DB/Lock: Difference between revisions
Jump to navigation
Jump to search
Barncastle (talk | contribs) m (→Structure) |
Barncastle (talk | contribs) mNo edit summary |
||
Line 5: | Line 5: | ||
uint32_t m_Index[4]; | uint32_t m_Index[4]; | ||
uint32_t m_Skill[4]; | uint32_t m_Skill[4]; | ||
uint32_t m_Action[4]; | uint32_t m_Action[4]; // OpenAction | ||
}; | }; | ||
==Structure== | ==Structure== | ||
Line 13: | Line 13: | ||
10 Lock_Properties[8] Integer If the corresponding Type field is 2 then this is an iRefID_[[LockType.dbc]]. | 10 Lock_Properties[8] Integer If the corresponding Type field is 2 then this is an iRefID_[[LockType.dbc]]. | ||
If the corresponding Type field value is 1 then this is the itemID of the key or item that 'unlocks' this item. | If the corresponding Type field value is 1 then this is the itemID of the key or item that 'unlocks' this item. | ||
{{Template:Sandbox/VersionRange|min_expansionlevel=6}} If the corresponding Type field is 3 then this is a [[DB/Spell|Spell ID]] | |||
18 Required_Skill[8] Integer Required skill needed for Lock_Properties | 18 Required_Skill[8] Integer Required skill needed for Lock_Properties | ||
26 Action[8] Integer Something to do with direction / opening / closing. used in <code>CGGameObject_C::IsValidOpenAction</code> | 26 Action[8] Integer Something to do with direction / opening / closing. used in <code>CGGameObject_C::IsValidOpenAction</code> | ||
==1.12.1.5875 | ==1.12.1.5875 - 6.0.1.18179== | ||
struct LockRec { | struct LockRec { | ||
uint32_t m_ID; | uint32_t m_ID; | ||
Line 24: | Line 25: | ||
uint32_t m_Action[8]; | uint32_t m_Action[8]; | ||
}; | }; | ||
==Action Validation== | |||
<tt>m_Action</tt> is used to validate if the gameObject is eligible to be (re)used based on it's current state. This check is used in conjunction with the item/skill/spell requirements. This logic appears to be the same throughout {{Template:Sandbox/VersionRange|min_expansionlevel=0|max_expansionlevel=6}}. | |||
<syntaxhighlight lang="cpp"> | |||
char CGGameObject_C::IsValidOpenAction(CGGameObject_C *this, OpenAction action) | |||
{ | |||
GOState state = this->m_gameObj->m_state; | |||
char locked = gameObject->m_flags & 0x2; | |||
if ( state == GO_STATE_ACTIVE_ALTERNATIVE ) // destroyed | |||
return ( action == OPENACTION_REBUILD ? 1 : 0 ); | |||
if ( action == OPENACTION_CLOSE ) | |||
return ( state == GO_STATE_ACTIVE ? 1 : 0 ); | |||
if ( state != GO_STATE_READY ) | |||
return 0; | |||
if( action == OPENACTION_OPEN && locked ) | |||
return 0; | |||
if( action == OPENACTION_OPEN_UNLOCK && !locked ) | |||
return 0; | |||
return 1; | |||
} | |||
enum OpenAction | |||
{ | |||
OPENACTION_OPEN = 0x0, | |||
OPENACTION_OPEN_UNLOCK = 0x1, // mandatory unlock before open | |||
OPENACTION_CLOSE = 0x2, | |||
OPENACTION_DESTROY = 0x3, // mostly used by spells (EFFECT = 86, EFFECT_MISC_VALUE = 12) | |||
OPENACTION_REBUILD = 0x4 // not seen in any DB | |||
}; | |||
// taken from Trinity | |||
enum GOState | |||
{ | |||
GO_STATE_ACTIVE = 0, // used and not reset (closed door is open) | |||
GO_STATE_READY = 1, // initial unused state (closed door is closed) | |||
GO_STATE_ACTIVE_ALTERNATIVE = 2, // used and destroyed ([Blow Zul'Farrak Door]'s spell effect) | |||
}; | |||
</syntaxhighlight> | |||
[[Category:DBC]] | [[Category:DBC]] | ||
[[Category:DBC_Alpha]] | [[Category:DBC_Alpha]] |
Revision as of 17:14, 15 April 2018
0.5.3.3368
struct LockRec { uint32_t m_ID; uint32_t m_Type[4]; uint32_t m_Index[4]; uint32_t m_Skill[4]; uint32_t m_Action[4]; // OpenAction };
Structure
Column Field Type Notes
1 ID Integer
2 Type[8] Integer If this is 1, then the next lock_properties is an item ID, if it's 2, then it's an iRef to LockType.dbc
10 Lock_Properties[8] Integer If the corresponding Type field is 2 then this is an iRefID_LockType.dbc.
If the corresponding Type field value is 1 then this is the itemID of the key or item that 'unlocks' this item.
≥ If the corresponding Type field is 3 then this is a Spell ID
18 Required_Skill[8] Integer Required skill needed for Lock_Properties
26 Action[8] Integer Something to do with direction / opening / closing. used in CGGameObject_C::IsValidOpenAction
1.12.1.5875 - 6.0.1.18179
struct LockRec { uint32_t m_ID; foreign_keyⁱ<uint32_t, &LockTypeRec::m_ID> m_Type[8]; uint32_t m_Index[8]; uint32_t m_Skill[8]; uint32_t m_Action[8]; };
Action Validation
m_Action is used to validate if the gameObject is eligible to be (re)used based on it's current state. This check is used in conjunction with the item/skill/spell requirements. This logic appears to be the same throughout … .
char CGGameObject_C::IsValidOpenAction(CGGameObject_C *this, OpenAction action)
{
GOState state = this->m_gameObj->m_state;
char locked = gameObject->m_flags & 0x2;
if ( state == GO_STATE_ACTIVE_ALTERNATIVE ) // destroyed
return ( action == OPENACTION_REBUILD ? 1 : 0 );
if ( action == OPENACTION_CLOSE )
return ( state == GO_STATE_ACTIVE ? 1 : 0 );
if ( state != GO_STATE_READY )
return 0;
if( action == OPENACTION_OPEN && locked )
return 0;
if( action == OPENACTION_OPEN_UNLOCK && !locked )
return 0;
return 1;
}
enum OpenAction
{
OPENACTION_OPEN = 0x0,
OPENACTION_OPEN_UNLOCK = 0x1, // mandatory unlock before open
OPENACTION_CLOSE = 0x2,
OPENACTION_DESTROY = 0x3, // mostly used by spells (EFFECT = 86, EFFECT_MISC_VALUE = 12)
OPENACTION_REBUILD = 0x4 // not seen in any DB
};
// taken from Trinity
enum GOState
{
GO_STATE_ACTIVE = 0, // used and not reset (closed door is open)
GO_STATE_READY = 1, // initial unused state (closed door is closed)
GO_STATE_ACTIVE_ALTERNATIVE = 2, // used and destroyed ([Blow Zul'Farrak Door]'s spell effect)
};