📄 authoritystruct.h.svn-base
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struct RPlayerInfo
{
uint32 Guid;
uint32 AccountId;
string Name;
uint32 Level;
uint32 GuildId;
float PositionX;
float PositionY;
uint32 ZoneId;
uint8 Race;
uint8 Class;
uint8 Gender;
uint32 Latency;
string GMPermissions;
uint32 Account_Flags;
uint32 PVPId;
uint32 MapId;
void Pack(ByteBuffer& buf)
{
buf << Guid << AccountId << Name << PositionX << PositionY << Id << Race << Class << Gender << Latency << GMPermissions
<< Account_Flags << Id << Level << GuildId << MapId;
}
void Unpack(ByteBuffer & buf)
{
buf >> Guid >> AccountId >> Name >> PositionX >> PositionY >> ZoneId >> Race >> Class >> Gender >> Latency >> GMPermissions
>> Account_Flags >> Id << Level << GuildId << MapId;
}
#ifndef _GAME
/* This stuff is used only by the realm server */
uint32 RecoveryMapId;
LocationVector RecoveryPosition;
#endif
};
#ifndef _GAME
/* Copied structures from game */
struct SocketInfo {
uint32 SocketColor;
uint32 Unk;
};
struct ItemSpell
{
uint32 Id;
uint32 Trigger;
int32 Charges;
int32 Cooldown;
uint32 Category;
int32 CategoryCooldown;
};
struct ItemDamage
{
float Min;
float Max;
uint32 Type;
};
struct ItemStat
{
uint32 Type;
int32 Value;
};
struct ItemPrototype
{
uint32 ItemId;
uint32 Class;
uint32 SubClass;
uint32 unknown_bc;
char * Name1;
char * Name2;
char * Name3;
char * Name4;
uint32 DisplayInfoID;
uint32 Quality;
uint32 Flags;
uint32 BuyPrice;
uint32 SellPrice;
uint32 InventoryType;
uint32 AllowableClass;
uint32 AllowableRace;
uint32 ItemLevel;
uint32 RequiredLevel;
uint32 RequiredSkill;
uint32 RequiredSkillRank;
uint32 RequiredSkillSubRank;
uint32 RequiredPlayerRank1;
uint32 RequiredPlayerRank2;
uint32 RequiredFaction;
uint32 RequiredFactionStanding;
uint32 Unique;
uint32 MaxCount;
uint32 ContainerSlots;
ItemStat Stats[10];
ItemDamage Damage[5];
uint32 Armor;
uint32 HolyRes;
uint32 FireRes;
uint32 NatureRes;
uint32 FrostRes;
uint32 ShadowRes;
uint32 ArcaneRes;
uint32 Delay;
uint32 AmmoType;
float Range;
ItemSpell Spells[5];
uint32 Bonding;
char * Description;
uint32 PageId;
uint32 PageLanguage;
uint32 PageMaterial;
uint32 QuestId;
uint32 LockId;
uint32 LockMaterial;
uint32 Field108;
uint32 RandomPropId;
uint32 RandomSuffixId;
uint32 Block;
uint32 ItemSet;
uint32 MaxDurability;
uint32 ZoneNameID;
uint32 MapID;
uint32 BagFamily;
uint32 ToolCategory;
SocketInfo Sockets[3];
uint32 SocketBonus;
uint32 GemProperties;
uint32 ItemExtendedCost;
uint32 DisenchantReqSkill;
uint32 ArmorDamageModifier;
};
struct CreatureInfo
{
uint32 Id;
char * Name;
char * SubName;
uint32 Flags1;
uint32 Type;
uint32 Family;
uint32 Rank;
uint32 Unknown1;
uint32 SpellDataID;
uint32 DisplayID;
float unk2;
float unk3;
uint8 Civilian;
uint8 Leader;
};
struct GameObjectInfo
{
uint32 ID;
uint32 Type;
uint32 DisplayID;
char * Name;
uint32 SpellFocus;
uint32 sound1;
uint32 sound2;
uint32 sound3;
uint32 sound4;
uint32 sound5;
uint32 sound6;
uint32 sound7;
uint32 sound8;
uint32 sound9;
uint32 Unknown1;
uint32 Unknown2;
uint32 Unknown3;
uint32 Unknown4;
uint32 Unknown5;
uint32 Unknown6;
uint32 Unknown7;
uint32 Unknown8;
uint32 Unknown9;
uint32 Unknown10;
uint32 Unknown11;
uint32 Unknown12;
uint32 Unknown13;
uint32 Unknown14;
};
struct ItemPage
{
uint32 id;
char * text;
uint32 next_page;
};
struct Quest
{
uint32 id;
uint32 quest_sort;
uint32 zone_id;
uint32 quest_flags;
uint32 min_level;
uint32 max_level;
uint32 type;
uint32 required_races;
uint32 required_class;
uint32 required_tradeskill;
uint32 required_rep_PVP;
uint32 required_rep_value;
uint32 time;
uint32 special_flags;
uint32 previous_quest_id;
uint32 next_quest_id;
uint32 srcitem;
uint32 srcitemcount;
char * title;
char * details;
char * objectives;
char * completiontext;
char * incompletetext;
char * endtext;
char * objectivetexts[4];
uint32 required_item[4];
uint32 required_itemcount[4];
uint32 required_mob[4];
uint32 required_mobcount[4];
uint32 reward_choiceitem[6];
uint32 reward_choiceitemcount[6];
uint32 reward_item[4];
uint32 reward_itemcount[4];
uint32 reward_repfaction[2];
int32 reward_repvalue[2];
uint32 reward_replimit;
uint32 reward_money;
uint32 reward_xp;
uint32 reward_spell;
uint32 effect_on_player;
uint32 point_mapid;
uint32 point_x;
uint32 point_y;
uint32 point_opt;
uint32 required_money;
uint32 required_triggers[4];
uint32 required_quests[4];
uint32 receive_items[4];
uint32 receive_itemcount[4];
int is_repeatable;
uint32 count_required_mob;
uint32 count_requiredquests;
uint32 count_requiredtriggers;
uint32 count_receiveitems;
uint32 count_reward_choiceitem;
uint32 count_required_item;
uint32 required_mobtype[4];
uint32 count_reward_item;
uint32 reward_xp_as_money;
};
struct GossipText_Text
{
float Prob;
char * Text[2];
uint32 Lang;
uint32 Emote[6];
};
struct GossipText
{
uint32 ID;
GossipText_Text Texts[8];
};
struct MapInfo
{
uint32 mapid;
uint32 screenid;
uint32 type;
uint32 playerlimit;
uint32 minlevel;
float repopx;
float repopy;
float repopz;
uint32 repopmapid;
char * name;
uint32 flags;
uint32 cooldown;
uint32 lvl_mod_a;
uint32 required_quest;
uint32 required_item;
bool HasFlag(uint32 flag)
{
return (flags & flag) != 0;
}
};
#endif
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