/*
* This file is part of the AzerothCore 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 .
*/
#ifndef GAMEOBJECTDATA_H
#define GAMEOBJECTDATA_H
#include "SharedDefines.h"
#include
#include
#include
#define MAX_GAMEOBJECT_QUEST_ITEMS 6
#define MAX_GO_STATE 3
// 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;
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
} 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
} 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
uint32 large; //9
} 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
} 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
} _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
} trap;
//7 GAMEOBJECT_TYPE_CHAIR
struct
{
uint32 slots; //0
uint32 height; //1
uint32 onlyCreatorUse; //2
uint32 triggeredEvent; //3
} 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
} spellFocus;
//9 GAMEOBJECT_TYPE_TEXT
struct
{
uint32 pageID; //0
uint32 language; //1
uint32 pageMaterial; //2
uint32 allowMounted; //3
} 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
uint32 floatingTooltip; //18
uint32 gossipID; //19
uint32 WorldStateSetsState; //20
} goober;
//11 GAMEOBJECT_TYPE_TRANSPORT
struct
{
uint32 pauseAtTime; //0
uint32 startOpen; //1
uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / 0x10000
uint32 pause1EventID; //3
uint32 pause2EventID; //4
} 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?
} 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 - empty
//20 GAMEOBJECT_TYPE_DONOTUSE - 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
uint32 large; //4
} 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 state1Name; //2
uint32 intactEvent; //3
uint32 damagedDisplayId; //4
uint32 damagedNumHits; //5
uint32 empty3; //6
uint32 empty4; //7
uint32 empty5; //8
uint32 damagedEvent; //9
uint32 destroyedDisplayId; //10
uint32 empty7; //11
uint32 empty8; //12
uint32 empty9; //13
uint32 destroyedEvent; //14
uint32 empty10; //15
uint32 debuildingTimeSecs; //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 - empty
//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;
bool IsForQuests; // pussywizard
// helpers
[[nodiscard]] bool IsDespawnAtAction() const
{
switch (type)
{
case GAMEOBJECT_TYPE_CHEST:
return chest.consumable;
case GAMEOBJECT_TYPE_GOOBER:
return goober.consumable;
default:
return false;
}
}
[[nodiscard]] bool IsUsableMounted() const
{
switch (type)
{
case GAMEOBJECT_TYPE_QUESTGIVER:
return questgiver.allowMounted;
case GAMEOBJECT_TYPE_TEXT:
return text.allowMounted;
case GAMEOBJECT_TYPE_GOOBER:
return goober.allowMounted;
case GAMEOBJECT_TYPE_SPELLCASTER:
return spellcaster.allowMounted;
default:
return false;
}
}
[[nodiscard]] 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;
}
}
[[nodiscard]] bool GetDespawnPossibility() const // despawn at targeting of cast?
{
switch (type)
{
case GAMEOBJECT_TYPE_DOOR:
return door.noDamageImmune;
case GAMEOBJECT_TYPE_BUTTON:
return button.noDamageImmune;
case GAMEOBJECT_TYPE_QUESTGIVER:
return questgiver.noDamageImmune;
case GAMEOBJECT_TYPE_GOOBER:
return goober.noDamageImmune;
case GAMEOBJECT_TYPE_FLAGSTAND:
return flagstand.noDamageImmune;
case GAMEOBJECT_TYPE_FLAGDROP:
return flagdrop.noDamageImmune;
default:
return true;
}
}
[[nodiscard]] 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;
}
}
[[nodiscard]] 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;
}
}
[[nodiscard]] 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 /* xinef: changed to milliseconds/ IN_MILLISECONDS*/; // prior to 3.0.3, conversion was / 0x10000;
}
[[nodiscard]] uint32 GetLootId() const
{
switch (type)
{
case GAMEOBJECT_TYPE_CHEST:
return chest.lootId;
case GAMEOBJECT_TYPE_FISHINGHOLE:
return fishinghole.lootId;
default:
return 0;
}
}
[[nodiscard]] uint32 GetGossipMenuId() const
{
switch (type)
{
case GAMEOBJECT_TYPE_QUESTGIVER:
return questgiver.gossipID;
case GAMEOBJECT_TYPE_GOOBER:
return goober.gossipID;
default:
return 0;
}
}
[[nodiscard]] 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;
}
}
[[nodiscard]] 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;
}
}
[[nodiscard]] bool IsLargeGameObject() const
{
switch (type)
{
case GAMEOBJECT_TYPE_BUTTON:
return button.large != 0;
case GAMEOBJECT_TYPE_QUESTGIVER:
return questgiver.large != 0;
case GAMEOBJECT_TYPE_GENERIC:
return _generic.large != 0;
case GAMEOBJECT_TYPE_TRAP:
return trap.large != 0;
case GAMEOBJECT_TYPE_SPELL_FOCUS:
return spellFocus.large != 0;
case GAMEOBJECT_TYPE_GOOBER:
return goober.large != 0;
case GAMEOBJECT_TYPE_SPELLCASTER:
return spellcaster.large != 0;
case GAMEOBJECT_TYPE_CAPTURE_POINT:
return capturePoint.large != 0;
default:
return false;
}
}
[[nodiscard]] bool IsInfiniteGameObject() const
{
switch (type)
{
case GAMEOBJECT_TYPE_DOOR:
return true;
case GAMEOBJECT_TYPE_FLAGSTAND:
return true;
case GAMEOBJECT_TYPE_FLAGDROP:
return true;
case GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY:
return true;
case GAMEOBJECT_TYPE_TRAPDOOR:
return true;
case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING:
return true;
default:
return false;
}
}
[[nodiscard]] bool IsGameObjectForQuests() const
{
return IsForQuests;
}
[[nodiscard]] bool IsIgnoringLOSChecks() const
{
switch (type)
{
case GAMEOBJECT_TYPE_BUTTON:
return button.losOK == 0;
case GAMEOBJECT_TYPE_QUESTGIVER:
return questgiver.losOK == 0;
case GAMEOBJECT_TYPE_CHEST:
return chest.losOK == 0;
case GAMEOBJECT_TYPE_GOOBER:
return goober.losOK == 0;
case GAMEOBJECT_TYPE_FLAGSTAND:
return flagstand.losOK == 0;
default:
return false;
}
}
};
// From `gameobject_template_addon`
struct GameObjectTemplateAddon
{
uint32 entry;
uint32 faction;
uint32 flags;
uint32 mingold;
uint32 maxgold;
std::array artKits = {};
};
struct GameObjectLocale
{
std::vector Name;
std::vector CastBarCaption;
};
// `gameobject_addon` table
struct GameObjectAddon
{
InvisibilityType invisibilityType;
uint32 InvisibilityValue;
};
// client side GO show states
enum GOState
{
GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open)
GO_STATE_READY = 1, // show in world as ready (closed door close)
GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire)
};
// from `gameobject`
struct GameObjectData
{
explicit GameObjectData() = default;
uint32 id{ 0 }; // entry in gamobject_template
uint16 mapid{ 0 };
uint32 phaseMask{ 0 };
float posX{ 0.0f };
float posY{ 0.0f };
float posZ{ 0.0f };
float orientation{ 0.0f };
G3D::Quat rotation;
int32 spawntimesecs{ 0 };
uint32 ScriptId;
uint32 animprogress{ 0 };
GOState go_state{ GO_STATE_ACTIVE };
uint8 spawnMask{ 0 };
uint8 artKit{ 0 };
bool dbData{ true };
};
#endif // GameObjectData_h__