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/*
* Copyright (C) 2008-2019 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 TRINITY_SPAWNDATA_H
#define TRINITY_SPAWNDATA_H
#include "Position.h"
enum SpawnObjectType
{
SPAWN_TYPE_CREATURE = 0,
SPAWN_TYPE_GAMEOBJECT = 1,
SPAWN_TYPE_MAX
};
enum SpawnObjectTypeMask
{
SPAWN_TYPEMASK_CREATURE = (1 << SPAWN_TYPE_CREATURE),
SPAWN_TYPEMASK_GAMEOBJECT = (1 << SPAWN_TYPE_GAMEOBJECT),
SPAWN_TYPEMASK_ALL = (1 << SPAWN_TYPE_MAX)-1
};
enum SpawnGroupFlags
{
SPAWNGROUP_FLAG_NONE = 0x00,
SPAWNGROUP_FLAG_SYSTEM = 0x01,
SPAWNGROUP_FLAG_COMPATIBILITY_MODE = 0x02,
SPAWNGROUP_FLAG_MANUAL_SPAWN = 0x04,
SPAWNGROUP_FLAG_DYNAMIC_SPAWN_RATE = 0x08,
SPAWNGROUP_FLAG_ESCORTQUESTNPC = 0x10,
SPAWNGROUP_FLAGS_ALL = (SPAWNGROUP_FLAG_SYSTEM | SPAWNGROUP_FLAG_COMPATIBILITY_MODE | SPAWNGROUP_FLAG_MANUAL_SPAWN | SPAWNGROUP_FLAG_DYNAMIC_SPAWN_RATE | SPAWNGROUP_FLAG_ESCORTQUESTNPC)
};
struct SpawnGroupTemplateData
{
uint32 groupId;
std::string name;
uint32 mapId;
SpawnGroupFlags flags;
};
struct SpawnData
{
SpawnObjectType const type;
uint32 spawnId = 0;
uint32 id = 0; // entry in respective _template table
WorldLocation spawnPoint;
uint32 phaseMask = 0;
int32 spawntimesecs = 0;
uint8 spawnMask = 0;
SpawnGroupTemplateData const* spawnGroupData = nullptr;
uint32 scriptId = 0;
bool dbData = true;
protected:
SpawnData(SpawnObjectType t) : type(t) {}
};
enum LinkedRespawnType
{
LINKED_RESPAWN_CREATURE_TO_CREATURE = 0,
LINKED_RESPAWN_CREATURE_TO_GO = 1, // Creature is dependant on GameObject
LINKED_RESPAWN_GO_TO_GO = 2,
LINKED_RESPAWN_GO_TO_CREATURE = 3, // GameObject is dependant on Creature
};
#endif
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