Regarding WOW Objects and identifying: menu

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  1. #1
    ShoniShilent's Avatar Member
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    Regarding WOW Objects and identifying:

    thanks to the many good posts and feedback from forum members i have a working program that parses through the nearby units/objects. this is the beginnings of an automated program or bot like program. i still have some lingering questions:



    how do i determine what the objects are? i am using the template given elsewhere in these forums:

    enum eGameObjectFields {
    OBJECT_FIELD_CREATED_BY=0x0,
    GAMEOBJECT_DISPLAYID=0x8,
    GAMEOBJECT_FLAGS=0xC,
    GAMEOBJECT_ROTATION=0x10,
    GAMEOBJECT_STATE=0x20,
    GAMEOBJECT_POS_X=0x24,
    GAMEOBJECT_POS_Y=0x28,
    GAMEOBJECT_POS_Z=0x2C,
    GAMEOBJECT_FACING=0x30,
    GAMEOBJECT_DYN_FLAGS=0x34,
    GAMEOBJECT_FACTION=0x38,
    GAMEOBJECT_TYPE_ID=0x3C,
    GAMEOBJECT_LEVEL=0x40,
    GAMEOBJECT_ARTKIT=0x44,
    GAMEOBJECT_ANIMPROGRESS=0x48,
    GAMEOBJECT_PADDING=0x4C,
    TOTAL_GAMEOBJECT_FIELDS=0x10
    };


    most notably:

    GAMEOBJECT_DISPLAYID=0x8,

    for instance, for copper it is decimal 310. for tin decimal 315. Is there a list of all this somewhere? Or maybe I can just use

    GAMEOBJECT_TYPE_ID=0x3C,

    which might indicate minerals?


    i also need help with factions. I need a way to identify friend from foe. I already can detect if it's a player (hex 19) or just unit (hex 9) from

    TYPE_OBJECT = $01;
    TYPE_ITEM = $02;
    TYPE_CONTAINER = $04;
    TYPE_UNIT = $08;
    TYPE_PLAYER = $10;
    TYPE_GAMEOBJECT = $20;
    TYPE_DYNAMICOBJECT = $40;
    TYPE_CORPSE = $80;


    i see that there is:

    NIT_FIELD_FACTIONTEMPLATE=0x74,

    but there are many different outputs for this, so is there a template I can go by to identify friendly vs enemy? basically i need a way to determine if the nearby unit can be attacked or not....



    any help would be greatly appreciated.

    Regarding WOW Objects and identifying:
  2. #2
    Zombie911's Avatar Member
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    If you iterate at object list by structure like this:
    Code:
    struct TObject{
    	DWORD dummy0;
    	DWORD dummy2;
    	DWORD UnitData;
    	DWORD dummy3;
    	DWORD count;
    	DWORD ObjectType;
    	DWORD dummy5;
    	DWORD dummy6;
    	DWORD dummy7;
    	DWORD dummy8;
    	DWORD dummy10;
    	DWORD dummy11;
    	__int64 GUID;
    	DWORD dummy12;
    	DWORD NextPtr;
    };
    ObjectType contain decimal object type like this:
    1 - Item
    2 - Container
    3 - Mob
    4 - Player
    5 - Game object
    6 - Dynamic object
    7 - Corpse

    Detailed info about type of object located if read next structure at address TObject.UnitData
    For example i use structure like this:
    Code:
    struct TUnitData{				
    	__int64 guid; 								
    	DWORD type;	//8							 
    	DWORD entry; 	//12							 
    	float scale;	//16							 
    	DWORD padding;	//20							 
    	__int64 charm;		//24						 
    	__int64 summon;		//32						 
    	__int64 charmedBy;		//40					 
    	__int64 summonedBy;		//48				 
    	__int64 createdBy;		//56						 
    	__int64 target;			//64				 
    	__int64 persuaded;		//72						 
    	__int64 channelObj;		//80			 
    	DWORD health;			//88					 
    	DWORD mana;				//92				 
    	DWORD rage;				//96				 
    	DWORD focus;			//100					 
    	DWORD energy;			//104					 
    	DWORD power5;			//108					 
    	DWORD maxHealth;		//112					 
    	DWORD maxMana;			//116					 
    	DWORD maxRage;			//120					 
    	DWORD maxPower3;		//124					 
    	DWORD maxEnergy;		//128				 
    	DWORD maxPower5;		//132					 
    	DWORD level;			//136				 
    	DWORD faction;			//140				 
    	char bytes0[4];							 
    	DWORD virtualItemSlotDisplay[3];			 
    	char virtualItemInfo[24];					 
    	DWORD flags;								 
    	DWORD flags2;								 
    	DWORD aura[56];							 
    	char auraFlags[56];						 
    	char auraLevels[56];						 
    	DWORD auraState;							 
    	DWORD baseAttackTime[2];					 
    	DWORD rangedAttackTime;					 
    	float boundingRadius;						 
    	float combatReach;						 
    	DWORD displayID;							 
    	DWORD nativeDisplayID;						 
    	DWORD mountDisplayID;						 
    	float minDamage;							 
    	float maxDamage;							 
    	float minOffhandDamage;					 
    	float maxOffhandDamage;					 
    	char bytes1[4];							 
    	DWORD petNumber;							 
    	DWORD petNameTimestamp;					 
    	DWORD petExperience;						 
    	DWORD petNextLevelExp;						 
    	DWORD dynamicFlags;						 
    	DWORD channelSpell;						 
    	float modCastSpeed;						 
    	DWORD createdBySpell;						 
    	DWORD npcFlags;							 
    	DWORD npcEmoteState;						 
    	int trainingPoints;						 
    	DWORD str;									 
    	DWORD agi;									 
    	DWORD sta;									 
    	DWORD int_;									 
    	DWORD spi;									 
    	DWORD gainStr;								 
    	DWORD gainAgi;								 
    	DWORD gainSta;								 
    	DWORD gainInt;								 
    	DWORD gainSpi;								 
    	DWORD lossStr;								 
    	DWORD lossAgi;								 
    	DWORD lossSta;								 
    	DWORD lossInt;								 
    	DWORD lossSpi;								 
    	DWORD resistances[7];						 
    	DWORD gainResistances[7];					 
    	DWORD lossResistances[7];					 
    	DWORD baseMana;							 
    	DWORD baseHealth;							 
    	char bytes2[4];							 
    	DWORD attackPower;							 
    	int attackPowerMods;						 
    	float attackPowerMultiplier;				 
    	DWORD rangedAttackPower;					 
    	int rangedAttackPowerMods;				 
    	float rangedAttackPowerMultiplier;		 
    	float minRangedDamage;					 
    	float maxRangedDamage;					 
    	DWORD powerCostModifer[7];					 
    	DWORD powerCostMultiplier[7];				 
    	__int64 duelArbiter;						 
    	DWORD playerFlags;							 
    	DWORD playerGuildID;						 
    	DWORD playerGuildRank;						 
    	char playerBytes[12];
    };

  3. #3
    ShoniShilent's Avatar Member
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    1 - Item
    2 - Container
    3 - Mob
    4 - Player
    5 - Game object
    6 - Dynamic object
    7 - Corpse



    the above list will help. i had overlooked that table. so if the object is of type 3 then it can be attacked. do you know if things like goretusks (which don't attack unless they are attacked) would be classified as Mob?



    that other template you listed doesn't help to differentiate things like Minerals from Chests, from Herbs, etc. or maybe i over looked something?

    thanks for the posting. maybe you or someone else can help further?

  4. #4
    KOS0937's Avatar Member
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    all npcs and mobs have the mob flag set. You will have to check the factiontemplate to know whether it's a friend of foe... I've created my own list so that my bot ignores critters and npcs when looking for a target, but it's _very_ incomplete...
    If someone had a complete list of all 1800(???) factions i'dd be very thankful! Unfortunately the list in the server-emu forum is incorrect for the official servers 8[
    My guess is, that this list is stored somewhere localy, but i have no idea where ^^

  5. #5
    kynox's Avatar Account not activated by Email
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    You will have to check the factiontemplate to know whether it's a friend of foe
    Total crap, they have aggro flags >_>

  6. #6
    KOS0937's Avatar Member
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    they do? where? ^^

  7. #7
    ShoniShilent's Avatar Member
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    Originally Posted by kynox View Post
    Total crap, they have aggro flags >_>
    i've searched through the forums but i have not seen anything like that. i believe you are correct and this is what i am looking for. where is it located? which offset or how do i access that flag?


    also, is the flag aggro, neutral, friendly or something like that?

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