DB/Lock
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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 … .
bool CGGameObject_C::IsValidOpenAction(OpenAction action)
{
GOState state = this->m_gameObj->m_state;
bool locked = gameObject->m_flags & 0x2;
if ( state == GO_STATE_ACTIVE_ALTERNATIVE ) // destroyed
return action == OPENACTION_REBUILD;
if ( action == OPENACTION_CLOSE )
return state == GO_STATE_ACTIVE;
if ( state != GO_STATE_READY )
return false;
if( action == OPENACTION_OPEN && locked )
return false;
if( action == OPENACTION_OPEN_UNLOCK && !locked )
return false;
return true;
}
enum OpenAction
{
OPENACTION_OPEN = 0x0,
OPENACTION_OPEN_UNLOCK = 0x1, // mandatory unlock before open
OPENACTION_CLOSE = 0x2,
OPENACTION_DESTROY = 0x3, // mostly used by spells
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)
};