/
rof2_structs.h
4885 lines (4426 loc) · 129 KB
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rof2_structs.h
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#ifndef ROF2_STRUCTS_H_
#define ROF2_STRUCTS_H_
namespace RoF2 {
namespace structs {
/*
** Compiler override to ensure
** byte aligned structures
*/
#pragma pack(1)
struct LoginInfo_Struct {
/*000*/ char login_info[64];
/*064*/ uint8 unknown064[124];
/*188*/ uint8 zoning; // 01 if zoning, 00 if not
/*189*/ uint8 unknown189[275];
/*488*/
};
struct EnterWorld_Struct {
/*000*/ char name[64];
/*064*/ uint32 tutorial; // 01 on "Enter Tutorial", 00 if not
/*068*/ uint32 return_home; // 01 on "Return Home", 00 if not
};
//New For SoF
struct WorldObjectsSent_Struct {
};
// New for RoF2 - Size: 12
struct ItemSlotStruct {
/*000*/ int16 SlotType; // Worn and Normal inventory = 0, Bank = 1, Shared Bank = 2, Delete Item = -1
/*002*/ int16 Unknown02;
/*004*/ int16 MainSlot;
/*006*/ int16 SubSlot;
/*008*/ int16 AugSlot; // Guessing - Seen 0xffff
/*010*/ int16 Unknown01; // Normally 0 - Seen 13262 when deleting an item, but didn't match item ID
/*012*/
};
// New for RoF2 - Used for Merchant_Purchase_Struct
// Can't sellfrom other than main inventory so Slot Type is not needed.
struct MainInvItemSlotStruct {
/*000*/ int16 MainSlot;
/*002*/ int16 SubSlot;
/*004*/ int16 AugSlot;
/*006*/ int16 Unknown01;
/*008*/
};
/* Name Approval Struct */
/* Len: */
/* Opcode: 0x8B20*/
struct NameApproval
{
char name[64];
uint32 race;
uint32 class_;
uint32 deity;
};
/*
** Entity identification struct
** Size: 4 bytes
** OPCodes: OP_DeleteSpawn, OP_Assist
*/
struct EntityId_Struct
{
/*00*/ uint32 entity_id;
/*04*/
};
struct Duel_Struct
{
uint32 duel_initiator;
uint32 duel_target;
};
struct DuelResponse_Struct
{
uint32 target_id;
uint32 entity_id;
uint32 unknown;
};
//Adventure stuff,not a net one,just one for our use
static const uint32 ADVENTURE_COLLECT = 0;
static const uint32 ADVENTURE_MASSKILL = 1;
static const uint32 ADVENTURE_NAMED = 2;
static const uint32 ADVENTURE_RESCUE = 3;
static const uint32 BUFF_COUNT = 42; // was 25
static const uint32 BLOCKED_BUFF_COUNT = 30; // was 20
static const uint32 MAX_PLAYER_TRIBUTES = 5;
static const uint32 MAX_TRIBUTE_TIERS = 10;
static const uint32 TRIBUTE_NONE = 0xFFFFFFFF;
static const uint32 MAX_PLAYER_BANDOLIER = 20;
static const uint32 MAX_PLAYER_BANDOLIER_ITEMS = 4;
static const uint32 MAX_POTIONS_IN_BELT = 5;
static const uint32 MAX_GROUP_LEADERSHIP_AA_ARRAY = 16;
static const uint32 MAX_RAID_LEADERSHIP_AA_ARRAY = 16;
static const uint32 MAX_LEADERSHIP_AA_ARRAY = (MAX_GROUP_LEADERSHIP_AA_ARRAY+MAX_RAID_LEADERSHIP_AA_ARRAY);
static const uint32 MAX_NUMBER_GUILDS = 1500;
// Used primarily in the Player Profile:
static const uint32 MAX_PP_LANGUAGE = 32; // was 25
static const uint32 MAX_PP_SPELLBOOK = 720; // was 480
static const uint32 MAX_PP_MEMSPELL = 16; // was 12
static const uint32 MAX_PP_SKILL = PACKET_SKILL_ARRAY_SIZE; // 100 - actual skills buffer size
static const uint32 MAX_PP_AA_ARRAY = 300;
static const uint32 MAX_PP_DISCIPLINES = 200; // was 100
static const uint32 MAX_GROUP_MEMBERS = 6;
static const uint32 MAX_RECAST_TYPES = 20;
struct AdventureInfo {
uint32 QuestID;
uint32 NPCID;
bool in_use;
uint32 status;
bool ShowCompass;
uint32 Objetive;// can be item to collect,mobs to kill,boss to kill and someone to rescue.
uint32 ObjetiveValue;// number of items,or number of needed mob kills.
char text[512];
uint8 type;
uint32 minutes;
uint32 points;
float x;
float y;
uint32 zoneid;
uint32 zonedungeonid;
};
///////////////////////////////////////////////////////////////////////////////
/*
** Color_Struct
** Size: 4 bytes
** Used for convenience
** Merth: Gave struct a name so gcc 2.96 would compile
**
*/
struct Color_Struct
{
union
{
struct
{
uint8 blue;
uint8 green;
uint8 red;
uint8 use_tint; // if there's a tint this is FF
} rgb;
uint32 color;
};
};
/*
* Visible equiptment.
* Size: 20 Octets
*/
struct EquipStruct {
/*00*/ uint32 material;
/*04*/ uint32 unknown1;
/*08*/ uint32 elitematerial;
/*12*/ uint32 heroforgemodel;
/*16*/ uint32 material2; // Same as material?
/*20*/
};
struct CharSelectEquip {
uint32 material;
uint32 unknown1;
uint32 elitematerial;
uint32 heroforgemodel;
uint32 material2;
Color_Struct color;
};
struct CharacterSelectEntry_Struct {
/*0000*/ char name[1]; // Name null terminated
/*0000*/ uint8 class_;
/*0000*/ uint32 race;
/*0000*/ uint8 level;
/*0000*/ uint8 class_2;
/*0000*/ uint32 race2;
/*0000*/ uint16 zone;
/*0000*/ uint16 instance;
/*0000*/ uint8 gender;
/*0000*/ uint8 face;
/*0000*/ CharSelectEquip equip[9];
/*0000*/ uint8 u15; // Seen FF
/*0000*/ uint8 u19; // Seen FF
/*0000*/ uint32 drakkin_tattoo;
/*0000*/ uint32 drakkin_details;
/*0000*/ uint32 deity;
/*0000*/ uint32 primary;
/*0000*/ uint32 secondary;
/*0000*/ uint8 haircolor;
/*0000*/ uint8 beardcolor;
/*0000*/ uint8 eyecolor1;
/*0000*/ uint8 eyecolor2;
/*0000*/ uint8 hairstyle;
/*0000*/ uint8 beard;
/*0000*/ uint8 char_enabled;
/*0000*/ uint8 tutorial; // Seen 1 for new char or 0 for existing
/*0000*/ uint32 drakkin_heritage;
/*0000*/ uint8 unknown1; // Seen 0
/*0000*/ uint8 gohome; // Seen 0 for new char and 1 for existing
/*0000*/ uint32 LastLogin;
/*0000*/ uint8 unknown2; // Seen 0
};
/*
** Character Selection Struct
**
*/
struct CharacterSelect_Struct {
/*000*/ uint32 char_count; //number of chars in this packet
/*004*/ CharacterSelectEntry_Struct entries[0];
};
struct Membership_Entry_Struct
{
/*000*/ uint32 purchase_id; // Seen 1, then increments 90287 to 90300
/*004*/ uint32 bitwise_entry; // Seen 16 to 65536 - Skips 4096
/*008*/
};
struct Membership_Setting_Struct
{
/*000*/ uint32 setting_index; // 0, 1, or 2
/*004*/ uint32 setting_id; // 0 to 21
/*008*/ int32 setting_value; // All can be 0, 1, or -1
/*012*/
};
struct Membership_Details_Struct
{
/*0000*/ uint32 membership_setting_count; // Seen 66
/*0016*/ Membership_Setting_Struct settings[72]; // 864 Bytes
/*0012*/ uint32 race_entry_count; // Seen 15
/*1044*/ Membership_Entry_Struct membership_races[15]; // 120 Bytes
/*0012*/ uint32 class_entry_count; // Seen 15
/*1044*/ Membership_Entry_Struct membership_classes[15]; // 120 Bytes
/*1044*/ uint32 exit_url_length; // Length of the exit_url string (0 for none)
/*1048*/ //char exit_url[42]; // Upgrade to Silver or Gold Membership URL
/*1048*/ uint32 exit_url_length2; // Length of the exit_url2 string (0 for none)
/*0000*/ //char exit_url2[49]; // Upgrade to Gold Membership URL
};
struct Membership_Struct
{
/*000*/ uint32 membership; // Seen 2 on Gold Account
/*004*/ uint32 races; // Seen ff ff 01 00
/*008*/ uint32 classes; // Seen ff ff 01 01
/*012*/ uint32 entrysize; // Seen 22
/*016*/ int32 entries[25]; // Most -1, 1, and 0 for Gold Status
/*104*/
};
/*
** Generic Spawn Struct
** Length: 897 Octets
** Used in:
** spawnZoneStruct
** dbSpawnStruct
** petStruct
** newSpawnStruct
*/
/*
showeq -> eqemu
sed -e 's/_t//g' -e 's/seto_0xFF/set_to_0xFF/g'
*/
struct Spawn_Struct_Bitfields
{
/*00*/ unsigned gender:2; // Gender (0=male, 1=female, 2=monster)
/*02*/ unsigned ispet:1; // Guessed based on observing live spawns
/*03*/ unsigned afk:1; // 0=no, 1=afk
/*04*/ unsigned anon:2; // 0=normal, 1=anon, 2=roleplay
/*06*/ unsigned gm:1;
/*06*/ unsigned sneak:1;
/*08*/ unsigned lfg:1;
/*09*/ unsigned unknown09:1;
/*10*/ unsigned invis:1; // May have invis & sneak the wrong way around ... not sure how to tell which is which
/*11*/ unsigned invis1:1; // GM Invis? Can only be seen with #gm on - same for the below
/*12*/ unsigned invis2:1; // This one also make the NPC/PC invis
/*13*/ unsigned invis3:1; // This one also make the NPC/PC invis
/*14*/ unsigned invis4:1; // This one also make the NPC/PC invis
/*15*/ unsigned invis6:1; // This one also make the NPC/PC invis
/*16*/ unsigned invis7:1; // This one also make the NPC/PC invis
/*17*/ unsigned invis8:1; // This one also make the NPC/PC invis
/*18*/ unsigned invis9:1; // This one also make the NPC/PC invis
/*19*/ unsigned invis10:1; // This one also make the NPC/PC invis
/*20*/ unsigned invis11:1; // This one also make the NPC/PC invis
/*21*/ unsigned invis12:1; // This one also make the NPC/PC invis
/*22*/ unsigned linkdead:1; // 1 Toggles LD on or off after name. Correct for RoF2
/*23*/ unsigned showhelm:1;
/*24*/ unsigned unknown24:1; // Prefixes name with !
/*25*/ unsigned trader:1;
/*26*/ unsigned unknown26:1;
/*27*/ unsigned targetable:1;
/*28*/ unsigned targetable_with_hotkey:1;
/*29*/ unsigned showname:1;
/*30*/ unsigned unknown30:1;
/*30*/ unsigned untargetable:1; // Untargetable with mouse
/*
// Unknown in RoF2
unsigned betabuffed:1;
unsigned buyer:1;
unsigned buyer:1;
*/
};
/*
struct Spawn_Struct_Position
{
signed padding0000:12;
signed y:19;
signed padding0001:1;
signed deltaX:13; // change in x
signed deltaHeading:10;// change in heading
signed padding0008:9;
signed deltaY:13;
signed z:19;
signed x:19;
signed animation:10; // animation
signed padding0016:3;
signed heading:12;
signed deltaZ:13; // change in z
signed padding0020:7;
};
*/
struct Spawn_Struct_Position
{
signed padding0000:12;
signed y:19;
signed padding0001:1;
signed deltaZ:13; // change in z
signed deltaX:13; // change in x
signed padding0008:6;
signed x:19;
signed heading:12;
signed padding0016:1;
signed deltaHeading:10;// change in heading
signed z:19;
signed padding0020:3;
signed animation:10; // animation
signed deltaY:13;
signed padding0023:9;
};
struct Spawn_Struct
{
// Note this struct is not used as such, it is here for reference. As the struct is variable sized, the packets
// are constructed in Live.cpp
//
/*0000*/ char name[1]; //name[64];
/*0000*/ //uint8 nullterm1; // hack to null terminate name
/*0064*/ uint32 spawnId;
/*0068*/ uint8 level;
/*0069*/ float unknown1;
/*0073*/ uint8 NPC; // 0=player,1=npc,2=pc corpse,3=npc corpse
Spawn_Struct_Bitfields Bitfields;
/*0000*/ uint8 otherData; // & 4 - has title, & 8 - has suffix, & 1 - it's a chest or untargetable
/*0000*/ float unknown3; // seen -1
/*0000*/ float unknown4;
/*0000*/ float size;
/*0000*/ uint8 face;
/*0000*/ float walkspeed;
/*0000*/ float runspeed;
/*0000*/ uint32 race;
/*0000*/ uint8 showname; // for body types - was charProperties
/*0000*/ uint32 bodytype;
/*0000*/ //uint32 bodytype2; // this is only present if charProperties==2
// are there more than two possible properties?
/*0000*/ uint8 curHp;
/*0000*/ uint8 haircolor;
/*0000*/ uint8 beardcolor;
/*0000*/ uint8 eyecolor1;
/*0000*/ uint8 eyecolor2;
/*0000*/ uint8 hairstyle;
/*0000*/ uint8 beard;
/*0000*/ uint32 drakkin_heritage;
/*0000*/ uint32 drakkin_tattoo;
/*0000*/ uint32 drakkin_details;
/*0000*/ uint8 statue; // was holding
/*0000*/ uint32 deity;
/*0000*/ uint32 guildID;
/*0000*/ uint32 guildrank; // 0=member, 1=officer, 2=leader, -1=not guilded
/*0000*/ uint8 class_;
/*0000*/ uint8 pvp; // 0 = normal name color, 2 = PVP name color
/*0000*/ uint8 StandState; // stand state - 0x64 for normal animation
/*0000*/ uint8 light;
/*0000*/ uint8 flymode;
/*0000*/ uint8 equip_chest2;
/*0000*/ uint8 unknown9;
/*0000*/ uint8 unknown10;
/*0000*/ uint8 helm;
/*0000*/ char lastName[1];
/*0000*/ //uint8 lastNameNull; //hack!
/*0000*/ uint32 aatitle; // 0=none, 1=general, 2=archtype, 3=class was AARank
/*0000*/ uint8 unknown12;
/*0000*/ uint32 petOwnerId;
/*0000*/ uint8 unknown13;
/*0000*/ uint32 unknown14; // Stance 64 = normal 4 = aggressive 40 = stun/mezzed
/*0000*/ uint32 unknown15;
/*0000*/ uint32 unknown16;
/*0000*/ uint32 unknown17;
/*0000*/ //uint8 unknownRoF23;
/*0000*/ uint32 unknown18;
/*0000*/ uint32 unknown19;
Spawn_Struct_Position Position;
/*0000*/ union
{
struct
{
/*0000*/ Color_Struct color_helmet; // Color of helmet item
/*0000*/ Color_Struct color_chest; // Color of chest item
/*0000*/ Color_Struct color_arms; // Color of arms item
/*0000*/ Color_Struct color_bracers; // Color of bracers item
/*0000*/ Color_Struct color_hands; // Color of hands item
/*0000*/ Color_Struct color_legs; // Color of legs item
/*0000*/ Color_Struct color_feet; // Color of feet item
/*0000*/ Color_Struct color_primary; // Color of primary item
/*0000*/ Color_Struct color_secondary; // Color of secondary item
} equipment_colors;
/*0000*/ Color_Struct colors[9]; // Array elements correspond to struct equipment_colors above
};
// skip these bytes if not a valid player race
/*0000*/ union
{
struct
{
/*0000*/ EquipStruct equip_helmet; // Equiptment: Helmet visual
/*0000*/ EquipStruct equip_chest; // Equiptment: Chest visual
/*0000*/ EquipStruct equip_arms; // Equiptment: Arms visual
/*0000*/ EquipStruct equip_bracers; // Equiptment: Wrist visual
/*0000*/ EquipStruct equip_hands; // Equiptment: Hands visual
/*0000*/ EquipStruct equip_legs; // Equiptment: Legs visual
/*0000*/ EquipStruct equip_feet; // Equiptment: Boots visual
/*0000*/ EquipStruct equip_primary; // Equiptment: Main visual
/*0000*/ EquipStruct equip_secondary; // Equiptment: Off visual
} equip;
/*0000*/ EquipStruct equipment[9];
};
/*0000*/ //char title[0]; // only read if(hasTitleOrSuffix & 4)
/*0000*/ //char suffix[0]; // only read if(hasTitleOrSuffix & 8)
char unknown20[8];
uint8 IsMercenary; // If NPC == 1 and this == 1, then the NPC name is Orange.
/*0000*/ char unknown21[55];
};
/*
** Generic Spawn Struct
** Fields from old struct not yet found:
** uint8 traptype; // 65 is disarmable trap, 66 and 67 are invis triggers/traps
** uint8 is_pet; // 0=no, 1=yes
** uint8 afk; // 0=no, 1=afk
** uint8 is_npc; // 0=no, 1=yes
** uint8 max_hp; // (name prolly wrong)takes on the value 100 for players, 100 or 110 for NPCs and 120 for PC corpses...
** uint8 guildrank; // 0=normal, 1=officer, 2=leader
** uint8 eyecolor2; //not sure, may be face
** uint8 aaitle; // 0=none, 1=general, 2=archtype, 3=class
*/
/*
** New Spawn
** Length: 176 Bytes
** OpCode: 4921
*/
struct NewSpawn_Struct
{
struct Spawn_Struct spawn; // Spawn Information
};
/*
** Client Zone Entry struct
** Length: 68 Octets
** OpCode: ZoneEntryCode (when direction == client)
*/
struct ClientZoneEntry_Struct {
/*00*/ uint32 unknown00; // ***Placeholder
/*04*/ char char_name[64]; // Player firstname [32]
/*68*/ uint32 unknown68;
/*72*/ uint32 unknown72;
};
/*
** Server Zone Entry Struct
** Length: 452 Bytes
** OPCodes: OP_ServerZoneEntry
**
*/
struct ServerZoneEntry_Struct //Adjusted from SEQ Everquest.h Struct
{
struct NewSpawn_Struct player;
};
//New Zone Struct - Size: 948
struct NewZone_Struct {
/*0000*/ char char_name[64]; // Character Name
/*0064*/ char zone_short_name[32]; // Zone Short Name
/*0096*/ char unknown0096[96];
/*0192*/ char zone_long_name[278]; // Zone Long Name
/*0470*/ uint8 ztype; // Zone type (usually FF)
/*0471*/ uint8 fog_red[4]; // Zone fog (red)
/*0475*/ uint8 fog_green[4]; // Zone fog (green)
/*0479*/ uint8 fog_blue[4]; // Zone fog (blue)
/*0483*/ uint8 unknown323;
/*0484*/ float fog_minclip[4];
/*0500*/ float fog_maxclip[4];
/*0516*/ float gravity;
/*0520*/ uint8 time_type;
/*0521*/ uint8 rain_chance[4];
/*0525*/ uint8 rain_duration[4];
/*0529*/ uint8 snow_chance[4];
/*0533*/ uint8 snow_duration[4];
/*0537*/ uint8 unknown537[32]; // Seen all 0xff
/*0569*/ uint8 unknown569; // Unknown - Seen 0
/*0570*/ uint8 sky; // Sky Type
/*0571*/ uint8 unknown571; // Unknown - Seen 0
/*0572*/ uint32 unknown572; // Unknown - Seen 4 in Guild Lobby
/*0576*/ uint32 unknown576; // Unknown - Seen 2 in Guild Lobby
/*0580*/ uint32 unknown580; // Unknown - Seen 0 in Guild Lobby
/*0584*/ float zone_exp_multiplier; // Experience Multiplier
/*0588*/ float safe_y; // Zone Safe Y
/*0592*/ float safe_x; // Zone Safe X
/*0596*/ float safe_z; // Zone Safe Z
/*0600*/ float min_z; // Guessed - NEW - Seen 0
/*0604*/ float max_z; // Guessed
/*0608*/ float underworld; // Underworld, min z (Not Sure?)
/*0612*/ float minclip; // Minimum View Distance
/*0616*/ float maxclip; // Maximum View DIstance
/*0620*/ uint8 unknown620[84]; // ***Placeholder
/*0704*/ char zone_short_name2[96]; //zone file name? excludes instance number which can be in previous version.
/*0800*/ int32 unknown800; //seen -1
/*0804*/ char unknown804[40]; //
/*0844*/ int32 unknown844; //seen 600
/*0848*/ int32 unknown848; //seen 2008
/*0852*/ uint16 zone_id;
/*0854*/ uint16 zone_instance;
/*0856*/ char unknown856[20];
/*0876*/ uint32 SuspendBuffs;
/*0880*/ uint32 unknown880; // Seen 50
/*0884*/ uint32 unknown884; // Seen 10
/*0888*/ uint8 unknown888; // Seen 1
/*0889*/ uint8 unknown889; // Seen 0 (POK) or 1 (rujj)
/*0890*/ uint8 unknown890; // Seen 1
/*0891*/ uint8 unknown891; // Seen 0
/*0892*/ uint8 unknown892; // Seen 0
/*0893*/ uint8 unknown893; // Seen 0 - 00
/*0894*/ uint8 fall_damage; // 0 = Fall Damage on, 1 = Fall Damage off
/*0895*/ uint8 unknown895; // Seen 0 - 00
/*0896*/ uint32 unknown896; // Seen 180
/*0900*/ uint32 unknown900; // Seen 180
/*0904*/ uint32 unknown904; // Seen 180
/*0908*/ uint32 unknown908; // Seen 2
/*0912*/ uint32 unknown912; // Seen 2
/*0916*/ float FogDensity; // Most zones have this set to 0.33 Blightfire had 0.16
/*0920*/ uint32 unknown920; // Seen 0
/*0924*/ uint32 unknown924; // Seen 0
/*0928*/ uint32 unknown928; // Seen 0
/*0932*/ int32 unknown932; // Seen -1
/*0936*/ int32 unknown936; // Seen -1
/*0940*/ uint32 unknown940; // Seen 0
/*0944*/ float unknown944; // Seen 1.0 in PoK, and 0.25 in Guild Lobby
/*0948*/ uint32 unknown948; // Seen 0 - New on Live as of Dec 15 2014
/*0952*/ uint32 unknown952; // Seen 100 - New on Live as of Dec 15 2014
/*0956*/
};
/*
** Memorize Spell Struct
** Length: 16 Bytes
**
*/
struct MemorizeSpell_Struct {
uint32 slot; // Spot in the spell book/memorized slot
uint32 spell_id; // Spell id (200 or c8 is minor healing, etc)
uint32 scribing; // 1 if memorizing a spell, set to 0 if scribing to book, 2 if un-memming
uint32 unknown12;
};
/*
** Make Charmed Pet
** Length: 12 Bytes
**
*/
struct Charm_Struct {
/*00*/ uint32 owner_id;
/*04*/ uint32 pet_id;
/*08*/ uint32 command; // 1: make pet, 0: release pet
/*12*/
};
struct InterruptCast_Struct
{
uint32 spawnid;
uint32 messageid;
//char message[0];
};
struct DeleteSpell_Struct
{
/*000*/int16 spell_slot;
/*002*/uint8 unknowndss002[2];
/*004*/uint8 success;
/*005*/uint8 unknowndss006[3];
/*008*/
};
struct ManaChange_Struct
{
uint32 new_mana; // New Mana AMount
uint32 stamina;
uint32 spell_id;
uint32 unknown12;
uint32 unknown16;
};
struct SwapSpell_Struct
{
uint32 from_slot;
uint32 to_slot;
};
struct BeginCast_Struct
{
/*000*/ uint32 spell_id;
/*004*/ uint16 caster_id;
/*006*/ uint32 cast_time; // in miliseconds
/*010*/
};
struct CastSpell_Struct
{
/*00*/ uint32 slot;
/*04*/ uint32 spell_id;
/*08*/ ItemSlotStruct inventoryslot; // slot for clicky item, Seen unknown of 131 = normal cast
/*20*/ uint32 target_id;
/*24*/ uint32 cs_unknown[5];
/*44*/
};
/*
** SpawnAppearance_Struct
** Changes client appearance for all other clients in zone
** Size: 8 bytes
** Used in: OP_SpawnAppearance
**
*/
struct SpawnAppearance_Struct
{
/*0000*/ uint16 spawn_id; // ID of the spawn
/*0002*/ uint16 type; // Values associated with the type
/*0004*/ uint32 parameter; // Type of data sent
/*0008*/
};
struct SpellBuff_Struct
{
/*000*/ uint8 slotid; // badly named... seems to be 2 for a real buff, 0 otherwise
/*001*/ float unknown004; // Seen 1 for no buff
/*005*/ uint32 player_id; // 'global' ID of the caster, for wearoff messages
/*009*/ uint32 unknown016;
/*013*/ uint8 bard_modifier;
/*014*/ uint32 duration;
/*018*/ uint8 level;
/*019*/ uint32 spellid;
/*023*/ uint32 counters;
/*027*/ uint8 unknown0028[53];
/*080*/
};
struct SpellBuff_Struct_Old
{
/*000*/ uint8 slotid; // badly named... seems to be 2 for a real buff, 0 otherwise
/*001*/ uint8 level;
/*002*/ uint8 bard_modifier;
/*003*/ uint8 effect; // not real
/*004*/ float unknown004; // Seen 1 for no buff
/*008*/ uint32 spellid;
/*012*/ uint32 duration;
/*016*/ uint32 unknown016;
/*020*/ uint32 player_id; // 'global' ID of the caster, for wearoff messages
/*024*/ uint32 counters;
/*028*/ uint8 unknown0028[60];
/*088*/
};
// Not functional yet, but this is what the packet looks like on Live
struct SpellBuffFade_Struct_Live {
/*000*/ uint32 entityid; // Player id who cast the buff
/*004*/ uint8 unknown004;
/*005*/ uint8 level;
/*006*/ uint8 effect;
/*007*/ uint8 unknown007;
/*008*/ float unknown008;
/*012*/ uint32 spellid;
/*016*/ uint32 duration;
/*020*/ uint32 playerId; // Global player ID?
/*024*/ uint32 num_hits;
/*028*/ uint8 unknown0028[64];
/*092*/ uint32 slotid;
/*096*/ uint32 bufffade;
/*100*/
};
struct SpellBuffFade_Struct {
/*000*/ uint32 entityid;
/*004*/ uint8 slot;
/*005*/ uint8 level;
/*006*/ uint8 effect;
/*007*/ uint8 unknown7;
/*008*/ uint32 spellid;
/*012*/ uint32 duration;
/*016*/ uint32 num_hits;
/*020*/ uint32 unknown020; // Global player ID?
/*024*/ uint32 playerId; // Player id who cast the buff
/*028*/ uint32 slotid;
/*032*/ uint32 bufffade;
/*036*/
};
struct BuffRemoveRequest_Struct
{
/*00*/ uint32 SlotID;
/*04*/ uint32 EntityID;
/*08*/
};
#if 0
// not in use
struct BuffIconEntry_Struct {
/*000*/ uint32 buff_slot;
/*004*/ uint32 spell_id;
/*008*/ uint32 tics_remaining;
/*012*/ uint32 num_hits;
// char name[0]; caster name is also here sometimes
// uint8 unknownend; 1 when single, 0 when all opposite of all_buffs?
};
// not in use
struct BuffIcon_Struct {
/*000*/ uint32 entity_id;
/*004*/ uint32 unknown004;
/*008*/ uint8 all_buffs; // 1 when updating all buffs, 0 when doing one
/*009*/ uint16 count;
/*011*/ BuffIconEntry_Struct entires[0];
};
#endif
struct GMTrainee_Struct
{
/*000*/ uint32 npcid;
/*004*/ uint32 playerid;
/*008*/ uint32 skills[PACKET_SKILL_ARRAY_SIZE];
/*408*/ uint8 unknown408[40];
/*448*/
};
struct GMTrainEnd_Struct
{
/*000*/ uint32 npcid;
/*004*/ uint32 playerid;
/*008*/
};
struct GMSkillChange_Struct {
/*000*/ uint16 npcid;
/*002*/ uint8 unknown1[2]; // something like PC_ID, but not really. stays the same thru the session though
/*002*/ uint16 skillbank; // 0 if normal skills, 1 if languages
/*002*/ uint8 unknown2[2];
/*008*/ uint16 skill_id;
/*010*/ uint8 unknown3[2];
/*012*/
};
struct GMTrainSkillConfirm_Struct { // SoF+ only
/*000*/ uint32 SkillID;
/*004*/ uint32 Cost;
/*008*/ uint8 NewSkill; // Set to 1 for 'You have learned the basics' message.
/*009*/ char TrainerName[64];
/*073*/ uint8 Unknown073[3];
/*076*/
};
struct ConsentResponse_Struct {
char grantname[64];
char ownername[64];
uint8 permission;
char zonename[64];
};
/*
** Name Generator Struct
** Length: 72 bytes
** OpCode: 0x0290
*/
struct NameGeneration_Struct
{
/*0000*/ uint32 race;
/*0004*/ uint32 gender;
/*0008*/ char name[64];
/*0072*/
};
/*
** Character Creation struct
** Length: 96 Bytes
*/
struct CharCreate_Struct
{
/*0000*/ uint32 gender;
/*0004*/ uint32 race;
/*0008*/ uint32 class_;
/*0012*/ uint32 deity;
/*0016*/ uint32 start_zone;
/*0020*/ uint32 haircolor;
/*0024*/ uint32 beard;
/*0028*/ uint32 beardcolor;
/*0032*/ uint32 hairstyle;
/*0036*/ uint32 face;
/*0040*/ uint32 eyecolor1;
/*0044*/ uint32 eyecolor2;
/*0048*/ uint32 drakkin_heritage;
/*0052*/ uint32 drakkin_tattoo;
/*0056*/ uint32 drakkin_details;
/*0060*/ uint32 STR;
/*0064*/ uint32 STA;
/*0068*/ uint32 AGI;
/*0073*/ uint32 DEX;
/*0076*/ uint32 WIS;
/*0080*/ uint32 INT;
/*0084*/ uint32 CHA;
/*0088*/ uint32 tutorial;
/*0092*/ uint32 unknown0092;
/*0096*/
};
/*
** Character Creation struct
** Length: 0 Bytes
** OpCode: 0x
*/
struct CharCreate_Struct_Temp //Size is now 0
{
};
/*
*Used in PlayerProfile
*/
struct AA_Array
{
uint32 AA;
uint32 value;
uint32 unknown08; // Looks like AA_Array is now 12 bytes in Live
};
struct Disciplines_Struct {
uint32 values[MAX_PP_DISCIPLINES];
};
struct DisciplineTimer_Struct
{
/*00*/ uint32 TimerID;
/*04*/ uint32 Duration;
/*08*/ uint32 Unknown08;
};
struct Tribute_Struct {
uint32 tribute;
uint32 tier;
};
struct BandolierItem_Struct {
char item_name[1]; // Variable Length
uint32 item_id;
uint32 icon;
};
//len = 72
struct BandolierItem_Struct_Old {
uint32 item_id;
uint32 icon;
char item_name[64];
};
//len = 320
enum { //bandolier item positions
bandolierMainHand = 0,
bandolierOffHand,
bandolierRange,
bandolierAmmo
};
struct Bandolier_Struct {
char name[1]; // Variable Length
BandolierItem_Struct items[MAX_PLAYER_BANDOLIER_ITEMS];
};
struct Bandolier_Struct_Old {
char name[32];
BandolierItem_Struct items[MAX_PLAYER_BANDOLIER_ITEMS];
};
struct PotionBelt_Struct {
BandolierItem_Struct items[MAX_POTIONS_IN_BELT];
};
struct GroupLeadershipAA_Struct {
union {
struct {
uint32 groupAAMarkNPC;
uint32 groupAANPCHealth;
uint32 groupAADelegateMainAssist;
uint32 groupAADelegateMarkNPC;
uint32 groupAA4;
uint32 groupAA5;
uint32 groupAAInspectBuffs;
uint32 groupAA7;
uint32 groupAASpellAwareness;
uint32 groupAAOffenseEnhancement;
uint32 groupAAManaEnhancement;
uint32 groupAAHealthEnhancement;
uint32 groupAAHealthRegeneration;
uint32 groupAAFindPathToPC;
uint32 groupAAHealthOfTargetsTarget;
uint32 groupAA15;
};
uint32 ranks[MAX_GROUP_LEADERSHIP_AA_ARRAY];
};
};
struct RaidLeadershipAA_Struct {
union {
struct {
uint32 raidAAMarkNPC;
uint32 raidAANPCHealth;
uint32 raidAADelegateMainAssist;
uint32 raidAADelegateMarkNPC;
uint32 raidAA4;
uint32 raidAA5;
uint32 raidAA6;
uint32 raidAASpellAwareness;
uint32 raidAAOffenseEnhancement;
uint32 raidAAManaEnhancement;
uint32 raidAAHealthEnhancement;
uint32 raidAAHealthRegeneration;
uint32 raidAAFindPathToPC;
uint32 raidAAHealthOfTargetsTarget;
uint32 raidAA14;
uint32 raidAA15;
};
uint32 ranks[MAX_RAID_LEADERSHIP_AA_ARRAY];
};
};
struct LeadershipAA_Struct {
union {
struct {
GroupLeadershipAA_Struct group;
RaidLeadershipAA_Struct raid;
};
uint32 ranks[MAX_LEADERSHIP_AA_ARRAY];
};
};
/**
* A bind point.
* Size: 20 Octets
*/
struct BindStruct {
/*000*/ uint32 zoneId;
/*004*/ float x;
/*008*/ float y;
/*012*/ float z;
/*016*/ float heading;