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graymul.h
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graymul.h
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// Define resources in the MUL files.
#ifndef _INC_GRAYMUL_H
#define _INC_GRAYMUL_H
#pragma once
//---------------------------MUL FILE DEFS---------------------------
// All these structures must be BYTE packed.
#if defined _WIN32 && (!__MINGW32__)
// Microsoft dependant pragma
#pragma pack(1)
#define PACK_NEEDED
#else
// GCC based compiler you can add:
#define PACK_NEEDED __attribute__ ((packed))
#endif
// NOTE: !!! ALL Multi bytes in file ASSUME big endian !!!!
#define UO_MAP_VIEW_SIGHT 14 // Visibility distance for NPCs
#define UO_MAP_VIEW_SIZE 18 // Visibility distance for items (on old clients it's always 18, and since client 7.0.55.27 it's now dynamic 18~24 based on client screen resolution)
#define UO_MAP_VIEW_RADAR 36 // Visibility distance for multis (houses/boats)
////////////////////////////////////////////////////////////////////////
// Shared enum types.
// 20 colors of 10 hues and 5 brightnesses, which gives us 1000 colors.
// plus black, and default.
// Skin color is similar, except there are 7 basic colors of 8 hues.
// For hair there are 7 colors of 7 hues.
typedef WORD HUE_TYPE; // Index into the hues.mul table.
enum HUE_CODE
{
HUE_DEFAULT = 0x0,
HUE_BLUE_LOW = 0x2, // lowest dyeable color
HUE_BLUE_NAVY = 0x3,
HUE_RED_DARK = 0x20,
HUE_RED = 0x22,
HUE_YELLOW = 0x35,
HUE_GRAY = 0x387,
HUE_TEXT_DEF = 0x3B2, // light gray color
HUE_DYE_HIGH = 0x3E9, // highest dyeable color
HUE_SKIN_LOW = 0x3EA,
HUE_SKIN_HIGH = 0x422,
HUE_HAIR_LOW = 0x44E,
HUE_HAIR_HIGH = 0x47D,
HUE_WHITE = 0x481,
HUE_STONE = 0x482,
HUE_GARGSKIN_LOW = 0x6DB,
HUE_GARGSKIN_HIGH = 0x6F3,
HUE_MASK_LO = 0x7FF, // mask for items. (not really a valid thing to do i know)
HUE_QTY = 0xBB8, // number of valid colors in hue table
HUE_MASK_HI = 0xFFF,
HUE_MASK_TRANSLUCENT = 0x4000,
HUE_TRANSLUCENT = 0x4001,
HUE_MASK_UNDERWEAR = 0x8000 // can be used only on chars
};
typedef WORD SOUND_TYPE; // Sound ID
enum SOUND_CODE
{
SOUND_NONE = 0x0,
SOUND_DROP_GOLD1 = 0x32,
SOUND_DROP_GOLD2 = 0x37,
SOUND_HAMMER = 0x42,
SOUND_LEATHER = 0x48,
SOUND_RUSTLE = 0x4F,
SOUND_USE_CLOTH = 0x57,
SOUND_SPELL_FIZZLE = 0x5C,
SOUND_SFX6 = 0xF9,
SOUND_TELEPORT = 0x1FE,
SOUND_FLAMESTRIKE = 0x208,
SOUND_FLAME5 = 0x227,
SOUND_FISH_SPLASH = 0x23F,
SOUND_LIQUID = 0x240,
SOUND_SNIP = 0x248,
SOUND_SCRIBE = 0x249,
SOUND_SPIRITSPEAK = 0x24A,
SOUND_CROSSBOW = 0x2B1,
SOUND_DROP_MONEY1 = 0x2E4,
SOUND_DROP_MONEY2 = 0x2E5,
SOUND_DROP_MONEY3 = 0x2E6,
SOUND_GLASS_BREAK4 = 0x390,
SOUND_SPECIAL_HUMAN = 0x900 // custom (hardcoded) sound, to be played with SoundChar
};
typedef WORD MIDI_TYPE; // Music id
#define MULTI_QTY 0x2000 // total address space for multis.
typedef WORD MULTI_TYPE; // define a multi (also defined by ITEMID_MULTI)
enum ITEMID_TYPE // InsideUO is great for this stuff.
{
ITEMID_NOTHING = 0x0, // used for lightning
ITEMID_NODRAW = 0x1,
ITEMID_STONE_WALL = 0x80,
ITEMID_DOOR_SECRET_STONE_1 = 0xE8,
ITEMID_DOOR_SECRET_STONE_2 = 0x314,
ITEMID_DOOR_SECRET_STONE_3 = 0x324,
ITEMID_DOOR_SECRET_WOOD_1 = 0x334,
ITEMID_DOOR_SECRET_WOOD_2 = 0x344,
ITEMID_DOOR_SECRET_STONE_4 = 0x354,
ITEMID_DOOR_METAL_1 = 0x675,
ITEMID_DOOR_METAL_BARRED_1 = 0x685,
ITEMID_DOOR_RATTAN = 0x695,
ITEMID_DOOR_WOODEN_1 = 0x6A5,
ITEMID_DOOR_WOODEN_2 = 0x6B5,
ITEMID_DOOR_METAL_2 = 0x6C5,
ITEMID_DOOR_WOODEN_3 = 0x6D5,
ITEMID_DOOR_WOODEN_4 = 0x6E5,
ITEMID_GATE_IRON_1 = 0x824,
ITEMID_GATE_WOODEN_1 = 0x839,
ITEMID_GATE_IRON_2 = 0x84C,
ITEMID_GATE_WOODEN_2 = 0x866,
ITEMID_FOOD_FISH_RAW = 0x97A,
ITEMID_BANK_BOX = 0x9B2, // another pack really but used as bank box
ITEMID_JAR_HONEY = 0x9EC,
ITEMID_BEDROLL_O_EW = 0xA55,
ITEMID_BEDROLL_O_NS = 0xA56,
ITEMID_BEDROLL_C = 0xA57,
ITEMID_BEDROLL_C_NS = 0xA58,
ITEMID_BEDROLL_C_EW = 0xA59,
ITEMID_WATER_TROUGH_1 = 0xB41,
ITEMID_WATER_TROUGH_2 = 0xB44,
ITEMID_MOONGATE_RED = 0xDDA,
ITEMID_KINDLING1 = 0xDE1,
ITEMID_CAMPFIRE = 0xDE3,
ITEMID_EMBERS = 0xDE9,
ITEMID_WOOL = 0xDF8,
ITEMID_YARN1 = 0xE1D,
ITEMID_BANDAGES_BLOODY1 = 0xE20,
ITEMID_BANDAGES1 = 0xE21, // clean
ITEMID_BANDAGES_BLOODY2 = 0xE22,
ITEMID_SPELLBOOK2 = 0xE3B, // ??? looks like a spellbook but doesn open corectly !
ITEMID_Cannon_Ball = 0xE73,
ITEMID_BACKPACK = 0xE75, // containers.
ITEMID_CHEST_SILVER = 0xE7C, // all grey. BANK BOX
ITEMID_BBOARD_MSG = 0xEB0, // a message on the bboard
ITEMID_SKELETON_1 = 0xECA,
ITEMID_SKELETON_9 = 0xED2,
ITEMID_WEB1_1 = 0xEE3,
ITEMID_WEB1_4 = 0xEE6,
ITEMID_GOLD_C1 = 0xEED, // big pile
ITEMID_SPELLBOOK = 0xEFA,
ITEMID_EMPTY_BOTTLE = 0xF0E,
ITEMID_DAGGER = 0xF51,
ITEMID_MOONGATE_BLUE = 0xF6C,
ITEMID_REAG_SA = 0xF8C, // sulfurous ash
ITEMID_CLOTH_BOLT1 = 0xF95,
ITEMID_CLOTH_BOLT8 = 0xF9C,
ITEMID_THREAD1 = 0xFA0,
ITEMID_DYE_TUB = 0xFAB,
ITEMID_PITCHER_WATER = 0xFF8,
ITEMID_ARCHERYBUTTE_E = 0x100A,
ITEMID_ARCHERYBUTTE_S = 0x100B,
ITEMID_KEY_COPPER = 0x100E,
ITEMID_KEY_RING0 = 0x1011,
ITEMID_KEY_MAGIC = 0x1012,
ITEMID_LEATHER_1 = 0x1067,
ITEMID_LEATHER_2 = 0x1068,
ITEMID_HIDES = 0x1078,
ITEMID_BLOOD1 = 0x122A,
ITEMID_BLOOD2 = 0x122B,
ITEMID_BLOOD3 = 0x122C,
ITEMID_BLOOD4 = 0x122D,
ITEMID_BLOOD5 = 0x122E,
ITEMID_BLOOD6 = 0x122F,
ITEMID_ROCK_B_LO = 0x134F, // boulder
ITEMID_ROCK_B_HI = 0x1362,
ITEMID_ROCK_2_LO = 0x1363,
ITEMID_ROCK_2_HI = 0x136D,
ITEMID_BEE_WAX = 0x1423,
ITEMID_BONE_ARMS = 0x144E,
ITEMID_BONE_ARMOR = 0x144F,
ITEMID_BONE_GLOVES = 0x1450,
ITEMID_BONE_HELM = 0x1451,
ITEMID_BONE_LEGS = 0x1452,
ITEMID_BLOOD_SPLAT = 0x1645,
ITEMID_LIGHT_SRC = 0x1647,
ITEMID_KEY_RING1 = 0x1769,
ITEMID_KEY_RING3 = 0x176A,
ITEMID_KEY_RING5 = 0x176B,
ITEMID_FIRE = 0x19AB,
ITEMID_ORE_1 = 0x19B7, // can't mine this, it's just leftover from smelting
ITEMID_ORE_3 = 0x19B8,
ITEMID_ORE_4 = 0x19B9,
ITEMID_ORE_2 = 0x19BA,
ITEMID_BOARD1 = 0x1BD7, // boards
ITEMID_LOG_1 = 0x1BDD,
ITEMID_Bulletin1 = 0x1E5E, // secure trades are here also. bboard
ITEMID_Bulletin2 = 0x1E5F,
ITEMID_WorldGem = 0x1EA7, // typically an uninitialized spawn item
ITEMID_DOOR_MAGIC_SI_NS = 0x1ED9,
ITEMID_DOOR_MAGIC_SI_EW = 0x1EEC,
ITEMID_ROBE = 0x1F03,
ITEMID_WorldGem_lg = 0x1F13, // typically an initialized t_spawn_item
ITEMID_DOOR_METAL_BARRED_2 = 0x1FED,
ITEMID_CORPSE = 0x2006, // this is all corpses
ITEMID_MEMORY = 0x2007, // NonGen Marker
ITEMID_HAIR_SHORT = 0x203B,
ITEMID_HAIR_LONG = 0x203C,
ITEMID_HAIR_PONYTAIL = 0x203D,
ITEMID_BEARD_LONG = 0x203E,
ITEMID_BEARD_SHORT = 0x203F,
ITEMID_BEARD_GOATEE = 0x2040,
ITEMID_BEARD_MUST = 0x2041,
ITEMID_HAIR_MOHAWK = 0x2044,
ITEMID_HAIR_PAGEBOY = 0x2045,
ITEMID_HAIR_BUNS = 0x2046,
ITEMID_HAIR_CURLY = 0x2047,
ITEMID_HAIR_RECEDING = 0x2048,
ITEMID_HAIR_2_TAILS = 0x2049,
ITEMID_HAIR_TOPKNOT = 0x204A,
ITEMID_BEARD_SHORT_MUST = 0x204B,
ITEMID_BEARD_LONG_MUST = 0x204C,
ITEMID_BEARD_VANDYKE = 0x204D,
ITEMID_DEATHSHROUD = 0x204E,
ITEMID_GM_ROBE = 0x204F,
ITEMID_RHAND_POINT_NW = 0x2053, // point nw on the map
ITEMID_RHAND_POINT_W = 0x205A,
// Item equiv of creatures.
ITEMID_TRACK_BEGIN = 0x20C8,
ITEMID_TRACK_OGRE = 0x20DF,
ITEMID_TRACK_WISP = 0x2100,
ITEMID_TRACK_MAN = 0x2106,
ITEMID_TRACK_WOMAN = 0x2107,
ITEMID_TRACK_HORSE = 0x2120,
ITEMID_TRACK_END = 0x213E,
ITEMID_DOOR_JAPANESE = 0x2420,
ITEMID_VENDOR_BOX = 0x2AF8, // vendor container
ITEMID_DOOR_ELVEN_SIMPLE = 0x2D63,
ITEMID_DOOR_ELVEN_ORNATE = 0x2D67,
ITEMID_DOOR_ELVEN_PLAIN = 0x2D6B,
ITEMID_HAIR_MID_LONG = 0x2FBF,
ITEMID_HAIR_LONG_FEATHER = 0x2FC0,
ITEMID_HAIR_SHORT_ELF = 0x2FC1,
ITEMID_HAIR_MULLET = 0x2FC2,
ITEMID_HAIR_FLOWER = 0x2FCC,
ITEMID_HAIR_LONG_ELF = 0x2FCD,
ITEMID_HAIR_TOPKNOT_ELF = 0x2FCE,
ITEMID_HAIR_LONG_BRAID = 0x2FCF,
ITEMID_HAIR_BUNS_ELF = 0x2FD0,
ITEMID_HAIR_SPIKED = 0x2FD1,
ITEMID_DOOR_MOON = 0x2FE2,
ITEMID_DOOR_ELVEN_BARK = 0x31AC,
ITEMID_DIRT_TILE = 0x31F4,
ITEMID_GAME1_CHECKER = 0x3584, // white
ITEMID_GAME1_BISHOP = 0x3585,
ITEMID_GAME1_ROOK = 0x3586,
ITEMID_GAME1_QUEEN = 0x3587,
ITEMID_GAME1_KNIGHT = 0x3588,
ITEMID_GAME1_PAWN = 0x3589,
ITEMID_GAME1_KING = 0x358A,
ITEMID_GAME2_CHECKER = 0x358B, // brown
ITEMID_GAME2_BISHOP = 0x358C,
ITEMID_GAME2_ROOK = 0x358D,
ITEMID_GAME2_QUEEN = 0x358E,
ITEMID_GAME2_KNIGHT = 0x358F,
ITEMID_GAME2_PAWN = 0x3590,
ITEMID_GAME2_KING = 0x3591,
ITEMID_GAME_HI = 0x35A1, // ?
ITEMID_DOOR_CRYSTAL = 0x367B,
ITEMID_DOOR_SHADOW = 0x368B,
ITEMID_FX_EXPLODE = 0x36B0,
ITEMID_FX_FIRE_BALL = 0x36D4,
ITEMID_FX_FLAMESTRIKE = 0x3709,
ITEMID_FX_TELE_VANISH = 0x3728,
ITEMID_FX_SPELL_FAIL = 0x3735,
ITEMID_FX_CURSE_EFFECT = 0x374A,
ITEMID_FX_HEAL_EFFECT = 0x376A,
ITEMID_FX_SPARKLE_2 = 0x3779,
ITEMID_FX_VORTEX = 0x3789,
ITEMID_FX_GLOW = 0x37B9,
ITEMID_FX_POISON_F_EW = 0x3915,
ITEMID_FX_POISON_F_NS = 0x3920,
ITEMID_FX_ENERGY_F_EW = 0x3947,
ITEMID_FX_ENERGY_F_NS = 0x3956,
ITEMID_FX_PARA_F_EW = 0x3967,
ITEMID_FX_PARA_F_NS = 0x3979,
ITEMID_FX_FIRE_F_EW = 0x398C,
ITEMID_FX_FIRE_F_NS = 0x3996,
ITEMID_FACE_1 = 0x3B44,
ITEMID_FACE_2 = 0x3B45,
ITEMID_FACE_3 = 0x3B46,
ITEMID_FACE_4 = 0x3B47,
ITEMID_FACE_5 = 0x3B48,
ITEMID_FACE_6 = 0x3B49,
ITEMID_FACE_7 = 0x3B4A,
ITEMID_FACE_8 = 0x3B4B,
ITEMID_FACE_9 = 0x3B4C,
ITEMID_FACE_10 = 0x3B4D,
ITEMID_FACE_ANIME = 0x3B4E,
ITEMID_FACE_HELLIAN = 0x3B4F,
ITEMID_FACE_JUKA = 0x3B50,
ITEMID_FACE_UNDEAD = 0x3B51,
ITEMID_FACE_MEER = 0x3B52,
ITEMID_FACE_ELDER = 0x3B53,
ITEMID_FACE_ORC = 0x3B54,
ITEMID_FACE_PIRATE = 0x3B55,
ITEMID_FACE_NATIVE_PAPUAN = 0x3B56,
ITEMID_FACE_VAMPIRE = 0x3B57,
ITEMID_MEMORY_SHIP_PILOT = 0x3E96,
ITEMID_HEALING_STONE = 0x4078,
ITEMID_DOOR_GARGISH_TRADIT = 0x409B,
ITEMID_DOOR_GARGISH = 0x410C,
ITEMID_DOOR_GARGISH_CELEST = 0x41C2,
ITEMID_DOOR_GARGISH_PROG = 0x41CF,
ITEMID_GARG_HORN_1 = 0x4258,
ITEMID_GARG_HORN_2 = 0x4259,
ITEMID_GARG_HORN_3 = 0x425A,
ITEMID_GARG_HORN_4 = 0x425B,
ITEMID_GARG_HORN_5 = 0x425C,
ITEMID_GARG_HORN_6 = 0x425D,
ITEMID_GARG_HORN_7 = 0x425E,
ITEMID_GARG_HORN_8 = 0x425F,
ITEMID_GARG_HORN_FEMALE_1 = 0x4261,
ITEMID_GARG_HORN_FEMALE_2 = 0x4262,
ITEMID_GARG_HORN_FEMALE_3 = 0x4273,
ITEMID_GARG_HORN_FEMALE_4 = 0x4274,
ITEMID_GARG_HORN_FEMALE_5 = 0x4275,
ITEMID_GARG_HORN_FEMALE_6 = 0x42AA,
ITEMID_GARG_HORN_FEMALE_7 = 0x42AB,
ITEMID_GARG_HORN_FACIAL_1 = 0x42AD,
ITEMID_GARG_HORN_FACIAL_2 = 0x42AE,
ITEMID_GARG_HORN_FACIAL_3 = 0x42AF,
ITEMID_GARG_HORN_FACIAL_4 = 0x42B0,
ITEMID_GARG_HORN_FEMALE_8 = 0x42B1,
ITEMID_DOOR_GARGISH_REN = 0x436E,
ITEMID_DOOR_GARGISH_DRAX = 0x4372,
ITEMID_DOOR_GARGISH_HOVEL = 0x46DD,
ITEMID_DOOR_GARGISH_QUEEN_H = 0x4D1A,
ITEMID_DOOR_QUEEN = 0x4D22,
ITEMID_DOOR_GARGISH_QUEEN = 0x50C8,
ITEMID_DOOR_GARGISH_BENTAS = 0x50D0,
ITEMID_DOOR_GARGISH_FOLSOM = 0x5142,
ITEMID_FACE_1_GARG = 0x5679,
ITEMID_FACE_2_GARG = 0x567A,
ITEMID_FACE_3_GARG = 0x567B,
ITEMID_FACE_4_GARG = 0x567C,
ITEMID_FACE_5_GARG = 0x567D,
ITEMID_FACE_6_GARG = 0x567E,
ITEMID_DOOR_JUNGLE = 0x9AD7,
ITEMID_DOOR_SHADOWGUARD = 0x9B3C,
ITEMID_QTY = 0x10000,
// Multi slots
ITEMID_MULTI_LEGACY = 0x4000, // ITEMID_MULTI for old clients (< 7.0.0.0)
ITEMID_MULTI_SA = 0x8000, // ITEMID_MULTI for SA clients (< 7.0.8.44)
ITEMID_MULTI = 0x10000,
ITEMID_SHIP_SMALL_N = ITEMID_MULTI + 0x0,
ITEMID_GALLEON_BRIT2_W = ITEMID_MULTI + 0x47,
ITEMID_HOUSE_SMALL_ST_PL = ITEMID_MULTI + 0x64,
ITEMID_HOUSE_SMALL_SHOP_MB = ITEMID_MULTI + 0xA2,
ITEMID_FOUNDATION_7x7 = ITEMID_MULTI + 0x13EC,
ITEMID_FOUNDATION_30x30 = ITEMID_MULTI + 0x147D,
ITEMID_HOUSE_TRINSIC_KEEP = ITEMID_MULTI + 0x147E,
ITEMID_HOUSE_CASA_MAYA = ITEMID_MULTI + 0x1489,
ITEMID_MULTI_MAX = ITEMID_MULTI + MULTI_QTY - 1,
// Reserved slots
ITEMID_SCRIPT = ITEMID_QTY, // safe area for server specific items defintions
ITEMID_TEMPLATE = ITEMID_SCRIPT + 0x9FFF // container item templates are beyond here
};
// Door ID Attribute flags.
#define DOOR_OPENED 0x1
#define DOOR_RIGHTLEFT 0x2
#define DOOR_INOUT 0x4
#define DOOR_NORTHSOUTH 0x8
enum CREID_TYPE // enum the creature art work. (dont allow any others !) also know as "model number"
{
CREID_INVALID = 0x0,
CREID_OGRE = 0x1,
CREID_ETTIN = 0x2,
CREID_ZOMBIE = 0x3,
CREID_GARGOYLE = 0x4,
CREID_EAGLE = 0x5,
CREID_BIRD = 0x6,
CREID_ORC_LORD = 0x7,
CREID_CORPSER = 0x8,
CREID_DAEMON = 0x9,
CREID_DAEMON_SWORD = 0xA,
CREID_DRAGON_GREY = 0xC,
CREID_AIR_ELEM = 0xD,
CREID_EARTH_ELEM = 0xE,
CREID_FIRE_ELEM = 0xF,
CREID_WATER_ELEM = 0x10,
CREID_ORC = 0x11,
CREID_ETTIN_AXE = 0x12,
CREID_LICH = 0x18,
CREID_SPECTRE = 0x1A,
CREID_GIANT_SPIDER = 0x1C,
CREID_GORILLA = 0x1D,
CREID_LIZMAN = 0x21,
CREID_LIZMAN_SPEAR = 0x23,
CREID_LIZMAN_MACE = 0x24,
CREID_ORC_CLUB = 0x29,
CREID_RATMAN = 0x2A,
CREID_RATMAN_CLUB = 0x2C,
CREID_RATMAN_SWORD = 0x2D,
CREID_SKELETON = 0x32,
CREID_Snake = 0x34,
CREID_TROLL_SWORD = 0x35,
CREID_TROLL = 0x36,
CREID_TROLL_MACE = 0x37,
CREID_SKEL_AXE = 0x38,
CREID_SKEL_SW_SH = 0x39, // sword and sheild
CREID_DRAGON_RED = 0x3B,
CREID_DRAKE_GREY = 0x3C,
CREID_DRAKE_RED = 0x3D,
CREID_Tera_Warrior = 0x46,
CREID_Tera_Drone = 0x47,
CREID_Tera_Matriarch = 0x48,
CREID_Cyclops = 0x4C,
CREID_Bull_Frog = 0x51,
CREID_Ophid_Mage = 0x55,
CREID_Ophid_Warrior = 0x56,
CREID_Ophid_Queen = 0x57,
CREID_SEA_Creature = 0x5F,
CREID_SERPENTINE_DRAGON = 0x67,
CREID_SKELETAL_DRAGON = 0x68,
CREID_Dolphin = 0x97,
CREID_VORTEX = 0xA4,
// Animals (Low detail critters)
CREID_HORSE1 = 0xC8, // white
CREID_Pig = 0xCB,
CREID_HORSE4 = 0xCC, // brown
CREID_Sheep = 0xCF, // un-sheered
CREID_Ostard_Desert = 0xD2,
CREID_BrownBear = 0xD3,
CREID_GrizzlyBear = 0xD4,
CREID_PolarBear = 0xD5,
CREID_Cow_BW = 0xD8,
CREID_Ostard_Frenz = 0xDA,
CREID_Ostard_Forest = 0xDB,
CREID_Llama = 0xDC,
CREID_Sheep_Sheered = 0xDF,
CREID_HORSE2 = 0xE2,
CREID_HORSE3 = 0xE4,
CREID_Cow2 = 0xE7,
CREID_Bull_Brown = 0xE8, // light brown
CREID_Bull2 = 0xE9, // dark brown
CREID_Hart = 0xEA,
CREID_Deer = 0xED,
CREID_REAPER_FORM = 0x11D,
CREID_Boar = 0x122, // large pig
CREID_HORSE_PACK = 0x123,
CREID_LLAMA_PACK = 0x124,
// all below here are humanish or clothing
CREID_MAN = 0x190,
CREID_WOMAN = 0x191,
CREID_GHOSTMAN = 0x192,
CREID_GHOSTWOMAN = 0x193,
CREID_BLADES = 0x23E,
CREID_ELFMAN = 0x25D,
CREID_ELFWOMAN = 0x25E,
CREID_ELFGHOSTMAN = 0x25F,
CREID_ELFGHOSTWOMAN = 0x260,
CREID_GARGMAN = 0x29A,
CREID_GARGWOMAN = 0x29B,
CREID_GARGGHOSTMAN = 0x2B6,
CREID_GARGGHOSTWOMAN = 0x2B7,
CREID_STONE_FORM = 0x2C1,
CREID_VAMPIREMAN = 0x2E8,
CREID_VAMPIREWOMAN = 0x2E9,
CREID_HORRIFIC_BEAST = 0x2EA,
CREID_WAILING_BANSHEE2 = 0x2EB,
CREID_WRAITH = 0x2EC,
CREID_LICH_FORM = 0x2ED,
CREID_REVENANT = 0x2EE,
CREID_IRON_GOLEM = 0x2F0,
CREID_GIANT_BEETLE = 0x317,
CREID_SWAMP_DRAGON1 = 0x31A,
CREID_REPTILE_LORD = 0x31D,
CREID_ANCIENT_WYRM = 0x31E,
CREID_SWAMP_DRAGON2 = 0x31F,
CREID_EQUIP_GM_ROBE = 0x3DB,
CREID_QTY = 0x800, // max number of base character types, based on art work
NPCID_SCRIPT = 0x4000, // safe area for server specific NPC defintions
SPAWNTYPE_START = 0x8000
};
enum ANIM_TYPE // not all creatures animate the same for some reason.
{
ANIM_WALK_UNARM = 0x00, // Walk (unarmed)
// human anim. (supported by all humans)
ANIM_WALK_ARM = 0x01, // Walk (armed) (but not war mode)
ANIM_RUN_UNARM = 0x02, // Run (unarmed)
ANIM_RUN_ARMED = 0x03, // Run (armed)
ANIM_STAND = 0x04, // armed or unarmed.
ANIM_FIDGET1 = 0x05, // Look around
ANIM_FIDGET_YAWN = 0x06, // Fidget, Yawn
ANIM_STAND_WAR_1H = 0x07, // Stand for 1 hand attack.
ANIM_STAND_WAR_2H = 0x08, // Stand for 2 hand attack.
ANIM_ATTACK_WEAPON = 0x09, // 1H generic melee swing, any weapon.
ANIM_ATTACK_1H_SLASH = 0x09,
ANIM_ATTACK_1H_PIERCE = 0x0a,
ANIM_ATTACK_1H_BASH = 0x0b,
ANIM_ATTACK_2H_BASH = 0x0c,
ANIM_ATTACK_2H_SLASH = 0x0d,
ANIM_ATTACK_2H_PIERCE = 0x0e,
ANIM_WALK_WAR = 0x0f, // Walk (warmode)
ANIM_CAST_DIR = 0x10, // Directional spellcast
ANIM_CAST_AREA = 0x11, // Area-effect spellcast
ANIM_ATTACK_BOW = 0x12, // Bow attack / Mounted bow attack
ANIM_ATTACK_XBOW = 0x13, // Crossbow attack
ANIM_GET_HIT = 0x14, // Take a hit
ANIM_DIE_BACK = 0x15, // (Die onto back)
ANIM_DIE_FORWARD = 0x16, // (Die onto face)
ANIM_BLOCK = 0x1e, // Dodge, Shield Block
ANIM_ATTACK_WRESTLE = 0x1f, // Punch - attack while walking ?
ANIM_BOW = 0x20, // =32
ANIM_SALUTE = 0x21,
ANIM_EAT = 0x22,
// don't use these directly these are just for translation.
// Human on horseback
ANIM_HORSE_RIDE_SLOW = 0x17,
ANIM_HORSE_RIDE_FAST = 0x18,
ANIM_HORSE_STAND = 0x19,
ANIM_HORSE_ATTACK = 0x1a,
ANIM_HORSE_ATTACK_BOW = 0x1b,
ANIM_HORSE_ATTACK_XBOW = 0x1c,
ANIM_HORSE_SLAP = 0x1d,
ANIM_QTY_MAN = 35, // 0x23
ANIM_MAN_SIT = 35,
// monster anim - (not all anims are supported for each creature)
ANIM_MON_WALK = 0x00,
ANIM_MON_STAND = 0x01,
ANIM_MON_DIE1 = 0x02, // back
ANIM_MON_DIE2 = 0x03, // fore or side.
ANIM_MON_ATTACK1 = 0x04, // ALL creatures have at least this attack.
ANIM_MON_ATTACK2 = 0x05, // swimming monsteers don't have this.
ANIM_MON_ATTACK3 = 0x06,
ANIM_MON_AttackBow = 0x07, // air/fire elem = flail arms.
ANIM_MON_AttackXBow = 0x08, // Misc Roll over,
ANIM_MON_AttackThrow,
ANIM_MON_GETHIT = 0x0a,
ANIM_MON_PILLAGE = 0x0b, // 11 = Misc, Stomp, slap ground, lich conjure.
ANIM_MON_Stomp = 0x0c, // Misc Cast, breath fire, elem creation.
ANIM_MON_Cast2 = 0x0d, // 13 = Trolls don't have this.
ANIM_MON_Cast3,
ANIM_MON_BlockRight = 0x0f,
ANIM_MON_BlockLeft = 0x10,
ANIM_MON_FIDGET1 = 0x11, // 17=Idle
ANIM_MON_FIDGET2 = 0x12, // 18
ANIM_MON_FLY = 0x13,
ANIM_MON_LAND = 0x14, // TakeOff
ANIM_MON_DIE_FLIGHT = 0x15, // GetHitInAir
ANIM_QTY_MON = 22,
// animals. (Most All animals have all anims)
ANIM_ANI_WALK = 0x00,
ANIM_ANI_RUN = 0x01,
ANIM_ANI_STAND = 0x02,
ANIM_ANI_EAT = 0x03,
ANIM_ANI_ALERT, // not all have this.
ANIM_ANI_ATTACK1 = 0x05,
ANIM_ANI_ATTACK2 = 0x06,
ANIM_ANI_GETHIT = 0x07,
ANIM_ANI_DIE1 = 0x08,
ANIM_ANI_FIDGET1 = 0x09, // Idle
ANIM_ANI_FIDGET2 = 0x0a,
ANIM_ANI_SLEEP = 0x0b, // lie down (not all have this)
ANIM_ANI_DIE2 = 0x0c,
ANIM_QTY_ANI = 13,
ANIM_QTY = 0x32
};
enum ANIM_TYPE_NEW // not all creatures animate the same for some reason. http://img546.imageshack.us/img546/5439/uonewanimstable2.png
{
NANIM_ATTACK = 0x00, // 8 SUB ANIMATIONS, VARIATION 0-*
NANIM_BLOCK = 0x01, // VARIATION 0-1
NANIM_BLOCK2 = 0x02, // MONSTERS, VARIATION 0-1
NANIM_DEATH = 0x03, // VARIATION 0-1
NANIM_GETHIT = 0x04, // VARIATION 0-*
NANIM_IDLE = 0x05,
NANIM_EAT = 0x06,
NANIM_EMOTE = 0x07, // 2 SUB ANIMATIONS
NANIM_ANGER = 0x08,
NANIM_TAKEOFF = 0x09,
NANIM_LANDING = 0x0a,
NANIM_SPELL = 0x0b, // 2 SUB ANIMATIONS
NANIM_UNKNOWN1 = 0x0c, // According to RUOSI now this is StartCombat
NANIM_UNKNOWN2 = 0x0d, // and this one EndCombat (Maybe only for EC?)
NANIM_PILLAGE = 0x0e, // Human/Animal (eat), Monster (pillage)
NANIM_RISE = 0x0f, // Used on character creation (Only EC)
NANIM_QTY = 16,
NANIM_ATTACK_WRESTLING = 0x00,
NANIM_ATTACK_BOW = 0x01,
NANIM_ATTACK_CROSSBOW = 0x02,
NANIM_ATTACK_1H_BASH = 0x03,
NANIM_ATTACK_1H_SLASH = 0x04,
NANIM_ATTACK_1H_PIERCE = 0x05,
NANIM_ATTACK_2H_BASH = 0x06,
NANIM_ATTACK_2H_SLASH = 0x07,
NANIM_ATTACK_2H_PIERCE = 0x08,
NANIM_ATTACK_THROWING = 0x09,
NANIM_ATTACK_QTY = 10,
NANIM_EMOTE_BOW = 0x00,
NANIM_EMOTE_SALUTE = 0x01,
NANIM_EMOTE_QTY = 2,
NANIM_SPELL_NORMAL = 0x00,
NANIM_SPELL_SUMMON = 0x01,
NANIM_SPELL_QTY = 2,
};
enum CRESND_TYPE // Placeholders (not real sound IDs): the SoundChar method chooses the best sound for each creature
{
CRESND_RAND = -1, // pick up randomly CRESND_IDLE or CRESND_NOTICE
CRESND_IDLE = 0, // just random noise. or default "no" response
CRESND_NOTICE, // just random noise. or default "yes" response
CRESND_HIT,
CRESND_GETHIT,
CRESND_DIE
};
enum FONT_TYPE
{
FONT_BOLD, // 0 - Bold Text = Large plain filled block letters.
FONT_SHAD, // 1 - Text with shadow = small gray
FONT_BOLD_SHAD, // 2 - Bold+Shadow = Large Gray block letters.
FONT_NORMAL, // 3 - Normal (default) = Filled block letters.
FONT_GOTH, // 4 - Gothic = Very large blue letters.
FONT_ITAL, // 5 - Italic Script
FONT_SM_DARK, // 6 - Small Dark Letters = small Blue
FONT_COLOR, // 7 - Colorful Font (Buggy?) = small Gray (hazy)
FONT_RUNE, // 8 - Rune font (Only use capital letters with this!)
FONT_SM_LITE, // 9 - Small Light Letters = small roman gray font.
FONT_QTY
};
enum AFFIX_TYPE
{
AFFIX_APPEND = 0x0, // 0 - Append affix to end of message
AFFIX_PREPEND = 0x1, // 1 - Prepend affix to front of message
AFFIX_SYSTEM = 0x2 // 2 - Message is displayed as a system message
};
enum DIR_TYPE // Walking directions. m_dir
{
DIR_INVALID = -1,
DIR_N = 0,
DIR_NE,
DIR_E,
DIR_SE,
DIR_S,
DIR_SW,
DIR_W,
DIR_NW,
DIR_QTY, // Also means "Center"
};
enum SKILL_TYPE // List of skill numbers (things that can be done at a given time)
{
SKILL_NONE = -1,
SKILL_ALCHEMY,
SKILL_ANATOMY,
SKILL_ANIMALLORE,
SKILL_ITEMID,
SKILL_ARMSLORE,
SKILL_PARRYING,
SKILL_BEGGING,
SKILL_BLACKSMITHING,
SKILL_BOWCRAFT,
SKILL_PEACEMAKING,
SKILL_CAMPING,
SKILL_CARPENTRY,
SKILL_CARTOGRAPHY,
SKILL_COOKING,
SKILL_DETECTINGHIDDEN,
SKILL_ENTICEMENT,
SKILL_EVALINT,
SKILL_HEALING,
SKILL_FISHING,
SKILL_FORENSICS,
SKILL_HERDING,
SKILL_HIDING,
SKILL_PROVOCATION,
SKILL_INSCRIPTION,
SKILL_LOCKPICKING,
SKILL_MAGERY,
SKILL_MAGICRESISTANCE,
SKILL_TACTICS,
SKILL_SNOOPING,
SKILL_MUSICIANSHIP,
SKILL_POISONING,
SKILL_ARCHERY,
SKILL_SPIRITSPEAK,
SKILL_STEALING,
SKILL_TAILORING,
SKILL_TAMING,
SKILL_TASTEID,
SKILL_TINKERING,
SKILL_TRACKING,
SKILL_VETERINARY,
SKILL_SWORDSMANSHIP,
SKILL_MACEFIGHTING,
SKILL_FENCING,
SKILL_WRESTLING,
SKILL_LUMBERJACKING,
SKILL_MINING,
SKILL_MEDITATION,
SKILL_STEALTH,
SKILL_REMOVETRAP,
//AOS
SKILL_NECROMANCY,
SKILL_FOCUS,
SKILL_CHIVALRY,
//SE
SKILL_BUSHIDO,
SKILL_NINJITSU,
//ML
SKILL_SPELLWEAVING,
//SA
SKILL_MYSTICISM,
SKILL_IMBUING,
SKILL_THROWING,
/**
* Skill level limit. Should not used directly, most cases are covered by g_Cfg.m_iMaxSkill instead
*/
SKILL_QTY = 99,
// Actions a npc will perform. (no need to track skill level for these)
NPCACT_FOLLOW_TARG = 100, // 100 = following a char.
NPCACT_STAY, // 101
NPCACT_GOTO, // 102 = Go to a location x,y. Pet command
NPCACT_WANDER, // 103 = Wander aimlessly.
NPCACT_LOOKING, // 104 = just look around intently.
NPCACT_FLEE, // 105 = Run away from target. m_Act_Targ
NPCACT_TALK, // 106 = Talking to my target. m_Act_Targ
NPCACT_TALK_FOLLOW, // 107 = m_Act_Targ / m_Fight_Targ.
NPCACT_GUARD_TARG, // 108 = Guard a targetted object. m_Act_Targ
NPCACT_GO_HOME, // 109 =
NPCACT_BREATH, // 110 = Using breath weapon. on m_Fight_Targ.
NPCACT_RIDDEN, // 111 = Being ridden or shrunk as figurine.
NPCACT_THROWING, // 112 = Throwing a stone at m_Fight_Targ.
NPCACT_TRAINING, // 113 = using a training dummy etc.
NPCACT_Napping, // 114 = just snoozong a little bit, but not sleeping.
NPCACT_FOOD, // 115 = Searching for food
NPCACT_RUNTO, // 116 = Run to a location x,y.
NPCACT_QTY
};
enum LAYER_TYPE // defined by UO. Only one item can be in a slot.
{
LAYER_NONE = 0, // spells that are layed on the CChar ?
LAYER_HAND1, // 1 = spellbook or weapon.
LAYER_HAND2, // 2 = other hand or 2 handed thing. = shield (also used for light halo 'ITEMID_LIGHT_SRC')
LAYER_SHOES, // 3
LAYER_PANTS, // 4 = bone legs + pants.
LAYER_SHIRT,
LAYER_HELM, // 6
LAYER_GLOVES, // 7
LAYER_RING,
LAYER_TALISMAN, // 9 = talisman item
LAYER_COLLAR, // 10 = gorget or necklace.
LAYER_HAIR, // 11 = 0x0b =
LAYER_HALF_APRON,// 12 = 0x0c =
LAYER_CHEST, // 13 = 0x0d = armor chest
LAYER_WRIST, // 14 = 0x0e = watch
LAYER_FACE, // 15 = character face style on enhanced clients
LAYER_BEARD, // 16 = try to have only men have this.
LAYER_TUNIC, // 17 = jester suit or full apron.
LAYER_EARS, // 18 = earrings
LAYER_ARMS, // 19 = armor
LAYER_CAPE, // 20 = cape
LAYER_PACK, // 21 = 0x15 = only used by ITEMID_BACKPACK
LAYER_ROBE, // 22 = robe over all.
LAYER_SKIRT, // 23 = skirt or kilt.
LAYER_LEGS, // 24= 0x18 = plate legs.
// These are not part of the paperdoll (but get sent to the client)
LAYER_HORSE, // 25 = 0x19 = ride this object. (horse objects are strange?)
LAYER_VENDOR_STOCK, // 26 = 0x1a = the stuff the vendor will restock and sell to the players
LAYER_VENDOR_EXTRA, // 27 = 0x1b = the stuff the vendor will resell to players but is not restocked. (bought from players)
LAYER_VENDOR_BUYS, // 28 = 0x1c = the stuff the vendor can buy from players but does not stock.
LAYER_BANKBOX, // 29 = 0x1d = contents of my bank box.
// Internally used layers - Don't bother sending these to client.
LAYER_SPECIAL, // 30 = Can be multiple of these. memories
LAYER_DRAGGING,
// Spells that are effecting us go here.
LAYER_SPELL_STATS, // 32 = Stats effecting spell. These cancel each other out.
LAYER_SPELL_Reactive, // 33 =
LAYER_SPELL_Night_Sight,
LAYER_SPELL_Protection, // 35
LAYER_SPELL_Incognito,
LAYER_SPELL_Magic_Reflect,
LAYER_SPELL_Paralyze, // or turned to stone.
LAYER_SPELL_Invis,
LAYER_SPELL_Polymorph, // 40
LAYER_SPELL_Summon, // 41 = magical summoned creature.
LAYER_FLAG_Poison, // 42
LAYER_FLAG_Criminal, // criminal or murderer ? decay over time
LAYER_FLAG_Potion, // Some magic type effect done by a potion. (they cannot be dispelled)
LAYER_FLAG_SpiritSpeak, // 45
LAYER_FLAG_Wool, // regrowing wool.
LAYER_FLAG_Drunk, // Booze effect.
LAYER_FLAG_ClientLinger, // 48
LAYER_FLAG_Hallucination, // shrooms etc.
LAYER_FLAG_PotionUsed, // 50 = track the time till we can use a potion again.
LAYER_FLAG_Stuck, // In a trap or web.
LAYER_FLAG_Murders, // How many murders do we have ? decay over time
LAYER_FLAG_Bandage, // 53 = Bandages go here for healing
LAYER_AUCTION, // Auction layer
//Necro
LAYER_SPELL_Blood_Oath,
LAYER_SPELL_Curse_Weapon,
LAYER_SPELL_Corpse_Skin,
LAYER_SPELL_Evil_Omen,
LAYER_SPELL_Pain_Spike,
LAYER_SPELL_Mind_Rot,
LAYER_SPELL_Strangle,
//Ninjitsu
//LAYER_SPELL_Surprise_Attack,
//Chivalry
LAYER_SPELL_Consecrate_Weapon,
LAYER_SPELL_Divine_Fury,
LAYER_SPELL_Enemy_Of_One,
//SpellWeaving
LAYER_SPELL_Attunement,
LAYER_SPELL_Gift_Of_Renewal,
LAYER_SPELL_Immolating_Weapon,
LAYER_SPELL_Thunderstorm,
LAYER_SPELL_Arcane_Empowerment,
LAYER_SPELL_Ethereal_Voyage,
LAYER_SPELL_Gift_Of_Life,
LAYER_SPELL_Dryad_Allure,
LAYER_SPELL_Essence_Of_Wind,
//Mysticism
LAYER_SPELL_Sleep,
LAYER_SPELL_Bombard,
LAYER_SPELL_Spell_Plague,
LAYER_SPELL_Nether_Cyclone,
LAYER_QTY
};
enum SPELL_TYPE // List of spell numbers in spell book.
{
SPELL_NONE = 0,
// Magery
SPELL_Clumsy = 1, // 1st circle
SPELL_Create_Food,
SPELL_Feeblemind,
SPELL_Heal,
SPELL_Magic_Arrow,
SPELL_Night_Sight,
SPELL_Reactive_Armor,
SPELL_Weaken,
SPELL_Agility, // 2nd circle
SPELL_Cunning,
SPELL_Cure,
SPELL_Harm,
SPELL_Magic_Trap,
SPELL_Magic_Untrap,
SPELL_Protection,
SPELL_Strength,
SPELL_Bless, // 3rd circle
SPELL_Fireball,
SPELL_Magic_Lock,
SPELL_Poison,
SPELL_Telekin,
SPELL_Teleport,
SPELL_Unlock,
SPELL_Wall_of_Stone,
SPELL_Arch_Cure, // 4th circle
SPELL_Arch_Prot,
SPELL_Curse,
SPELL_Fire_Field,
SPELL_Great_Heal,
SPELL_Lightning,
SPELL_Mana_Drain,
SPELL_Recall,
SPELL_Blade_Spirit, // 5th circle
SPELL_Dispel_Field,
SPELL_Incognito,
SPELL_Magic_Reflect,
SPELL_Mind_Blast,
SPELL_Paralyze,