Updated objects stuff

This commit is contained in:
tomrus88 2008-10-26 10:20:52 +03:00
parent 579fc917bb
commit 9c8864f134
12 changed files with 896 additions and 500 deletions

View file

@ -334,12 +334,12 @@ struct GameObjectInfo
uint32 mapID; //0
uint32 difficulty; //1
} dungeonDifficulty;
//32 GAMEOBJECT_TYPE_DO_NOT_USE_YET
//32 GAMEOBJECT_TYPE_BARBER_CHAIR
struct
{
uint32 mapID; //0
uint32 difficulty; //1
} doNotUseYet;
uint32 chairheight; //0
uint32 heightOffset; //1
} barberChair;
//33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
struct
{
@ -348,6 +348,13 @@ struct GameObjectInfo
uint32 state1Name; //2
uint32 state2Name; //3
} destructibleBuilding;
//34 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 // GAMEOBJECT_TYPE_SPELLCASTER
@ -497,14 +504,14 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
void SetSpellId(uint32 id) { m_spellId = id;}
uint32 GetSpellId() const { return m_spellId;}
void getFishLoot(Loot *loot);
GameobjectTypes GetGoType() const { return GameobjectTypes(GetUInt32Value(GAMEOBJECT_TYPE_ID)); }
void SetGoType(GameobjectTypes type) { SetUInt32Value(GAMEOBJECT_TYPE_ID, type); }
uint32 GetGoState() const { return GetUInt32Value(GAMEOBJECT_STATE); }
void SetGoState(uint32 state) { SetUInt32Value(GAMEOBJECT_STATE, state); }
uint32 GetGoArtKit() const { return GetUInt32Value(GAMEOBJECT_ARTKIT); }
void SetGoArtKit(uint32 artkit) { SetUInt32Value(GAMEOBJECT_ARTKIT, artkit); }
uint32 GetGoAnimProgress() const { return GetUInt32Value(GAMEOBJECT_ANIMPROGRESS); }
void SetGoAnimProgress(uint32 animprogress) { SetUInt32Value(GAMEOBJECT_ANIMPROGRESS, animprogress); }
GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
uint8 GetGoState() const { return GetByteValue(GAMEOBJECT_BYTES_1, 0); }
void SetGoState(uint8 state) { SetByteValue(GAMEOBJECT_BYTES_1, 0, state); }
uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); }
void SetGoArtKit(uint8 artkit) { SetByteValue(GAMEOBJECT_BYTES_1, 2, artkit); }
uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
void Use(Unit* user);