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DBCStructure.h
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1 /*
2  * Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
3  * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4  *
5  * This program is free software; you can redistribute it and/or modify it
6  * under the terms of the GNU General Public License as published by the
7  * Free Software Foundation; either version 2 of the License, or (at your
8  * option) any later version.
9  *
10  * This program is distributed in the hope that it will be useful, but WITHOUT
11  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
12  * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
13  * more details.
14  *
15  * You should have received a copy of the GNU General Public License along
16  * with this program. If not, see <http://www.gnu.org/licenses/>.
17  */
18 
19 #ifndef TRINITY_DBCSTRUCTURE_H
20 #define TRINITY_DBCSTRUCTURE_H
21 
22 #include "Common.h"
23 #include "DBCEnums.h"
24 #include "Util.h"
25 
26 // Structures using to access raw DBC data and required packing to portability
27 #pragma pack(push, 1)
28 
30 {
31  uint32 ID; // 0
32  //uint32 OneShotDuration; // 1
33  //uint32 OneShotStopAnimKitID; // 2
34  //uint32 LowDefAnimKitID; // 3
35 };
36 
38 {
39  uint32 ID; // 0
40  uint32 MapID; // 1
41  uint32 ParentAreaID; // 2 if 0 then it's zone, else it's zone id of this area
42  int32 AreaBit; // 3
43  uint32 Flags[2]; // 4-5,
44  //uint32 SoundProviderPref; // 6,
45  //uint32 SoundProviderPrefUnderwater; // 7,
46  //uint32 AmbienceID; // 8,
47  //uint32 ZoneMusic; // 9,
48  //char* ZoneName; // 10 - Internal name
49  //uint32 IntroSound; // 11
51  char* AreaName_lang; // 13 - In-game name
53  uint32 LiquidTypeID[4]; // 15-18
54  //float AmbientMultiplier; // 19
55  //uint32 MountFlags; // 20
56  //uint32 UWIntroMusic; // 21
57  //uint32 UWZoneMusic; // 22
58  //uint32 UWAmbience; // 23
59  //uint32 WorldPvPID; // 24 World_PVP_Area.dbc
60  //uint32 PvPCombastWorldStateID; // 25
61  //uint32 WildBattlePetLevelMin; // 26
62  //uint32 WildBattlePetLevelMax; // 27
63  //uint32 WindSettingsID; // 28
64 
65  // helpers
66  bool IsSanctuary() const
67  {
68  if (MapID == 609)
69  return true;
70  return (Flags[0] & AREA_FLAG_SANCTUARY) != 0;
71  }
72 };
73 
75 {
76  uint32 ID; // 0
77  uint32 MapID; // 1
79  //uint32 PhaseUseFlags // 5
80  //uint32 PhaseID // 6
81  //uint32 PhaseGroupID // 7
82  float Radius; // 8
83  float BoxLength; // 9
84  float BoxWidth; // 10
85  float BoxHeight; // 11
86  float BoxYaw; // 12
87  //uint32 ShapeType // 13
88  //uint32 ShapeID // 14
89  //uint32 AreaTriggerActionSetID // 15
90  //uint32 Flags // 16
91 };
92 
94 {
95  uint32 ID; // 0
96  float Modifier[5]; // 1-5 multiplier for armor types (cloth...plate, no armor?)
97 };
98 
100 {
101  uint32 ID; // 0
102  uint32 Cost; // 1
103 };
104 
106 {
107  uint32 ID; // 0
108  //uint32 NameMD5[4]; // 1
109  //uint32 VersionMD5[4]; // 2
110  //uint32 LastModified; // 3
111  //uint32 Flags; // 4
112 };
113 
115 {
116  uint32 ID; // 0
117  int32 MapID[16]; // 1-16 mapid
118  uint32 InstanceType; // 17 map type (3 - BG, 4 - arena)
119  //uint32 GroupsAllowed; // 18 (0 or 1)
120  char* Name_lang; // 19
121  uint32 MaxGroupSize; // 20 maxGroupSize, used for checking if queue as group
122  uint32 HolidayWorldState; // 21 new 3.1
123  uint32 MinLevel; // 22, min level (sync with PvPDifficulty.dbc content)
124  uint32 MaxLevel; // 23, max level (sync with PvPDifficulty.dbc content)
125  //uint32 RatedPlayers; // 24 4.0.1
126  //uint32 MinPlayers; // 25 - 4.0.6.13596
127  //uint32 MaxPlayers; // 26 4.0.1
128  //uint32 Flags; // 27 4.0.3, value 2 for Rated Battlegrounds
129  //uint32 IconFileDataID; // 28
130  //char* GameType_lang; // 29
131  //uint32 Unk1; // 30
132 };
133 
135 {
138 };
139 
141 {
147 };
148 
150 {
151  //uint32 Id;
155  //char* TexturePath[3];
159 };
160 
161 
163 {
164  uint32 ID; // 0, title ids, for example in Quest::GetCharTitleId()
165  //uint32 ConditionID; // 1
166  char* NameMale_lang; // 2 m_name_lang
167  char* NameFemale_lang; // 3 m_name1_lang
168  uint32 MaskID; // 4 m_mask_ID used in PLAYER_CHOSEN_TITLE and 1<<index in PLAYER__FIELD_KNOWN_TITLES
169  //uint32 Flags; // 5
170 };
171 
173 {
174  uint32 ID; // 0
175  uint32 Flags; // 1
176  //uint32 FactionGroup // 2
177  char* Name_lang; // 3
178  //char* Shortcut_lang; // 4
179 };
180 
182 {
183  uint32 ID; // 0
185  //char* PetNameToken // 2
186  char* Name_lang; // 3
187  //char* NameFemale_lang; // 4
188  //char* NameMale_lang; // 5
189  //char* Filename; // 6
191  //uint32 Flags; // 8
193  uint32 AttackPowerPerStrength; // 10 Attack Power bonus per point of strength
194  uint32 AttackPowerPerAgility; // 11 Attack Power bonus per point of agility
195  uint32 RangedAttackPowerPerAgility; // 12 Ranged Attack Power bonus per point of agility
197  //uint32 CreateScreenFileDataID; // 14
198  //uint32 SelectScreenFileDataID; // 15
199  //uint32 LowResScreenFileDataID; // 16
200  //uint32 IconFileDataID; // 17
201  //uint32 Unk1; // 18
202 };
203 
205 {
206  uint32 ID; // 0
207  uint32 Flags; // 1
208  uint32 FactionID; // 2 faction template id
209  //uint32 ExplorationSoundID; // 3
212  //char* ClientPrefix; // 6
213  //uint32 BaseLanguage; // 7
214  //uint32 CreatureType; // 8
215  //uint32 ResSicknessSpellID; // 9
216  //uint32 SplashSoundID; // 10
217  //char* ClientFileString; // 11
219  uint32 TeamID; // 13 m_alliance (0 alliance, 1 horde, 2 neutral)
220  char* Name_lang; // 14
221  //char* NameFemale_lang; // 15
222  //char* NameMale_lang; // 16
223  //char* FacialHairCustomization[2]; // 17-18
224  //char* HairCustomization; // 19
225  //uint32 RaceRelated; // 20
226  //uint32 UnalteredVisualRaceID; // 21
227  //uint32 UAMaleCreatureSoundDataID; // 22
228  //uint32 UAFemaleCreatureSoundDataID; // 23
229  //uint32 CharComponentTextureLayoutID; // 24
230  //uint32 DefaultClassID; // 25
231  //uint32 CreateScreenFileDataID; // 26
232  //uint32 SelectScreenFileDataID; // 27
233  //float MaleCustomizeOffset[3]; // 28-30
234  //float FemaleCustomizeOffset[3]; // 31-33
235  //uint32 NeutralRaceID; // 34
236  //uint32 LowResScreenFileDataID; // 35
237  //uint32 HighResMaleDisplayID; // 36
238  //uint32 HighResFemaleDisplayID; // 37
239  //uint32 CharComponentTexLayoutHiResID; // 38
240  //uint32 Unk; // 39
241 };
242 
243 #define MAX_MASTERY_SPELLS 2
244 
246 {
247  uint32 ID; // 0 Specialization ID
248  //char* BackgroundFile; // 1
253  uint32 Role; // 6 (0 - Tank, 1 - Healer, 2 - DPS)
256  uint32 Flags; // 9
257  //char* Name_lang; // 10
258  //char* Name2_lang; // 11 Same as name_lang?
259  //char* Description_lang; // 12
261 };
262 
264 {
265  //uint32 ID; // 0
267  //uint32 DisplaySexID; // 2
268  //uint32 SkinID; // 3
269  //uint32 FaceID; // 4
270  //uint32 HairStyleID; // 5
271  //uint32 HairColorID; // 6
272  //uint32 FacialHairID; // 7
273  //uint32 NPCItemDisplay[11]; // 8-18
274  //uint32 Flags; // 19
275  //uint32 FileDataID; // 20
276  //uint32 Unk; // 21
277 };
278 
280 {
281  uint32 ID; // 0
282  float MinScale; // 1
284  float MaxScale; // 3
286  uint32 SkillLine[2]; // 5-6
289  //uint32 CategoryEnumID; // 9
290  char* Name_lang; // 10
291  //char* IconFile; // 11
292 };
293 
295 {
296  uint32 ID; // 0
297  uint32 Flags; // 1
299  //uint32 SizeClass; // 3
300  //float ModelScale; // 4
301  //uint32 BloodID; // 5
302  //uint32 FootprintTextureID; // 6
303  //float FootprintTextureLength; // 7
304  //float FootprintTextureWidth; // 8
305  //float FootprintParticleScale; // 9
306  //uint32 FoleyMaterialID; // 10
307  //uint32 FootstepShakeSize; // 11
308  //uint32 DeathThudShakeSize; // 12
309  //uint32 SoundID; // 13
310  //float CollisionWidth; // 14
311  float CollisionHeight; // 15
312  float MountHeight; // 16
313  //float GeoBoxMin[3]; // 17-19
314  //float GeoBoxMax[3]; // 20-22
315  //float WorldEffectScale; // 23
316  //float AttachedEffectScale; // 24
317  //float MissileCollisionRadius; // 25
318  //float MissileCollisionPush; // 26
319  //float MissileCollisionRaise; // 27
320  //float OverrideLootEffectScale; // 28
321  //float OverrideNameScale; // 29
322  //float OverrideSelectionRadius; // 30
323  //float TamedPetBaseScale; // 31
324  //uint32 CreatureGeosetDataID; // 32
325  //float HoverHeight; // 33
326 };
327 
328 /* not used
329 struct CurrencyCategoryEntry
330 {
331  uint32 ID; // 0
332  uint32 Unk1; // 1 0 for known categories and 3 for unknown one (3.0.9)
333  char* Name[16]; // 2-17 name
334  // // 18 string flags
335 };
336 */
337 
339 {
340  uint32 ID; // 0
345  //int32 OldEnumValue; // 5
346  uint32 Flags; // 6
348  //uint32 GroupSizeHealthCurveID; // 8
349  //uint32 GroupSizeDmgCurveID; // 9
350  //uint32 GroupSizeSpellPointsCurveID; // 10
351  //char const* NameLang; // 11
353  //uint32 OrderIndex; // 13
354 };
355 
357 {
358  uint32 ID; // 0
359  uint32 MapID; // 1
362  //uint32 Bit; // 4
363  char* Name_lang; // 5
364  //uint32 CreatureDisplayID; // 6
365  //uint32 Flags; // 7
366  //uint32 Unk; // 8 Flags2?
367 };
368 
370 {
371  uint32 ID; // 0
374 };
375 
377 {
378  uint32 ID; // 0
379  //char* EmoteSlashCommand; // 1
380  //uint32 AnimID; // 2 ref to animationData
381  uint32 EmoteFlags; // 3 bitmask, may be unit_flags
382  uint32 EmoteSpecProc; // 4 Can be 0, 1 or 2 (determine how emote are shown)
383  uint32 EmoteSpecProcParam; // 5 uncomfirmed, may be enum UnitStandStateType
384  //uint32 EmoteSoundID; // 6 ref to soundEntries
385  //uint32 SpellVisualKitID // 7
386 };
387 
389 {
390  uint32 ID; // 0
391  //char* Name_lang; // 1
393  //uint32 EmoteText[16]; // 3-18
394 };
395 
397 {
398  uint32 Id; // 0
401  uint32 SexId; // 3, 0 male / 1 female
403 };
404 
406 {
407  uint32 ID; // 0
411  int32 ReputationBase[4]; // 10-13
412  uint32 ReputationFlags[4]; // 14-17
414  float ParentFactionModIn; // 19 Faction gains incoming rep * ParentFactionModIn
415  float ParentFactionModOut; // 20 Faction outputs rep * ParentFactionModOut as spillover reputation
416  uint32 ParentFactionCapIn; // 21 The highest rank the faction will profit from incoming spillover
417  //uint32 ParentFactionCapOut; // 22
418  char* Name_lang; // 23
419  //char* Description_lang; // 24
421  //uint32 Flags; // 26
422  //uint32 FriendshipRepID; // 27
423 
424  // helpers
425  bool CanHaveReputation() const
426  {
427  return ReputationIndex >= 0;
428  }
429 };
430 
431 #define MAX_FACTION_RELATIONS 4
432 
434 {
435  uint32 ID; // 0
437  uint32 Flags; // 2
438  uint32 Mask; // 3 m_factionGroup
439  uint32 FriendMask; // 4 m_friendGroup
440  uint32 EnemyMask; // 5 m_enemyGroup
443  //------------------------------------------------------- end structure
444 
445  // helpers
446  bool IsFriendlyTo(FactionTemplateEntry const& entry) const
447  {
448  if (ID == entry.ID)
449  return true;
450  if (entry.Faction)
451  {
452  for (int i = 0; i < MAX_FACTION_RELATIONS; ++i)
453  if (Enemies[i] == entry.Faction)
454  return false;
455  for (int i = 0; i < MAX_FACTION_RELATIONS; ++i)
456  if (Friends[i] == entry.Faction)
457  return true;
458  }
459  return (FriendMask & entry.Mask) || (Mask & entry.FriendMask);
460  }
461  bool IsHostileTo(FactionTemplateEntry const& entry) const
462  {
463  if (ID == entry.ID)
464  return false;
465  if (entry.Faction)
466  {
467  for (int i = 0; i < MAX_FACTION_RELATIONS; ++i)
468  if (Enemies[i] == entry.Faction)
469  return true;
470  for (int i = 0; i < MAX_FACTION_RELATIONS; ++i)
471  if (Friends[i] == entry.Faction)
472  return false;
473  }
474  return (EnemyMask & entry.Mask) != 0;
475  }
476  bool IsHostileToPlayers() const { return (EnemyMask & FACTION_MASK_PLAYER) !=0; }
477  bool IsNeutralToAll() const
478  {
479  for (int i = 0; i < MAX_FACTION_RELATIONS; ++i)
480  if (Enemies[i] != 0)
481  return false;
482  return EnemyMask == 0 && FriendMask == 0;
483  }
484  bool IsContestedGuardFaction() const { return (Flags & FACTION_TEMPLATE_FLAG_CONTESTED_GUARD) != 0; }
485 };
486 
488 {
489  uint32 ID; // 0
491  //uint32 Sound[10]; // 2-11
494  //uint32 ObjectEffectPackageID; // 18
495  //float OverrideLootEffectScale; // 19
496  //float OverrideNameScale; // 20
497 };
498 
500 {
501  uint32 ID; // 0
503  //uint32 MaxCountInv; // 2
504  //uint32 MaxCountItem; // 3
505  uint32 Type; // 4
507 };
508 
510 {
511  uint32 ID; // 0
513  uint32 Type; // 2
514  uint32 SpellIconID; // 3 GlyphIconId (SpellIcon.dbc)
515  //uint32 GlyphExclusiveCategoryID; // 4
516 };
517 
519 {
520  //uint32 level;
521  float cost;
522 };
523 
525 {
526  //uint32 level;
527  float ratio;
528 };
529 
531 {
532  //uint32 level;
533  float base;
534 };
535 
537 {
538  //uint32 level;
539  float ratio;
540 };
541 
543 {
544  float base;
545 };
546 
548 {
549  float ratio;
550 };
551 
553 {
554  float ratio;
555 };
556 
558 {
559  float HP;
560 };
561 
563 {
564  float HP;
565 };
566 
568 {
569  float HP;
570 };
571 
573 {
574  float HP;
575 };
576 
578 {
579  float HP;
580 };
581 
583 {
584  float HP;
585 };
586 
588 {
589  float ratio;
590 };
591 
593 {
594  float Data;
595 };
596 
598 {
599  float ratio;
600 };
601 
603 {
604  float ratio;
605 };
606 
608 {
609  float ratio;
610 };
611 
613 {
614  float ratio;
615 };
616 
618 {
619  float ratio;
620 };
621 
623 {
624  float value;
625 };
626 
628 {
629  float ratio;
630 };
631 
633 {
634  float ratio;
635 };
636 
637 // GuildColorBackground.dbc
639 {
641  //uint8 Red;
642  //uint8 Green;
643  //uint8 Blue;
644 };
645 
646 // GuildColorBorder.dbc
648 {
650  //uint8 Red;
651  //uint8 Green;
652  //uint8 Blue;
653 };
654 
655 // GuildColorEmblem.dbc
657 {
659  //uint8 Red;
660  //uint8 Green;
661  //uint8 Blue;
662 };
663 
664 // common struct for:
665 // ItemDamageAmmo.dbc
666 // ItemDamageOneHand.dbc
667 // ItemDamageOneHandCaster.dbc
668 // ItemDamageRanged.dbc
669 // ItemDamageThrown.dbc
670 // ItemDamageTwoHand.dbc
671 // ItemDamageTwoHandCaster.dbc
672 // ItemDamageWand.dbc
674 {
675  uint32 ID; // 0 item level
676  float DPS[7]; // 1-7 multiplier for item quality
677  uint32 ItemLevel; // 8 item level
678 };
679 
681 {
682  uint32 ID; // 0 item level
683  float QualityMod[7]; // 1-7 multiplier for item quality
684  uint32 ItemLevel; // 8 item level
685 };
686 
688 {
689  uint32 ID; // 0 item level
690  uint32 ItemLevel; // 1 item level
691  float Quality[7]; // 2-8 quality
692 };
693 
695 {
696  uint32 ID; // 0 item level
697  uint32 ItemLevel; // 1 item level
698  float Value[4]; // 2-5 multiplier for armor types (cloth...plate)
699 };
700 
702 {
703  uint32 ID; // 0
704  //char* Name_lang; // 1 m_name_lang
705 };
706 
708 {
709  uint32 ID; // 0
710  //char* ModelName[2]; // 1-2
711  //char* ModelTexture[2]; // 3-4
712  //uint32 GeoSetGroup[3]; // 5-7
713  //uint32 Flags; // 8
714  //uint32 SpellVisualID; // 9
715  //uint32 HelmetGeosetVis[2]; // 10-11
716  //char* Texture[9]; // 12-20
717  //uint32 ItemVisual; // 21
718  //uint32 ParticleColorID; // 22
719 };
720 
721 #define MAX_ITEM_SET_ITEMS 17
722 #define MAX_ITEM_SET_SPELLS 8
723 
725 {
726  uint32 ID; // 0
727  char* Name_lang; // 1
731 };
732 
734 {
735  uint32 ID; // 0
740 };
741 
743 {
744  uint32 ID; // 0
745  char* Name_lang; // 1
749  //uint32 TargetLevelMin; // 5
750  //uint32 TargetLevelMax; // 6
751  int32 MapID; // 7
753  uint32 Flags; // 9
754  uint32 Type; // 10
755  //uint32 Faction; // 11
756  //char* TextureFilename; // 12
758  //uint32 OrderIndex; // 14
760  //char* Description_lang; // 16
761  //uint32 RandomID; // 17
762  //uint32 CountTank; // 18
763  //uint32 CountHealer; // 19
764  //uint32 CountDamage; // 20
765  //uint32 MinCountTank; // 21
766  //uint32 MinCountHealer; // 22
767  //uint32 MinCountDamage; // 23
768  //uint32 ScenarioID; // 24
769  //uint32 SubType; // 25
770  //uint32 LastBossJournalEncounterID; // 26
771  //uint32 BonusReputationAmount; // 27
772  //uint32 MentorCharLevel; // 28
773  //uint32 MentorItemLevel; // 29
774 
775  // Helpers
776  uint32 Entry() const { return ID + (Type << 24); }
777 };
778 
780 {
781  uint32 ID; // 0
782  uint32 MapID; // 1
784  //float FalloffStart; // 5
785  //float FalloffEnd; // 6
786  //uint32 LightParamsID[8]; // 7-14
787 };
788 
790 {
791  uint32 ID; // 0
792  //char* Name; // 1
793  //uint32 Flags; // 2
794  uint32 Type; // 3 m_soundBank
795  //uint32 SoundID; // 4
797  //float MaxDarkenDepth; // 6
798  //float FogDarkenIntensity; // 7
799  //float AmbDarkenIntensity; // 8
800  //float DirDarkenIntensity; // 9
801  //uint32 LightID; // 10
802  //float ParticleScale; // 11
803  //uint32 ParticleMovement; // 12
804  //uint32 ParticleTexSlots; // 13
805  //uint32 MaterialID; // 14
806  //char* Texture[6]; // 15-20
807  //uint32 Color[2]; // 21-23
808  //float Float[18]; // 24-41
809  //uint32 Int[4]; // 42-45
810  //uint32 Unk3[5]; // 46-50
811 };
812 
813 #define MAX_LOCK_CASE 8
814 
815 struct LockEntry
816 {
817  uint32 ID; // 0
821  //uint32 Action[MAX_LOCK_CASE]; // 25-32
822 };
823 
825 {
826  uint32 ID; // 0
827  uint32 Flags; // 1
828 };
829 
830 struct MapEntry
831 {
832  uint32 ID; // 0
833  //char* Directory; // 1
835  uint32 Flags; // 3
836  //uint32 MapType; // 4
837  //uint32 unk5; // 5
838  char* MapName_lang; // 6
840  //char* MapDescription0_lang; // 8 Horde
841  //char* MapDescription1_lang; // 9 Alliance
842  uint32 LoadingScreenID; // 10 LoadingScreens.dbc
843  //float MinimapIconScale; // 11
844  int32 CorpseMapID; // 12 map_id of entrance map in ghost mode (continent always and in most cases = normal entrance)
845  DBCPosition2D CorpsePos; // 13 entrance coordinates in ghost mode (in most cases = normal entrance)
846  //uint32 TimeOfDayOverride; // 15
850  int32 ParentMapID; // 19 related to phasing
852  //uint32 TimeOffset // 21
853 
854  // Helpers
855  uint32 Expansion() const { return ExpansionID; }
856 
857  bool IsDungeon() const { return (InstanceType == MAP_INSTANCE || InstanceType == MAP_RAID) && !IsGarrison(); }
858  bool IsNonRaidDungeon() const { return InstanceType == MAP_INSTANCE; }
859  bool Instanceable() const { return InstanceType == MAP_INSTANCE || InstanceType == MAP_RAID || InstanceType == MAP_BATTLEGROUND || InstanceType == MAP_ARENA; }
860  bool IsRaid() const { return InstanceType == MAP_RAID; }
861  bool IsBattleground() const { return InstanceType == MAP_BATTLEGROUND; }
862  bool IsBattleArena() const { return InstanceType == MAP_ARENA; }
863  bool IsBattlegroundOrArena() const { return InstanceType == MAP_BATTLEGROUND || InstanceType == MAP_ARENA; }
864  bool IsWorldMap() const { return InstanceType == MAP_COMMON; }
865 
866  bool GetEntrancePos(int32 &mapid, float &x, float &y) const
867  {
868  if (CorpseMapID < 0)
869  return false;
870  mapid = CorpseMapID;
871  x = CorpsePos.X;
872  y = CorpsePos.Y;
873  return true;
874  }
875 
876  bool IsContinent() const
877  {
878  return ID == 0 || ID == 1 || ID == 530 || ID == 571 || ID == 870 || ID == 1116;
879  }
880 
881  bool IsDynamicDifficultyMap() const { return (Flags & MAP_FLAG_CAN_TOGGLE_DIFFICULTY) != 0; }
882  bool IsGarrison() const { return (Flags & MAP_FLAG_GARRISON) != 0; }
883 };
884 
886 {
887  //uint32 ID; // 0
888  uint32 MapID; // 1
889  uint32 DifficultyID; // 2 (for arenas: arena slot)
890  char* Message_lang; // 3 m_message_lang (text showed when transfer to map failed)
891  uint32 RaidDuration; // 4 m_raidDuration in secs, 0 if no fixed reset time
892  uint32 MaxPlayers; // 5 m_maxPlayers some heroic versions have 0 when expected same amount as in normal version
895 
896  bool HasMessage() const { return Message_lang[0] != '\0'; }
897 };
898 
900 {
901  uint32 ID; // 0
905 };
906 
908 {
909  uint32 ID; // 0 index
910  //uint32 Volume; // 1
911  //uint32 KeyID; // 2
912  //uint32 AudioFileDataID; // 3
913  //uint32 SubtitleFileDataID; // 4
914 };
915 
917 {
918  uint32 ID; // 0
920  //char* GlobalStringBaseTag; // 2
921  //uint8 Red; // 3
922  //uint8 Green; // 4
923  //uint8 Blue; // 5
924 };
925 
927 {
928  //uint32 ID; // 0
929  uint32 MapID; // 1
930  uint32 BracketID; // 2 m_rangeIndex
933 
934  // helpers
936 };
937 
939 {
940  uint32 ID; // 0
942 };
943 
945 {
950 };
951 
953 {
954  uint32 ID; // 0 m_ID
955  int32 CategoryID; // 1 m_categoryID
956  char* DisplayName_lang; // 2 m_displayName_lang
957  //char* Description_lang; // 3 m_description_lang
958  uint32 SpellIconID; // 4 m_spellIconID
959  //char* AlternateVerb_lang; // 5 m_alternateVerb_lang
960  uint32 CanLink; // 6 m_canLink (prof. with recipes)
961  //uint32 ParentSkillLineID; // 7
962  //uint32 Flags; // 8
963 };
964 
966 {
967  uint32 ID; // 0
980 };
981 
983 {
984  //uint32 ID; // 0
988  uint32 Flags; // 4
992 };
993 
994 // SpellEffect.dbc
996 {
997  uint32 ID; // 0
1000  float EffectAmplitude; // 3
1018  float EffectPosFacing; // 24
1019  uint32 ImplicitTarget[2]; // 25-26
1024 };
1025 
1026 #define MAX_SPELL_EFFECTS 32
1027 #define MAX_EFFECT_MASK 0xFFFFFFFF
1028 
1029 // SpellEffectScaling.dbc
1031 {
1032  uint32 ID; // 0
1033  float Coefficient; // 1
1034  float Variance; // 2
1037 };
1038 
1039 // SpellAuraOptions.dbc
1041 {
1042  uint32 ID; // 0
1051 };
1052 
1053 // Spell.dbc
1055 {
1056  uint32 ID; // 0
1057  char* Name_lang; // 1
1058  //char* NameSubtext_lang; // 2
1059  //char* Description_lang; // 3
1060  //char* AuraDescription_lang; // 4
1080 };
1081 
1082 // SpellCategories.dbc
1084 {
1085  //uint32 ID; // 0
1095 };
1096 
1098 {
1099  uint32 ID; // 0
1101  //uint8 UsesPerWeek; // 2
1102  //uint8 Padding[3]; // 2
1103  //char* Name_lang; // 3
1106 };
1107 
1109 {
1110  uint32 ID; // 0
1111  //char* Name_lang; // 1
1112 };
1113 
1114 // SpellEquippedItems.dbc
1116 {
1117  //uint32 ID; // 0
1120  int32 EquippedItemClass; // 3 m_equippedItemClass (value)
1121  int32 EquippedItemInventoryTypeMask; // 4 m_equippedItemInvTypes (mask)
1122  int32 EquippedItemSubClassMask; // 5 m_equippedItemSubclass (mask)
1123 };
1124 
1125 // SpellCooldowns.dbc
1127 {
1128  //uint32 ID; // 0
1134 };
1135 
1136 // SpellInterrupts.dbc
1138 {
1139  //uint32 ID; // 0
1145 };
1146 
1147 // SpellLevels.dbc
1149 {
1150  //uint32 ID; // 0
1156 };
1157 
1158 #define MAX_SHAPESHIFT_SPELLS 8
1159 
1161 {
1162  uint32 ID; // 0
1163  //uint32 BonusActionBar; // 1
1164  //char* Name_lang; // 2
1166  int32 CreatureType; // 4 <=0 humanoid, other normal creature types
1167  //uint32 AttackIconID; // 5 unused, related to next field
1169  uint32 CreatureDisplayID[4]; // 7-10 (0 - Alliance, 1 - Horde)
1170  uint32 PresetSpellID[MAX_SHAPESHIFT_SPELLS]; // 11-18 spells which appear in the bar after shapeshifting
1171  //uint32 MountTypeID; // 19
1172  //uint32 ExitSoundEntriesID; // 20
1173 };
1174 
1175 // SpellShapeshift.dbc
1177 {
1178  uint32 ID; // 0
1181  //uint32 StanceBarOrder; // 5
1182 };
1183 
1184 // SpellTargetRestrictions.dbc
1186 {
1187  uint32 ID; // 0
1190  float ConeAngle; // 3
1191  float Width; // 4
1196 };
1197 
1198 // SpellScaling.dbc
1200 {
1201  uint32 ID; // 0
1206  float NerfFactor; // 5
1210 };
1211 
1212 #define MAX_ITEM_ENCHANTMENT_EFFECTS 3
1213 
1215 {
1216  uint32 ID; // 0
1221  //char* Name_lang // 11
1223  uint32 Flags; // 13
1234 };
1235 
1237 {
1240 };
1241 
1243 {
1244  uint32 ID; // 0
1245  uint32 Category; // 1, 0 - can't be controlled?, 1 - something guardian?, 2 - pet?, 3 - something controllable?, 4 - taxi/mount?
1246  uint32 Faction; // 2, 14 rows > 0
1247  uint32 Type; // 3, see enum
1248  int32 Slot; // 4, 0-6
1250 };
1251 
1252 #define MAX_TALENT_TIERS 7
1253 #define MAX_TALENT_COLUMNS 3
1254 
1256 {
1257  uint32 ID; // 0
1258  uint32 SpecID; // 1 0 - any specialization
1259  uint32 TierID; // 2 0-6
1262  uint32 Flags; // 5 All 0
1263  uint32 CategoryMask[2]; // 6 All 0
1265  uint32 OverridesSpellID; // 8 spellid that is replaced by talent
1266  //char* Description_lang
1267 };
1268 
1269 #define MAX_VEHICLE_SEATS 8
1270 
1272 {
1273  uint32 ID; // 0
1276  float TurnSpeed; // 3
1277  float PitchSpeed; // 4
1278  float PitchMin; // 5
1279  float PitchMax; // 6
1284  float CameraPitchOffset; // 18
1285  float FacingLimitRight; // 19
1286  float FacingLimitLeft; // 20
1290  float MsslTrgtEndOpacity; // 24
1291  float MsslTrgtArcSpeed; // 25
1292  float MsslTrgtArcRepeat; // 26
1293  float MsslTrgtArcWidth; // 27
1294  float MsslTrgtImpactRadius[2]; // 28-29
1295  //char* MsslTrgtArcTexture; // 30
1296  //char* MsslTrgtImpactTexture; // 31
1297  //char* MsslTrgtImpactModel; // 32-33
1298  float CameraYawOffset; // 34
1302  uint32 PowerDisplayID[3]; // 38-40
1303 };
1304 
1306 {
1307  uint32 ID; // 0
1311  float EnterPreDelay; // 6
1312  float EnterSpeed; // 7
1313  float EnterGravity; // 8
1314  float EnterMinDuration; // 9
1315  float EnterMaxDuration; // 10
1316  float EnterMinArcHeight; // 11
1317  float EnterMaxArcHeight; // 12
1324  float ExitPreDelay; // 19
1325  float ExitSpeed; // 20
1326  float ExitGravity; // 21
1327  float ExitMinDuration; // 22
1328  float ExitMaxDuration; // 23
1329  float ExitMinArcHeight; // 24
1330  float ExitMaxArcHeight; // 25
1334  float PassengerYaw; // 29
1335  float PassengerPitch; // 30
1336  float PassengerRoll; // 31
1350  float CameraEnteringDelay; // 45
1352  float CameraExitingDelay; // 47
1355  float CameraPosChaseRate; // 52
1357  float CameraEnteringZoom; // 54
1358  float CameraSeatZoomMin; // 55
1359  float CameraSeatZoomMax; // 56
1369 
1370  bool CanEnterOrExit() const
1371  {
1372  return ((Flags & VEHICLE_SEAT_FLAG_CAN_ENTER_OR_EXIT) != 0 ||
1373  //If it has anmation for enter/ride, means it can be entered/exited by logic
1375  }
1376  bool CanSwitchFromSeat() const { return (Flags & VEHICLE_SEAT_FLAG_CAN_SWITCH) != 0; }
1380  bool IsEjectable() const { return (FlagsB & VEHICLE_SEAT_FLAG_B_EJECTABLE) != 0; }
1381 };
1382 
1384 {
1385  uint32 ID; // 0 index
1386  int32 WMOID; // 1 used in root WMO
1387  int32 NameSet; // 2 used in adt file
1388  int32 WMOGroupID; // 3 used in group WMO
1389  //uint32 SoundProviderPref; // 4
1390  //uint32 SoundProviderPrefUnderwater; // 5
1391  //uint32 AmbienceID; // 6
1392  //uint32 ZoneMusic; // 7
1393  //uint32 IntroSound; // 8
1394  uint32 Flags; // 9 used for indoor/outdoor determination
1395  uint32 AreaTableID; // 10 link to AreaTableEntry.ID
1396  //char* AreaName_lang; // 11 m_AreaName_lang
1397  //uint32 UWIntroSound; // 12
1398  //uint32 UWZoneMusic; // 13
1399  //uint32 UWAmbience; // 14
1400 };
1401 
1403 {
1404  //uint32 ID; // 0
1406  uint32 AreaID; // 2 index (continent 0 areas ignored)
1407  //char* AreaName // 3
1408  float LocLeft; // 4
1409  float LocRight; // 5
1410  float LocTop; // 6
1411  float LocBottom; // 7
1412  int32 DisplayMapID; // 8 -1 (map_id have correct map) other: virtual map where zone show (map_id - where zone in fact internally)
1413  //int32 DefaultDungeonFloor; // 9 pointer to DungeonMap.dbc (owerride loc coordinates)
1414  //uint32 ParentWorldMapID; // 10
1415  //uint32 Flags; // 11
1416  //uint32 LevelRangeMin; // 12 Minimum recommended level displayed on world map
1417  //uint32 LevelRangeMax; // 13 Maximum recommended level displayed on world map
1418 };
1419 
1421 {
1422  //uint32 ID; // 0
1428  //uint32 NewDungeonMapID; // 6
1429  //uint32 Flags; // 7
1430  //uint32 NewAreaID; // 8
1431  float RegionScale; // 9
1432 };
1433 
1435 {
1436  uint32 ID; // 0
1439  float Facing; // 5 values are in degrees
1440  //char* AreaName_lang; // 6
1441 };
1442 
1443 /*
1444 struct WorldStateSounds
1445 {
1446  uint32 ID; // 0 Worldstate
1447  uint32 unk; // 1
1448  uint32 areaTable; // 2
1449  uint32 WMOAreaTable; // 3
1450  uint32 zoneIntroMusicTable; // 4
1451  uint32 zoneIntroMusic; // 5
1452  uint32 zoneMusic; // 6
1453  uint32 soundAmbience; // 7
1454  uint32 soundProviderPreferences; // 8
1455 };
1456 */
1457 
1458 /*
1459 struct WorldStateUI
1460 {
1461  uint32 ID; // 0
1462  uint32 map_id; // 1 Can be -1 to show up everywhere.
1463  uint32 zone; // 2 Can be zero for "everywhere".
1464  uint32 phaseMask; // 3 Phase this WorldState is avaliable in
1465  uint32 icon; // 4 The icon that is used in the interface.
1466  char* textureFilename; // 5
1467  char* text; // 6-21 The worldstate text
1468  char* description; // 22-38 Text shown when hovering mouse on icon
1469  uint32 worldstateID; // 39 This is the actual ID used
1470  uint32 type; // 40 0 = unknown, 1 = unknown, 2 = not shown in ui, 3 = wintergrasp
1471  uint32 unk1; // 41
1472  uint32 unk2; // 43
1473  uint32 unk3; // 44-58
1474  uint32 unk4; // 59-61 Used for some progress bars.
1475  uint32 unk7; // 62 Unused in 3.3.5a
1476 };
1477 */
1478 
1479 #pragma pack(pop)
1480 
1481 typedef std::map<uint32, uint32> TalentSpellPosMap;
1482 #endif
uint32 RequiredProjectID
Definition: DBCStructure.h:1078
uint32 VehicleEnterAnimKitID
Definition: DBCStructure.h:1363
Definition: DBCStructure.h:1305
uint32 TrivialSkillLineRankHigh
Definition: DBCStructure.h:975
int32 EquippedItemClass
Definition: DBCStructure.h:1120
uint32 MaxGroupSize
Definition: DBCStructure.h:121
DBCPosition3D GeoBoxMin
Definition: DBCStructure.h:492
uint32 Flags
Definition: DBCStructure.h:156
uint32 AttackPowerPerStrength
Definition: DBCStructure.h:193
uint32 MapID
Definition: DBCStructure.h:782
Definition: DBCStructure.h:37
Definition: DBCStructure.h:1108
uint32 ID
Definition: DBCStructure.h:281
float HP
Definition: DBCStructure.h:584
char * Name_lang
Definition: DBCStructure.h:745
Definition: DBCStructure.h:952
uint32 Enemies[MAX_FACTION_RELATIONS]
Definition: DBCStructure.h:441
uint32 DescriptionVariablesID
Definition: DBCStructure.h:1063
float EnterGravity
Definition: DBCStructure.h:1313
float PassengerPitch
Definition: DBCStructure.h:1335
#define MAX_MASTERY_SPELLS
Definition: DBCStructure.h:243
uint32 ID
Definition: DBCStructure.h:1257
int32 MapID[16]
Definition: DBCStructure.h:117
uint32 NerfMaxLevel
Definition: DBCStructure.h:1207
int32 VehicleEnterAnim
Definition: DBCStructure.h:1338
float ratio
Definition: DBCStructure.h:554
Definition: DBCStructure.h:136
Definition: DBCStructure.h:1176
uint32 MinLevel
Definition: DBCStructure.h:123
char * Name_lang
Definition: DBCStructure.h:727
int32 PassengerAttachmentID
Definition: DBCStructure.h:1337
uint32 PetTalentType
Definition: DBCStructure.h:252
int32 QuestRewFactionValue[10]
Definition: DBCStructure.h:941
uint32 SpellID
Definition: DBCStructure.h:1151
uint32 MapID
Definition: DBCStructure.h:1423
uint32 SpellMissileID
Definition: DBCStructure.h:1062
uint32 PetFoodMask
Definition: DBCStructure.h:287
uint32 ID
Definition: DBCStructure.h:1187
bool IsBattleArena() const
Definition: DBCStructure.h:862
bool IsGarrison() const
Definition: DBCStructure.h:882
uint32 LevelsID
Definition: DBCStructure.h:1073
bool IsUsableByOverride() const
Definition: DBCStructure.h:1377
float HP
Definition: DBCStructure.h:564
DBCPosition2D CorpsePos
Definition: DBCStructure.h:845
uint32 Race
Definition: DBCStructure.h:152
flag128 EffectSpellClassMask
Definition: DBCStructure.h:1016
uint32 DifficultyID
Definition: DBCStructure.h:889
float BoxYaw
Definition: DBCStructure.h:86
uint32 ID
Definition: DBCStructure.h:703
float PassengerYaw
Definition: DBCStructure.h:1334
float Quality[7]
Definition: DBCStructure.h:691
Definition: DBCStructure.h:263
Definition: DBCStructure.h:1115
uint32 UncommonPropertiesPoints[5]
Definition: DBCStructure.h:949
float ExitGravity
Definition: DBCStructure.h:1326
uint32 BaseLevel
Definition: DBCStructure.h:1153
Definition: DBCStructure.h:99
float PitchMax
Definition: DBCStructure.h:1279
uint32 MiscID
Definition: DBCStructure.h:1079
float CameraPosChaseRate
Definition: DBCStructure.h:1355
uint32 StartRecoveryTime
Definition: DBCStructure.h:1133
Definition: DBCStructure.h:356
uint32 Flags
Definition: DBCStructure.h:175
char * Message_lang
Definition: DBCStructure.h:890
uint32 GroupID
Definition: DBCStructure.h:759
Definition: DBCStructure.h:627
uint32 VehicleRideAnimKitID
Definition: DBCStructure.h:1364
uint32 Type
Definition: DBCStructure.h:794
float ParentFactionModOut
Definition: DBCStructure.h:415
float EnterSpeed
Definition: DBCStructure.h:1312
uint32 FallbackDifficultyID
Definition: DBCStructure.h:341
uint32 MaxScalingLevel
Definition: DBCStructure.h:1208
uint32 Availability
Definition: DBCStructure.h:989
Definition: DBCStructure.h:204
Definition: DBCStructure.h:1030
bool IsNonRaidDungeon() const
Definition: DBCStructure.h:858
Definition: DBCStructure.h:938
uint32 Threshold
Definition: DBCStructure.h:738
uint32 PreventionType
Definition: DBCStructure.h:1092
uint32 SpellID
Definition: DBCStructure.h:903
uint32 ID
Definition: DBCStructure.h:735
int32 DisplayMapID
Definition: DBCStructure.h:1412
uint32 ID
Definition: DBCStructure.h:340
std::map< uint32, uint32 > TalentSpellPosMap
Definition: DBCStructure.h:1481
float BoxLength
Definition: DBCStructure.h:83
uint32 ParentFactionID
Definition: DBCStructure.h:413
uint32 EffectItemType
Definition: DBCStructure.h:1008
float PassengerRoll
Definition: DBCStructure.h:1336
float ExitMaxDuration
Definition: DBCStructure.h:1328
uint32 ArmorSubClassCost[8]
Definition: DBCStructure.h:373
Definition: DBCEnums.h:381
uint32 CinematicSequenceID
Definition: DBCStructure.h:192
uint32 SpellID
Definition: DBCStructure.h:1043
uint32 FileDataID
Definition: DBCStructure.h:298
uint32 ItemLevel
Definition: DBCStructure.h:677
Definition: DBCStructure.h:673
Definition: DBCStructure.h:582
Definition: DBCStructure.h:396
float CameraFadeDistScalarMin
Definition: DBCStructure.h:1282
int32 CorpseMapID
Definition: DBCStructure.h:844
uint32 SpellID
Definition: DBCStructure.h:1118
uint32 AuraOptionsID
Definition: DBCStructure.h:1065
uint32 ConditionID
Definition: DBCStructure.h:1225
uint32 ID
Definition: DBCStructure.h:371
uint32 SRCItemID
Definition: DBCStructure.h:1224
float LocLeft
Definition: DBCStructure.h:1408
char * Name_lang
Definition: DBCStructure.h:1057
float Facing
Definition: DBCStructure.h:1439
uint32 ParentFactionCapIn
Definition: DBCStructure.h:416
bool IsNeutralToAll() const
Definition: DBCStructure.h:477
Definition: DBCStructure.h:602
Definition: DBCStructure.h:162
float LocTop
Definition: DBCStructure.h:1410
uint32 ID
Definition: DBCStructure.h:689
Definition: DBCStructure.h:294
float TurnSpeed
Definition: DBCStructure.h:1276
uint32 FileDataID
Definition: DBCStructure.h:490
int32 Slot
Definition: DBCStructure.h:1248
char * Name_lang
Definition: DBCStructure.h:120
uint32 MinLevel
Definition: DBCStructure.h:990
uint32 SpellID
Definition: DBCStructure.h:1020
BattlegroundBracketId
Definition: DBCEnums.h:57
uint32 MapID
Definition: DBCStructure.h:888
uint32 DifficultyID
Definition: DBCStructure.h:1119
Definition: DBCStructure.h:547
#define MAX_ITEM_ENCHANTMENT_EFFECTS
Definition: DBCStructure.h:1212
uint32 PetTalentType
Definition: DBCStructure.h:288
Definition: DBCStructure.h:724
float Data
Definition: DBCStructure.h:594
bool Instanceable() const
Definition: DBCStructure.h:859
Definition: DBCStructure.h:1148
uint32 AttackPowerPerAgility
Definition: DBCStructure.h:194
uint32 EpicPropertiesPoints[5]
Definition: DBCStructure.h:947
Definition: DBCEnums.h:724
uint32 SupercedesSpell
Definition: DBCStructure.h:973
uint32 MapID
Definition: DBCStructure.h:77
uint32 EffectChainTargets
Definition: DBCStructure.h:1006
uint32 CategoryMask[2]
Definition: DBCStructure.h:1263
uint32 EmotesTextId
Definition: DBCStructure.h:399
float ratio
Definition: DBCStructure.h:599
uint32 SpellIconID
Definition: DBCStructure.h:514
uint32 ScalesFromItemLevel
Definition: DBCStructure.h:1209
uint32 ID
Definition: DBCStructure.h:1307
uint32 EmoteSpecProc
Definition: DBCStructure.h:382
Definition: DBCEnums.h:482
float MsslTrgtImpactTexRadius
Definition: DBCStructure.h:1300
uint32 Flags[2]
Definition: DBCStructure.h:43
uint32 Faction
Definition: DBCStructure.h:1246
float CameraSeatZoomMin
Definition: DBCStructure.h:1358
uint32 FriendMask
Definition: DBCStructure.h:439
float MsslTrgtArcSpeed
Definition: DBCStructure.h:1291
uint32 MinScaleLevel
Definition: DBCStructure.h:283
bool IsContinent() const
Definition: DBCStructure.h:876
float ratio
Definition: DBCStructure.h:539
Definition: DBCEnums.h:748
float ratio
Definition: DBCStructure.h:527
uint32 GenType
Definition: DBCStructure.h:154
uint32 ChrSpecID
Definition: DBCStructure.h:739
uint32 RuneCostID
Definition: DBCStructure.h:1061
uint32 EnterUISoundID
Definition: DBCStructure.h:1347
uint32 ID
Definition: DBCStructure.h:649
Definition: DBCEnums.h:720
float ratio
Definition: DBCStructure.h:634
uint32 MinLevel
Definition: DBCStructure.h:746
int32 EffectMiscValue
Definition: DBCStructure.h:1010
uint32 MaxTargetLevel
Definition: DBCStructure.h:1193
Definition: DBCStructure.h:1434
Definition: DBCStructure.h:830
uint32 MinSkillLineRank
Definition: DBCStructure.h:972
uint32 TargetCreatureType
Definition: DBCStructure.h:1194
float CameraSeatZoomMax
Definition: DBCStructure.h:1359
Definition: DBCEnums.h:747
uint32 ClassID
Definition: DBCStructure.h:1264
uint32 StartRecoveryCategory
Definition: DBCStructure.h:1093
int32 EquippedItemInventoryTypeMask
Definition: DBCStructure.h:1121
float CameraExitingDuration
Definition: DBCStructure.h:1353
uint32 Flags
Definition: DBCStructure.h:297
Definition: DBCStructure.h:707
bool IsWorldMap() const
Definition: DBCStructure.h:864
Definition: DBCEnums.h:26
uint32 RaidDuration
Definition: DBCStructure.h:891
uint32 DifficultyID
Definition: DBCStructure.h:360
Definition: DBCStructure.h:680
float base
Definition: DBCStructure.h:544
float CollisionHeight
Definition: DBCStructure.h:311
int32 WMOGroupID
Definition: DBCStructure.h:1388
Definition: DBCStructure.h:1126
Definition: DBCStructure.h:1236
int32 ChargeRecoveryTime
Definition: DBCStructure.h:1105
float EffectAmplitude
Definition: DBCStructure.h:1000
Definition: DBCStructure.h:995
Definition: DBCStructure.h:557
uint32 ExitUISoundID
Definition: DBCStructure.h:1348
uint32 MinPlayers
Definition: DBCStructure.h:343
uint32 ID
Definition: DBCStructure.h:640
uint32 Flags
Definition: DBCStructure.h:1100
uint32 AquireMethod
Definition: DBCStructure.h:974
Definition: DBCStructure.h:567
#define MAX_SHAPESHIFT_SPELLS
Definition: DBCStructure.h:1158
Definition: DBCStructure.h:29
uint32 ShapeshiftExclude[2]
Definition: DBCStructure.h:1179
bool IsDynamicDifficultyMap() const
Definition: DBCStructure.h:881
uint32 ClassMask
Definition: DBCStructure.h:971
uint32 MaxLevel
Definition: DBCStructure.h:932
uint32 MapID
Definition: DBCStructure.h:40
Definition: DBCStructure.h:815
Definition: DBCStructure.h:142
uint32 ImplicitTarget[2]
Definition: DBCStructure.h:1019
Definition: DBCEnums.h:744
uint32 VehicleUIIndicatorID
Definition: DBCStructure.h:1301
uint32 Type
Definition: DBCStructure.h:505
Definition: DBCEnums.h:491
float CameraYawOffset
Definition: DBCStructure.h:1298
uint32 ID
Definition: DBCStructure.h:390
uint32 Friends[MAX_FACTION_RELATIONS]
Definition: DBCStructure.h:442
uint32 FactionGroupMask
Definition: DBCStructure.h:52
uint32 FactionID
Definition: DBCStructure.h:208
uint32 ReputationRaceMask[4]
Definition: DBCStructure.h:409
uint32 MaxPlayers
Definition: DBCStructure.h:344
uint32 ID
Definition: DBCStructure.h:1042
uint32 AreaID
Definition: DBCStructure.h:1406
#define MAX_ITEM_SET_ITEMS
Definition: DBCStructure.h:721
uint32 SpellIconID
Definition: DBCStructure.h:254
uint32 WeaponSubClassCost[21]
Definition: DBCStructure.h:372
uint32 PowerDisplayID[3]
Definition: DBCStructure.h:1302
uint32 ID
Definition: DBCStructure.h:997
int32 ScalingClassRestricted
Definition: DBCStructure.h:1232
Definition: DBCStructure.h:1137
uint32 ID
Definition: DBCStructure.h:1032
uint32 ID
Definition: DBCStructure.h:76
float ConeAngle
Definition: DBCStructure.h:1190
Definition: DBCStructure.h:701
int32 ExitAnimEnd
Definition: DBCStructure.h:1333
uint32 EffectRadiusIndex
Definition: DBCStructure.h:1013
uint32 DisplayRaceID
Definition: DBCStructure.h:266
uint32 Color
Definition: DBCStructure.h:158
uint32 DifficultyID
Definition: DBCStructure.h:1087
int32 EffectMiscValueB
Definition: DBCStructure.h:1011
uint32 EmoteSpecProcParam
Definition: DBCStructure.h:383
uint32 Flags
Definition: DBCStructure.h:1394
uint32 Flags
Definition: DBCStructure.h:753
int32 RideUpperAnimStart
Definition: DBCStructure.h:1322
Definition: DBCStructure.h:1214
float ratio
Definition: DBCStructure.h:604
uint32 ItemLevel
Definition: DBCStructure.h:697
float CameraPitchOffset
Definition: DBCStructure.h:1284
float X
Definition: DBCEnums.h:28
int32 MaxCharges
Definition: DBCStructure.h:1104
uint32 TradeSkillCategoryID
Definition: DBCStructure.h:979
uint32 Flags
Definition: DBCStructure.h:437
Definition: DBCStructure.h:369
uint32 MaskID
Definition: DBCStructure.h:168
uint32 Flags
Definition: DBCStructure.h:1249
uint32 Type
Definition: DBCStructure.h:754
uint32 SkillID
Definition: DBCStructure.h:985
uint32 ID
Definition: DBCStructure.h:1216
Definition: DBCStructure.h:137
uint32 LockID
Definition: DBCStructure.h:893
uint32 FlagsC
Definition: DBCStructure.h:1367
uint32 TotemsID
Definition: DBCStructure.h:1077
Definition: DBCEnums.h:480
Definition: DBCEnums.h:732
int32 VehicleRideAnimLoopBone
Definition: DBCStructure.h:1343
uint32 TargetLevel
Definition: DBCStructure.h:748
uint32 ID
Definition: DBCStructure.h:675
Definition: DBCStructure.h:607
float ParentFactionModIn
Definition: DBCStructure.h:414
uint32 ExpansionID
Definition: DBCStructure.h:847
Definition: DBCStructure.h:524
uint32 ID
Definition: DBCStructure.h:378
float ExitMinArcHeight
Definition: DBCStructure.h:1329
uint32 ID
Definition: DBCStructure.h:791
uint32 ChargeCategory
Definition: DBCStructure.h:1094
uint32 Flags
Definition: DBCStructure.h:835
float Variance
Definition: DBCStructure.h:1034
uint32 ID
Definition: DBCStructure.h:358
uint32 DifficultyID
Definition: DBCStructure.h:1152
uint32 ID
Definition: DBCStructure.h:817
uint32 SpellLevel
Definition: DBCStructure.h:1155
uint32 Id
Definition: DBCStructure.h:398
uint32 BracketID
Definition: DBCStructure.h:930
uint32 ID
Definition: DBCStructure.h:1436
bool CanSwitchFromSeat() const
Definition: DBCStructure.h:1376
uint32 RideAnimKitID
Definition: DBCStructure.h:1361
float MaxScale
Definition: DBCStructure.h:284
uint32 ID
Definition: DBCStructure.h:164
Definition: DBCStructure.h:742
uint32 InterruptsID
Definition: DBCStructure.h:1072
uint32 ID
Definition: DBCStructure.h:709
int32 ReputationBase[4]
Definition: DBCStructure.h:411
uint32 SkillLine
Definition: DBCStructure.h:968
uint32 Flags
Definition: DBCStructure.h:988
uint32 PresetSpellID[MAX_SHAPESHIFT_SPELLS]
Definition: DBCStructure.h:1170
uint32 MaxLevel
Definition: DBCStructure.h:1154
float ratio
Definition: DBCStructure.h:629
Definition: DBCStructure.h:1402
uint32 AreaTableID
Definition: DBCStructure.h:1395
uint32 ScalingID
Definition: DBCStructure.h:1064
Definition: DBCStructure.h:1383
float EnterMaxDuration
Definition: DBCStructure.h:1315
int32 ParentMapID
Definition: DBCStructure.h:850
Definition: DBCStructure.h:552
int32 VehicleExitAnim
Definition: DBCStructure.h:1339
int32 CastTimeMin
Definition: DBCStructure.h:1202
Definition: DBCStructure.h:907
uint32 MinLevel
Definition: DBCStructure.h:931
Definition: DBCStructure.h:1271
int32 WMOID
Definition: DBCStructure.h:1386
float VehicleExitAnimDelay
Definition: DBCStructure.h:1345
float cost
Definition: DBCStructure.h:521
int32 RideUpperAnimLoop
Definition: DBCStructure.h:1323
uint32 SpellID
Definition: DBCStructure.h:969
Definition: DBCStructure.h:499
Definition: DBCStructure.h:181
CharSectionType
Definition: DBCStructure.h:140
uint32 ID
Definition: DBCStructure.h:1273
uint32 Type
Definition: DBCStructure.h:513
uint32 Effect
Definition: DBCStructure.h:999
Definition: DBCStructure.h:245
uint32 ID
Definition: DBCStructure.h:1385
uint32 CombatRoundTime
Definition: DBCStructure.h:1168
uint32 EmoteID
Definition: DBCStructure.h:392
uint32 ShapeshiftMask[2]
Definition: DBCStructure.h:1180
float EnterPreDelay
Definition: DBCStructure.h:1311
Definition: DBCStructure.h:93
int32 AttachmentID
Definition: DBCStructure.h:1309
int32 ScalingClass
Definition: DBCStructure.h:1231
uint32 EffectMechanic
Definition: DBCStructure.h:1009
uint32 MinItemLevel
Definition: DBCStructure.h:506
uint32 MaxLevel
Definition: DBCStructure.h:1229
uint32 ID
Definition: DBCStructure.h:247
float ExitPreDelay
Definition: DBCStructure.h:1324
uint32 ShapeshiftID
Definition: DBCStructure.h:1075
uint32 InstanceType
Definition: DBCStructure.h:834
Definition: DBCEnums.h:481
uint32 Flags
Definition: DBCStructure.h:1274
uint32 EffectAttributes
Definition: DBCStructure.h:1022
Definition: DBCStructure.h:944
uint32 ID
Definition: DBCStructure.h:511
Definition: DBCStructure.h:1083
float PitchSpeed
Definition: DBCStructure.h:1277
uint32 ID
Definition: DBCStructure.h:95
uint32 ProcCharges
Definition: DBCStructure.h:1047
float Y
Definition: DBCEnums.h:29
bool IsFriendlyTo(FactionTemplateEntry const &entry) const
Definition: DBCStructure.h:446
uint32 Flags
Definition: DBCStructure.h:346
Definition: DBCStructure.h:145
uint32 SpellID
Definition: DBCStructure.h:1188
uint32 ID
Definition: DBCStructure.h:501
uint32 EnemyMask
Definition: DBCStructure.h:440
Definition: DBCStructure.h:779
bool IsBattleground() const
Definition: DBCStructure.h:861
uint32 VehicleExitAnimKitID
Definition: DBCStructure.h:1365
float base
Definition: DBCStructure.h:533
bool IsHostileToPlayers() const
Definition: DBCStructure.h:476
uint32 MasterySpellID[MAX_MASTERY_SPELLS]
Definition: DBCStructure.h:250
uint32 MaleDisplayID
Definition: DBCStructure.h:210
Definition: DBCStructure.h:536
Definition: DBCStructure.h:789
uint32 UISkinFileDataID
Definition: DBCStructure.h:1368
uint32 ID
Definition: DBCStructure.h:940
uint32 RequiredSkillRank
Definition: DBCStructure.h:1227
float BoxWidth
Definition: DBCStructure.h:84
bool GetEntrancePos(int32 &mapid, float &x, float &y) const
Definition: DBCStructure.h:866
uint32 CooldownsID
Definition: DBCStructure.h:1070
uint32 RangedAttackPowerPerAgility
Definition: DBCStructure.h:195
uint32 OrderIndex
Definition: DBCStructure.h:361
uint32 EffectDieSides
Definition: DBCStructure.h:1007
DBCPosition3D Pos
Definition: DBCStructure.h:78
float DPS[7]
Definition: DBCStructure.h:676
uint32 MapID
Definition: DBCStructure.h:1437
uint32 ID
Definition: DBCStructure.h:1244
char * Name_lang
Definition: DBCStructure.h:186
Definition: DBCStructure.h:617
uint32 RequiredSkill
Definition: DBCStructure.h:729
bool CanEnterOrExit() const
Definition: DBCStructure.h:1370
char * Name_lang
Definition: DBCStructure.h:418
uint32 SpecID
Definition: DBCStructure.h:902
uint32 CanLink
Definition: DBCStructure.h:960
uint32 ClassID
Definition: DBCStructure.h:249
uint32 Targets
Definition: DBCStructure.h:1195
uint32 ItemBonusTreeModID
Definition: DBCStructure.h:352
float ratio
Definition: DBCStructure.h:549
Definition: DBCStructure.h:542
uint32 SpellClassSet
Definition: DBCStructure.h:190
int32 EquippedItemSubClassMask
Definition: DBCStructure.h:1122
Definition: Util.h:362
Definition: DBCStructure.h:1097
uint32 InterruptFlags
Definition: DBCStructure.h:1144
float FacingLimitRight
Definition: DBCStructure.h:1285
uint32 ChannelInterruptFlags[2]
Definition: DBCStructure.h:1143
uint32 ID
Definition: DBCStructure.h:726
uint32 PowerType
Definition: DBCStructure.h:184
uint32 SpellID
Definition: DBCStructure.h:512
Definition: DBCEnums.h:469
uint32 SexId
Definition: DBCStructure.h:401
Definition: DBCStructure.h:487
Definition: DBCEnums.h:746
float EffectPosFacing
Definition: DBCStructure.h:1018
Definition: DBCStructure.h:388
int32 EnterAnimStart
Definition: DBCStructure.h:1318
int32_t int32
Definition: Define.h:146
uint32 DifficultyID
Definition: DBCStructure.h:1141
Definition: DBCStructure.h:733
uint32 TrivialSkillLineRankLow
Definition: DBCStructure.h:976
uint32_t uint32
Definition: Define.h:150
uint32 MinLevel
Definition: DBCStructure.h:1228
Definition: DBCEnums.h:463
uint32 InstanceType
Definition: DBCStructure.h:342
uint32 Category
Definition: DBCStructure.h:1088
uint32 Mechanic
Definition: DBCStructure.h:1091
G3D::int16 y
Definition: Vector2int16.h:38
Definition: DBCStructure.h:577
uint32 CameraModeID
Definition: DBCStructure.h:1366
uint32 FemaleDisplayID
Definition: DBCStructure.h:211
char * NameMale_lang
Definition: DBCStructure.h:166
uint32 OverridesSpellID
Definition: DBCStructure.h:1265
uint32 SeatID[MAX_VEHICLE_SEATS]
Definition: DBCStructure.h:1280
uint32 ID
Definition: DBCStructure.h:107
uint32 Flags
Definition: DBCStructure.h:1262
uint32 RequiredSkillID
Definition: DBCStructure.h:1226
#define MAX_FACTION_RELATIONS
Definition: DBCStructure.h:431
bool IsDungeon() const
Definition: DBCStructure.h:857
uint32 SpellIconID
Definition: DBCStructure.h:958
uint32 ID
Definition: DBCStructure.h:435
char * Name_lang
Definition: DBCStructure.h:220
char * AreaName_lang
Definition: DBCStructure.h:51
uint32 RaidOffset
Definition: DBCStructure.h:848
uint32 ItemID[MAX_ITEM_SET_ITEMS]
Definition: DBCStructure.h:728
uint32 DifficultyID
Definition: DBCStructure.h:1189
Definition: DBCStructure.h:982
char * DisplayName_lang
Definition: DBCStructure.h:956
uint32 CastingRequirementsID
Definition: DBCStructure.h:1067
uint32 ID
Definition: DBCStructure.h:832
uint32 Cost
Definition: DBCStructure.h:102
DBCPosition3D Loc
Definition: DBCStructure.h:1438
uint32 Charges
Definition: DBCStructure.h:1217
uint32 InstanceType
Definition: DBCStructure.h:118
float MinScale
Definition: DBCStructure.h:282
uint32 AuraRestrictionsID
Definition: DBCStructure.h:1066
Definition: DBCStructure.h:899
Definition: DBCStructure.h:530
uint32 Flags
Definition: DBCStructure.h:827
uint32 RecoveryTime
Definition: DBCStructure.h:1132
uint32 EquippedItemsID
Definition: DBCStructure.h:1071
uint32 SpecID
Definition: DBCStructure.h:1258
uint32 MaxAffectedTargets
Definition: DBCStructure.h:1192
uint32 EffectTriggerSpell
Definition: DBCStructure.h:1017
uint32 ID
Definition: DBCStructure.h:1110
Definition: DBCStructure.h:1160
uint32 ID
Definition: DBCStructure.h:901
uint32 LoadingScreenID
Definition: DBCStructure.h:842
uint32 ColumnIndex
Definition: DBCStructure.h:1260
float MsslTrgtPitchLingering
Definition: DBCStructure.h:1288
bool IsRaid() const
Definition: DBCStructure.h:860
Definition: DBCStructure.h:509
uint32 ID
Definition: DBCStructure.h:1201
uint32 EnterAnimKitID
Definition: DBCStructure.h:1360
Definition: DBCStructure.h:1040
uint32 HolidayWorldState
Definition: DBCStructure.h:122
float EffectChainAmplitude
Definition: DBCStructure.h:1005
uint32 ParentAreaID
Definition: DBCStructure.h:41
Definition: DBCStructure.h:146
int32 ScalingClass
Definition: DBCStructure.h:1205
int32 VehicleExitAnimBone
Definition: DBCStructure.h:1342
float MsslTrgtTurnLingering
Definition: DBCStructure.h:1287
float EffectScalingPoints[MAX_ITEM_ENCHANTMENT_EFFECTS]
Definition: DBCStructure.h:1233
uint32 EffectAura
Definition: DBCStructure.h:1001
float EffectBonusCoefficient
Definition: DBCStructure.h:1004
Definition: DBCStructure.h:433
uint32 ItemVisual
Definition: DBCStructure.h:1222
float ratio
Definition: DBCStructure.h:614
uint32 MapID
Definition: DBCStructure.h:1405
uint32 MaxPlayers
Definition: DBCStructure.h:892
uint32 RequiredSkillRank
Definition: DBCStructure.h:730
uint32 SpellID
Definition: DBCStructure.h:1086
Definition: DBCStructure.h:824
int32 EnterAnimLoop
Definition: DBCStructure.h:1319
DBCPosition3D RegionMax
Definition: DBCStructure.h:1425
Definition: DBCStructure.h:405
float HP
Definition: DBCStructure.h:559
float MountHeight
Definition: DBCStructure.h:312
uint32 PrimaryStatOrder[2]
Definition: DBCStructure.h:260
uint32 ToggleDifficultyID
Definition: DBCStructure.h:347
char * Name_lang
Definition: DBCStructure.h:363
uint32 Price
Definition: DBCStructure.h:1239
uint32 MaxLevel
Definition: DBCStructure.h:747
uint32 Type
Definition: DBCStructure.h:1247
int32 CategoryID
Definition: DBCStructure.h:955
CharSectionFlags
Definition: DBCStructure.h:134
Definition: DBCEnums.h:32
uint32 ProcTypeMask
Definition: DBCStructure.h:1048
uint32 OrderIndex
Definition: DBCStructure.h:251
uint32 RaceId
Definition: DBCStructure.h:400
float EnterMinArcHeight
Definition: DBCStructure.h:1316
uint32 TeamID
Definition: DBCStructure.h:219
Definition: DBCEnums.h:488
#define MAX_VEHICLE_SEATS
Definition: DBCStructure.h:1269
Definition: DBCStructure.h:105
Definition: DBCStructure.h:612
uint32 ID
Definition: DBCStructure.h:1099
uint32 Expansion
Definition: DBCStructure.h:757
uint32 SpellID
Definition: DBCStructure.h:737
float EffectPointsPerResource
Definition: DBCStructure.h:1012
float LocBottom
Definition: DBCStructure.h:1411
uint32 SpellID
Definition: DBCStructure.h:1129
Definition: DBCStructure.h:562
int32 MapID
Definition: DBCStructure.h:751
char * Name_lang
Definition: DBCStructure.h:177
uint32 DispelType
Definition: DBCStructure.h:1090
Definition: DBCStructure.h:1054
float EffectRealPointsPerLevel
Definition: DBCStructure.h:1015
uint32 CumulativeAura
Definition: DBCStructure.h:1045
uint32 SpellEffectID
Definition: DBCStructure.h:1036
Definition: DBCEnums.h:733
#define MAX_LOCK_CASE
Definition: DBCStructure.h:813
int32 AreaBit
Definition: DBCStructure.h:42
uint32 CategoryRecoveryTime
Definition: DBCStructure.h:1131
uint32 ID
Definition: DBCStructure.h:101
Definition: DBCEnums.h:478
uint32 MaxPlayers
Definition: DBCStructure.h:849
int32 CreatureType
Definition: DBCStructure.h:1166
uint32 ID
Definition: DBCStructure.h:781
uint32 AuraInterruptFlags[2]
Definition: DBCStructure.h:1142
bool IsBattlegroundOrArena() const
Definition: DBCStructure.h:863
Definition: DBCStructure.h:597
float Modifier[5]
Definition: DBCStructure.h:96
Definition: DBCStructure.h:885
uint32 ID
Definition: DBCStructure.h:1178
bool IsContestedGuardFaction() const
Definition: DBCStructure.h:484
uint32 SkillLine[2]
Definition: DBCStructure.h:286
uint32 FlagsB
Definition: DBCStructure.h:1275
float NerfFactor
Definition: DBCStructure.h:1206
uint32 UniqueBit
Definition: DBCStructure.h:978
float LocRight
Definition: DBCStructure.h:1409
uint32 ProcCategoryRecovery
Definition: DBCStructure.h:1049
uint32 ID
Definition: DBCStructure.h:1056
uint32 EffectBasePoints
Definition: DBCStructure.h:1003
uint32 UILocomotionType
Definition: DBCStructure.h:1299
uint32 Category
Definition: DBCStructure.h:1245
uint32 ID
Definition: DBCStructure.h:744
Definition: DBCStructure.h:656
bool HasMessage() const
Definition: DBCStructure.h:896
uint32 EffectSpellID[MAX_ITEM_ENCHANTMENT_EFFECTS]
Definition: DBCStructure.h:1220
Definition: DBCStructure.h:926
Definition: DBCStructure.h:965
int32 RideAnimLoop
Definition: DBCStructure.h:1321
Definition: DBCStructure.h:638
float CameraFacingChaseRate
Definition: DBCStructure.h:1356
DBCPosition3D AttachmentOffset
Definition: DBCStructure.h:1310
float MsslTrgtArcRepeat
Definition: DBCStructure.h:1292
uint32 DifficultyID
Definition: DBCStructure.h:752
uint32 DefaultSpec
Definition: DBCStructure.h:196
char * NameFemale_lang
Definition: DBCStructure.h:167
uint32 EnchantID
Definition: DBCStructure.h:502
uint32 ID
Definition: DBCStructure.h:826
Definition: DBCStructure.h:622
Definition: DBCStructure.h:1199
float ExitSpeed
Definition: DBCStructure.h:1325
BattlegroundBracketId GetBracketId() const
Definition: DBCStructure.h:935
uint32 Flags
Definition: DBCStructure.h:256
Definition: DBCStructure.h:172
uint32 SkillTierID
Definition: DBCStructure.h:991
uint32 Expansion() const
Definition: DBCStructure.h:855
uint32 ReagentsID
Definition: DBCStructure.h:1074
DBCPosition3D GeoBoxMax
Definition: DBCStructure.h:493
float QualityMod[7]
Definition: DBCStructure.h:683
float CameraEnteringDelay
Definition: DBCStructure.h:1350
float BoxHeight
Definition: DBCStructure.h:85
uint32 EmoteFlags
Definition: DBCStructure.h:381
Definition: DBCStructure.h:518
uint32 ProcChance
Definition: DBCStructure.h:1046
uint32 DifficultyID
Definition: DBCStructure.h:1044
Definition: DBCStructure.h:1185
uint32 TargetRestrictionsID
Definition: DBCStructure.h:1076
DBCPosition3D RegionMin
Definition: DBCStructure.h:1424
bool IsEjectable() const
Definition: DBCStructure.h:1380
uint32 ExitAnimKitID
Definition: DBCStructure.h:1362
uint32 CategoriesID
Definition: DBCStructure.h:1068
uint32 ID
Definition: DBCStructure.h:682
int32 ExitAnimStart
Definition: DBCStructure.h:1331
float PitchMin
Definition: DBCStructure.h:1278
uint32 DefenseType
Definition: DBCStructure.h:1089
uint32 SpellID
Definition: DBCStructure.h:1140
int32 CosmeticParentMapID
Definition: DBCStructure.h:851
uint32 ID
Definition: DBCStructure.h:658
float ratio
Definition: DBCStructure.h:609
uint32 ID
Definition: DBCStructure.h:39
Definition: DBCStructure.h:376
Definition: DBCStructure.h:587
uint32 LiquidTypeID[4]
Definition: DBCStructure.h:53
float ExitMinDuration
Definition: DBCStructure.h:1327
uint32 Mask
Definition: DBCStructure.h:438
uint32 ExplorationLevel
Definition: DBCStructure.h:50
uint32 SpellID
Definition: DBCStructure.h:796
uint32 CinematicSequenceID
Definition: DBCStructure.h:218
Definition: DBCStructure.h:572
uint32 ID
Definition: DBCStructure.h:918
uint32 Expansion
Definition: DBCStructure.h:420
uint32 ItemBonusTreeModID
Definition: DBCStructure.h:894
float Radius
Definition: DBCStructure.h:82
uint32 RaceMask
Definition: DBCStructure.h:970
float BonusCoefficientFromAP
Definition: DBCStructure.h:1023
uint32 TierID
Definition: DBCStructure.h:1259
Definition: DBCStructure.h:74
uint32 MapID
Definition: DBCStructure.h:359
Definition: DBCStructure.h:647
char * Name_lang
Definition: DBCStructure.h:290
float ratio
Definition: DBCStructure.h:619
float Coefficient
Definition: DBCStructure.h:1033
uint32 Flags
Definition: DBCStructure.h:207
uint32 ID
Definition: DBCStructure.h:206
uint32 Entry() const
Definition: DBCStructure.h:776
uint32 ID
Definition: DBCStructure.h:696
char * MapName_lang
Definition: DBCStructure.h:838
uint32 ID
Definition: DBCStructure.h:183
float VehicleEnterAnimDelay
Definition: DBCStructure.h:1344
Definition: DBCStructure.h:916
uint32 ClassOptionsID
Definition: DBCStructure.h:1069
uint32 ID
Definition: DBCStructure.h:1162
G3D::int16 x
Definition: Vector2int16.h:37
float MouseLookOffsetPitch
Definition: DBCStructure.h:1281
uint32 OrderIndex
Definition: DBCStructure.h:904
int32 NameSet
Definition: DBCStructure.h:1387
uint32 CreatureDisplayID[4]
Definition: DBCStructure.h:1169
DBCPosition3D CameraOffset
Definition: DBCStructure.h:1354
float FacingLimitLeft
Definition: DBCStructure.h:1286
int32 ReputationIndex
Definition: DBCStructure.h:408
float ResourceCoefficient
Definition: DBCStructure.h:1035
int32 ExitAnimLoop
Definition: DBCStructure.h:1332
float MsslTrgtArcWidth
Definition: DBCStructure.h:1293
float MsslTrgtImpactRadius[2]
Definition: DBCStructure.h:1294
float CameraEnteringZoom
Definition: DBCStructure.h:1357
uint32 EffectAuraPeriod
Definition: DBCStructure.h:1002
uint32 ItemLevel
Definition: DBCStructure.h:946
Definition: DBCStructure.h:632
uint32 RaidBuffs
Definition: DBCStructure.h:255
float EnterMinDuration
Definition: DBCStructure.h:1314
uint32 CastTimeMaxLevel
Definition: DBCStructure.h:1204
int32 VehicleEnterAnimBone
Definition: DBCStructure.h:1341
Definition: DBCStructure.h:1420
uint32 FlagsB
Definition: DBCStructure.h:1349
uint32 EffectPointsMin[MAX_ITEM_ENCHANTMENT_EFFECTS]
Definition: DBCStructure.h:1219
uint32 DifficultyID
Definition: DBCStructure.h:998
uint32 ReputationClassMask[4]
Definition: DBCStructure.h:410
uint32 Flags
Definition: DBCStructure.h:1223
Definition: DBCStructure.h:592
uint32 Type
Definition: DBCStructure.h:157
float HP
Definition: DBCStructure.h:574
uint32 VehicleAbilityDisplay
Definition: DBCStructure.h:1346
uint32 Flags
Definition: DBCStructure.h:1308
uint32 PowerType
Definition: DBCStructure.h:919
Type
Type of JSON value.
Definition: rapidjson.h:642
Definition: DBCStructure.h:143
int32 RideAnimStart
Definition: DBCStructure.h:1320
Definition: DBCStructure.h:1255
bool CanHaveReputation() const
Definition: DBCStructure.h:425
float value
Definition: DBCStructure.h:624
uint32 ItemLevel
Definition: DBCStructure.h:1230
uint32 ID
Definition: DBCStructure.h:116
float RegionScale
Definition: DBCStructure.h:1431
Definition: DBCEnums.h:750
uint32 Slot
Definition: DBCStructure.h:1238
uint32 Skill[MAX_LOCK_CASE]
Definition: DBCStructure.h:820
uint32 NumSkillUps
Definition: DBCStructure.h:977
uint32 DifficultyID
Definition: DBCStructure.h:1130
uint32 Gender
Definition: DBCStructure.h:153
Definition: DBCEnums.h:479
uint32 ID
Definition: DBCStructure.h:967
int32 VehicleRideAnimLoop
Definition: DBCStructure.h:1340
uint32 ID
Definition: DBCStructure.h:909
Definition: DBCStructure.h:687
uint32 ID
Definition: DBCStructure.h:296
uint32 Effect[MAX_ITEM_ENCHANTMENT_EFFECTS]
Definition: DBCStructure.h:1218
uint32 MaxScaleLevel
Definition: DBCStructure.h:285
bool IsHostileTo(FactionTemplateEntry const &entry) const
Definition: DBCStructure.h:461
uint32 SoundId
Definition: DBCStructure.h:402
Definition: DBCStructure.h:149
uint32 NewMapID
Definition: DBCStructure.h:1426
DBCPosition2D RegionOffset
Definition: DBCStructure.h:1427
Definition: DBCStructure.h:694
float ratio
Definition: DBCStructure.h:589
float MsslTrgtEndOpacity
Definition: DBCStructure.h:1290
uint32 ID
Definition: DBCStructure.h:31
uint32 Role
Definition: DBCStructure.h:253
float CameraFadeDistScalarMax
Definition: DBCStructure.h:1283
float HP
Definition: DBCStructure.h:569
int32 CastTimeMax
Definition: DBCStructure.h:1203
Definition: DBCStructure.h:114
float MsslTrgtMouseLingering
Definition: DBCStructure.h:1289
uint32 ReputationFlags[4]
Definition: DBCStructure.h:412
float CameraExitingDelay
Definition: DBCStructure.h:1352
float EnterMaxArcHeight
Definition: DBCStructure.h:1317
uint32 Index[MAX_LOCK_CASE]
Definition: DBCStructure.h:819
uint32 RarePropertiesPoints[5]
Definition: DBCStructure.h:948
uint32 ID
Definition: DBCStructure.h:407
int32 RaceMask
Definition: DBCStructure.h:986
float ExitMaxArcHeight
Definition: DBCStructure.h:1330
Definition: DBCStructure.h:144
Definition: DBCStructure.h:279
Definition: DBCStructure.h:338
uint32 ItemSetID
Definition: DBCStructure.h:736
float Width
Definition: DBCStructure.h:1191
uint32 ID
Definition: DBCStructure.h:174
uint32 MaxLevel
Definition: DBCStructure.h:124
uint32 Flags
Definition: DBCStructure.h:1165
DBCPosition3D Pos
Definition: DBCStructure.h:783
uint32 SpellID
Definition: DBCStructure.h:1261
uint32 ID
Definition: DBCStructure.h:489
uint32 SpellProcsPerMinuteID
Definition: DBCStructure.h:1050
uint32 EffectRadiusMaxIndex
Definition: DBCStructure.h:1014
int32 ClassMask
Definition: DBCStructure.h:987
float HP
Definition: DBCStructure.h:579
uint32 MapID
Definition: DBCStructure.h:929
Definition: DBCStructure.h:1242
uint32 Faction
Definition: DBCStructure.h:436
uint32 ItemLevel
Definition: DBCStructure.h:690
uint32 EffectIndex
Definition: DBCStructure.h:1021
uint32 ID
Definition: DBCStructure.h:954
float CameraEnteringDuration
Definition: DBCStructure.h:1351
uint32 ItemLevel
Definition: DBCStructure.h:684
bool IsSanctuary() const
Definition: DBCStructure.h:66
uint32 AreaTableID
Definition: DBCStructure.h:839