[m] minor doxygen updates

This commit is contained in:
billy1arm 2013-06-27 22:38:56 +01:00 committed by Antz
parent 34b5dda651
commit 454fbe5ef9
2 changed files with 241 additions and 243 deletions

View file

@ -33,7 +33,7 @@ class WorldObject;
enum EventAI_Type enum EventAI_Type
{ {
EVENT_T_TIMER = 0, // InitialMin, InitialMax, RepeatMin, RepeatMax EVENT_T_TIMER_IN_COMBAT = 0, // InitialMin, InitialMax, RepeatMin, RepeatMax
EVENT_T_TIMER_OOC = 1, // InitialMin, InitialMax, RepeatMin, RepeatMax EVENT_T_TIMER_OOC = 1, // InitialMin, InitialMax, RepeatMin, RepeatMax
EVENT_T_HP = 2, // HPMax%, HPMin%, RepeatMin, RepeatMax EVENT_T_HP = 2, // HPMax%, HPMin%, RepeatMin, RepeatMax
EVENT_T_MANA = 3, // ManaMax%,ManaMin% RepeatMin, RepeatMax EVENT_T_MANA = 3, // ManaMax%,ManaMin% RepeatMin, RepeatMax
@ -62,6 +62,7 @@ enum EventAI_Type
EVENT_T_SUMMONED_JUST_DESPAWN = 26, // CreatureId, RepeatMin, RepeatMax EVENT_T_SUMMONED_JUST_DESPAWN = 26, // CreatureId, RepeatMin, RepeatMax
EVENT_T_MISSING_AURA = 27, // Param1 = SpellID, Param2 = Number of time stacked expected, Param3/4 Repeat Min/Max EVENT_T_MISSING_AURA = 27, // Param1 = SpellID, Param2 = Number of time stacked expected, Param3/4 Repeat Min/Max
EVENT_T_TARGET_MISSING_AURA = 28, // Param1 = SpellID, Param2 = Number of time stacked expected, Param3/4 Repeat Min/Max EVENT_T_TARGET_MISSING_AURA = 28, // Param1 = SpellID, Param2 = Number of time stacked expected, Param3/4 Repeat Min/Max
EVENT_T_TIMER_GENERIC = 29, // InitialMin, InitialMax, RepeatMin, RepeatMax
EVENT_T_END, EVENT_T_END,
}; };
@ -130,15 +131,11 @@ enum Target
// Invoker targets (if pet then returns pet owner) // Invoker targets (if pet then returns pet owner)
TARGET_T_ACTION_INVOKER, // Unit who caused this Event to occur (only works for EVENT_T_AGGRO, EVENT_T_KILL, EVENT_T_DEATH, EVENT_T_SPELLHIT, EVENT_T_OOC_LOS, EVENT_T_FRIENDLY_HP, EVENT_T_FRIENDLY_IS_CC, EVENT_T_FRIENDLY_MISSING_BUFF) TARGET_T_ACTION_INVOKER, // Unit who caused this Event to occur (only works for EVENT_T_AGGRO, EVENT_T_KILL, EVENT_T_DEATH, EVENT_T_SPELLHIT, EVENT_T_OOC_LOS, EVENT_T_FRIENDLY_HP, EVENT_T_FRIENDLY_IS_CC, EVENT_T_FRIENDLY_MISSING_BUFF)
TARGET_T_ACTION_INVOKER_OWNER, // Unit who is responsible for Event to occur (only works for EVENT_T_AGGRO, EVENT_T_KILL, EVENT_T_DEATH, EVENT_T_SPELLHIT, EVENT_T_OOC_LOS, EVENT_T_FRIENDLY_HP, EVENT_T_FRIENDLY_IS_CC, EVENT_T_FRIENDLY_MISSING_BUFF)
// Hostile targets (including pets) // Hostile targets (including pets)
TARGET_T_HOSTILE_WPET, // Current target (can be a pet) TARGET_T_HOSTILE_RANDOM_PLAYER, // Just any random player on our threat list
TARGET_T_HOSTILE_WPET_SECOND_AGGRO, // Second highest aggro (generaly used for cleaves and some special attacks) TARGET_T_HOSTILE_RANDOM_NOT_TOP_PLAYER, // Any random player from threat list except top threat
TARGET_T_HOSTILE_WPET_LAST_AGGRO, // Dead last on aggro (no idea what this could be used for)
TARGET_T_HOSTILE_WPET_RANDOM, // Just any random target on our threat list
TARGET_T_HOSTILE_WPET_RANDOM_NOT_TOP, // Any random target except top threat
TARGET_T_ACTION_INVOKER_WPET,
TARGET_T_END TARGET_T_END
}; };
@ -419,8 +416,9 @@ struct CreatureEventAI_Event
union union
{ {
// EVENT_T_TIMER = 0 // EVENT_T_TIMER_IN_COMBAT = 0
// EVENT_T_TIMER_OOC = 1 // EVENT_T_TIMER_OOC = 1
// EVENT_T_TIMER_GENERIC = 29
struct struct
{ {
uint32 initialMin; uint32 initialMin;
@ -616,10 +614,9 @@ class MANGOS_DLL_SPEC CreatureEventAI : public CreatureAI
void ProcessAction(CreatureEventAI_Action const& action, uint32 rnd, uint32 EventId, Unit* pActionInvoker); void ProcessAction(CreatureEventAI_Action const& action, uint32 rnd, uint32 EventId, Unit* pActionInvoker);
inline uint32 GetRandActionParam(uint32 rnd, uint32 param1, uint32 param2, uint32 param3); inline uint32 GetRandActionParam(uint32 rnd, uint32 param1, uint32 param2, uint32 param3);
inline int32 GetRandActionParam(uint32 rnd, int32 param1, int32 param2, int32 param3); inline int32 GetRandActionParam(uint32 rnd, int32 param1, int32 param2, int32 param3);
inline Unit* GetTargetByType(uint32 Target, Unit* pActionInvoker); inline Unit* GetTargetByType(uint32 Target, Unit* pActionInvoker, uint32 forSpellId = 0, uint32 selectFlags = 0);
void DoScriptText(int32 textEntry, WorldObject* pSource, Unit* target); void DoScriptText(int32 textEntry, WorldObject* pSource, Unit* target);
bool CanCast(Unit* Target, SpellEntry const* Spell, bool Triggered);
bool SpawnedEventConditionsCheck(CreatureEventAI_Event const& event); bool SpawnedEventConditionsCheck(CreatureEventAI_Event const& event);
@ -637,10 +634,7 @@ class MANGOS_DLL_SPEC CreatureEventAI : public CreatureAI
CreatureEventAIList m_CreatureEventAIList; // Holder for events (stores enabled, time, and eventid) CreatureEventAIList m_CreatureEventAIList; // Holder for events (stores enabled, time, and eventid)
uint8 m_Phase; // Current phase, max 32 phases uint8 m_Phase; // Current phase, max 32 phases
bool m_CombatMovementEnabled; // If we allow targeted movment gen (movement twoards top threat)
bool m_MeleeEnabled; // If we allow melee auto attack bool m_MeleeEnabled; // If we allow melee auto attack
float m_AttackDistance; // Distance to attack from
float m_AttackAngle; // Angle of attack
uint32 m_InvinceabilityHpLevel; // Minimal health level allowed at damage apply uint32 m_InvinceabilityHpLevel; // Minimal health level allowed at damage apply
}; };

View file

@ -48,152 +48,152 @@ struct GameObjectInfo
uint32 questItems[6]; uint32 questItems[6];
union // different GO types have different data field union // different GO types have different data field
{ {
//0 GAMEOBJECT_TYPE_DOOR // 0 GAMEOBJECT_TYPE_DOOR
struct struct
{ {
uint32 startOpen; //0 used client side to determine GO_ACTIVATED means open/closed uint32 startOpen; // 0 used client side to determine GO_ACTIVATED means open/closed
uint32 lockId; //1 -> Lock.dbc uint32 lockId; // 1 -> Lock.dbc
uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000) uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000)
uint32 noDamageImmune; //3 break opening whenever you recieve damage? uint32 noDamageImmune; // 3 break opening whenever you recieve damage?
uint32 openTextID; //4 can be used to replace castBarCaption? uint32 openTextID; // 4 can be used to replace castBarCaption?
uint32 closeTextID; //5 uint32 closeTextID; // 5
uint32 ignoredByPathing; //6 uint32 ignoredByPathing; //6
} door; } door;
//1 GAMEOBJECT_TYPE_BUTTON // 1 GAMEOBJECT_TYPE_BUTTON
struct struct
{ {
uint32 startOpen; //0 uint32 startOpen; // 0
uint32 lockId; //1 -> Lock.dbc uint32 lockId; // 1 -> Lock.dbc
uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000) uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000)
uint32 linkedTrapId; //3 uint32 linkedTrapId; // 3
uint32 noDamageImmune; //4 isBattlegroundObject uint32 noDamageImmune; // 4 isBattlegroundObject
uint32 large; //5 uint32 large; // 5
uint32 openTextID; //6 can be used to replace castBarCaption? uint32 openTextID; // 6 can be used to replace castBarCaption?
uint32 closeTextID; //7 uint32 closeTextID; // 7
uint32 losOK; //8 uint32 losOK; // 8
} button; } button;
//2 GAMEOBJECT_TYPE_QUESTGIVER // 2 GAMEOBJECT_TYPE_QUESTGIVER
struct struct
{ {
uint32 lockId; //0 -> Lock.dbc uint32 lockId; // 0 -> Lock.dbc
uint32 questList; //1 uint32 questList; // 1
uint32 pageMaterial; //2 uint32 pageMaterial; // 2
uint32 gossipID; //3 uint32 gossipID; // 3
uint32 customAnim; //4 uint32 customAnim; // 4
uint32 noDamageImmune; //5 uint32 noDamageImmune; // 5
uint32 openTextID; //6 can be used to replace castBarCaption? uint32 openTextID; // 6 can be used to replace castBarCaption?
uint32 losOK; //7 uint32 losOK; // 7
uint32 allowMounted; //8 uint32 allowMounted; // 8
uint32 large; //9 uint32 large; // 9
} questgiver; } questgiver;
//3 GAMEOBJECT_TYPE_CHEST // 3 GAMEOBJECT_TYPE_CHEST
struct struct
{ {
uint32 lockId; //0 -> Lock.dbc uint32 lockId; // 0 -> Lock.dbc
uint32 lootId; //1 uint32 lootId; // 1
uint32 chestRestockTime; //2 uint32 chestRestockTime; // 2
uint32 consumable; //3 uint32 consumable; // 3
uint32 minSuccessOpens; //4 uint32 minSuccessOpens; // 4
uint32 maxSuccessOpens; //5 uint32 maxSuccessOpens; // 5
uint32 eventId; //6 lootedEvent uint32 eventId; // 6 lootedEvent
uint32 linkedTrapId; //7 uint32 linkedTrapId; // 7
uint32 questId; //8 not used currently but store quest required for GO activation for player uint32 questId; // 8 not used currently but store quest required for GO activation for player
uint32 level; //9 uint32 level; // 9
uint32 losOK; //10 uint32 losOK; // 10
uint32 leaveLoot; //11 uint32 leaveLoot; // 11
uint32 notInCombat; //12 uint32 notInCombat; // 12
uint32 logLoot; //13 uint32 logLoot; // 13
uint32 openTextID; //14 can be used to replace castBarCaption? uint32 openTextID; // 14 can be used to replace castBarCaption?
uint32 groupLootRules; //15 uint32 groupLootRules; // 15
uint32 floatingTooltip; //16 uint32 floatingTooltip; //16
} chest; } chest;
//4 GAMEOBJECT_TYPE_BINDER - empty // 4 GAMEOBJECT_TYPE_BINDER - empty
//5 GAMEOBJECT_TYPE_GENERIC // 5 GAMEOBJECT_TYPE_GENERIC
struct struct
{ {
uint32 floatingTooltip; //0 uint32 floatingTooltip; // 0
uint32 highlight; //1 uint32 highlight; // 1
uint32 serverOnly; //2 uint32 serverOnly; // 2
uint32 large; //3 uint32 large; // 3
uint32 floatOnWater; //4 uint32 floatOnWater; // 4
uint32 questID; //5 uint32 questID; // 5
} _generic; } _generic;
//6 GAMEOBJECT_TYPE_TRAP // 6 GAMEOBJECT_TYPE_TRAP
struct struct
{ {
uint32 lockId; //0 -> Lock.dbc uint32 lockId; // 0 -> Lock.dbc
uint32 level; //1 uint32 level; // 1
uint32 radius; //2 radius for trap activation uint32 radius; // 2 radius for trap activation
uint32 spellId; //3 uint32 spellId; // 3
uint32 charges; //4 need respawn (if > 0) uint32 charges; // 4 need respawn (if > 0)
uint32 cooldown; //5 time in secs uint32 cooldown; // 5 time in secs
uint32 autoCloseTime; //6 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000) uint32 autoCloseTime; //6 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000)
uint32 startDelay; //7 uint32 startDelay; // 7
uint32 serverOnly; //8 uint32 serverOnly; // 8
uint32 stealthed; //9 uint32 stealthed; // 9
uint32 large; //10 uint32 large; // 10
uint32 stealthAffected; //11 uint32 stealthAffected; // 11
uint32 openTextID; //12 can be used to replace castBarCaption? uint32 openTextID; // 12 can be used to replace castBarCaption?
uint32 closeTextID; //13 uint32 closeTextID; // 13
uint32 ignoreTotems; //14 uint32 ignoreTotems; //14
} trap; } trap;
//7 GAMEOBJECT_TYPE_CHAIR // 7 GAMEOBJECT_TYPE_CHAIR
struct struct
{ {
uint32 slots; //0 uint32 slots; // 0
uint32 height; //1 uint32 height; // 1
uint32 onlyCreatorUse; //2 uint32 onlyCreatorUse; // 2
uint32 triggeredEvent; //3 uint32 triggeredEvent; //3
} chair; } chair;
//8 GAMEOBJECT_TYPE_SPELL_FOCUS // 8 GAMEOBJECT_TYPE_SPELL_FOCUS
struct struct
{ {
uint32 focusId; //0 uint32 focusId; // 0
uint32 dist; //1 uint32 dist; // 1
uint32 linkedTrapId; //2 uint32 linkedTrapId; // 2
uint32 serverOnly; //3 uint32 serverOnly; // 3
uint32 questID; //4 uint32 questID; // 4
uint32 large; //5 uint32 large; // 5
uint32 floatingTooltip; //6 uint32 floatingTooltip; //6
} spellFocus; } spellFocus;
//9 GAMEOBJECT_TYPE_TEXT // 9 GAMEOBJECT_TYPE_TEXT
struct struct
{ {
uint32 pageID; //0 uint32 pageID; // 0
uint32 language; //1 uint32 language; // 1
uint32 pageMaterial; //2 uint32 pageMaterial; // 2
uint32 allowMounted; //3 uint32 allowMounted; // 3
} text; } text;
//10 GAMEOBJECT_TYPE_GOOBER // 10 GAMEOBJECT_TYPE_GOOBER
struct struct
{ {
uint32 lockId; //0 -> Lock.dbc uint32 lockId; // 0 -> Lock.dbc
uint32 questId; //1 uint32 questId; // 1
uint32 eventId; //2 uint32 eventId; // 2
uint32 autoCloseTime; //3 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000) uint32 autoCloseTime; //3 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000)
uint32 customAnim; //4 uint32 customAnim; // 4
uint32 consumable; //5 uint32 consumable; // 5
uint32 cooldown; //6 uint32 cooldown; // 6
uint32 pageId; //7 uint32 pageId; // 7
uint32 language; //8 uint32 language; // 8
uint32 pageMaterial; //9 uint32 pageMaterial; // 9
uint32 spellId; //10 uint32 spellId; // 10
uint32 noDamageImmune; //11 uint32 noDamageImmune; // 11
uint32 linkedTrapId; //12 uint32 linkedTrapId; // 12
uint32 large; //13 uint32 large; // 13
uint32 openTextID; //14 can be used to replace castBarCaption? uint32 openTextID; // 14 can be used to replace castBarCaption?
uint32 closeTextID; //15 uint32 closeTextID; // 15
uint32 losOK; //16 isBattlegroundObject uint32 losOK; // 16 isBattlegroundObject
uint32 allowMounted; //17 uint32 allowMounted; // 17
uint32 floatingTooltip; //18 uint32 floatingTooltip; // 18
uint32 gossipID; //19 uint32 gossipID; // 19
uint32 WorldStateSetsState; //20 uint32 WorldStateSetsState; //20
} goober; } goober;
//11 GAMEOBJECT_TYPE_TRANSPORT // 11 GAMEOBJECT_TYPE_TRANSPORT
struct struct
{ {
uint32 startFrame; //0 uint32 startFrame; //0
uint32 startOpen; //1 uint32 startOpen; // 1
uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000) uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000)
uint32 pause1EventID; //3 uint32 pause1EventID; //3
uint32 pause2EventID; //4 uint32 pause2EventID; //4
@ -217,148 +217,148 @@ struct GameObjectInfo
uint32 unk22; //22 ring of valor elevators uint32 unk22; //22 ring of valor elevators
uint32 unk23; //23 ring of valor elevators uint32 unk23; //23 ring of valor elevators
} transport; } transport;
//12 GAMEOBJECT_TYPE_AREADAMAGE // 12 GAMEOBJECT_TYPE_AREADAMAGE
struct struct
{ {
uint32 lockId; //0 uint32 lockId; // 0
uint32 radius; //1 uint32 radius; // 1
uint32 damageMin; //2 uint32 damageMin; // 2
uint32 damageMax; //3 uint32 damageMax; // 3
uint32 damageSchool; //4 uint32 damageSchool; // 4
uint32 autoCloseTime; //5 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000) uint32 autoCloseTime; //5 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000)
uint32 openTextID; //6 uint32 openTextID; // 6
uint32 closeTextID; //7 uint32 closeTextID; // 7
} areadamage; } areadamage;
//13 GAMEOBJECT_TYPE_CAMERA // 13 GAMEOBJECT_TYPE_CAMERA
struct struct
{ {
uint32 lockId; //0 -> Lock.dbc uint32 lockId; // 0 -> Lock.dbc
uint32 cinematicId; //1 uint32 cinematicId; // 1
uint32 eventID; //2 uint32 eventID; // 2
uint32 openTextID; //3 can be used to replace castBarCaption? uint32 openTextID; // 3 can be used to replace castBarCaption?
} camera; } camera;
//14 GAMEOBJECT_TYPE_MAPOBJECT - empty // 14 GAMEOBJECT_TYPE_MAPOBJECT - empty
//15 GAMEOBJECT_TYPE_MO_TRANSPORT // 15 GAMEOBJECT_TYPE_MO_TRANSPORT
struct struct
{ {
uint32 taxiPathId; //0 uint32 taxiPathId; // 0
uint32 moveSpeed; //1 uint32 moveSpeed; // 1
uint32 accelRate; //2 uint32 accelRate; // 2
uint32 startEventID; //3 uint32 startEventID; // 3
uint32 stopEventID; //4 uint32 stopEventID; // 4
uint32 transportPhysics; //5 uint32 transportPhysics; // 5
uint32 mapID; //6 uint32 mapID; // 6
uint32 worldState1; //7 uint32 worldState1; //7
} moTransport; } moTransport;
//16 GAMEOBJECT_TYPE_DUELFLAG - empty // 16 GAMEOBJECT_TYPE_DUELFLAG - empty
//17 GAMEOBJECT_TYPE_FISHINGNODE - empty //17 GAMEOBJECT_TYPE_FISHINGNODE - empty
//18 GAMEOBJECT_TYPE_SUMMONING_RITUAL // 18 GAMEOBJECT_TYPE_SUMMONING_RITUAL
struct struct
{ {
uint32 reqParticipants; //0 uint32 reqParticipants; // 0
uint32 spellId; //1 uint32 spellId; // 1
uint32 animSpell; //2 uint32 animSpell; // 2
uint32 ritualPersistent; //3 uint32 ritualPersistent; // 3
uint32 casterTargetSpell; //4 uint32 casterTargetSpell; // 4
uint32 casterTargetSpellTargets; //5 uint32 casterTargetSpellTargets; // 5
uint32 castersGrouped; //6 uint32 castersGrouped; // 6
uint32 ritualNoTargetCheck; //7 uint32 ritualNoTargetCheck; // 7
} summoningRitual; } summoningRitual;
//19 GAMEOBJECT_TYPE_MAILBOX - empty // 19 GAMEOBJECT_TYPE_MAILBOX - empty
//20 GAMEOBJECT_TYPE_DONOTUSE - empty //20 GAMEOBJECT_TYPE_DONOTUSE - empty
//21 GAMEOBJECT_TYPE_GUARDPOST // 21 GAMEOBJECT_TYPE_GUARDPOST
struct struct
{ {
uint32 creatureID; //0 uint32 creatureID; // 0
uint32 charges; //1 uint32 charges; // 1
} guardpost; } guardpost;
//22 GAMEOBJECT_TYPE_SPELLCASTER // 22 GAMEOBJECT_TYPE_SPELLCASTER
struct struct
{ {
uint32 spellId; //0 uint32 spellId; // 0
uint32 charges; //1 uint32 charges; // 1
uint32 partyOnly; //2 uint32 partyOnly; // 2
uint32 allowMounted; //3 uint32 allowMounted; //3
uint32 large; //4 uint32 large; //4
} spellcaster; } spellcaster;
//23 GAMEOBJECT_TYPE_MEETINGSTONE // 23 GAMEOBJECT_TYPE_MEETINGSTONE
struct struct
{ {
uint32 minLevel; //0 uint32 minLevel; // 0
uint32 maxLevel; //1 uint32 maxLevel; // 1
uint32 areaID; //2 uint32 areaID; // 2
} meetingstone; } meetingstone;
//24 GAMEOBJECT_TYPE_FLAGSTAND // 24 GAMEOBJECT_TYPE_FLAGSTAND
struct struct
{ {
uint32 lockId; //0 uint32 lockId; // 0
uint32 pickupSpell; //1 uint32 pickupSpell; // 1
uint32 radius; //2 uint32 radius; // 2
uint32 returnAura; //3 uint32 returnAura; // 3
uint32 returnSpell; //4 uint32 returnSpell; // 4
uint32 noDamageImmune; //5 uint32 noDamageImmune; // 5
uint32 openTextID; //6 uint32 openTextID; // 6
uint32 losOK; //7 uint32 losOK; // 7
} flagstand; } flagstand;
//25 GAMEOBJECT_TYPE_FISHINGHOLE // 25 GAMEOBJECT_TYPE_FISHINGHOLE
struct struct
{ {
uint32 radius; //0 how close bobber must land for sending loot uint32 radius; // 0 how close bobber must land for sending loot
uint32 lootId; //1 uint32 lootId; // 1
uint32 minSuccessOpens; //2 uint32 minSuccessOpens; // 2
uint32 maxSuccessOpens; //3 uint32 maxSuccessOpens; // 3
uint32 lockId; //4 -> Lock.dbc; possibly 1628 for all? uint32 lockId; // 4 -> Lock.dbc; possibly 1628 for all?
} fishinghole; } fishinghole;
//26 GAMEOBJECT_TYPE_FLAGDROP // 26 GAMEOBJECT_TYPE_FLAGDROP
struct struct
{ {
uint32 lockId; //0 uint32 lockId; // 0
uint32 eventID; //1 uint32 eventID; // 1
uint32 pickupSpell; //2 uint32 pickupSpell; // 2
uint32 noDamageImmune; //3 uint32 noDamageImmune; // 3
uint32 openTextID; //4 uint32 openTextID; // 4
} flagdrop; } flagdrop;
//27 GAMEOBJECT_TYPE_MINI_GAME // 27 GAMEOBJECT_TYPE_MINI_GAME
struct struct
{ {
uint32 gameType; //0 uint32 gameType; // 0
} miniGame; } miniGame;
//29 GAMEOBJECT_TYPE_CAPTURE_POINT // 29 GAMEOBJECT_TYPE_CAPTURE_POINT
struct struct
{ {
uint32 radius; //0 uint32 radius; // 0
uint32 spell; //1 uint32 spell; // 1
uint32 worldState1; //2 uint32 worldState1; // 2
uint32 worldState2; //3 uint32 worldState2; // 3
uint32 winEventID1; //4 uint32 winEventID1; // 4
uint32 winEventID2; //5 uint32 winEventID2; // 5
uint32 contestedEventID1; //6 uint32 contestedEventID1; // 6
uint32 contestedEventID2; //7 uint32 contestedEventID2; // 7
uint32 progressEventID1; //8 uint32 progressEventID1; // 8
uint32 progressEventID2; //9 uint32 progressEventID2; // 9
uint32 neutralEventID1; //10 uint32 neutralEventID1; // 10
uint32 neutralEventID2; //11 uint32 neutralEventID2; // 11
uint32 neutralPercent; //12 uint32 neutralPercent; // 12
uint32 worldState3; //13 uint32 worldState3; // 13
uint32 minSuperiority; //14 uint32 minSuperiority; // 14
uint32 maxSuperiority; //15 uint32 maxSuperiority; // 15
uint32 minTime; //16 uint32 minTime; // 16
uint32 maxTime; //17 uint32 maxTime; // 17
uint32 large; //18 uint32 large; // 18
uint32 highlight; //19 uint32 highlight; // 19
uint32 startingValue; //20 uint32 startingValue; //20
uint32 unidirectional; //21 uint32 unidirectional; //21
} capturePoint; } capturePoint;
//30 GAMEOBJECT_TYPE_AURA_GENERATOR // 30 GAMEOBJECT_TYPE_AURA_GENERATOR
struct struct
{ {
uint32 startOpen; //0 uint32 startOpen; // 0
uint32 radius; //1 uint32 radius; // 1
uint32 auraID1; //2 uint32 auraID1; // 2
uint32 conditionID1; //3 uint32 conditionID1; // 3
uint32 auraID2; //4 uint32 auraID2; // 4
uint32 conditionID2; //5 uint32 conditionID2; // 5
uint32 serverOnly; //6 uint32 serverOnly; // 6
} auraGenerator; } auraGenerator;
//31 GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY //31 GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY
struct struct
@ -372,33 +372,33 @@ struct GameObjectInfo
uint32 chairheight; //0 uint32 chairheight; //0
uint32 heightOffset; //1 uint32 heightOffset; //1
} barberChair; } barberChair;
//33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING //33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING // Much guesswork
struct struct
{ {
uint32 intactNumHits; //0 uint32 intactNumHits; //0
uint32 creditProxyCreature; //1 uint32 creditProxyCreature; //1
uint32 empty1; //2 uint32 empty1; //2
uint32 intactEvent; //3 uint32 intactEvent; //3
uint32 empty2; //4 uint32 damagedDisplayId; //4
uint32 damagedNumHits; //5 uint32 damagedNumHits; //5
uint32 empty3; //6 uint32 unk1; //6
uint32 empty4; //7 uint32 unk2; //7
uint32 empty5; //8 uint32 unk3; //8
uint32 damagedEvent; //9 uint32 damagedEvent; //9
uint32 empty6; //10 uint32 destroyedDisplayId; //10
uint32 empty7; //11 uint32 unk4; //11
uint32 empty8; //12 uint32 unk5; //12
uint32 empty9; //13 uint32 unk6; //13
uint32 destroyedEvent; //14 uint32 destroyedEvent; //14
uint32 empty10; //15 uint32 empty10; //15
uint32 debuildingTimeSecs; //16 uint32 debuildingTimeSecs; //16 // unk, only few with value 300)
uint32 empty11; //17 uint32 empty11; //17
uint32 destructibleData; //18 uint32 destructibleData; //18 m_ID of DestructibleModelData.DBC
uint32 rebuildingEvent; //19 uint32 empty12; //19
uint32 empty12; //20 uint32 unk7; //20
uint32 empty13; //21 uint32 empty13; //21
uint32 damageEvent; //22 uint32 rebuildingEvent; //22
uint32 empty14; //23 uint32 unk8; //23
} destructibleBuilding; } destructibleBuilding;
//34 GAMEOBJECT_TYPE_GUILDBANK - empty //34 GAMEOBJECT_TYPE_GUILDBANK - empty
//35 GAMEOBJECT_TYPE_TRAPDOOR //35 GAMEOBJECT_TYPE_TRAPDOOR
@ -533,17 +533,6 @@ struct GameObjectInfo
default: return 0; 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;
}
}
}; };
// GCC have alternative #pragma pack() syntax and old gcc version not support pack(pop), also any gcc version not support it at some platform // GCC have alternative #pragma pack() syntax and old gcc version not support pack(pop), also any gcc version not support it at some platform
@ -635,6 +624,7 @@ enum CapturePointSlider
}; };
class Unit; class Unit;
class GameObjectModel;
struct GameObjectDisplayInfoEntry; struct GameObjectDisplayInfoEntry;
// 5 sec for bobber catch // 5 sec for bobber catch
@ -723,20 +713,21 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); } GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); } void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); } GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
void SetGoState(GOState state) { SetByteValue(GAMEOBJECT_BYTES_1, 0, state); } void SetGoState(GOState state);
uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); } uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); }
void SetGoArtKit(uint8 artkit) { SetByteValue(GAMEOBJECT_BYTES_1, 2, artkit); } void SetGoArtKit(uint8 artkit) { SetByteValue(GAMEOBJECT_BYTES_1, 2, artkit); }
uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); } uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); } void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); } uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); }
void SetDisplayId(uint32 modelId); void SetDisplayId(uint32 modelId);
void SetPhaseMask(uint32 newPhaseMask, bool update);
float GetObjectBoundingRadius() const override; // overwrite WorldObject version float GetObjectBoundingRadius() const override; // overwrite WorldObject version
void Use(Unit* user); void Use(Unit* user);
LootState getLootState() const { return m_lootState; } LootState getLootState() const { return m_lootState; }
void SetLootState(LootState s) { m_lootState = s; } void SetLootState(LootState s);
void AddToSkillupList(Player* player); void AddToSkillupList(Player* player);
bool IsInSkillupList(Player* player) const; bool IsInSkillupList(Player* player) const;
@ -759,7 +750,6 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
// Loot System // Loot System
Loot loot; Loot loot;
void getFishLoot(Loot* loot, Player* loot_owner);
void StartGroupLoot(Group* group, uint32 timer) override; void StartGroupLoot(Group* group, uint32 timer) override;
ObjectGuid GetLootRecipientGuid() const { return m_lootRecipientGuid; } ObjectGuid GetLootRecipientGuid() const { return m_lootRecipientGuid; }
@ -784,8 +774,17 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
void SummonLinkedTrapIfAny(); void SummonLinkedTrapIfAny();
void TriggerLinkedGameObject(Unit* target); void TriggerLinkedGameObject(Unit* target);
// Destructible GO handling
void DealGameObjectDamage(uint32 damage, uint32 spell, Unit* caster);
void RebuildGameObject(uint32 spell, Unit* caster);
void ForceGameObjectHealth(int32 diff, Unit* caster);
uint32 GetHealth() const { return m_useTimes; }
uint32 GetMaxHealth() const { return m_goInfo->destructibleBuilding.intactNumHits + m_goInfo->destructibleBuilding.damagedNumHits; }
bool isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const override; bool isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const override;
bool IsCollisionEnabled() const; // Check if a go should collide. Like if a door is closed
GameObject* LookupFishingHoleAround(float range); GameObject* LookupFishingHoleAround(float range);
void SetCapturePointSlider(float value); void SetCapturePointSlider(float value);
@ -793,6 +792,8 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
GridReference<GameObject>& GetGridRef() { return m_gridRef; } GridReference<GameObject>& GetGridRef() { return m_gridRef; }
GameObjectModel* m_model;
protected: protected:
uint32 m_spellId; uint32 m_spellId;
time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()), time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()),
@ -808,7 +809,7 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
GuidSet m_SkillupSet; // players that already have skill-up at GO use GuidSet m_SkillupSet; // players that already have skill-up at GO use
uint32 m_useTimes; // amount uses/charges triggered uint32 m_useTimes; // amount uses/charges triggered - also used for health for DESTRUCTIBLE_BUILDING
// collected only for GAMEOBJECT_TYPE_SUMMONING_RITUAL // collected only for GAMEOBJECT_TYPE_SUMMONING_RITUAL
ObjectGuid m_firstUser; // first GO user, in most used cases owner, but in some cases no, for example non-summoned multi-use GAMEOBJECT_TYPE_SUMMONING_RITUAL ObjectGuid m_firstUser; // first GO user, in most used cases owner, but in some cases no, for example non-summoned multi-use GAMEOBJECT_TYPE_SUMMONING_RITUAL
@ -829,7 +830,10 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
private: private:
void SwitchDoorOrButton(bool activate, bool alternative = false); void SwitchDoorOrButton(bool activate, bool alternative = false);
void TickCapturePoint(); void TickCapturePoint();
void UpdateModel(); // updates model in case displayId were changed
void UpdateCollisionState() const; // updates state in Map's dynamic collision tree
GridReference<GameObject> m_gridRef; GridReference<GameObject> m_gridRef;
}; };
#endif #endif