mirror of
https://github.com/EQEmu/Server.git
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143 lines
3.2 KiB
C++
143 lines
3.2 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2016 EQEMu Development Team (http://eqemulator.net)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef COMMON_TEXTURES_H
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#define COMMON_TEXTURES_H
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#include "types.h"
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namespace EQEmu
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{
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//class InventorySlot;
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namespace textures {
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//enum : int { TextureInvalid = -1, TextureBegin };
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enum : uint8 { TextureInvalid = 255, TextureBegin = 0 };
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//enum TextureSlot : int {
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enum TextureSlot : uint8 {
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TextureHead = TextureBegin,
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TextureChest,
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TextureArms,
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TextureWrist,
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TextureHands,
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TextureLegs,
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TextureFeet,
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TexturePrimary,
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TextureSecondary,
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TextureCount
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};
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const int LastTexture = TextureSecondary;
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const int LastTintableTexture = TextureFeet;
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//extern int ConvertEquipmentSlotToTextureSlot(int equipment_slot);
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//extern int ConvertEquipmentSlotToTextureSlot(const InventorySlot &equipment_slot);
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//extern InventorySlot ConvertTextureSlotToEquipmentSlot(int texture_slot);
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} /*textures*/
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struct Texture_Struct {
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uint32 Material;
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uint32 Unknown1;
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uint32 EliteMaterial;
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uint32 HeroForgeModel;
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uint32 Material2; // Same as material?
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};
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struct TextureProfile {
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union {
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struct {
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Texture_Struct Head;
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Texture_Struct Chest;
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Texture_Struct Arms;
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Texture_Struct Wrist;
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Texture_Struct Hands;
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Texture_Struct Legs;
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Texture_Struct Feet;
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Texture_Struct Primary;
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Texture_Struct Secondary;
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};
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Texture_Struct Slot[textures::TextureCount];
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};
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TextureProfile();
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};
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struct TextureShort_Struct {
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uint32 Material;
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};
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struct TextureShortProfile {
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union {
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struct {
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TextureShort_Struct Head;
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TextureShort_Struct Chest;
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TextureShort_Struct Arms;
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TextureShort_Struct Wrist;
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TextureShort_Struct Hands;
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TextureShort_Struct Legs;
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TextureShort_Struct Feet;
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TextureShort_Struct Primary;
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TextureShort_Struct Secondary;
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};
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TextureShort_Struct Slot[textures::TextureCount];
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};
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TextureShortProfile();
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};
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struct Tint_Struct {
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union {
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struct {
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uint8 Blue;
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uint8 Green;
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uint8 Red;
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uint8 UseTint; // if there's a tint this is FF
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};
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uint32 Color;
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};
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//Tint_Struct();
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};
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struct TintProfile {
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union {
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struct {
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Tint_Struct Head;
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Tint_Struct Chest;
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Tint_Struct Arms;
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Tint_Struct Wrist;
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Tint_Struct Hands;
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Tint_Struct Legs;
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Tint_Struct Feet;
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Tint_Struct Primary;
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Tint_Struct Secondary;
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};
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Tint_Struct Slot[textures::TextureCount];
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};
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TintProfile();
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};
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} /*EQEmu*/
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#endif /*COMMON_TEXTURES_H*/
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