 1, internal name
//uint32 AnimID; // 2, ref to animationData
uint32 EmoteFlags; // 3, bitmask, may be unit_flags
uint32 EmoteSpecProc; // 4, Can be 0, 1 or 2 (determine how emote are shown)
uint32 EmoteSpecProcParam; // 5, uncomfirmed, may be enum UnitStandStateType
//uint32 EventSoundID; // 6, ref to soundEntries
//uint32 SpellVisualKitID // 7
};
struct EmotesTextEntry
{
uint32 ID; // 0
// char* Name; // 1
uint32 EmoteID; // 2
// uint32 EmoteText[16]; // 3 - 18
};
struct EmotesTextSoundEntry
{
uint32 ID; // 0
uint32 EmotesTextID; // 1
uint32 RaceID; // 2
uint32 SexID; // 3 0 male / 1 female
uint32 SoundID; // 4
};
struct FactionEntry
{
uint32 ID; // 0
int32 ReputationIndex; // 1
uint32 ReputationRaceMask[4]; // 2 - 5
uint32 ReputationClassMask[4]; // 6 - 9
int32 ReputationBase[4]; // 10 - 13
uint32 ReputationFlags[4]; // 14 - 17
uint32 ParentFactionID; // 18
float ParentFactionMod[2]; // 19 - 20 Faction gains incoming rep * spilloverRateIn and Faction outputs rep * spilloverRateOut as spillover reputation
uint32 ParentFactionCap[2]; // 21 - 22 The highest rank the faction will profit from incoming spillover and It does not seem to be the max standing at which a faction outputs spillover ...so no idea
char* Name; // 23
// char* Description; // 24
uint32 Expansion; // 25
// helpers
bool CanHaveReputation() const
{
return ReputationIndex >= 0;
}
};
#define MAX_FACTION_RELATIONS 4
struct FactionTemplateEntry
{
uint32 ID; // 0
uint32 Faction; // 1
uint32 Flags; // 2
uint32 FactionGroup; // 3
uint32 FriendGroup; // 4
uint32 EnemyGroup; // 5
uint32 Enemies[MAX_FACTION_RELATIONS]; // 6
uint32 Friend[MAX_FACTION_RELATIONS]; // 10
// helpers
bool IsFriendlyTo(FactionTemplateEntry const& entry) const
{
if (ID == entry.ID)
return true;
if (entry.Faction)
{
for (uint8 i = 0; i < MAX_FACTION_RELATIONS; ++i)
if (Enemies[i] == entry.Faction)
return false;
for (uint8 i = 0; i < MAX_FACTION_RELATIONS; ++i)
if (Friend[i] == entry.Faction)
return true;
}
return (FriendGroup & entry.FactionGroup) || (FactionGroup & entry.FriendGroup);
}
bool IsHostileTo(FactionTemplateEntry const& entry) const
{
if (ID == entry.ID)
return false;
if (entry.Faction)
{
for (uint8 i = 0; i < MAX_FACTION_RELATIONS; i++)
if (Enemies[i] == entry.Faction)
return true;
for (uint8 i = 0; i < MAX_FACTION_RELATIONS; i++)
if (Friend[i] == entry.Faction)
return false;
}
return (EnemyGroup & entry.FactionGroup) != 0;
}
bool IsHostileToPlayers() const { return (EnemyGroup & FACTION_MASK_PLAYER) != 0; }
bool IsNeutralToAll() const
{
for (uint8 i = 0; i < MAX_FACTION_RELATIONS; i++)
if (Enemies[i] != 0)
return false;
return EnemyGroup == 0 && FriendGroup == 0;
}
bool IsContestedGuardFaction() const { return (Flags & FACTION_TEMPLATE_FLAG_CONTESTED_GUARD) != 0; }
};
struct GameObjectArtKitEntry
{
uint32 ID; // 0
//char* TextureVariation[3] // 1-3
//char* AttachModel[4] // 4-8
};
struct GameObjectDisplayInfoEntry
{
uint32 ID; // 0
char* ModelName; // 1
// uint32 Sound[10]; // 2 - 11
DBCPosition3D GeoBoxMin; // 12 - 14
DBCPosition3D GeoBoxMax; // 15 - 17
// uint32 ObjectEffectPackageID; // 18
// float OverrideLootEffectScale; // 19
// float OverrideNameScale; // 20
};
struct GemPropertiesEntry
{
uint32 ID; // 0
uint32 Enchant_ID; // 1
// uint32 Maxcount_inv; // 2
// uint32 Maxcount_item; // 3
uint32 Type; // 4
uint32 Min_item_level; // 5
};
struct GlyphPropertiesEntry
{
uint32 ID; // 0
uint32 SpellID; // 1
uint32 GlyphSlotFlags; // 2
uint32 SpellIconID; // 3 GlyphIconId (SpellIcon.dbc)
};
struct GlyphSlotEntry
{
uint32 ID; // 0
uint32 Type; // 1
uint32 Tooltip; // 2
};
// 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 GtNPCManaCostScalerEntry
{
float ratio;
};
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;
};
struct GtSpellScalingEntry
{
float value;
};
struct GtOCTBaseHPByClassEntry
{
float ratio;
};
struct GtOCTBaseMPByClassEntry
{
float ratio;
};
struct GuildPerkSpellsEntry
{
// uint32 ID; // 0
uint32 GuildLevel; // 1
uint32 SpellID; // 2
};
/* not used
struct HolidayDescriptionsEntry
{
uint32 ID; // 0
//char* Description // 1
};
*/
/* not used
struct HolidayNamesEntry
{
uint32 ID; // 0
//char* Name // 1
};
*/
#define MAX_HOLIDAY_DURATIONS 10
#define MAX_HOLIDAY_DATES 26
#define MAX_HOLIDAY_FLAGS 10
struct HolidaysEntry
{
uint32 ID; // 0
uint32 Duration[MAX_HOLIDAY_DURATIONS]; // 1-10
uint32 Date[MAX_HOLIDAY_DATES]; // 11-36 (dates in unix time starting at January, 1, 2000)
uint32 Region; // 37 (wow region)
uint32 Looping; // 38
uint32 CalendarFlags[MAX_HOLIDAY_FLAGS]; // 39-48
//uint32 HolidayNameID; // 49 (HolidayNames.dbc)
//uint32 HolidayDescriptionID; // 50 (HolidayDescriptions.dbc)
char* TextureFilename; // 51
uint32 Priority; // 52
int32 CalendarFilterType; // 53 (-1 = Fishing Contest, 0 = Unk, 1 = Darkmoon Festival, 2 = Yearly holiday)
//uint32 Flags; // 54 (0 = Darkmoon Faire, Fishing Contest and Wotlk Launch, rest is 1)
};
// ImportPriceArmor.dbc
struct ImportPriceArmorEntry
{
uint32 ID; // 0 Id/InventoryType
float ClothModifier; // 1 Price factor cloth
float LeatherModifier; // 2 Price factor leather
float ChainModifier; // 3 Price factor mail
float PlateModifier; // 4 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
float Data; // 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 Data; // 2 Price factor
};
// ItemPriceBase.dbc
struct ItemPriceBaseEntry
{
// uint32 ID; // 0
uint32 ItemLevel; // 1 Item level (1 - 1000)
float Armor; // 2 Price factor for armor
float Weapon; // 3 Price factor for weapons
};
struct ItemReforgeEntry
{
uint32 ID; // 0
uint32 Source_stat; // 1
float Source_multiplier; // 2
uint32 Target_stat; // 3
float Target_multiplier; // 4
};
// 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 Quality[7]; // 1-7 multiplier for item quality
uint32 ItemLevel; // 8 item level
};
struct ItemArmorQualityEntry
{
uint32 ID; // 0
float Qualitymod[7]; // 1-7 multiplier for item quality
uint32 ItemLevel; // 8 item level
};
struct ItemArmorShieldEntry
{
uint32 ID; // 0
uint32 ItemLevel; // 1 item level
float Quality[7]; // 2-8 multiplier for item quality
};
struct ItemArmorTotalEntry
{
uint32 ID; // 0
uint32 ItemLevel; // 1 item level
float Value[4]; // 2-5 multiplier for armor types (cloth...plate)
};
// ItemClass.dbc
struct ItemClassEntry
{
// uint32 ID; // 0
uint32 ClassID; // 1 item class id
//uint32 SubclassMapID; // 2
//uint32 Flags; // 3 1 for weapon, 0 for everything else
float PriceModifier; // 4 used to calculate certain prices
//char* ClassName; // 5 class name
};
struct ItemBagFamilyEntry
{
uint32 ID; // 0
//char* Name; // 1
};
struct ItemDisplayInfoEntry
{
uint32 ID; // 0
// char* ModelName[2]; // 1 - 2
// char* ModelTexture[2]; // 3 - 4
// char* InventoryIcon[2]; // 5 - 6
// uint32 GeosetGroup[2]; // 7 - 8
// uint32 Flags; // 9
// uint32 SpellVisualID; // 10
// uint32 GroupSoundIndex; // 11
// uint32 HelmetGeosetVisID[2]; // 12 - 13
// char* Texture[8] // 14 - 21
// uint32 ItemVisual; // 22
// uint32 ParticleColorID; // 23
};
struct ItemDisenchantLootEntry
{
uint32 ID; // 0
uint32 Class; // 1
int32 Subclass; // 2
uint32 Quality; // 3
uint32 MinLevel; // 4
uint32 MaxLevel; // 5
uint32 SkillRequired; // 6
};
struct ItemLimitCategoryEntry
{
uint32 ID; // 0
//char* Name; // 1
uint32 Quantity; // 2 max allowed equipped as item or in gem slot
uint32 Flags; // 3 0 = have, 1 = equip (enum ItemLimitCategoryMode)
};
#define MAX_ITEM_ENCHANTMENT_EFFECTS 3
struct ItemRandomPropertiesEntry
{
uint32 ID; // 0
//char* Name // 1
uint32 Enchantment[5]; // 2 - 6
char* Name; // 7
};
struct ItemRandomSuffixEntry
{
uint32 ID; // 0
char* Name; // 1
// char* InternalName // 2
uint32 Enchantment[5]; // 3 - 7
uint32 AllocationPct[5]; // 8 - 12
};
#define MAX_ITEM_SET_ITEMS 17
#define MAX_ITEM_SET_SPELLS 8
struct ItemSetEntry
{
//uint32 ID // 0
char* Name; // 1
uint32 ItemID[MAX_ITEM_SET_ITEMS]; // 2-18
uint32 SetSpellID[MAX_ITEM_SET_SPELLS]; // 19-26
uint32 SetThreshold[MAX_ITEM_SET_SPELLS]; // 27-34
uint32 RequiredSkill; // 35
uint32 RequiredSkillRank; // 36
};
struct LFGDungeonEntry
{
uint32 ID; // 0
char* Name; // 1
uint32 MinLevel; // 2
uint32 Maxlevel; // 3
uint32 Target_level; // 4
uint32 Target_level_min; // 5
uint32 Target_level_max; // 6
int32 MapID; // 7
uint32 DifficultyID; // 8
uint32 Flags; // 9
uint32 TypeID; // 10
//uint32 Faction; // 11
//char* TextureFilename; // 12
uint32 ExpansionLevel; // 13
//uint32 Order_index; // 14
uint32 Group_ID; // 15
//char* Description; // 16 Description
uint32 Random_ID; // 17 RandomDungeonID assigned for this dungeon
uint32 Count_tank; // 18
uint32 Count_healer; // 19
uint32 Count_damage; // 20
// Helpers
uint32 Entry() const { return ID + (TypeID << 24); }
};
struct LFGDungeonsGroupingMapEntry
{
uint32 ID; // 0
uint32 LfgDungeonsID; // 1
uint32 Random_lfgDungeonsID; // 2
uint32 Group_ID; // 3
};
struct LightEntry
{
uint32 ID; // 0
uint32 ContinentID; // 1
float X; // 2
float Y; // 3
float Z; // 4
// float FalloffStart; // 5
// float FalloffEnd; // 6
// uint32 LightParamsID[8]; // 7 - 14
};
struct LiquidTypeEntry
{
uint32 ID; // 1
//char* Name; // 2
//uint32 Flags; // 3
uint32 SoundBank; // 4
//uint32 SoundID; // 5
uint32 SpellID; // 6
//float MaxDarkenDepth; // 7
//float FogDarkenIntensity; // 8
//float AmbDarkenIntensity; // 9
//float DirDarkenIntensity; // 10
//uint32 LightID; // 11
//float ParticleScale; // 12
//uint32 ParticleMovement; // 13
//uint32 ParticleTexSlots; // 14
//uint32 MaterialID; // 15
//char* Texture[6]; // 16 - 20
//uint32 Color[2]; // 21 - 22
//float Float[18]; // 23 - 40
//uint32 Int[4]; // 41 - 44
};
#define MAX_LOCK_CASE 8
struct LockEntry
{
uint32 ID; // 0
uint32 Type[MAX_LOCK_CASE]; // 1-8
uint32 Index[MAX_LOCK_CASE]; // 9-16
uint32 Skill[MAX_LOCK_CASE]; // 17-24
//uint32 Action[MAX_LOCK_CASE]; // 25-32
};
struct PhaseEntry
{
uint32 ID; // 0
char* Name; // 1
uint32 Flags; // 2
};
struct PhaseGroupEntry
{
uint32 ID; // 1
uint32 PhaseID; // 2
uint32 PhaseGroupID; // 3
};
struct MailTemplateEntry
{
uint32 ID; // 0
//char* Subject; // 1
char* Body; // 2
};
struct MapEntry
{
uint32 ID; // 0
char const* Directory; // 1
uint32 MapType; // 2
uint32 Flags; // 3
uint32 InstanceType; // 4
uint32 PVP; // 5 0 or 1 for battlegrounds (not arenas)
char const* MapName; // 6
uint32 AreaTableID; // 7
char const* MapDescription0; // 8 Horde
char const* MapDescription1; // 9 Alliance
uint32 LoadingScreenID; // 10 (LoadingScreens.dbc)
float MinimapIconScale; // 11
int32 CorpseMapID; // 12 map_id of entrance map in ghost mode (continent always and in most cases = normal entrance)
DBCPosition2D Corpse; // 13 - 14 entrance coordinates in ghost mode (in most cases = normal entrance)
uint32 TimeOfDayOverride; // 15
uint32 ExpansionID; // 16
uint32 RaidOffset; // 17
uint32 MaxPlayers; // 18
int32 ParentMapID; // 19
// Helpers
uint32 Expansion() const { return ExpansionID; }
bool IsDungeon() const { return MapType == MAP_INSTANCE || MapType == MAP_RAID; }
bool IsNonRaidDungeon() const { return MapType == MAP_INSTANCE; }
bool Instanceable() const { return MapType == MAP_INSTANCE || MapType == MAP_RAID || MapType == MAP_BATTLEGROUND || MapType == MAP_ARENA; }
bool IsRaid() const { return MapType == MAP_RAID; }
bool IsBattleground() const { return MapType == MAP_BATTLEGROUND; }
bool IsBattleArena() const { return MapType == MAP_ARENA; }
bool IsBattlegroundOrArena() const { return MapType == MAP_BATTLEGROUND || MapType == MAP_ARENA; }
bool IsWorldMap() const { return MapType == MAP_COMMON; }
bool GetEntrancePos(int32 &mapid, float &x, float &y) const
{
if (CorpseMapID < 0)
return false;
mapid = CorpseMapID;
x = Corpse.X;
y = Corpse.Y;
return true;
}
bool IsContinent() const
{
return ID == 0 || ID == 1 || ID == 530 || ID == 571;
}
bool IsDynamicDifficultyMap() const { return (Flags & MAP_FLAG_DYNAMIC_DIFFICULTY) != 0; }
};
struct MapDifficultyEntry
{
//uint32 ID; // 0
uint32 MapID; // 1
uint32 Difficulty; // 2 (for arenas: arena slot)
char* Message; // 3 (text showed when transfer to map failed)
uint32 RaidDuration; // 4 in secs, 0 if no fixed reset time
uint32 MaxPlayers; // 5 some heroic versions have 0 when expected same amount as in normal version
//char* Difficultystring; // 6
};
struct MountCapabilityEntry
{
uint32 ID; // 1
uint32 Flags; // 2
uint32 ReqRidingSkill; // 3
uint32 ReqAreaID; // 4
uint32 ReqSpellAuraID; // 5
uint32 ReqSpellKnownID; // 6
uint32 ModSpellAuraID; // 7
int32 ReqMapID; // 8
};
#define MAX_MOUNT_CAPABILITIES 24
struct MountTypeEntry
{
uint32 ID;
uint32 Capability[MAX_MOUNT_CAPABILITIES];
};
struct MovieEntry
{
uint32 ID; // 0 index
//char* Filename; // 1
//uint32 Volume; // 2
//uint32 KeyID; // 3
};
struct NameGenEntry
{
//uint32 ID; // 1
char* Name; // 2
uint32 RaceID; // 3
uint32 Sex; // 4
};
struct NumTalentsAtLevelEntry
{
//uint32 Level; // 0 index
float NumberOfTalents; // 1 talent count
};
struct NamesProfanityEntry
{
// uint32 ID; // 0
char const* Name; // 1
int32 Language; // 2
};
struct NamesReservedEntry
{
// uint32 ID; // 0
char const* Name; // 1
int32 Language; // 2
};
#define MAX_OVERRIDE_SPELL 10
struct OverrideSpellDataEntry
{
uint32 ID; // 0
uint32 Spells[MAX_OVERRIDE_SPELL]; // 1-10
// uint32 Flags; // 11
// char* PlayerActionbar; // 12
};
struct PowerDisplayEntry
{
uint32 ID; // 0
uint32 ActualType; // 1
// char* GlobalStringBaseTag; // 2
// uint8 Red; // 3
// uint8 Green; // 4
// uint8 Blue; // 5
// uint8 Padding // 6
};
struct PvPDifficultyEntry
{
//uint32 ID; // 0
uint32 MapID; // 1
uint32 RangeIndex; // 2
uint32 MinLevel; // 3
uint32 MaxLevel; // 4
uint32 Difficulty; // 5
// helpers
BattlegroundBracketId GetBracketId() const { return BattlegroundBracketId(RangeIndex); }
};
struct QuestSortEntry
{
uint32 ID; // 0
//char* SortName; // 1
};
struct QuestXPEntry
{
uint32 ID; // 0
uint32 Difficulty[10]; // 1 - 10
};
struct QuestFactionRewEntry
{
uint32 ID; // 0
int32 Difficulty[10]; // 1 - 11
};
struct QuestPOIBlobEntry
{
uint32 ID; // 0
uint32 NumPoints; // 1
uint32 MapID; // 2
uint32 WorldMapAreaID; // 3
};
struct QuestPOIPointEntry
{
uint32 ID; // 0
int32 X; // 1
int32 Y; // 2
uint32 QuestPOIBlobID; // 3
};
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
};
// ResearchBranch.dbc
struct ResearchBranchEntry
{
uint32 ID; // 0
char* Name; // 1
uint32 ResearchFieldID; // 2
uint32 CurrencyID; // 3
char* Texture; // 4
uint32 ItemID; // 5
};
// ResearchField.dbc
struct ResearchFieldEntry
{
uint32 ID; // 0
char* Name; // 1
uint32 Slot; // 2
};
// ResearchProject.dbc
struct ResearchProjectEntry
{
uint32 ID; // 0
char* Name; // 1
char* Description; // 2
uint32 Rarity; // 3
uint32 ResearchBranchID; // 4
uint32 SpellID; // 5
uint32 NumSockets; // 6
char* Texture; // 7
uint32 RequiredWeight; // 8
};
// ResearchSite.dbc
struct ResearchSiteEntry
{
uint32 ID; // 1
uint32 MapID; // 2
uint32 QuestPOIBlobID; // 3
char* Name; // 4
char* AreaPOIIconEnum; // 5
// Helpers
bool IsValid() const
{
return ID != 140 && // template
ID != 142 && // template
ID != 161 && // template
ID != 471 && // Vashj'ir
ID != 473 && // Vashj'ir
ID != 475; // Vashj'ir
}
};
struct ScalingStatDistributionEntry
{
uint32 ID; // 0
int32 StatID[10]; // 1 - 10
uint32 Bonus[10]; // 11 - 20
uint32 Minlevel; // 21
uint32 Maxlevel; // 22
};
struct ScalingStatValuesEntry
{
uint32 ID; // 0
uint32 Charlevel; // 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
// char* name[16]; // 1 - 17
// // 18
// uint32 displayOrder; // 19
//};
struct SkillLineEntry
{
uint32 ID; // 0
int32 CategoryID; // 1
char* DisplayName; // 3
//char* Description; // 4
uint32 SpellIconID; // 5
//char* AlternateVerb; // 6
uint32 CanLink; // 7 (prof. with recipe)
};
struct SkillLineAbilityEntry
{
uint32 ID; // 0
uint32 SkillLine; // 1
uint32 Spell; // 2
uint32 RaceMask; // 3
uint32 ClassMask; // 4
//uint32 ExcludeRace; // 5
//uint32 ExcludeClass; // 6
uint32 MinSkillLineRank; // 7
uint32 SupercededBySpell; // 8
uint32 AcquireMethod; // 9
uint32 TrivialSkillLineRankHigh; // 10
uint32 TrivialSkillLineRankLow; // 11
uint32 NumSkillUps; // 12
uint32 UniqueBit; // 13
};
struct SkillRaceClassInfoEntry
{
//uint32 ID; // 0
uint32 SkillID; // 1
uint32 RaceMask; // 2
uint32 ClassMask; // 3
uint32 Flags; // 4
uint32 Availability; // 5
//uint32 MinLevel; // 6
uint32 SkillTierID; // 7
//uint32 SkillCostIndex; // 8
};
#define MAX_SKILL_STEP 16
struct SkillTiersEntry
{
uint32 ID; // 0
//uint32 Cost[MAX_SKILL_STEP]; // 1-16
uint32 Value[MAX_SKILL_STEP]; // 17-32
};
struct SoundEntriesEntry
{
uint32 ID; // 0
//uint32 SoundType; // 1
//char* Name; // 2
//char* File[10]; // 3 - 12
//uint32 Freq[10]; // 13 - 22
//char* DirectoryBase; // 23
//float VolumeFloat; // 24
//uint32 Flags; // 25
//float MinDistance; // 26
//float DistanceCutoff; // 27
//uint32 EAXDef; // 28
//uint32 SoundEntriesAdvancedID; // 29
//float Volumevariationplus; // 30
//float Volumevariationminus; // 31
//float Pitchvariationplus; // 32
//float Pitchvariationminus; // 33
//float PitchAdjust; // 34
};
// SpellEffect.dbc
struct SpellEffectEntry
{
uint32 ID; // 0
uint32 Effect; // 1
float EffectAmplitude; // 2
uint32 EffectAura; // 3
uint32 EffectAuraPeriod; // 4
int32 EffectBasePoints; // 5
float EffectBonusCoefficient; // 6
float EffectChainAmplitude; // 7
uint32 EffectChainTargets; // 8
int32 EffectDieSides; // 9
uint32 EffectItemType; // 10
uint32 EffectMechanic; // 11
int32 EffectMiscValue; // 12
int32 EffectMiscValueB; // 13
float EffectPointsPerResource; // 14
uint32 EffectRadiusIndex; // 15
uint32 EffectRadiusMaxIndex; // 16
float EffectRealPointsPerLevel; // 17
flag96 EffectSpellClassMask; // 18 - 20
uint32 EffectTriggerSpell; // 21
uint32 EffectImplicitTargetA; // 22
uint32 EffectImplicitTargetB; // 23
uint32 SpellID; // 24
uint32 EffectIndex; // 25
//uint32 EffectAttributes // 26
};
// SpellAuraOptions.dbc
struct SpellAuraOptionsEntry
{
uint32 ID; // 0
uint32 CumulativeAura; // 1
uint32 ProcChance; // 2
uint32 ProcCharges; // 3
uint32 ProcTypeMask; // 4
};
// SpellAuraRestrictions.dbc/
struct SpellAuraRestrictionsEntry
{
//uint32 ID; // 0
uint32 CasterAuraState; // 1
uint32 TargetAuraState; // 2
uint32 ExcludeCasterAuraState; // 3
uint32 ExcludeTargetAuraState; // 4
uint32 CasterAuraSpell; // 5
uint32 TargetAuraSpell; // 6
uint32 ExcludeCasterAuraSpell; // 7
uint32 ExcludeTargetAuraSpell; // 8
};
// SpellCastingRequirements.dbc
struct SpellCastingRequirementsEntry
{
//uint32 ID; // 0
uint32 FacingCasterFlags; // 1
//uint32 MinFactionID; // 2
//uint32 MinReputation; // 3
int32 RequiredAreasID; // 4
//uint32 RequiredAuraVision; // 5
uint32 RequiresSpellFocus; // 6
};
#define MAX_SPELL_TOTEMS 2
// SpellTotems.dbc
struct SpellTotemsEntry
{
uint32 ID; // 0
uint32 RequiredTotemCategoryID[MAX_SPELL_TOTEMS]; // 1
uint32 Totem[MAX_SPELL_TOTEMS]; // 2
};
// Spell.dbc
struct SpellEntry
{
uint32 ID; // 0
uint32 Attributes; // 1
uint32 AttributesEx; // 2
uint32 AttributesEx2; // 3
uint32 AttributesEx3; // 4
uint32 AttributesEx4; // 5
uint32 AttributesEx5; // 6
uint32 AttributesEx6; // 7
uint32 AttributesEx7; // 8
uint32 AttributesEx8; // 9
uint32 AttributesEx9; // 1
uint32 AttributesEx10; // 1
uint32 CastingTimeIndex; // 1
uint32 DurationIndex; // 1
uint32 PowerType; // 1
uint32 RangeIndex; // 1
float Speed; // 1
uint32 SpellVisualID[2]; // 17 - 18
uint32 SpellIconID; // 19
uint32 ActiveIconID; // 20
char* Name; // 21
char* NameSubtext; // 22
//char* Description; // 23
//char* AuraDescription; // 24
uint32 SchoolMask; // 25
uint32 RuneCostID; // 26
//uint32 SpellMissileID; // 27
//uint32 DescriptionVariablesID; // 28
uint32 Difficulty; // 29
float SpellCoef; // 30
uint32 ScalingID; // 31
uint32 AuraOptionsID; // 32
uint32 AuraRestrictionsID; // 33
uint32 CastingRequirementsID; // 34
uint32 CategoriesID; // 35
uint32 ClassOptionsID; // 36
uint32 CooldownsID; // 37
//uint32 unkIndex7; // 38
uint32 EquippedItemsID; // 39
uint32 InterruptsID; // 40
uint32 LevelsID; // 41
uint32 PowerDisplayID; // 42
uint32 ReagentsID; // 43
uint32 ShapeshiftID; // 44
uint32 TargetRestrictionsID; // 45
uint32 TotemsID; // 46
uint32 RequiredProjectID; // 47
};
// SpellCategories.dbc
struct SpellCategoriesEntry
{
//uint32 ID; // 0
uint32 Category; // 1
uint32 DefenseType; // 2
uint32 DispelType; // 3
uint32 Mechanic; // 4
uint32 PreventionType; // 5
uint32 StartRecoveryCategory; // 6
};
typedef std::set<uint32> PetFamilySpellsSet;
typedef std::map<uint32, PetFamilySpellsSet> PetFamilySpellsStore;
struct SpellCastTimesEntry
{
uint32 ID; // 0
int32 Base; // 1
//int32 PerLevel; // 2
//int32 Minimum; // 3
};
struct SpellCategoryEntry
{
uint32 ID; // 0
uint32 Flags; // 1
uint32 UsesPerWeek; // 2
// char* Name; // 3
EnumFlag<SpellCategoryFlags> GetFlags() const { return static_cast<SpellCategoryFlags>(Flags); }
};
struct SpellDifficultyEntry
{
uint32 ID; // 0
int32 DifficultySpellID[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
};
struct SpellRadiusEntry
{
uint32 ID; // 0
float RadiusMin; // 1
float RadiusPerLevel; // 2
float RadiusMax; // 3
};
struct SpellRangeEntry
{
uint32 ID; // 1
float RangeMin[2]; // 2 - 3
float RangeMax[2]; // 4 - 5
uint32 Flags; // 6
//char* DisplayName; // 7
//char* DisplayNameShort; // 8
};
// SpellEquippedItems.dbc
struct SpellEquippedItemsEntry
{
//uint32 ID; // 1
int32 EquippedItemClass; // 2
int32 EquippedItemInvTypes; // 3
int32 EquippedItemSubclass; // 4
};
// SpellCooldowns.dbc
struct SpellCooldownsEntry
{
//uint32 ID; // 0
uint32 CategoryRecoveryTime; // 1
uint32 RecoveryTime; // 2
uint32 StartRecoveryTime; // 3
};
// SpellClassOptions.dbc
struct SpellClassOptionsEntry
{
//uint32 ID; // 0
//uint32 ModalNextSpell; // 1
flag96 SpellFamilyMask; // 2-4
uint32 SpellClassSet; // 5
//char* Description; // 6
};
// SpellInterrupts.dbc
struct SpellInterruptsEntry
{
//uint32 ID; // 0
uint32 AuraInterruptFlags[2]; // 1 - 2
uint32 ChannelInterruptFlags[2]; // 3 - 4
uint32 InterruptFlags; // 5
};
// SpellLevels.dbc
struct SpellLevelsEntry
{
//uint32 ID; // 0
uint32 BaseLevel; // 1
uint32 MaxLevel; // 2
uint32 SpellLevel; // 3
};
// SpellPower.dbc
struct SpellPowerEntry
{
//uint32 ID; // 0
uint32 ManaCost; // 1
uint32 ManaCostPerLevel; // 2
uint32 PowerCostPct; // 3
uint32 ManaPerSecond; // 4
//uint32 PowerDisplayID; // 5
//uint32 AltPowerBarID; // 6
float PowerCostPct2; // 7
};
struct SpellRuneCostEntry
{
uint32 ID; // 0
uint32 RuneCost[3]; // 1 - 3 (0 = blood, 1 = frost, 2 = unholy)
uint32 RunicPower; // 4
bool NoRuneCost() const { return RuneCost[0] == 0 && RuneCost[1] == 0 && RuneCost[2] == 0; }
bool NoRunicPowerGain() const { return RunicPower == 0; }
};
#define MAX_SHAPESHIFT_SPELLS 8
struct SpellShapeshiftFormEntry
{
uint32 ID; // 0
//uint32 BonusActionBar; // 1 unused
//char* Name; // 2 unused
uint32 Flags; // 3
int32 CreatureType; // 4 <= 0 humanoid, other normal creature types
//uint32 AttackIconID; // 5 unused, related to next field
uint32 CombatRoundTime; // 6
uint32 CreatureDisplayID[4]; // 7 - 10
uint32 PresetSpellID[MAX_SHAPESHIFT_SPELLS]; // 11 - 18 spells which appear in the bar after shapeshifting
uint32 MountTypeID; // 19
//uint32 ExitSoundEntriesID; // 20
EnumFlag<SpellShapeshiftFormFlags> GetFlags() const { return static_cast<SpellShapeshiftFormFlags>(Flags); }
};
// SpellShapeshift.dbc
struct SpellShapeshiftEntry
{
uint32 ID; // 0
uint32 ShapeshiftExclude[2]; // 1
uint32 ShapeshiftMask[2]; // 3
// uint32 StanceBarOrder; // 5
};
// SpellTargetRestrictions.dbc
struct SpellTargetRestrictionsEntry
{
uint32 ID; // 0
float ConeAngle; // 1
uint32 MaxTargets; // 2
uint32 MaxTargetLevel; // 3
uint32 TargetCreatureType; // 4
uint32 Targets; // 5
};
// SpellReagents.dbc
struct SpellReagentsEntry
{
//uint32 ID; // 0
int32 Reagents[MAX_SPELL_REAGENTS]; // 1 - 8
uint32 ReagentCount[MAX_SPELL_REAGENTS]; // 9 - 16
};
// SpellScaling.dbc
struct SpellScalingEntry
{
//uint32 ID; // 0 m_ID
int32 CastTimeMin; // 1
int32 CastTimeMax; // 2
int32 CastTimeMaxLevel; // 3
int32 Class; // 4 (index * 100) + charLevel - 1 => gtSpellScaling.dbc
float Coefficient[3]; // 5 - 7
float Variance[3]; // 8 - 10
float ComboPointsCoefficient[3]; // 11 - 13
float NerfFactor; // 14 some coefficient, mostly 1.0f
int32 NerfMaxLevel; // 15 some level
};
struct SpellDurationEntry
{
uint32 ID; // 0
int32 Duration; // 1
int32 DurationPerLevel; // 2
int32 MaxDuration; // 3
};
struct SpellItemEnchantmentEntry
{
uint32 ID; // 0
//uint32 Charges; // 1
uint32 Effect[MAX_ITEM_ENCHANTMENT_EFFECTS]; // 2 - 4
uint32 EffectPointsMin[MAX_ITEM_ENCHANTMENT_EFFECTS]; // 5 - 7
//uint32 EffectPointsMax[MAX_ITEM_ENCHANTMENT_EFFECTS];// 8 - 10
uint32 EffectArg[MAX_ITEM_ENCHANTMENT_EFFECTS]; // 11 - 13
char* Name; // 14
uint32 ItemVisual; // 15
uint32 Flags; // 16
uint32 Src_itemID; // 17
uint32 Condition_ID; // 18
uint32 RequiredSkillID; // 19
uint32 RequiredSkillRank; // 20
uint32 MinLevel; // 21
//uint32 ItemLevel; // 22
};
struct SpellItemEnchantmentConditionEntry
{
uint32 ID; // 0 m_ID
uint8 Color[3]; // 1-3 m_lt_operandType[5]
//uint8 unk1; // 4
//uint32 unk2[6]; // 5-10
uint8 Comparator[3]; // 11-13 m_operator[5]
//uint8 unk3[2]; // 14-15
uint8 CompareColor[3]; // 16-18 m_rt_operandType[5]
//uint32 unk4; // 19
uint32 Value[3]; // 20-22 m_rt_operand[5]
//uint32 unk5[2]; // 23-24
//uint8 unk6[6]; // 25-30
};
struct SpellVisualEntry
{
//uint32 ID;
//uint32 PrecastKit;
//uint32 CastKit;
//uint32 ImpactKit;
//uint32 StateKit;
//uint32 StateDoneKit;
//uint32 ChannelKit;
uint32 HasMissile;
int32 MissileModel;
//uint32 MissilePathType;
//uint32 MissileDestinationAttachment;
//uint32 MissileSound;
//uint32 AnimEventSoundID;
//uint32 Flags;
//uint32 CasterImpactKit;
//uint32 TargetImpactKit;
//int32 MissileAttachment;
//uint32 MissileFollowGroundHeight;
//uint32 MissileFollowGroundDropSpeed;
//uint32 MissileFollowGroundApprach;
//uint32 MissileFollowGroundFlags;
//uint32 MissileMotionId;
//uint32 MissileTargetingKit;
//uint32 InstantAreaKit;
//uint32 ImpactAreaKit;
//uint32 PersistentAreaKit;
//DBCPosition3D MissileCastOffset;
//DBCPosition3D MissileImpactOffset;
uint32 AlternativeVisualID;
};
struct SpellVisualKitEntry
{
uint32 ID;
uint32 StartAnimID;
uint32 AnimID;
uint32 AnimKitID;
uint32 HeadEffect;
uint32 ChestEffect;
uint32 BaseEffect;
uint32 LeftHandEffect;
uint32 RightHandEffect;
uint32 BreathEffect;
uint32 LeftWeaponEffect;
uint32 RightWeaponEffect;
uint32 SpecialEffect[3];
uint32 WorldEffect;
uint32 SoundID;
uint32 ShakeID;
uint32 CharProc[4];
uint32 CharParamZero[4];
uint32 CharParamOne[4];
uint32 CharParamTwo[4];
uint32 CharParamThree[4];
uint32 Flags;
};
struct SummonPropertiesEntry
{
uint32 ID; // 0
uint32 Control; // 1, 0 - can't be controlled?, 1 - something guardian?, 2 - pet?, 3 - something controllable?, 4 - taxi/mount?
uint32 Faction; // 2, 14 rows > 0
int32 Title; // 3, see enum
int32 Slot; // 4, 0-6
uint32 Flags; // 5
};
struct TalentEntry
{
uint32 ID; // 0
uint32 TabID; // 1 index in TalentTab.dbc (TalentTabEntry)
uint32 TierID; // 2
uint32 ColumnIndex; // 3
uint32 SpellRank[MAX_TALENT_RANK]; // 4-8
uint32 PrereqTalent[3]; // 9 - 11 (Talent.dbc)
uint32 PrereqRank[3]; // 12 - 14 part of prev field
//uint32 Flags; // 15 also need disable higest ranks on reset talent tree
//uint32 RequiredSpellID; // 16
//uint64 CategoryMask[2]; // 17 - 18 its a 64 bit mask for pet 1 << m_categoryEnumID in CreatureFamily.dbc
};
#define MAX_MASTERY_SPELLS 2
struct TalentTabEntry
{
uint32 ID; // 0
//char* Name; // 1
//unit32 SpellIconID; // 2
uint32 ClassMask; // 3
uint32 CategoryEnumID; // 4
uint32 OrderIndex; // 5
//char* BackgroundFile; // 6
//char* Description; // 7
//uint32 RoleMask; // 8
uint32 MasterySpellID[MAX_MASTERY_SPELLS]; // 9 - 10 passive mastery bonus spells
};
struct TalentTreePrimarySpellsEntry
{
//uint32 ID; // 0 index
uint32 TalentTabID; // 1 entry from TalentTab.dbc
uint32 SpellID; // 2 spell id to learn
//uint32 Flags; // 3 some kind of flags
};
struct TaxiNodesEntry
{
uint32 ID; // 0
uint32 ContinentID; // 1
DBCPosition3D Pos; // 2 - 4
char* Name; // 5
uint32 MountCreatureID[2]; // 6 - 7
uint32 Flags; // 8
DBCPosition2D MapOffset; // 9 - 10
};
struct TaxiPathEntry
{
uint32 ID; // 0
uint32 FromTaxiNode; // 1
uint32 ToTaxiNode; // 2
uint32 Cost; // 3
};
struct TaxiPathNodeEntry
{
//uint32 ID; // 0
uint32 PathID; // 1
uint32 NodeIndex; // 2
uint32 ContinentID; // 3
DBCPosition3D Loc; // 4 - 6
uint32 Flags; // 7
uint32 Delay; // 8
uint32 ArrivalEventID; // 9
uint32 DepartureEventID; // 10
};
struct TotemCategoryEntry
{
uint32 ID; // 0
//char* Name; // 1
uint32 TotemCategoryType; // 2 (one for specialization)
uint32 TotemCategoryMask; // 3 (compatibility mask for same type: different for totems, compatible from high to low for rods)
};
struct UnitPowerBarEntry
{
uint32 ID; // 1
uint32 MinPower; // 2
uint32 MaxPower; // 3
uint32 StartPower; // 4
//uint32 CenterPower; // 5
float RegenerationPeace; // 6
float RegenerationCombat; // 7
//uint32 BarType; // 8
//uint32 FileDataID[6]; // 9 - 14
//uint32 Color[6]; // 15 - 20
//uint32 Flags; // 21
//char* Name; // 22
//char* Cost; // 23
//char* OutOfError; // 24
//char* ToolTip; // 25
//float StartInset; // 26
//float EndInset; // 27
};
struct TransportAnimationEntry
{
//uint32 ID; // 1
uint32 TransportID; // 2
uint32 TimeIndex; // 3
DBCPosition3D Pos; // 4 - 6
//uint32 SequenceID; // 7
};
struct TransportRotationEntry
{
//uint32 ID; // 1
uint32 GameObjectsID; // 2
uint32 TimeIndex; // 3
float X; // 4
float Y; // 5
float Z; // 6
float W; // 7
};
#define MAX_VEHICLE_SEATS 8
struct VehicleEntry
{
uint32 ID; // 0
uint32 Flags; // 1
float TurnSpeed; // 2
float PitchSpeed; // 3
float PitchMin; // 4
float PitchMax; // 5
uint32 SeatID[MAX_VEHICLE_SEATS]; // 6 - 13
float MouseLookOffsetPitch; // 14
float CameraFadeDistScalarMin; // 15
float CameraFadeDistScalarMax; // 16
float CameraPitchOffset; // 17
float FacingLimitRight; // 18
float FacingLimitLeft; // 19
float MsslTrgtTurnLingering; // 20
float MsslTrgtPitchLingering; // 21
float MsslTrgtMouseLingering; // 22
float MsslTrgtEndOpacity; // 23
float MsslTrgtArcSpeed; // 24
float MsslTrgtArcRepeat; // 25
float MsslTrgtArcWidth; // 26
float MsslTrgtImpactRadius[2]; // 27 - 28
char* MsslTrgtArcTexture; // 29
char* MsslTrgtImpactTexture; // 30
char* MsslTrgtImpactModel[2]; // 31 - 32
float CameraYawOffset; // 33
uint32 UiLocomotionType; // 34
float MsslTrgtImpactTexRadius; // 35
uint32 VehicleUIIndicatorID; // 36
uint32 PowerDisplayID[3]; // 37
};
struct VehicleSeatEntry
{
uint32 ID; // 0
uint32 Flags; // 1
int32 AttachmentID; // 2
DBCPosition3D AttachmentOffset; // 3 - 5
float EnterPreDelay; // 6
float EnterSpeed; // 7
float EnterGravity; // 8
float EnterMinDuration; // 9
float EnterMaxDuration; // 10
float EnterMinArcHeight; // 11
float EnterMaxArcHeight; // 12
int32 EnterAnimStart; // 13
int32 EnterAnimLoop; // 14
int32 RideAnimStart; // 15
int32 RideAnimLoop; // 16
int32 RideUpperAnimStart; // 17
int32 RideUpperAnimLoop; // 18
float ExitPreDelay; // 19
float ExitSpeed; // 20
float ExitGravity; // 21
float ExitMinDuration; // 22
float ExitMaxDuration; // 23
float ExitMinArcHeight; // 24
float ExitMaxArcHeight; // 25
int32 ExitAnimStart; // 26
int32 ExitAnimLoop; // 27
int32 ExitAnimEnd; // 28
float PassengerYaw; // 29
float PassengerPitch; // 30
float PassengerRoll; // 31
int32 PassengerAttachmentID; // 32
int32 VehicleEnterAnim; // 33
int32 VehicleExitAnim; // 34
int32 VehicleRideAnimLoop; // 35
int32 VehicleEnterAnimBone; // 36
int32 VehicleExitAnimBone; // 37
int32 VehicleRideAnimLoopBone; // 38
float VehicleEnterAnimDelay; // 39
float VehicleExitAnimDelay; // 40
uint32 VehicleAbilityDisplay; // 41
uint32 EnterUISoundID; // 42
uint32 ExitUISoundID; // 43
int32 UISkin; // 44
uint32 FlagsB; // 45
float CameraEnteringDelay; // 46
float CameraEnteringDuration; // 47
float CameraExitingDelay; // 48
float CameraExitingDuration; // 49
DBCPosition3D CameraOffset; // 50 - 52
float CameraPosChaseRate; // 53
float CameraFacingChaseRate; // 54
float CameraEnteringZoom; // 55
float CameraSeatZoomMin; // 56
float CameraSeatZoomMax; // 57
uint32 EnterAnimKitID; // 58
uint32 RideAnimKitID; // 59
uint32 ExitAnimKitID; // 60
uint32 VehicleEnterAnimKitID; // 61
uint32 VehicleRideAnimKitID; // 62
uint32 VehicleExitAnimKitID; // 63
uint32 CameraModeID; // 64
uint32 FlagsC; // 65
inline bool HasFlag(VehicleSeatFlags flag) const { return (Flags & flag); }
inline bool HasFlag(VehicleSeatFlagsB flag) const { return (FlagsB & flag); }
inline bool CanEnterOrExit() const { return HasFlag(VehicleSeatFlags(VEHICLE_SEAT_FLAG_CAN_ENTER_OR_EXIT | VEHICLE_SEAT_FLAG_CAN_CONTROL | VEHICLE_SEAT_FLAG_SHOULD_USE_VEH_SEAT_EXIT_ANIM_ON_VOLUNTARY_EXIT)); }
inline bool CanSwitchFromSeat() const { return HasFlag(VEHICLE_SEAT_FLAG_CAN_SWITCH); }
inline bool IsUsableByOverride() const { return HasFlag(VehicleSeatFlags(VEHICLE_SEAT_FLAG_UNCONTROLLED | VEHICLE_SEAT_FLAG_UNK18))
|| HasFlag(VehicleSeatFlagsB(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)); }
inline bool IsEjectable() const { return HasFlag(VEHICLE_SEAT_FLAG_B_EJECTABLE); }
};
struct WMOAreaTableEntry
{
uint32 ID; // 0 index
int32 WMOID; // 1 used in root WMO
int32 NameSetID; // 2 used in adt file
int32 WMOGroupID; // 3 used in group WMO
//uint32 SoundProviderPref; // 4
//uint32 SoundProviderPrefUnderwater; // 5
//uint32 AmbienceID; // 6
//uint32 ZoneMusic; // 7
//uint32 IntroSound; // 8
uint32 Flags; // 9 used for indoor/outdoor determination
uint32 AreaTableID; // 10 link to AreaTableEntry.ID
//char* AreaName; // 11
//uint32 UwIntroSound; // 12
//uint32 UwZoneMusic; // 13
//uint32 UwAmbience; // 14
};
struct WorldMapAreaEntry
{
//uint32 ID; // 0
uint32 MapID; // 1
uint32 AreaID; // 2 index (continent 0 areas ignored)
//char* AreaName // 3
float LocLeft; // 4
float LocRight; // 5
float LocTop; // 6
float LocBottom; // 7
int32 DisplayMapID; // 8 -1 (map_id have correct map) other: virtual map where zone show (map_id - where zone in fact internally)
// int32 DefaultDungeonFloor; // 9 pointer to DungeonMap.dbc (owerride x1, x2, y1, y2 coordinates)
// uint32 ParentWorldMapID; // 10
// uint32 Flags // 11
// uint32 LevelRangeMin; // 12 Minimum recommended level displayed on world map
uint32 LevelRangeMax; // 13 Maximum recommended level displayed on world map
};
#define MAX_WORLD_MAP_OVERLAY_AREA_IDX 4
struct WorldMapOverlayEntry
{
uint32 ID; // 0
//uint32 MapAreaID; // 1 idx in WorldMapArea.dbc
uint32 AreaID[MAX_WORLD_MAP_OVERLAY_AREA_IDX]; // 2 - 5
//char* TextureName // 6
//uint32 TextureWidth; // 7
//uint32 TextureHeight; // 8
//uint32 OffsetX; // 9
//uint32 OffsetY; // 10
//uint32 HitRectTop; // 11
//uint32 HitRectLeft; // 12
//uint32 HitRectBottom; // 13
//uint32 HitRectRight; // 14
};
struct WorldSafeLocsEntry
{
uint32 ID; // 0
uint32 Continent; // 1
DBCPosition3D Loc; // 2 - 4
//char* AreaName; // 5
};
/*
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
};
*/
#pragma pack(pop)
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 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;
typedef std::vector<TaxiPathNodeEntry const*> TaxiPathNodeList;
typedef std::vector<TaxiPathNodeList> TaxiPathNodesByPath;
typedef std::unordered_map<uint32, std::vector<uint32>> PhaseGroupContainer;
#endif