eqemu-server/common/patches/laurion_structs.h

447 lines
12 KiB
C++

#ifndef LAURION_STRUCTS_H_
#define LAURION_STRUCTS_H_
namespace Laurion {
namespace structs {
// constants
static const uint32 MAX_PP_AA_ARRAY = 300;
static const uint32 MAX_PP_SKILL = PACKET_SKILL_ARRAY_SIZE;
static const uint32 MAX_PP_INNATE_SKILL = 25;
static const uint32 MAX_PP_DISCIPLINES = 300;
static const uint32 MAX_PP_COMBAT_ABILITY_TIMERS = 25;
static const uint32 MAX_PP_UNKNOWN_ABILITIES = 25;
static const uint32 MAX_RECAST_TYPES = 25;
static const uint32 MAX_ITEM_RECAST_TYPES = 100;
static const uint32 BUFF_COUNT = 62;
static const uint32 MAX_PP_LANGUAGE = 32;
#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 ClientZoneEntry_Struct {
/*00*/ uint32 unknown00; // ***Placeholder
/*04*/ char char_name[64]; // Player firstname [32]
/*68*/ uint32 unknown68;
/*72*/ uint32 unknown72;
/*76*/ uint32 unknown76;
/*80*/ uint32 unknown80;
/*84*/ uint32 unknown84;
/*88*/ uint32 unknown88;
/*92*/
};
struct Membership_Struct
{
/*000*/ uint8 membership; //0 not gold, 2 gold
/*001*/ uint32 races; // Seen ff ff 01 00
/*005*/ uint32 classes; // Seen ff ff 01 00
/*009*/ uint32 entrysize; // Seen 33
/*013*/ int32 entries[33]; // Most -1, 1, and 0 for Gold Status
/*145*/
};
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*/ int8 setting_index; // 0, 1, 2 or 3: f2p, silver, gold, platinum?
/*001*/ int32 setting_id; // 0 to 23 actually seen but the OP_Membership packet has up to 32
/*005*/ int32 setting_value;
/*009*/
};
struct Membership_Details_Struct
{
/*000*/ uint32 membership_setting_count; // Seen 96
/*004*/ Membership_Setting_Struct settings[96]; // 864 Bytes
/*364*/ uint32 race_entry_count; // Seen 17
/*368*/ Membership_Entry_Struct membership_races[17]; // 136 Bytes
/*3f0*/ uint32 class_entry_count; // Seen 15
/*3f4*/ Membership_Entry_Struct membership_classes[17]; // 136 Bytes
/*47c*/ uint32 exit_url_length; // Length of the exit_url string (0 for none)
/*480*/ //char exit_url[42]; // Upgrade to Silver or Gold Membership URL
};
struct MaxCharacters_Struct {
/*000*/ uint32 max_chars;
/*004*/ uint32 marketplace_chars;
/*008*/ int32 unknown008; //some of these probably deal with heroic characters or something
/*00c*/ int32 unknown00c;
/*010*/ int32 unknown010;
/*014*/ int32 unknown014;
/*018*/ int32 unknown018;
/*01c*/ int32 unknown01c;
/*020*/ int32 unknown020;
/*024*/ int32 unknown024;
/*028*/ int32 unknown028;
/*02c*/ int32 unknown02c;
/*030*/ int32 unknown030;
/*034*/ int32 unknown034;
/*038*/
};
struct ExpansionInfo_Struct {
/*000*/ char Unknown000[64];
/*064*/ uint32 Expansions;
};
/*
* Visible equiptment.
* Size: 20 Octets
*/
struct Texture_Struct
{
uint32 Material;
uint32 Unknown1;
uint32 EliteMaterial;
uint32 HeroForgeModel;
uint32 Material2; // Same as material?
};
/*
** Color_Struct
** Size: 4 bytes
** Used for convenience
** Merth: Gave struct a name so gcc 2.96 would compile
**
*/
struct Tint_Struct
{
union {
struct {
uint8 Blue;
uint8 Green;
uint8 Red;
uint8 UseTint; // if there's a tint this is FF
};
uint32 Color;
};
};
struct CharSelectEquip : Texture_Struct, Tint_Struct {};
struct CharacterSelectEntry_Struct
{
char Name[1];
uint32 Class;
uint32 Race;
uint8 Level;
uint32 ShroudClass;
uint32 ShroudRace;
uint16 Zone;
uint16 Instance;
uint8 Gender;
uint8 Face;
CharSelectEquip Equip[9];
uint8 Unknown1; //Seen 256
uint8 Unknown2; //Seen 0
uint32 DrakkinTattoo;
uint32 DrakkinDetails;
uint32 Deity;
uint32 PrimaryIDFile;
uint32 SecondaryIDFile;
uint8 HairColor;
uint8 BeardColor;
uint8 EyeColor1;
uint8 EyeColor2;
uint8 HairStyle;
uint8 Beard;
uint8 Enabled;
uint8 Tutorial;
uint32 DrakkinHeritage;
uint8 Unknown3;
uint8 GoHome;
uint32 LastLogin;
uint8 Unknown4; // Seen 0
uint8 Unknown5; // Seen 0
uint8 Unknown6; // Seen 0
uint8 Unknown7; // Seen 0
uint32 CharacterId; //A Guess, Character I made a little bit after has a number a few hundred after the first
uint32 Unknown8; // Seen 1
};
/*
** Character Selection Struct
**
*/
struct CharacterSelect_Struct
{
/*000*/ uint32 CharCount; //number of chars in this packet
};
struct SpawnAppearance_Struct
{
/*0000*/ uint32 spawn_id; // ID of the spawn
/*0004*/ uint32 type; // Values associated with the type
/*0008*/ uint32 parameter; // Type of data sent
/*0012*/ uint32 unknown012;
/*0016*/ uint32 unknown016;
/*0020*/ uint32 unknown020;
/*0024*/
};
struct Spawn_Struct_Bitfields
{
union {
struct {
// byte 1
/*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;
/*07*/ unsigned sneak : 1;
// byte 2
/*08*/ unsigned lfg : 1;
/*09*/ unsigned unk9 : 1;
/*10*/ unsigned invis : 12; // there are 3000 different (non-GM) invis levels
/*22*/ unsigned linkdead : 1; // 1 Toggles LD on or off after name. Correct for RoF2
/*23*/ unsigned showhelm : 1;
// byte 4
/*24*/ unsigned betabuffed : 1; // Prefixes name with !
/*25*/ unsigned trader : 1;
/*26*/ unsigned animationonpop : 1;
/*27*/ unsigned targetable : 1;
/*28*/ unsigned targetable_with_hotkey : 1;
/*29*/ unsigned showname : 1;
/*30*/ unsigned idleanimationsoff : 1; // what we called statue?
/*31*/ unsigned untargetable : 1; // bClickThrough
// byte 5
/*32*/ unsigned buyer : 1;
/*33*/ unsigned offline : 1;
/*34*/ unsigned interactiveobject : 1;
/*35*/ unsigned missile : 1;
/*36*/ unsigned title : 1;
/*37*/ unsigned suffix : 1;
/*38*/ unsigned unk38 : 1;
/*39*/ unsigned unk39 : 1;
};
uint8 raw[5];
};
};
struct Spawn_Struct_Position
{
union {
struct {
signed y : 19;
signed deltaX : 13;
unsigned heading : 12;
signed z : 19;
unsigned pad1 : 1;
unsigned pitch : 12;
signed animation : 10; //these might be swapped
signed deltaHeading : 10; //these might be swapped
signed deltaY : 13;
signed deltaZ : 13;
unsigned pad3 : 6;
signed x : 19;
unsigned pad4 : 13;
};
uint32_t raw[5];
};
};
struct Client_Position
{
/*00*/ float delta_x;
/*04*/ float x;
/*08*/ float z;
/*12*/ signed animation : 10;
unsigned pitch : 12;
signed padding1 : 10;
/*16*/ float delta_y;
/*20*/ float y;
/*24*/ signed delta_heading : 10;
signed heading : 12;
signed padding2 : 10;
/*28*/ float delta_z;
/*32*/
};
struct PlayerPositionUpdateServer_Struct
{
/*00*/ uint16 spawn_id;
/*02*/ uint16 vehicle_id;
/*04*/ Spawn_Struct_Position position;
/*24*/
};
struct PlayerPositionUpdateClient_Struct {
/*00*/ uint16 sequence;
/*02*/ uint16 spawn_id;
/*04*/ uint16 vehicle_id;
/*06*/ Client_Position position;
/*38*/
};
struct Door_Struct
{
/*000*/ char name[32];
/*032*/ float DefaultY;
/*036*/ float DefaultX;
/*040*/ float DefaultZ;
/*044*/ float DefaultHeading;
/*048*/ uint32 DefaultDoorAngle; //rof2's incline
/*052*/ float Y; //most (all I've seen?) doors match the defaults here
/*056*/ float X;
/*060*/ float Z;
/*064*/ float Heading;
/*068*/ float DoorAngle; //not sure if this is actually a float; it might be a uint32 like DefaultDoorAngle
/*072*/ uint32 ScaleFactor; //rof2's size
/*076*/ uint32 Unknown76; //client doesn't seem to read this
/*080*/ uint8 Id; //doorid
/*081*/ uint8 Type; //opentype
/*082*/ uint8 State; //state_at_spawn
/*083*/ uint8 DefaultState; //invert_state
/*084*/ int32 Param; //door_param
/*088*/ uint32 AdventureDoorId;
/*092*/ uint32 DynDoorID;
/*096*/ uint32 RealEstateDoorID;
/*100*/ uint8 bHasScript;
/*101*/ uint8 bUsable; //1 if clickable
/*102*/ uint8 bRemainOpen;
/*103*/ uint8 bVisible; //1 is visible
/*104*/ uint8 bHeadingChanged;
/*105*/ uint8 padding1[3];
/*108*/ float TopSpeed1;
/*112*/ float TopSpeed2;
/*116*/ uint8 bNeedsTimeStampSet;
/*117*/ uint8 padding2[3];
/*120*/ float unknownFloat1;
/*124*/ float unknownFloat2;
/*128*/ uint8 unknownByte1;
/*129*/ uint8 padding3[3];
/*132*/
};
struct ZonePoint_Entry {
/*00*/ uint32 iterator;
/*04*/ float y;
/*08*/ float x;
/*12*/ float z;
/*16*/ float heading;
/*20*/ uint16 zoneid;
/*22*/ uint16 zoneinstance;
/*24*/ uint32 unknown024;
/*28*/ uint32 unknown028;
/*32*/
};
struct ZonePoints {
/*00*/ uint32 count;
/*04*/ struct ZonePoint_Entry zpe[0]; // Always add one extra to the end after all zonepoints
};
struct EnterWorld_Struct {
/*000*/ char name[64];
/*064*/ int32 unknown1;
/*068*/ int32 unknown2; //laurion handles these differently so for now im just going to ignore them till i figure it out
};
struct ZoneChange_Struct {
/*000*/ char char_name[64]; // Character Name
/*064*/ uint16 zoneID;
/*066*/ uint16 instanceID;
/*068*/ uint32 Unknown068;
/*072*/ uint32 Unknown072;
/*076*/ float y;
/*080*/ float x;
/*084*/ float z;
/*088*/ uint32 zone_reason; //0x0A == death, I think
/*092*/ int32 success; // =0 client->server, =1 server->client, -X=specific error
/*096*/ uint32 Unknown096; // Not sure the extra 4 bytes goes here or earlier in the struct.
/*100*/
};
struct RequestClientZoneChange_Struct {
/*000*/ uint16 zone_id;
/*002*/ uint16 instance_id;
/*004*/ uint32 unknown004;
/*008*/ float y;
/*012*/ float x;
/*016*/ float z;
/*020*/ float heading;
/*024*/ uint32 type; //unknown... values
/*032*/ uint8 unknown032[144];
/*172*/ uint32 unknown172;
/*176*/
};
struct WearChange_Struct {
/*000*/ uint32 spawn_id;
/*004*/ uint32 wear_slot_id;
/*008*/ uint32 armor_id;
/*012*/ uint32 variation;
/*016*/ uint32 material;
/*020*/ uint32 new_armor_id;
/*024*/ uint32 new_armor_type;
/*028*/ uint32 color;
/*032*/
};
struct ExpUpdate_Struct
{
/*000*/ uint64 exp; //This is exp % / 1000 now; eg 69250 = 69.25%
/*008*/ uint64 unknown; //unclear, I didn't see the client actually read this value but i might have missed it
};
struct DeleteSpawn_Struct
{
/*00*/ uint32 spawn_id; // Spawn ID to delete
/*04*/ uint8 unknown04; // Seen 1
/*05*/
};
//OP_SetServerFilter
struct SetServerFilter_Struct {
uint32 filters[68];
};
// Was new to RoF2, doesn't look changed
// The padding is because these structs are padded to the default 4 bytes
struct InventorySlot_Struct
{
/*000*/ int16 Type;
/*002*/ int16 Padding1;
/*004*/ int16 Slot;
/*006*/ int16 SubIndex;
/*008*/ int16 AugIndex;
/*010*/ int16 Padding2;
/*012*/
};
// Was new for RoF2 - Used for Merchant_Purchase_Struct, doesn't look changed
// Can't sellfrom other than main inventory so Slot Type is not needed.
// The padding is because these structs are padded to the default 4 bytes
struct TypelessInventorySlot_Struct
{
/*000*/ int16 Slot;
/*002*/ int16 SubIndex;
/*004*/ int16 AugIndex;
/*006*/ int16 Padding;
/*008*/
};
#pragma pack()
}; //end namespace structs
}; //end namespace laurion
#endif /*LAURION_STRUCTS_H_*/