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  #16  
Old 03-23-2010, 09:00 PM
trevius's Avatar
trevius
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Join Date: Aug 2006
Location: USA
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Sounds like good news, KLS Hopefully once it is figured out, we can get Rogean to patch the Login Server to work with the new clients as well. Or, do you have access to the Public Login Server host to do it yourself? I forget if Rogean ever gave access to anyone else yet or if it is still just him with access to it.

Thanks for the info, Oscargrouch. The OP_SendLoginInfo has nothing to do with why we can't get into the Login Server as far as I know, though. That packet is for logging into the actual servers once you get into the server list. At this point, we can't even get to the server list yet, but it seems like it won't be that much longer before we can. Once we can, I can get the rest of the opcodes up to date for SoD in a few hours. Then, it will just be a matter of adjusting a few structs and looking for any issues with other structs or encodes/decodes. I don't suspect this will be very hard at all.

Also, I am sure you are referencing the ShowEQ website/svn to get the opcodes and structs. I already mentioned that is where I plan to get the structs from that we will need (or at very least the correct packet sizes). They may have some opcodes we could use there, but as I already said, opcodes are not an issue at all. Plus, the ShowEQ team only cares about having a very limited number of accurate Opcodes, so there are hundreds that would be missing if we only used what they have as a reference. Still great info there though.

As for working with Underfoot, I am sure it probably wouldn't be that much off from what SoD is. So, if SoD is easy to get going, I may even give a shot at Underfoot once SoD is all situated. I don't want to get ahead of myself here, but the change to the LS for SoD should make it work with Underfoot as well, then it would again just be an easy opcode update and a few packet structs again and it would be working. Focusing on SoD solely for now, but just throwing that out there as a possibility sometime. It will probably be $39.99 until the next expansion comes out, so most people probably wouldn't get it anyway.
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  #17  
Old 03-23-2010, 11:01 PM
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trevius
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Here is the everquest.h file from ShowEQ that should have useful structure sizes and fields for the SoD client:

Code:
/*
 *  everquest.h
 *
 *  ShowEQ Distributed under GPL
 *  http://seq.sourceforge.net/
 */


/*
** Please be kind and remember to correctly re-order
** the values in here whenever you add a new item,
** thanks.  - Andon
*/

/*
** Structures used in the network layer of Everquest
*/

#ifndef EQSTRUCT_H
#define EQSTRUCT_H

#include "config.h"

#ifdef __FreeBSD__
#include <sys/types.h>
#else
#include <stdint.h>
#endif

/*
** ShowEQ specific definitions
*/
// Statistical list defines
#define LIST_HP                         0
#define LIST_MANA                       1
#define LIST_STAM                       2
#define LIST_EXP                        3
#define LIST_FOOD                       4
#define LIST_WATR                       5
#define LIST_STR                        6
#define LIST_STA                        7
#define LIST_CHA                        8
#define LIST_DEX                        9
#define LIST_INT                        10
#define LIST_AGI                        11
#define LIST_WIS                        12
#define LIST_MR                         13
#define LIST_FR                         14
#define LIST_CR                         15
#define LIST_DR                         16
#define LIST_PR                         17
#define LIST_AC                         18
#define LIST_ALTEXP                     19
#define LIST_MAXLIST                    20 

/*
** MOB Spawn Type
*/
#define SPAWN_PLAYER                    0
#define SPAWN_NPC                       1
#define SPAWN_PC_CORPSE                 2
#define SPAWN_NPC_CORPSE                3
#define SPAWN_NPC_UNKNOWN               4
#define SPAWN_DROP                      6
#define SPAWN_DOOR                      7
#define SPAWN_SELF                      10

/* 
** Diety List
*/
#define DEITY_UNKNOWN                   0
#define DEITY_AGNOSTIC			396
#define DEITY_BRELL			202
#define DEITY_CAZIC			203
#define DEITY_EROL			204
#define DEITY_BRISTLE			205
#define DEITY_INNY			206
#define DEITY_KARANA			207
#define DEITY_MITH			208
#define DEITY_PREXUS			209
#define DEITY_QUELLIOUS			210
#define DEITY_RALLOS			211
#define DEITY_SOLUSEK			213
#define DEITY_TRIBUNAL			214
#define DEITY_TUNARE			215
#define DEITY_BERT			201	
#define DEITY_RODCET			212
#define DEITY_VEESHAN			216

//Team numbers for Deity teams
#define DTEAM_GOOD			1
#define DTEAM_NEUTRAL			2
#define DTEAM_EVIL			3
#define DTEAM_OTHER			5

//Team numbers for Race teams
#define RTEAM_HUMAN			1
#define RTEAM_ELF			2
#define RTEAM_DARK			3
#define RTEAM_SHORT			4
#define RTEAM_OTHER			5

//Maximum limits of certain types of data
#define MAX_KNOWN_SKILLS                75
#define MAX_SPELL_SLOTS                 10
#define MAX_KNOWN_LANGS                 25
#define MAX_SPELLBOOK_SLOTS             400
#define MAX_GROUP_MEMBERS               6
#define MAX_BUFFS                       25
#define MAX_GUILDS                      1500
#define MAX_AA                          359
#define MAX_BANDOLIERS                  20 
#define MAX_POTIONS_IN_BELT             5
#define MAX_TRIBUTES                    5
#define MAX_DISCIPLINES                 100

//Item Flags
#define ITEM_NORMAL                     0x0000
#define ITEM_NORMAL1                    0x0031
#define ITEM_NORMAL2                    0x0036
#define ITEM_NORMAL3                    0x315f
#define ITEM_NORMAL4                    0x3336
#define ITEM_NORMAL5                    0x0032
#define ITEM_NORMAL6                    0x0033
#define ITEM_NORMAL7                    0x0034
#define ITEM_NORMAL8                    0x0039
#define ITEM_CONTAINER                  0x7900
#define ITEM_CONTAINER_PLAIN            0x7953
#define ITEM_BOOK                       0x7379
#define ITEM_VERSION                    0xFFFF

// Item spellId no spell value
#define ITEM_SPELLID_NOSPELL            0xffff

// Item Field Count
#define ITEM_FIELD_SEPERATOR_COUNT      117
#define ITEM_CMN_FIELD_SEPERATOR_COUNT  102

//Combat Flags
#define COMBAT_MISS						0
#define COMBAT_BLOCK					-1
#define COMBAT_PARRY					-2
#define COMBAT_RIPOSTE					-3
#define COMBAT_DODGE					-4

#define PLAYER_CLASSES     16
#define PLAYER_RACES       15

/*
** Item Packet Type
*/
enum ItemPacketType
{
  ItemPacketViewLink		= 0x00,
  ItemPacketMerchant		= 0x64,
  ItemPacketLoot		= 0x66,
  ItemPacketTrade		= 0x67,
  ItemPacketSummonItem		= 0x6a,
  ItemPacketWorldContainer       = 0x6b
};

/*
** Item types
*/
enum ItemType
{
  ItemTypeCommon		= 0,
  ItemTypeContainer	= 1,
  ItemTypeBook		= 2
};

/*
** Chat Colors
*/
enum ChatColor
{
  CC_Default               = 0,
  CC_DarkGrey              = 1,
  CC_DarkGreen             = 2,
  CC_DarkBlue              = 3,
  CC_Purple                = 5,
  CC_LightGrey             = 6,
  CC_User_Say              = 256,
  CC_User_Tell             = 257,
  CC_User_Group            = 258,
  CC_User_Guild            = 259,
  CC_User_OOC              = 260,
  CC_User_Auction          = 261,
  CC_User_Shout            = 262,
  CC_User_Emote            = 263,
  CC_User_Spells           = 264,
  CC_User_YouHitOther      = 265,
  CC_User_OtherHitYou      = 266,
  CC_User_YouMissOther     = 267,
  CC_User_OtherMissYou     = 268,
  CC_User_Duels            = 269,
  CC_User_Skills           = 270,
  CC_User_Disciplines      = 271,
  CC_User_Default          = 273,
  CC_User_MerchantOffer    = 275,
  CC_User_MerchantExchange = 276,
  CC_User_YourDeath        = 277,
  CC_User_OtherDeath       = 278,
  CC_User_OtherHitOther    = 279,
  CC_User_OtherMissOther   = 280,
  CC_User_Who              = 281,
  CC_User_Yell             = 282,
  CC_User_NonMelee         = 283,
  CC_User_SpellWornOff     = 284,
  CC_User_MoneySplit       = 285,
  CC_User_Loot             = 286,
  CC_User_Random           = 287,
  CC_User_OtherSpells      = 288,
  CC_User_SpellFailure     = 289,
  CC_User_ChatChannel      = 290,
  CC_User_Chat1            = 291,
  CC_User_Chat2            = 292,
  CC_User_Chat3            = 293,
  CC_User_Chat4            = 294,
  CC_User_Chat5            = 295,
  CC_User_Chat6            = 296,
  CC_User_Chat7            = 297,
  CC_User_Chat8            = 298,
  CC_User_Chat9            = 299,
  CC_User_Chat10           = 300,
  CC_User_MeleeCrit        = 301,
  CC_User_SpellCrit        = 302,
  CC_User_TooFarAway       = 303,
  CC_User_NPCRampage       = 304,
  CC_User_NPCFurry         = 305,
  CC_User_NPCEnrage        = 306,
  CC_User_EchoSay          = 307,
  CC_User_EchoTell         = 308,
  CC_User_EchoGroup        = 309,
  CC_User_EchoGuild        = 310,
  CC_User_EchoOOC          = 311,
  CC_User_EchoAuction      = 312,
  CC_User_EchoShout        = 313,
  CC_User_EchoEmote        = 314,
  CC_User_EchoChat1        = 315,
  CC_User_EchoChat2        = 316,
  CC_User_EchoChat3        = 317,
  CC_User_EchoChat4        = 318,
  CC_User_EchoChat5        = 319,
  CC_User_EchoChat6        = 320,
  CC_User_EchoChat7        = 321,
  CC_User_EchoChat8        = 322,
  CC_User_EchoChat9        = 323,
  CC_User_EchoChat10       = 324,
  CC_User_UnusedAtThisTime = 325,
  CC_User_ItemTags         = 326,
  CC_User_RaidSay          = 327,
  CC_User_MyPet            = 328,
  CC_User_DamageShield     = 329,
};

/*
** Group Update actions
*/
enum GroupUpdateAction
{
  GUA_Joined = 0,
  GUA_Left = 1,
  GUA_LastLeft = 6,
  GUA_FullGroupInfo = 7,
  GUA_MakeLeader = 8,
  GUA_Started = 9,
};

/**
 * Leadership AAs enum, used to index into leadershipAAs in charProfileStruct
 */
enum LeadershipAAIndex
{
  groupMarkNPC = 0,
  groupNPCHealth,
  groupDelegateMainAssist,
  groupDelegateMarkNPC,
  groupUnknown4,
  groupUnknown5,
  groupInspectBuffs,
  groupUnknown7,
  groupSpellAwareness,
  groupOffenseEnhancement,
  groupManaEnhancement,
  groupHealthEnhancement,
  groupHealthRegeneration,
  groupFindPathToPC,
  groupHealthOfTargetsTarget,
  groupUnknown15,
  raidMarkNPC,  //0x10
  raidNPCHealth,
  raidDelegateMainAssist,
  raidDelegateMarkNPC,
  raidUnknown4,
  raidUnknown5,
  raidUnknown6,
  raidSpellAwareness,
  raidOffenseEnhancement,
  raidManaEnhancement,
  raidHealthEnhancement,
  raidHealthRegeneration,
  raidFindPathToPC,
  raidHealthOfTargetsTarget,
  raidUnknown14,
  raidUnknown15,
  MAX_LEAD_AA //=32
};

/**
 * Recast timer types. Used as an off set to charProfileStruct timers.
 */
enum RecastTypes
{
  RecastTimer0 = 0,
  RecastTimer1,
  WeaponHealClickTimer, // 2
  MuramiteBaneNukeClickTimer, // 3
  RecastTimer4,
  DispellClickTimer, // 5 (also click heal orbs?)
  EpicTimer, // 6
  OoWBPClickTimer, // 7
  VishQuestClassItemTimer, // 8
  HealPotionTimer, // 9
  RecastTimer10,
  RecastTimer11,
  RecastTimer12,
  RecastTimer13,
  RecastTimer14,
  RecastTimer15,
  RecastTimer16,
  RecastTimer17,
  RecastTimer18,
  ModRodTimer, // 19
  MAX_RECAST_TYPES // 20
};


/*
** Compiler override to ensure
** byte aligned structures
*/
#pragma pack(1)

/*
**            Generic Structures used in specific
**                      structures below
*/

// OpCode stuff (all kinda silly, but until we stop including the OpCode everywhere)...
struct opCodeStruct
{
    int16_t opCode;

  // kinda silly -- this is required for us to be able to stuff them in a QValueList
  bool operator== ( const opCodeStruct t ) const
  {
    return ( opCode == t.opCode);
  }
  bool operator== ( uint16_t opCode2 ) const
  {
    return ( opCode == opCode2 );
  }
};

/**
 * Session request on a stream. This is sent by the client to initiate
 * a session with the zone or world server.
 * 
 * Size: 12 Octets
 */
struct SessionRequestStruct
{
/*0000*/ uint32_t unknown0000;
/*0004*/ uint32_t sessionId;
/*0008*/ uint32_t maxLength;
/*0012*/
};

/**
 * Session response on a stream. This is the server replying to a session
 * request with session information.
 *
 * Size: 19 Octets
 */
struct SessionResponseStruct
{
/*0000*/ uint32_t sessionId;
/*0004*/ uint32_t key;
/*0008*/ uint16_t unknown0008;
/*0010*/ uint8_t unknown0010;
/*0011*/ uint32_t maxLength;
/*0015*/ uint32_t unknown0015;
};

/**
 * Session disconnect on a stream. This is the server telling the client to
 * close a stream.
 *
 * Size: 8 Octets
 */
struct SessionDisconnectStruct
{
/*0000*/ uint8_t unknown[8];
};

/* 
 * Used in charProfileStruct
 * Size: 4 bytes
 */
struct Color_Struct
{
  union
  {
    struct
    {
/*0000*/uint8_t blue;
/*0001*/uint8_t red;
/*0002*/uint8_t green;
/*0003*/uint8_t unknown0003;
    } rgb;
/*0000*/uint32_t color;
  };
};

/*
** Buffs
** Length: 24 Octets
** Used in:
**    charProfileStruct(07012)
*/
struct spellBuff
{
/*0000*/  uint8_t     unknown0000;    //
/*0001*/  int8_t      level;          // Level of person who cast buff
/*0002*/  uint8_t     unknown0002;    //
/*0003*/  uint8_t     unknown0003;    //
/*0004*/  int32_t     spellid;        // Spell
/*0008*/  int32_t     duration;       // Time remaining in ticks
/*0012*/  int32_t     effect;         // holds the dmg absorb amount on runes
/*0016*/  uint8_t     unknown0016[4]; // *** this might need to be swapped with playerId
/*0020*/  uint32_t    playerId;       // Global id of caster (for wear off)
/*0024*/
};


/* 
 * Used in charProfileStruct
 * Size: 8 octets
 */
struct AA_Array
{
/*000*/ uint32_t AA;
/*004*/ uint32_t value;
/*008*/
};

/**
 * An item inline in the stream, used in Bandolier and Potion Belt.
 * Size: 72 Octets 
 */
struct InlineItem
{
/*000*/ uint32_t itemId;
/*004*/ uint32_t icon;
/*008*/ char itemName[64];
/*072*/
};

/**
 * Used in charProfileStruct. Contents of a Bandolier.
 * Size: 320 Octets 
 */
struct BandolierStruct
{
/*000*/ char bandolierName[32];
/*032*/ InlineItem mainHand;
/*104*/ InlineItem offHand;
/*176*/ InlineItem range;
/*248*/ InlineItem ammo;
/*320*/
};

/**
 * A tribute a player can have loaded.
 * Size: 8 Octets 
 */
struct TributeStruct
{
/*000*/ uint32_t tribute;
/*004*/ uint32_t rank;
/*008*/
};

/**
 * A bind point.
 * Size: 20 Octets
 */
struct BindStruct
{
/*000*/ uint32_t zoneId;
/*004*/ float x;
/*008*/ float y;
/*012*/ float z;
/*016*/ float heading;
/*020*/
};

/*
 * Visible equiptment.
 * Size: 12 Octets
 */
struct EquipStruct
{
/*00*/ uint32_t equip0;
/*04*/ uint32_t equip1;
/*08*/ uint32_t itemId;
/*12*/
};

/*
** Type:   Zone Change Request (before hand)
** Length: 88 Octets
** OpCode: ZoneChangeCode
*/
struct zoneChangeStruct
{
/*0000*/ char     name[64];	     	// Character Name
/*0064*/ uint16_t zoneId;           // zone Id
/*0066*/ uint16_t zoneInstance;     // zone Instance
/*0068*/ uint8_t  unknown0068[8];   // unknown
/*0076*/ uint8_t  unknown0076[12];  // ***Placeholder (6/29/2005)
/*0088*/
};

/*
** Type:  Request Zone Change (server asking the client to change zones)
** Size:  24 Octets
** OpCode: OP_RequestZoneChange
*/
struct requestZoneChangeStruct
{
/*0000*/ uint16_t zoneId;       // Zone to change to
/*0002*/ uint16_t zoneInstance; // Instance to change to
/*0004*/ float x;               // Zone in x coord in next zone
/*0008*/ float y;               // Zone in y coord in next zone
/*0012*/ float z;               // Zone in z coord in next zone
/*0016*/ float heading;               // Zone in heading in next zone
/*0020*/ uint32_t unknown0020;  // *** Placeholder
};

/*
** Client Zone Entry struct
** Length: 68 Octets
** OpCode: ZoneEntryCode (when direction == client)
*/
struct ClientZoneEntryStruct
{
/*0000*/ uint32_t unknown0000;            // ***Placeholder
/*0004*/ char     name[32];               // Player firstname
/*0036*/ uint8_t  unknown0036[28];        // ***Placeholder
/*0064*/ uint32_t unknown0064;            // unknown
};


/*
** New Zone Code
** Length: 924 Octets
** OpCode: NewZoneCode
*/
struct newZoneStruct
{
/*0000*/ char    name[64];                 // Character name
/*0064*/ char    shortName[32];            // Zone Short Name (maybe longer?)
/*0096*/ char    unknown0096[96];
/*0192*/ char    longName[278];            // Zone Long Name
/*0470*/ uint8_t ztype;                    // Zone type
/*0471*/ uint8_t fog_red[4];               // Zone fog (red)
/*0475*/ uint8_t fog_green[4];             // Zone fog (green)
/*0479*/ uint8_t fog_blue[4];              // Zone fog (blue)
/*0483*/ uint8_t unknown0483[87];          // *** Placeholder
/*0570*/ uint8_t sky;                      // Zone sky
/*0571*/ uint8_t unknown0571[13];          // *** Placeholder
/*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   unknown0600;              // *** Placeholder
/*0604*/ float   unknown0604;              // *** Placeholder
/*0608*/ float   underworld;               // Underworld
/*0612*/ float   minclip;                  // Minimum view distance
/*0616*/ float   maxclip;                  // Maximum view distance
/*0620*/ uint8_t unknown0616[84];          // *** Placeholder
/*0704*/ char    zonefile[64];             // Zone file name?
/*0768*/ uint8_t unknown0764[36];          // *** Placeholder (12/05/2006)
/*0804*/ uint8_t unknown0800[32];          // *** Placeholder (02/13/2007)
/*0836*/ uint8_t unknown0832[12];          // *** Placeholder 
/*0848*/ uint8_t unknown0844[4];           // *** Placeholder (06/29/2005)
/*0852*/ uint8_t unknown0848[4];           // *** Placeholder (09/13/2005)
/*0856*/ uint8_t unknown0852[4];           // *** Placeholder (02/21/2006)
/*0860*/ uint8_t unknown0856[36];          // *** Placeholder (06/13/2006)
/*0896*/ uint8_t unknown0892[12];          // *** Placeholder (12/05/2006)
/*0908*/ uint8_t unknown0904[8];           // *** Placeholder (02/13/2007)
/*0916*/ uint8_t unknown0916[4];           // *** Placeholder (11/24/2007)
/*0920*/ uint8_t unknown0920[4];           // *** Placeholder (01/17/2008)
/*0924*/ uint8_t unknown0924[4];           // *** Placeholder (09/03/2008)
/*0928*/ uint8_t unknown0928[4];           // *** Placeholder (10/07/2008)
/*0932*/
};

/*
** Dynamic Zone Switch Info Struct
** Length: 32 Octets
** OpCode: DzSwitchInfo
*/
struct dzSwitchInfo
{
/*0000*/ uint32_t unknown0000;
/*0004*/ uint32_t show;          // Show compass line
/*0008*/ uint16_t zoneID;
/*0010*/ uint16_t instanceID;
/*0012*/ uint32_t type;          // if(type != 1 && type > 2 && type <= 5) { color = green; } else { color = pink; }
/*0016*/ uint32_t unknown0016;
/*0020*/ float    y;
/*0024*/ float    x;
/*0028*/ float    z;
/*0032*/
};

/*
** Dynamic Zone Info Struct
** Length: 208 Octets
** OpCode: DzInfo
*/
struct dzInfo
{
/*0000*/ uint32_t unknown0000;
/*0004*/ uint32_t unknown0004;
/*0008*/ uint8_t  newDZ;
/*0009*/ uint8_t  padding0009[3];
/*0012*/ uint32_t maxPlayers;
/*0016*/ char     dzName[128];       // Instance name
/*0144*/ char     name[64];          // Your player's name
/*0208*/
};

/**
 * Player Profile. Common part of charProfileStruct shared between
 * shrouding and zoning profiles.
 *
 * NOTE: Offsets are kept in here relative to OP_PlayerProfile to ease in
 *       diagnosing changes in that struct.
 */
struct playerProfileStruct
{
/*00004*/ uint32_t  gender;             // Player Gender - 0 Male, 1 Female
/*00008*/ uint32_t  race;               // Player race
/*00012*/ uint32_t  class_;             // Player class
/*00016*/ uint8_t   unknown00016[40];   // ***Placeholder
/*00056*/ uint8_t   level;              // Level of player
/*00057*/ uint8_t   level1;             // Level of player (again?)
/*00058*/ uint8_t   unknown00058[2];    // ***Placeholder
/*00060*/ BindStruct binds[5];          // Bind points (primary is first)
/*00160*/ uint32_t  deity;              // deity
/*00164*/ uint32_t  intoxication;       // Alcohol level (in ticks till sober?)
/*00168*/ uint32_t  spellSlotRefresh[MAX_SPELL_SLOTS]; // Refresh time (millis)
/*00208*/ uint8_t unknown0208[4];
/*00212*/ uint8_t   haircolor;          // Player hair color
/*00213*/ uint8_t   beardcolor;         // Player beard color
/*00214*/ uint8_t   eyecolor1;          // Player left eye color
/*00215*/ uint8_t   eyecolor2;          // Player right eye color
/*00216*/ uint8_t   hairstyle;          // Player hair style
/*00217*/ uint8_t   beard;              // Player beard type
/*00218*/ uint8_t unknown00218[10];
/*00228*/ uint32_t  item_material[9];   // Item texture/material of worn items
/*00264*/ uint8_t unknown00260[232];
/*00496*/ Color_Struct item_tint[9];    // RR GG BB 00
/*00532*/ AA_Array  aa_array[MAX_AA];   // AAs
/*03404*/ uint8_t unknown03400[728];    // ***** this may be wrong or aa_array might be wrong (10/21/07)
/*04132*/ uint32_t  points;             // Unspent Practice points
/*04136*/ uint32_t  MANA;               // Current MANA
/*04140*/ uint32_t  curHp;              // Current HP without +HP equipment
/*04144*/ uint32_t  STR;                // Strength
/*04148*/ uint32_t  STA;                // Stamina
/*04152*/ uint32_t  CHA;                // Charisma
/*04156*/ uint32_t  DEX;                // Dexterity
/*04160*/ uint32_t  INT;                // Intelligence
/*04164*/ uint32_t  AGI;                // Agility
/*04168*/ uint32_t  WIS;                // Wisdom
/*04172*/ uint8_t   face;               // Player face
/*04173*/ uint8_t unknown04173[175];
/*04348*/ int32_t   sSpellBook[400];    // List of the Spells in spellbook
/*05948*/ uint8_t   unknown5948[448];   // all 0xff after last spell    
/*06396*/ int32_t   sMemSpells[MAX_SPELL_SLOTS]; // List of spells memorized
/*06436*/ uint8_t unknown06436[28];
/*06464*/ uint32_t  platinum;           // Platinum Pieces on player
/*06468*/ uint32_t  gold;               // Gold Pieces on player
/*06472*/ uint32_t  silver;             // Silver Pieces on player
/*06476*/ uint32_t  copper;             // Copper Pieces on player
/*06480*/ uint32_t  platinum_cursor;    // Platinum Pieces on cursor
/*06484*/ uint32_t  gold_cursor;        // Gold Pieces on cursor
/*06488*/ uint32_t  silver_cursor;      // Silver Pieces on cursor
/*06492*/ uint32_t  copper_cursor;      // Copper Pieces on cursor
/*06496*/ uint32_t  skills[MAX_KNOWN_SKILLS]; // List of skills 
/*06796*/ uint8_t unknown06796[236];
/*07032*/ uint32_t  toxicity;           // Potion Toxicity (15=too toxic, each potion adds 3)
/*07036*/ uint32_t  thirst;             // Drink (ticks till next drink)
/*07040*/ uint32_t  hunger;             // Food (ticks till next eat)
/*07044*/ spellBuff buffs[MAX_BUFFS];   // Buffs currently on the player
/*07644*/ uint32_t  disciplines[MAX_DISCIPLINES]; // Known disciplines
/*08044*/ uint8_t unknown08044[160];
/*08204*/ uint32_t recastTimers[MAX_RECAST_TYPES]; // Timers (GMT of last use)
/*08284*/ uint32_t  endurance;          // Current endurance
/*08288*/ uint32_t  aa_spent;           // Number of spent AA points
/*08292*/ uint32_t  aa_unspent;         // Unspent AA points
/*08296*/ uint8_t unknown08296[4];
/*08300*/ BandolierStruct bandoliers[MAX_BANDOLIERS]; // bandolier contents
/*14700*/ InlineItem potionBelt[MAX_POTIONS_IN_BELT]; // potion belt
/*15060*/ uint8_t unknown15060[92];
/*15152*/
};

/*
** Player Profile
** Length: 23488 Octets
** OpCode: CharProfileCode
*/
struct charProfileStruct
{
/*00000*/ uint32_t  checksum;           //
/*00004*/ playerProfileStruct profile;  // Profile
/*15152*/ char      name[64];           // Name of player
/*15216*/ char      lastName[32];       // Last name of player
/*15248*/ uint8_t   unknown15248[12];    //***Placeholder (1/18/2006)
/*15260*/ int32_t   guildID;            // guildID
/*15264*/ uint32_t  birthdayTime;       // character birthday
/*15268*/ uint32_t  lastSaveTime;       // character last save time
/*15272*/ uint32_t  timePlayedMin;      // time character played
/*15276*/ uint8_t unknown15276[4];
/*15280*/ uint8_t   pvp;                // 1=pvp, 0=not pvp
/*15281*/ uint8_t   anon;               // 2=roleplay, 1=anon, 0=not anon     
/*15282*/ uint8_t   gm;                 // 0=no, 1=yes (guessing!)
/*15283*/ int8_t    guildstatus;        // 0=member, 1=officer, 2=guildleader
/*15284*/ uint8_t unknown15284[8];
/*15292*/ uint32_t  exp;                // Current Experience
/*15296*/ uint8_t unknown15296[12];
/*15308*/ uint8_t   languages[MAX_KNOWN_LANGS]; // List of languages
/*15333*/ uint8_t unknown15333[7];      // All 0x00 (language buffer?)
/*15340*/ float     y;                  // Players y position
/*15344*/ float     x;                  // Players x position
/*15348*/ float     z;                  // Players z position
/*15352*/ float     heading;            // Players heading   
/*15356*/ uint32_t  standState;         // 0x64 = stand
/*15360*/ uint32_t  platinum_bank;      // Platinum Pieces in Bank
/*15364*/ uint32_t  gold_bank;          // Gold Pieces in Bank
/*15368*/ uint32_t  silver_bank;        // Silver Pieces in Bank
/*15372*/ uint32_t  copper_bank;        // Copper Pieces in Bank
/*15376*/ uint32_t  platinum_shared;    // Shared platinum pieces
/*15380*/ uint8_t unknown15380[1036];
/*16416*/ uint32_t  expansions;         // Bitmask for expansions
/*16420*/ uint8_t unknown16420[12];
/*16432*/ uint32_t  autosplit;          // 0 = off, 1 = on
/*16436*/ uint8_t unknown16436[16];
/*16452*/ uint16_t  zoneId;             // see zones.h
/*16454*/ uint16_t  zoneInstance;       // Instance id
/*16456*/ uint8_t unknown16456[800];
/*17256*/ uint32_t  leadAAActive;       // 0 = leader AA off, 1 = leader AA on
/*17260*/ uint8_t unknown17260[4];
/*17264*/ uint32_t  ldon_guk_points;    // Earned GUK points
/*17268*/ uint32_t  ldon_mir_points;    // Earned MIR points
/*17272*/ uint32_t  ldon_mmc_points;    // Earned MMC points
/*17276*/ uint32_t  ldon_ruj_points;    // Earned RUJ points
/*17280*/ uint32_t  ldon_tak_points;    // Earned TAK points
/*17284*/ uint32_t  ldon_avail_points;  // Available LDON points
/*17288*/ uint8_t unknown17288[136];
/*17424*/ uint32_t  tributeTime;        // Time remaining on tribute (millisecs)
/*17428*/ uint32_t  careerTribute;      // Total favor points for this char
/*17432*/ uint32_t  unknown17432;       // *** Placeholder
/*17436*/ uint32_t  currentTribute;     // Current tribute points
/*17440*/ uint32_t  unknown17440;       // *** Placeholder
/*17444*/ uint32_t  tributeActive;      // 0 = off, 1=on
/*17448*/ TributeStruct tributes[MAX_TRIBUTES]; // Current tribute loadout
/*17488*/ uint8_t unknown17488[4];
/*17492*/ float     expGroupLeadAA;     // Current group lead exp points
/*17496*/ uint32_t unknown17496;
/*17500*/ float     expRaidLeadAA;      // Current raid lead AA exp points
/*17504*/ uint32_t unknown17504;
/*17508*/ uint32_t  groupLeadAAUnspent; // Unspent group lead AA points
/*17512*/ uint32_t  raidLeadAAUnspent;  // Unspent raid lead AA points
/*17516*/ uint32_t  leadershipAAs[MAX_LEAD_AA]; // Leader AA ranks
/*17644*/ uint8_t unknown17644[128];
/*17772*/ uint32_t  airRemaining;       // Air supply (seconds)
/*17776*/ uint8_t unknown17776[4608];
/*22384*/ uint32_t  expAA;              // Exp earned in current AA point
/*22388*/ uint8_t unknown22388[40];
/*22428*/ uint32_t  currentRadCrystals; // Current count of radiant crystals
/*22432*/ uint32_t  careerRadCrystals;  // Total count of radiant crystals ever
/*22436*/ uint32_t  currentEbonCrystals;// Current count of ebon crystals
/*22440*/ uint32_t  careerEbonCrystals; // Total count of ebon crystals ever
/*22444*/ uint8_t   groupAutoconsent;   // 0=off, 1=on
/*22445*/ uint8_t   raidAutoconsent;    // 0=off, 1=on
/*22446*/ uint8_t   guildAutoconsent;   // 0=off, 1=on
/*22447*/ uint8_t   unknown22447[5];    // ***Placeholder (6/29/2005)
/*22452*/ uint32_t  showhelm;           // 0=no, 1=yes
/*22456*/ uint8_t   unknown22456[1032]; // ***Placeholder (2/13/2007)
/*23488*/
};

#if 0
// The following seem to be totally gone from charProfileStruct (9/13/05)
/*2384*/ char      title[32];          // Current character title
/*2352*/ char      servername[32];     // server the char was created on
/*2416*/ char      suffix[32];         // Current character suffix
#endif

#if 1
struct playerAAStruct {
/*    0 */  uint8_t unknown0;
  union {
    uint8_t unnamed[17];
    struct _named {  
/*    1 */  uint8_t innate_strength;
/*    2 */  uint8_t innate_stamina;
/*    3 */  uint8_t innate_agility;
/*    4 */  uint8_t innate_dexterity;
/*    5 */  uint8_t innate_intelligence;
/*    6 */  uint8_t innate_wisdom;
/*    7 */  uint8_t innate_charisma;
/*    8 */  uint8_t innate_fire_protection;
/*    9 */  uint8_t innate_cold_protection;
/*   10 */  uint8_t innate_magic_protection;
/*   11 */  uint8_t innate_poison_protection;
/*   12 */  uint8_t innate_disease_protection;
/*   13 */  uint8_t innate_run_speed;
/*   14 */  uint8_t innate_regeneration;
/*   15 */  uint8_t innate_metabolism;
/*   16 */  uint8_t innate_lung_capacity;
/*   17 */  uint8_t first_aid;
    } named;
  } general_skills;
  union {
    uint8_t unnamed[17];
    struct _named {
/*   18 */  uint8_t healing_adept;
/*   19 */  uint8_t healing_gift;
/*   20 */  uint8_t unknown20;
/*   21 */  uint8_t spell_casting_reinforcement;
/*   22 */  uint8_t mental_clarity;
/*   23 */  uint8_t spell_casting_fury;
/*   24 */  uint8_t chanelling_focus;
/*   25 */  uint8_t unknown25;
/*   26 */  uint8_t unknown26;
/*   27 */  uint8_t unknown27;
/*   28 */  uint8_t natural_durability;
/*   29 */  uint8_t natural_healing;
/*   30 */  uint8_t combat_fury;
/*   31 */  uint8_t fear_resistance;
/*   32 */  uint8_t finishing_blow;
/*   33 */  uint8_t combat_stability;
/*   34 */  uint8_t combat_agility;
    } named;
  } archetype_skills;
  union {
    uint8_t unnamed[93];
    struct _name {
/*   35 */  uint8_t mass_group_buff; // All group-buff-casting classes(?)
// ===== Cleric =====
/*   36 */  uint8_t divine_resurrection;
/*   37 */  uint8_t innate_invis_to_undead; // cleric, necromancer
/*   38 */  uint8_t celestial_regeneration;
/*   39 */  uint8_t bestow_divine_aura;
/*   40 */  uint8_t turn_undead;
/*   41 */  uint8_t purify_soul;
// ===== Druid =====
/*   42 */  uint8_t quick_evacuation; // wizard, druid
/*   43 */  uint8_t exodus; // wizard, druid
/*   44 */  uint8_t quick_damage; // wizard, druid
/*   45 */  uint8_t enhanced_root; // druid
/*   46 */  uint8_t dire_charm; // enchanter, druid, necromancer
// ===== Shaman =====
/*   47 */  uint8_t cannibalization;
/*   48 */  uint8_t quick_buff; // shaman, enchanter
/*   49 */  uint8_t alchemy_mastery;
/*   50 */  uint8_t rabid_bear;
// ===== Wizard =====
/*   51 */  uint8_t mana_burn;
/*   52 */  uint8_t improved_familiar;
/*   53 */  uint8_t nexus_gate;
// ===== Enchanter  =====
/*   54 */  uint8_t unknown54;
/*   55 */  uint8_t permanent_illusion;
/*   56 */  uint8_t jewel_craft_mastery;
/*   57 */  uint8_t gather_mana;
// ===== Mage =====
/*   58 */  uint8_t mend_companion; // mage, necromancer
/*   59 */  uint8_t quick_summoning;
/*   60 */  uint8_t frenzied_burnout;
/*   61 */  uint8_t elemental_form_fire;
/*   62 */  uint8_t elemental_form_water;
/*   63 */  uint8_t elemental_form_earth;
/*   64 */  uint8_t elemental_form_air;
/*   65 */  uint8_t improved_reclaim_energy;
/*   66 */  uint8_t turn_summoned;
/*   67 */  uint8_t elemental_pact;
// ===== Necromancer =====
/*   68 */  uint8_t life_burn;
/*   69 */  uint8_t dead_mesmerization;
/*   70 */  uint8_t fearstorm;
/*   71 */  uint8_t flesh_to_bone;
/*   72 */  uint8_t call_to_corpse;
// ===== Paladin =====
/*   73 */  uint8_t divine_stun;
/*   74 */  uint8_t improved_lay_of_hands;
/*   75 */  uint8_t slay_undead;
/*   76 */  uint8_t act_of_valor;
/*   77 */  uint8_t holy_steed;
/*   78 */  uint8_t fearless; // paladin, shadowknight

/*   79 */  uint8_t two_hand_bash; // paladin, shadowknight
// ===== Ranger =====
/*   80 */  uint8_t innate_camouflage; // ranger, druid
/*   81 */  uint8_t ambidexterity; // all "dual-wield" users
/*   82 */  uint8_t archery_mastery; // ranger
/*   83 */  uint8_t unknown83;
/*   84 */  uint8_t endless_quiver; // ranger
// ===== Shadow Knight =====
/*   85 */  uint8_t unholy_steed;
/*   86 */  uint8_t improved_harm_touch;
/*   87 */  uint8_t leech_touch;
/*   88 */  uint8_t unknown88;
/*   89 */  uint8_t soul_abrasion;
// ===== Bard =====
/*   90 */  uint8_t instrument_mastery;
/*   91 */  uint8_t unknown91;
/*   92 */  uint8_t unknown92;
/*   93 */  uint8_t unknown93;
/*   94 */  uint8_t jam_fest;
/*   95 */  uint8_t unknown95;
/*   96 */  uint8_t unknown96;
// ===== Monk =====
/*   97 */  uint8_t critical_mend;
/*   98 */  uint8_t purify_body;
/*   99 */  uint8_t unknown99;
/*  100 */  uint8_t rapid_feign;
/*  101 */  uint8_t return_kick;
// ===== Rogue =====
/*  102 */  uint8_t escape;
/*  103 */  uint8_t poison_mastery;
/*  104 */  uint8_t double_riposte; // all "riposte" users
/*  105 */  uint8_t unknown105;
/*  106 */  uint8_t unknown106;
/*  107 */  uint8_t purge_poison; // rogue
// ===== Warrior =====
/*  108 */  uint8_t flurry;
/*  109 */  uint8_t rampage;
/*  110 */  uint8_t area_taunt;
/*  111 */  uint8_t warcry;
/*  112 */  uint8_t bandage_wound;
// ===== (Other) =====
/*  113 */  uint8_t spell_casting_reinforcement_mastery; // all "pure" casters
/*  114 */  uint8_t unknown114;
/*  115 */  uint8_t extended_notes; // bard
/*  116 */  uint8_t dragon_punch; // monk
/*  117 */  uint8_t strong_root; // wizard
/*  118 */  uint8_t singing_mastery; // bard
/*  119 */  uint8_t body_and_mind_rejuvenation; // paladin, ranger, bard
/*  120 */  uint8_t physical_enhancement; // paladin, ranger, bard
/*  121 */  uint8_t adv_trap_negotiation; // rogue, bard
/*  122 */  uint8_t acrobatics; // all "safe-fall" users
/*  123 */  uint8_t scribble_notes; // bard
/*  124 */  uint8_t chaotic_stab; // rogue
/*  125 */  uint8_t pet_discipline; // all pet classes except enchanter
/*  126 */  uint8_t unknown126;
/*  127 */  uint8_t unknown127;
    } named;
  } class_skills;
};
#endif

/*
** Generic Spawn Struct 
** Length: Variable.
** Used in: 
**   dbSpawnStruct
**   petStruct
**   spawnShroudOther
**   spawnShroudSelf
*/

// Fixed-length struct that we'll fill with data from the variable-length packet,
// unnecessary fields removed, arranged in order with the packet.
struct spawnStruct
{
/*0000*/ char     name[64];
/*0000*/ uint32_t spawnId;
/*0000*/ uint8_t  level;
/*0000*/ uint8_t  NPC;       // 0=player,1=npc,2=pc corpse,3=npc corpse
/*0000*/ union
         {
           struct
           {
             unsigned   padding7:1;
             unsigned   AFK:1;
             unsigned   sneak:1;
             unsigned   LFG:1;
             unsigned   padding6:1;
             unsigned   invis:1;
             unsigned   padding5:11;
             unsigned   gm:1;
             unsigned   anon:1;        // 0=normal, 1=anon, 2=roleplay
             unsigned   padding4:1;
             unsigned   gender:1;      // Gender (0=male, 1=female)
             unsigned   padding3:1;
             unsigned   linkdead:1;
             unsigned   betabuffed:1;
             unsigned   padding2:2;
             unsigned   targetable:1;
             unsigned   targetcyclable:1;
             unsigned   padding1:2;
             unsigned   trader:1;
             unsigned   buyer:1;
           };
           int32_t miscData;
         };
/*0000*/ uint8_t  otherData; // & 4 - has title, & 8 - has suffix, & 1 - it's a chest or untargetable
/*0000*/ uint32_t race;
/*0000*/ uint8_t  charProperties;
/*0000*/ uint32_t bodytype;
/*0000*/ uint32_t bodytype2;
/*0000*/ uint8_t  curHp;
/*0000*/ uint8_t  holding;
/*0000*/ uint32_t deity;
/*0000*/ uint32_t guildID;
/*0000*/ uint32_t guildstatus;   // 0=member, 1=officer, 2=leader, -1=not guilded
/*0000*/ uint8_t  class_;
/*0000*/ uint8_t  state;         // stand state 
/*0000*/ uint8_t  light;
/*0000*/ char     lastName[32];
/*0000*/ uint32_t petOwnerId;
         union
         {
           struct
           {
/*0000*/     signed   padding0000:12; // ***Placeholder
             signed   deltaX:13;      // change in x
             signed   padding0005:7;  // ***Placeholder
/*0000*/     signed   deltaHeading:10;// change in heading
             signed   deltaY:13;      // change in y
             signed   padding0006:9;  // ***Placeholder
/*0000*/     signed   y:19;           // y coord
             signed   animation:13;   // animation
/*0000*/     unsigned heading:12;     // heading
             signed   x:19;           // x coord
             signed   padding0014:1;  // ***Placeholder
/*0000*/     signed   z:19;           // z coord
             signed   deltaZ:13;      // change in z
           };
           int32_t posData[5];
         };
/*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
         };
/*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[32];
/*0000*/ char suffix[32];
};

#if 0
// Basic structure of how the packet looks on the wire, for reference.
// May 29, 2008 eqgame.exe
struct spawnStruct
{
/*0000*/ char     name[0];
/*0000*/ uint32_t spawnId;
/*0000*/ uint8_t  level;
/*0000*/ float    unknown1;
/*0000*/ uint8_t  NPC;           // 0=player,1=npc,2=pc corpse,3=npc corpse
/*0000*/ unsigned   padding7:1;
         unsigned   AFK:1;
         unsigned   sneak:1;
         unsigned   LFG:1;
         unsigned   padding6:1;
         unsigned   invis:1;
         unsigned   padding5:11;
         unsigned   gm:1;
         unsigned   anon:1;        // 0=normal, 1=anon, 2=roleplay
         unsigned   padding4:1;
         unsigned   gender:1;      // Gender (0=male, 1=female)
         unsigned   padding3:1;
         unsigned   linkdead:1;
         unsigned   betabuffed:1;
         unsigned   padding2:2;
         unsigned   targetable:1;
         unsigned   targetcyclable:1;
         unsigned   padding1:2;
         unsigned   trader:1;
         unsigned   buyer:1;
/*0000*/ uint8_t  otherData; // & 4 - has title, & 8 - has suffix, & 1 - it's a chest or untargetable
/*0000*/ uint32_t unknown3;
/*0000*/ uint32_t unknown4;
/*0000*/ uint32_t unknown5;
/*0000*/ uint8_t  facestyle;
/*0000*/ float    walkspeed;
/*0000*/ float    runspeed;
/*0000*/ uint32_t race;
/*0000*/ uint8_t  charProperties; // for body types
/*0000*/ uint32_t bodytype;
/*0000*/ uint32_t bodytype2;      // this is only present if charProperties==2
                                  // are there more than two possible properties?
/*0000*/ uint8_t  curHp;
/*0000*/ uint8_t  haircolor;
/*0000*/ uint8_t  facialhaircolor;
/*0000*/ uint8_t  eyecolor1;
/*0000*/ uint8_t  eyecolor2;
/*0000*/ uint8_t  hairstyle;
/*0000*/ uint8_t  facialhair;
/*0000*/ uint32_t heritage;
/*0000*/ uint32_t tattoo;
/*0000*/ uint32_t details;
/*0000*/ uint8_t  holding;
/*0000*/ uint32_t deity;
/*0000*/ uint32_t guildID;
/*0000*/ uint32_t guildstatus;   // 0=member, 1=officer, 2=leader, -1=not guilded
/*0000*/ uint8_t  class_;
/*0000*/ uint8_t  PVP;
/*0000*/ uint8_t  state;         // stand state 
/*0000*/ uint8_t  light;
/*0000*/ uint8_t  unknown7;
/*0000*/ uint8_t  unknown8;
/*0000*/ uint8_t  unknown9;
/*0000*/ uint8_t  unknown10;
/*0000*/ uint8_t  unknown11;
/*0000*/ char     lastName[0];
/*0000*/ uint32_t AARank;
/*0000*/ uint8_t  unknown12;
/*0000*/ uint32_t petOwnerId;
/*0000*/ uint8_t  unknown13;
/*0000*/ uint32_t unknown14;
/*0000*/ uint32_t unknown15;
/*0000*/ uint32_t unknown16;
/*0000*/ uint32_t unknown17;
/*0000*/ uint32_t unknown18;
/*0000*/ uint32_t unknown19;
/*0000*/ signed   padding0000:12; // ***Placeholder
         signed   deltaX:13;      // change in x
         signed   padding0005:7;  // ***Placeholder
/*0000*/ signed   deltaHeading:10;// change in heading
         signed   deltaY:13;      // change in y
         signed   padding0006:9;  // ***Placeholder
/*0000*/ signed   y:19;           // y coord
         signed   animation:13;   // animation
/*0000*/ unsigned heading:12;     // heading
         signed   x:19;           // x coord
         signed   padding0014:1;  // ***Placeholder
/*0000*/ signed   z:19;           // z coord
         signed   deltaZ:13;      // change in z
/*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)
/*0000*/ char unknown20[32];
};
#endif


#if 0
// Old stuff from spawnStruct seq doesn't actually use at all..
//
/*0004*/ float    size;           // Model size
/*0078*/ int8_t   aa_title;       // 0=none, 1=general, 2=archtype, 3=class
/*0074*/ uint8_t  invis;          // Invis (0=not, 1=invis)
/*0117*/ uint8_t  lfg;            // 0=off, 1=lfg on
/*0196*/ uint8_t  afk;            // 0=no, 1=afk
/*0207*/ int8_t   guildrank;      // 0=normal, 1=officer, 2=leader
/*0213*/ uint8_t  face;	          // Face id for players
/*0247*/ uint8_t  is_pet;         // 0=no, 1=yes
/*0284*/ uint8_t  beardcolor;     // Beard color
/*0500*/ uint8_t  showhelm;       // 0=no, 1=yes
/*0501*/ uint8_t  helm;           // Helm texture
/*0660*/ uint8_t  hairstyle;      // Hair style
/*0090*/ uint8_t  eyecolor1;      // Player's left eye color
/*0542*/ uint8_t  eyecolor2;      // Left eye color
/*0547*/ uint8_t  haircolor;      // Hair color
/*0574*/ uint8_t  is_npc;         // 0=no, 1=yes
/*0575*/ uint8_t  findable;       // 0=can't be found, 1=can be found
/*0728*/ uint8_t  beard;          // Beard style (not totally, sure but maybe!)
/*0723*/ uint8_t  max_hp;         // (name prolly wrong)takes on the value 100 for players, 100 or 110 for NPCs and 120 for PC corpses...
/*122*/ uint8_t pvp; // 0=Not pvp,1=pvp
union 
{
/*0091*/ int8_t equip_chest2;     // Second place in packet for chest texture (usually 0xFF in live packets)
                                  // Not sure why there are 2 of them, but it effects chest texture!
/*0091*/ int8_t mount_color;      // drogmor: 0=white, 1=black, 2=green, 3=red
};
#endif

/*
** Server Zone Entry struct
** Length: 383 Octets
** OpCode: ZoneEntryCode (when direction == server)
*
*  This is just a spawnStruct for the player
*/
struct ServerZoneEntryStruct : public spawnStruct
{
};

/*
** Generic Door Struct
** Length: 92 Octets
** Used in: 
**    OP_SpawnDoor
**
*/

struct doorStruct
{
/*0000*/ char    name[16];        // Filename of Door?
/*0016*/ uint8_t unknown016[16];  // ***Placeholder
/*0032*/ float   y;               // y loc
/*0036*/ float   x;               // x loc
/*0040*/ float   z;               // z loc
/*0044*/ float   heading;         // heading
/*0048*/ uint8_t unknown0028[7];  // ***Placeholder
/*0055*/ int8_t  auto_return;
/*0056*/ uint8_t initialState;
/*0057*/ uint8_t unknown041[3];
/*0060*/ uint8_t doorId;          // door's id #
/*0061*/ uint8_t opentype;       
/*0062*/ uint8_t size;            // size of door
/*0063*/ uint8_t holdstateforever;
/*0064*/ uint32_t zonePoint;
/*0068*/ uint8_t unknown068[12]; // ***Placeholder
/*0080*/ uint8_t unknown0080[8]; // ***Placeholder (12/07/2005)
/*0088*/ uint8_t unknown0088[4]; // ***Placeholder (2/13/2007)
/*0092*/
}; 

/*
** Drop Item On Ground
** Length: 104 Octets
** OpCode: MakeDropCode
*/
struct makeDropStruct
{
/*0000*/ uint32_t prevObject;             // Previous object in the linked list
/*0004*/ uint32_t nextObject;             // Next object in the linked list
/*0008*/ uint32_t unknown0008;            // ***Placeholder
/*0012*/ uint32_t dropId;                 // DropID
/*0016*/ uint16_t zoneId;                 // ZoneID
/*0018*/ uint16_t zoneInstance;           // Zone instance id
/*0020*/ uint8_t  unknown0020[8];         // ***Placeholder
/*0028*/ uint8_t  unknown0028[12];        // ***Placeholder (9/23/2006)
/*0040*/ float    heading;                // Heading
/*0044*/ float    z;                      // Z Position
/*0048*/ float    x;                      // X Position
/*0052*/ float    y;                      // Y Position
/*0056*/ char     idFile[16];             // ACTOR ID
/*0072*/ uint32_t unknown0072[5];         // ***Placeholder
/*0092*/ uint32_t dropType;               // drop type
/*0096*/ uint32_t unknown0096;            // ***Placeholder
/*0100*/ uint32_t userSpawnID;            // spawn id of the person using
/*0104*/
};

/*
** ZonePoint
** Length: 24 Octets
** Sent as part of zonePointsStruct
*/

struct zonePointStruct
{
  /*0000*/ uint32_t zoneTrigger;
  /*0004*/ float    y;
  /*0008*/ float    x;
  /*0012*/ float    z;
  /*0016*/ float    heading;
  /*0020*/ uint16_t zoneId;
  /*0022*/ uint16_t zoneInstance;
  /*0024*/
};

/*
** ZonePointsStruct
** Length: Variable
** OPCode: OP_SendZonePoints
*/
struct zonePointsStruct
{
  /*0000*/ uint32_t        count;
  /*0004*/ zonePointStruct zonePoints[0]; 
  /*0xxx*/ uint8_t         unknown0xxx[24];
  /*0yyy*/
};

/*
** Time of Day
** Length: 8 Octets
** OpCode: TimeOfDayCode
*/
struct timeOfDayStruct
{
/*0000*/ uint8_t  hour;                   // Hour (1-24)
/*0001*/ uint8_t  minute;                 // Minute (0-59)
/*0002*/ uint8_t  day;                    // Day (1-28)
/*0003*/ uint8_t  month;                  // Month (1-12)
/*0004*/ uint16_t year;                   // Year
/*0006*/ uint16_t unknown0016;            // Placeholder
/*0008*/
};

/*
** Item Packet Struct - Works on a variety of item operations
** Packet Types: See ItemPacketType enum
** Length: Variable
** OpCode: ItemCode
*/
struct itemPacketStruct
{
/*000*/	ItemPacketType	packetType;       // See ItemPacketType for more info.
/*004*/	char		serializedItem[0];
/*xx*/
};

/*
** Item Info Request Struct 
** OpCode: ItemInfoCode
*/
struct itemInfoReqStruct
{
/*000*/ uint32_t itemNr;                  // ItemNr 
/*005*/ uint32_t requestSeq;              // Request sequence number
/*008*/ char     name[64];                // Item name
/*072*/
};

/*
** Item Info Response Struct
** Length: Variable
** OpCode: ItemInfoCode
*/
struct itemInfoStruct
{
/*000*/	uint32_t	requestSeq;       // Corresponds to sequence # in req
/*004*/	char		serializedItem[0];
/*xxx*/
};

/*
** Simple Spawn Update
** Length: 14 Octets
** OpCode: MobUpdateCode
*/

struct spawnPositionUpdate 
{
/*0000*/ int16_t  spawnId;
/*0002*/ int64_t  y:19, z:19, x:19, u3:7;
         unsigned heading:12;
         signed unused2:4;
/*0010*/
};

/*
** Rename a spawn
** Length: 200 Octets
** OpCode: SpawnRename
*/
struct spawnRenameStruct
{
/*000*/	char        old_name[64];
/*064*/	char        old_name_again[64];	//not sure what the difference is
/*128*/	char        new_name[64];
/*192*/	uint32_t	unknown192;	        //set to 0
/*196*/	uint32_t	unknown196;	        //set to 1
};

/*
** Illusion a spawn
** Length: 256 Octets
** OpCode: Illusion
*/
struct spawnIllusionStruct
{
/*0000*/ uint32_t   spawnId;            // Spawn id of the target
/*0004*/ char       name[64];           // Name of the target
/*0068*/ uint32_t   race;               // New race
/*0072*/ uint8_t    gender;             // New gender (0=male, 1=female)
/*0073*/ uint8_t    texture;            // ???
/*0074*/ uint8_t    helm;               // ???
/*0075*/ uint8_t    unknown0077;        // ***Placeholder
/*0076*/ uint32_t   face;               // New face
/*0080*/ uint8_t    unknown0080[176];    // ***Placeholder
/*0256*/
};

/**
 * Shroud spawn. For others shrouding, this has their spawnId and
 * spawnStruct.
 * 
 * Length: variable
 * OpCode: OP_Shroud
 */
struct spawnShroudOther
{
/*00000*/ uint32_t spawnId;          // Spawn Id of the shrouded player
/*00004*/ uint16_t spawnStructSize;  // Size of spawnStruct (or start of)
/*00006*/ spawnStruct spawn;         // Updated spawn struct for the player (variable length)
/*xxxxx*/
};

/**
 * Shroud yourself. For yourself shrouding, this has your spawnId, spawnStruct,
 * bits of your charProfileStruct (no checksum, then charProfile up till
 * but not including name), and an itemPlayerPacket for only items on the player
 * and not the bank.
 *
 * Length: Variable
 * OpCode: OP_Shroud
 */
struct spawnShroudSelf
{
/*00000*/ uint32_t spawnId;            // Spawn Id of you
/*00004*/ uint16_t ppStart;            // Start of playerProfile data (spawnId+ppStart+spawnStruct)
/*00004*/ spawnStruct spawn;           // Updated spawnStruct for you (variable length)
/*xxxxx*/ playerProfileStruct profile; // Character profile for shrouded char
/*xxxxx*/ uint8_t items;               // Items on the player
/*xxxxx*/
};

/*
** Campfire spawn
** Length: 997
** OpCode: OP_ZoneEntry
*/
struct spawnCampfire
{
/*0000*/ spawnStruct spawn;
/*0532*/ uint8_t     unknown0532[465];
/*0997*/ 
};


/*
**                 ShowEQ Specific Structures
*/

/*
** DB spawn struct (adds zone spawn was in)
*/

struct dbSpawnStruct
{
/*0000*/ struct spawnStruct spawn;      // Spawn Information
/*0258*/ char   zoneName[40];           // Zone Information
};

/*
** Pet spawn struct (pets pet and owner in one struct)
*/

struct petStruct
{
/*0000*/ struct spawnStruct owner;      // Pet Owner Information
/*0258*/ struct spawnStruct pet;        // Pet Infromation
};

/*
** Server System Message
** Length: Variable Length
** OpCode: SysMsgCode
*/

struct sysMsgStruct
{
/*0000*/ char     message[0];             // Variable length message
};

/*
** Emote text
** Length: Variable Text
** OpCode: emoteTextCode
*/

struct emoteTextStruct
{
/*0000*/ uint8_t  unknown0002[4];         // ***Placeholder
/*0002*/ char     text[0];                // Emote `Text
};

/*
** Channel Message received or sent
** Length: 148 Octets + Variable Length + 4 Octets
** OpCode: ChannelMessageCode
*/

struct channelMessageStruct
{
/*0000*/ char     target[64];             // the target characters name
/*0064*/ char     sender[64];             // The senders name 
/*0128*/ uint32_t language;               // Language
/*0132*/ uint32_t chanNum;                // Channel
/*0136*/ int8_t   unknown0136[8];        // ***Placeholder
/*0144*/ uint32_t skillInLanguage;        // senders skill in language
/*0148*/ char     message[0];             // Variable length message
};

/*
** Formatted text messages
** Length: Variable Text
** OpCode: emoteTextCode
*/

struct formattedMessageStruct
{
/*0000*/ uint8_t  unknown0002[4];         // ***Placeholder
/*0004*/ uint32_t messageFormat;          // Indicates the message format
/*0008*/ ChatColor messageColor;          // Message color
/*0012*/ char     messages[0];            // messages(NULL delimited)
/*0???*/ uint8_t  unknownXXXX[8];         // ***Placeholder
};

/*
** Simple text messages
** Length: 12 Octets
** OpCode: SimpleMessageCode
*/

struct simpleMessageStruct
{
/*0000*/ uint32_t  messageFormat;          // Indicates the message format
/*0004*/ ChatColor messageColor;                  // Message color
/*0008*/ uint32_t  unknown;                // ***Placeholder
/*0012*/
};

/*
** Special Message Struct
** Length: Variable Text
** OPCode: OP_SpecialMesg
*/

struct specialMessageStruct
{
  /*0000*/ uint8_t   unknown0000[3];  // message style?
  /*0003*/ ChatColor messageColor;    // message color
  /*0007*/ uint16_t  target;          // message target
  /*0009*/ uint16_t  padding;         // padding
  /*0011*/ char      source[0];       // message text
  /*0xxx*/ uint32_t  unknown0xxx[3];  //***Placeholder
  /*0yyy*/ char      message[0];      // message text
};

/*
** Guild MOTD Struct
** Length: Variable Text
** OPCode: OP_GuildMOTD
*/
struct guildMOTDStruct
{
  /*0000*/ uint32_t unknown0000;      //***Placeholder
  /*0004*/ char     target[64];       // motd target
  /*0068*/ char     sender[64];       // motd "sender" (who set it)
  /*0132*/ uint32_t unknown0132;      //***Placeholder
  /*0136*/ char     message[0];
};

/*
** Corpse location
** Length: 18 Octets
** OpCode: corpseLocCode
*/

struct corpseLocStruct
{
/*0000*/ uint32_t spawnId;
/*0004*/ float    x;
/*0008*/ float    y;
/*0012*/ float    z;
};

/*
** Consent request
** Length: Variable by length of the name of the consentee
*/

struct consentRequestStruct
{
/*0000*/ char consentee[0];        // Name of player who was consented
};

/*
** Consent Response
** Length: 193 Octets
*/

struct consentResponseStruct
{
/*0000*/ char consentee[64];        // Name of player who was consented
/*0064*/ char consenter[64];        // Name of player who consented
/*0128*/ uint8_t allow;             // 00 = deny, 01 = allow
/*0129*/ char corpseZoneName[64];   // Zone where the corpse is
/*0193*/
};

/*
** Grouping Infromation
** Length: 452 Octets
** OpCode: OP_GroupUpdate
*/

struct groupUpdateStruct
{
/*0000*/ int32_t  action;           // Group update action
/*0004*/ char     yourname[64];     // Group Member Names
/*0068*/ char     membername[64];   // Group leader name
/*0132*/ uint8_t  unknown0132[324]; // ***Placeholder
/*456*/
};


/*
** DEPRECATED
** Grouping Infromation
** Length: 768 Octets
** OpCode: OP_GroupUpdate
*/

struct groupFullUpdateStruct
{
/*0000*/ int32_t  action;
/*0004*/ char     membernames[MAX_GROUP_MEMBERS][64]; // Group Member Names
/*0388*/ char     leader[64];                         // Group leader Name
/*0452*/ char     unknown0452[316];                   // ***Placeholder
/*0768*/
};

/*
** Grouping Invite
** Length 148 Octets (invite a player) or 152 (you get invited)
** Opcode OP_GroupInvite
*/

struct groupInviteStruct
{
/*0000*/ char     invitee[64];           // Invitee's Name
/*0064*/ char     inviter[64];           // Inviter's Name
/*0128*/ uint8_t  unknown0128[20];       // ***Placeholder
/*0148*/
};

struct groupAltInviteStruct
{
/*0000*/ char     invitee[64];           // Invitee's Name
/*0064*/ char     inviter[64];           // Inviter's Name
/*0128*/ uint8_t  unknown0128[24];       // ***Placeholder
/*0152*/
};

/*
** Grouping Invite Answer - Decline
** Length 152 Octets
** Opcode GroupDeclineCode
*/

struct groupDeclineStruct
{
/*0000*/ char     yourname[64];           // Player Name
/*0064*/ char     membername[64];         // Invited Member Name
/*0128*/ uint8_t  unknown0128[20];        // ***Placeholder
/*0148*/ uint8_t  reason;                 // Already in Group = 1, Declined Invite = 3
/*0149*/ uint8_t  unknown0141[3];         // ***Placeholder
/*0152*/
};

/*
** Grouping Invite Answer - Accept 
** Length 148 Octets
** Opcode OP_GroupFollow
*/

struct groupFollowStruct
{
/*0000*/ char     unknown0000[64];       // ***Placeholder (zeros)
/*0064*/ char     invitee[64];           // Invitee's Member Name
/*0128*/ uint8_t  unknown0132[4];        // ***Placeholder
/*0132*/ uint32_t level;                 // Invitee's level
/*0136*/ uint8_t  unknown0136[12];       // ***Placeholder (zeros)
/*0148*/
};

/*
** Group Disbanding
** Length 148 Octets
** Opcode 
*/

struct groupDisbandStruct
{
/*0000*/ char     yourname[64];           // Player Name
/*0064*/ char     membername[64];         // Invited Member Name
/*0128*/ uint8_t  unknown0128[20];        // ***Placeholder
/*0148*/
};

/*
** Group Leader Change
** Length 148 Octets
** Opcode OP_GroupLeader
*/

struct groupLeaderChangeStruct
{
/*0000*/ char     unknown0000[64];        // ***Placeholder
/*0064*/ char     membername[64];         // Invited Member Name
/*0128*/ uint8_t  unknown0128[20];        // ***Placeholder
/*0148*/
};

/*
** Delete Self
** Length: 4 Octets
** OpCode: OP_DeleteSpawn
*/

struct deleteSpawnStruct
{
/*0000*/ uint32_t spawnId;                // Spawn ID to delete
};

/*
** Remove Spawn
** Length: 5 Octets
** OpCode: OP_RemoveSpawn
*/

struct removeSpawnStruct
{
/*0000*/ uint32_t spawnId;                // Spawn ID to delete
/*0004*/ uint8_t  removeSpawn;            // 0 if spawn is not in your update radius
};

/*
** Remove Drop Item On Ground
** Length: 8 Octets
** OpCode: RemDropCode
*/

struct remDropStruct
{
/*0000*/ uint16_t dropId;                 // DropID - Guess
/*0002*/ uint8_t  unknown0004[2];         // ***Placeholder
/*0004*/ uint16_t spawnId;                // Pickup ID - Guess
/*0006*/ uint8_t  unknown0008[2];         // ***Placeholder
};

/*
** Consider Struct
** Length: 20 Octets
** OpCode: considerCode
*/

struct considerStruct
{
/*0000*/ uint32_t playerid;               // PlayerID
/*0004*/ uint32_t targetid;               // TargetID
/*0008*/ int32_t  faction;                // Faction
/*0012*/ int32_t  level;                  // Level
/*0016*/ int32_t  unknown0016;            // unknown
/*0020*/
};

/*
** Spell Casted On
** Length: 36 Octets
** OpCode: castOnCode
*/

struct castOnStruct
{
/*0000*/ uint16_t targetId;               // Target ID
/*0002*/ uint8_t  unknown0002[2];         // ***Placeholder
/*0004*/ int16_t  sourceId;                // ***Source ID
/*0006*/ uint8_t  unknown0006[2];         // ***Placeholder
/*0008*/ uint8_t  unknown0008[24];        // might be some spell info?
/*0032*/ uint16_t spellId;                // Spell Id
/*0034*/ uint8_t  unknown0034[2];         // ***Placeholder
};

/*
** Spawn Death Blow
** Length: 32 Octets
** OpCode: NewCorpseCode
*/

struct newCorpseStruct
{
/*0000*/ uint32_t spawnId;                // Id of spawn that died
/*0004*/ uint32_t killerId;               // Killer
/*0008*/ uint32_t corpseid;               // corpses id
/*0012*/ int32_t  type;                   // corpse type?  
/*0016*/ uint32_t spellId;                // ID of Spell
/*0020*/ uint16_t zoneId;                 // Bind zone id
/*0022*/ uint16_t zoneInstance;           // Bind zone instance
/*0024*/ uint32_t damage;                 // Damage
/*0028*/ uint8_t  unknown0028[4];         // ***Placeholder
/*0032*/
};

/**
** Environmental damage (lava, falls)
** Length: 31 Octets
*/

struct environmentDamageStruct
{
/*0000*/ uint32_t spawnId;          // Who is taking the damage
/*0004*/ uint8_t unknown0004[2];
/*0006*/ uint32_t damage;           // how much damage?
/*0010*/ uint8_t unknown0010[12];
/*0022*/ uint8_t type;              // Damage type. FC = fall. FA = lava.
/*0023*/ uint8_t unknown0023[8];
};

/*
** Money Loot
** Length: 20 Octets
** OpCode: MoneyOnCorpseCode
*/

struct moneyOnCorpseStruct
{
/*0000*/ uint8_t  unknown0002[4];         // ***Placeholder
/*0004*/ uint32_t platinum;               // Platinum Pieces
/*0008*/ uint32_t gold;                   // Gold Pieces
/*0012*/ uint32_t silver;                 // Silver Pieces
/*0016*/ uint32_t copper;                 // Copper Pieces
/*0020*/
};

/*
** Stamina
** Length: 8 Octets
** OpCode: staminaCode
*/

struct staminaStruct 
{
/*0000*/ uint32_t food;                     // Hunger, in ticks till next eat
/*0004*/ uint32_t water;                    // Thirst, in ticks till next eat
/*0008*/
};

/*
** Battle Code
** Length: 28 Octets
** OpCode: ActionCode
*/

// This can be used to gather info on spells cast on us
struct action2Struct
{
/*0000*/ uint16_t target;               // Target ID
/*0002*/ uint16_t source;               // Source ID
/*0004*/ uint8_t  type;                 // Bash, kick, cast, etc.
/*0005*/ int16_t  spell;                // SpellID
/*0007*/ int32_t  damage;
/*0011*/ uint8_t  unknown0011[13];  // ***Placeholder
/*0024*/ uint8_t  unknown0024[4];	// ***Placeholder (11/24/07)
/*0028*/
};

// This can be used to gather info on spells cast on us
struct actionStruct
{
/*0000*/ uint16_t target;                 // Target ID
/*0002*/ uint16_t source;                 // SourceID
/*0004*/ uint8_t  level;                  // Caster level
/*0005*/ uint8_t  unknown0005[17];        // ***Placeholder
/*0022*/ uint8_t  type;                   // Casts, Falls, Bashes, etc...
/*0023*/ int32_t  damage;                 // Amount of Damage
/*0027*/ int16_t  spell;                  // SpellID
/*0029*/ uint8_t  unknown0029[2];         // ***Placeholder
/*0031*/
};

// Starting with 2/21/2006, OP_Actions seem to come in pairs, duplicating
// themselves, with the second one with slightly more information. Maybe this
// has to do with buff blocking??
struct actionAltStruct
{
/*0000*/ uint16_t target;                 // Target ID
/*0002*/ uint16_t source;                 // SourceID
/*0004*/ uint8_t  level;                  // Caster level
/*0005*/ uint8_t  unknown0005[17];        // ***Placeholder
/*0022*/ uint8_t  type;                   // Casts, Falls, Bashes, etc...
/*0023*/ int32_t  damage;                 // Amount of Damage
/*0027*/ int16_t  spell;                  // SpellID
/*0029*/ uint8_t  unknown0029[2];         // ***Placeholder
/*0031*/ uint32_t unknown0031;
/*0035*/ uint8_t unknown0035[21];
/*0056*/
};

/*
** client changes target struct
** Length: 4 Octets
** OpCode: clientTargetCode
*/

struct clientTargetStruct
{
/*0000*/ uint32_t newTarget;              // Target ID
/*0004*/ 
};

/*
** Info sent when you start to cast a spell
** Length: 20 Octets
** OpCode: StartCastCode
*/

struct startCastStruct 
{
/*0000*/ int32_t  slot;                   // ***Placeholder
/*0004*/ uint32_t spellId;                // Spell ID
/*0008*/ int32_t  inventorySlot;          // ***Placeholder
/*0012*/ uint32_t targetId;               // The current selected target
/*0016*/ uint8_t  unknown0018[4];         // ***Placeholder 
/*0020*/
};

/*
** New Mana Amount
** Length: 20 Octets
** OpCode: manaDecrementCode
*/

struct manaDecrementStruct
{
/*0000*/ int32_t newMana;                  // New Mana AMount
/*0004*/ int32_t unknown;
/*0008*/ int32_t spellId;                  // Last Spell Cast
/*0012*/ uint8_t unknown0012[4];
/*0016*/ uint8_t unknown0016[4];           //*** Placeholder (02/13/07)
/*0020*/
};

/*
** Special Message
** Length: 4 Octets + Variable Text Length
** OpCode: SPMesgCode
*/
struct spMesgStruct
{
/*0000*/ int32_t msgType;                 // Type of message
/*0004*/ char    message[0];              // Message, followed by four Octets?
};

/*
** Spell Fade Struct
** Length: 10 Octets
** OpCode: SpellFadedCode
*/
struct spellFadedStruct
{
/*0000*/ uint32_t color;                  // color of the spell fade message
/*0004*/ char     message[0];             // fade message
/*0???*/ uint8_t  paddingXXX[3];          // always 0's 
};

/*
** Spell Action Struct
** Length: 8 Octets
** OpCode: BeginCastCode
*/
struct beginCastStruct
{
/*0000*/ uint16_t spawnId;                // Id of who is casting
/*0002*/ uint16_t spellId;                // Id of spell
/*0004*/ int16_t  param1;                 // Paramater 1
/*0006*/ int16_t  param2;                 // Paramater 2
/*0008*/
};

/*
** Spell Action Struct
** Length: 16 Octets
** OpCode: MemSpellCode
*/

struct memSpellStruct
{
/*0000*/ uint32_t slotId;                 // Slot spell is being memorized in
/*0004*/ uint32_t spellId;                // Id of spell
/*0008*/ int16_t  param1;                 // Paramater 1
/*0010*/ int16_t  param2;                 // Paramater 2
/*0012*/ uint8_t  unknown0012[4];         // *** Placeholder
/*0016*/
};

/*
** Train Skill
** Length: 12 Octets
** OpCode: SkillTrainCode
*/

struct skillTrainStruct
{
/*0000*/ int32_t  playerid;               // player doing the training
/*0004*/ int32_t  type;                   // type of training?
/*0008*/ uint32_t skillId;                // Id of skill
/*0012*/
};

/*
** Skill Increment
** Length: 8 Octets
** OpCode: SkillIncCode
*/

struct skillIncStruct
{
/*0000*/ uint32_t skillId;                // Id of skill
/*0004*/ int32_t  value;                  // New value of skill
/*0008*/
};

/*
** When somebody changes what they're wearing
**      or give a pet a weapon (model changes)
** Length: 14 Octets
** Opcode: WearChangeCode
*/

// ZBTEMP: Find newItemID
struct wearChangeStruct
{
/*0000*/ uint16_t spawnId;                // SpawnID
/*0002*/ Color_Struct color;              // item color
/*0006*/ uint8_t  wearSlotId;             // Slot ID
/*0007*/ uint8_t  unknown0005[7];         // unknown
/*0014*/
};

/*
** Level Update
** Length: 12 Octets
** OpCode: LevelUpUpdateCode
*/

struct levelUpUpdateStruct
{
/*0000*/ uint32_t level;                  // New level
/*0004*/ uint32_t levelOld;               // Old level
/*0008*/ uint32_t exp;                    // Current Experience
/*0012*/
};

/*
** Experience Update
** Length: 8 Octets
** OpCode: ExpUpdateCode
*/

struct expUpdateStruct
{
/*0000*/ uint32_t exp;                    // experience value  x/330
/*0004*/ uint32_t type;                   // 0=set, 2=update
/*0008*/
};

/*
** Alternate Experience Update
** Length: 12 Octets
** OpCode: AltExpUpdateCode
*/
struct altExpUpdateStruct
{
/*0000*/ uint32_t altexp;                 // alt exp x/330
/*0004*/ uint32_t aapoints;               // current number of AA points
/*0008*/ uint8_t  percent;                // percentage in integer form
/*0009*/ uint8_t  unknown0009[3];            // ***Place Holder
/*0012*/
};

/**
 * Leadership AA update
 * Length: 32 Octets
 * OpCode: LeadExpUpdate
 */
struct leadExpUpdateStruct
{
/*0000*/ uint32_t unknown0000;          // All zeroes?
/*0004*/ uint32_t groupLeadExp;         // Group leadership exp value
/*0008*/ uint32_t unspentGroupPoints;   // Unspent group points
/*0012*/ uint32_t unknown0012;          // Type?
/*0016*/ uint32_t unknown0016;          // All zeroes?
/*0020*/ uint32_t raidLeadExp;          // Raid leadership exp value
/*0024*/ uint32_t unspentRaidPoints;    // Unspent raid points
/*0028*/ uint32_t unknown0028;
};

/*
** Player Spawn Update
** Length: 19 Octets
** OpCode: SpawnUpdateCode
*/

struct SpawnUpdateStruct
{
/*0000*/ uint16_t spawnId;                // Id of spawn to update
/*0002*/ uint16_t subcommand;             // some sort of subcommand type
/*0004*/ int16_t  arg1;                   // first option
/*0006*/ int16_t  arg2;                   // second option
/*0008*/ uint8_t  arg3;                   // third option?
/*0009*/ uint8_t unknown0009[10];
/*0019*/
};

/*
** NPC Hp Update
** Length: 10 Octets
** Opcode NpcHpUpdateCode
*/

struct hpNpcUpdateStruct
{
/*0000*/ int32_t curHP;
/*0004*/ int32_t maxHP;
/*0008*/ uint16_t spawnId;
/*0010*/ 
}; 

/*
** Inspecting Information
** Length: 1860 Octets
** OpCode: InspectDataCode
*/

struct inspectDataStruct
{
/*0000*/ uint8_t  unknown0000[8];         // ***Placeholder
/*0008*/ char     itemNames[23][64];      // 23 items with names 
                                          //    64 characters long.
/*1480*/ int32_t  icons[23];              // Icon Information
/*1572*/ char     mytext[200];            // Player Defined Text Info
/*1772*/ uint8_t  unknown1772[88];        // ***Placeholder
/*1860*/
};

/*
** Reading Book Information
** Length: Variable Length Octets
** OpCode: BookTextCode
*/

struct bookTextStruct
{
/*0000*/ uint16_t unknown0000;
/*0002*/ char     text[0];                  // Text of item reading
};

/*
** Interrupt Casting
** Length: 6 Octets + Variable Length Octets
** Opcode: BadCastCode
*/

struct badCastStruct
{
/*0000*/ uint32_t spawnId;                  // Id of who is casting
/*0004*/ char     message[0];               // Text Message
};

/*
** Random Number Request
** Length: 8 Octets
** OpCode: RandomCode
*/
struct randomReqStruct 
{
/*0000*/ uint32_t bottom;                 // Low number
/*0004*/ uint32_t top;                    // High number
};

/*
** Random Number Result
** Length: 76 Octets
** OpCode: RandomCode
*/
struct randomStruct 
{
/*0000*/ uint32_t bottom;                 // Low number
/*0004*/ uint32_t top;                    // High number
/*0008*/ uint32_t result;                 // result number
/*0012*/ char     name[64];               // name rolled by
/*0076*/
};

/*
** Player Position Update
** Length: 22 Octets
** OpCode: PlayerPosCode
*/

struct playerSpawnPosStruct
{
/*0000*/ uint16_t spawnId;
/*0002*/ signed   padding0000:12; // ***Placeholder
         signed   deltaX:13;      // change in x
         signed   padding0005:7;  // ***Placeholder
/*0006*/ signed   deltaHeading:10;// change in heading
         signed   deltaY:13;      // change in y
         signed   padding0006:9;  // ***Placeholder
/*0010*/ signed   y:19;           // y coord
         signed   animation:10;   // animation
         signed   padding0010:3;  // ***Placeholder
/*0014*/ unsigned heading:12;     // heading
         signed   x:19;           // x coord
         signed   padding0014:1;  // ***Placeholder
/*0018*/ signed   z:19;           // z coord
         signed   deltaZ:13;      // change in z
/*0022*/
};

/*
** Self Position Update
** Length: 40 Octets
** OpCode: PlayerPosCode
*/

struct playerSelfPosStruct
{
/*0000*/ uint16_t spawnId;        // Player's spawn id
/*0002*/ uint8_t unknown0002[2];  // ***Placeholder (update time counter?)
/*0004*/ uint8_t unknown0004[4];  // ***Placeholder
/*0008*/ float x;                 // x coord (2nd loc value)
/*0012*/ float y;                 // y coord (1st loc value)
/*0016*/ signed deltaHeading:10;  // change in heading
         unsigned animation:10;   // animation
         unsigned padding0016:12; // ***Placeholder 
/*0020*/ float deltaX;            // Change in x
/*0024*/ float deltaY;            // Change in y
/*0028*/ float z;                 // z coord (3rd loc value)
/*0032*/ float deltaZ;            // Change in z
/*0036*/ unsigned padding0036:10; // ***Placeholder 
         unsigned heading:12;     // Directional heading
         unsigned padding0037:10; // ***Placeholder 
/*0040*/
};


/*
** Spawn Appearance
** Length: 8 Octets
** OpCode: spawnAppearanceCode
*/

struct spawnAppearanceStruct
{
/*0000*/ uint16_t spawnId;                // ID of the spawn
/*0002*/ uint16_t type;                   // Type of data sent
/*0004*/ uint32_t parameter;              // Values associated with the type
/*0008*/
};


/*
**               Structures that are not being currently used
 *               (except for logging)
*/

struct bindWoundStruct
{
/*0000*/ uint16_t playerid;             // TargetID
/*0002*/ uint8_t  unknown0002[2];       // ***Placeholder
/*0004*/ uint32_t hpmaybe;              // Hitpoints -- Guess
/*0008*/
};

struct inspectedStruct
{
/*0000*/ uint16_t inspectorid;         // Source ID
/*0002*/ uint8_t  unknown0002[2];      // ***Placeholder
/*0004*/ uint16_t inspectedid;         // Target ID - Should be you
/*0006*/ uint8_t  unknown0006[2];      // ***Placeholder
/*0008*/
};

struct attack1Struct
{
/*0000*/ uint16_t spawnId;                // Spawn ID
/*0002*/ int16_t  param1;                 // ***Placeholder
/*0004*/ int16_t  param2;                 // ***Placeholder
/*0006*/ int16_t  param3;                 // ***Placeholder
/*0008*/ int16_t  param4;                 // ***Placeholder
/*0010*/ int16_t  param5;                 // ***Placeholder
/*0012*/
};

struct attack2Struct
{
/*0000*/ uint16_t spawnId;                // Spawn ID
/*0002*/ int16_t  param1;                 // ***Placeholder
/*0004*/ int16_t  param2;                 // ***Placeholder
/*0006*/ int16_t  param3;                 // ***Placeholder
/*0008*/ int16_t  param4;                 // ***Placeholder
/*0010*/ int16_t  param5;                 // ***Placeholder
/*0012*/
};

struct newGuildInZoneStruct
{
/*0000*/ uint8_t  unknown0000[8];         // ***Placeholder
/*0008*/ char     guildname[56];          // Guildname
/*0064*/
};

struct moneyUpdateStruct
{
/*0000*/ uint32_t spawnid;            // ***Placeholder
/*0004*/ uint32_t cointype;           // Coin Type
/*0008*/ uint32_t amount;             // Amount
/*0012*/
};

/* Memorize slot operations, mem, forget, etc */

struct memorizeSlotStruct
{
/*0000*/ uint32_t slot;                     // Memorization slot (0-7)
/*0004*/ uint32_t spellId;                  // Id of spell 
                                            // (offset of spell in spdat.eff)
/*0008*/ uint32_t action;                   // 1-memming,0-scribing,2-forget
/*0012*/
};

struct cRunToggleStruct
{
/*0000*/ uint32_t status;                   //01=run  00=walk
};

struct cChatFiltersStruct
{
/*0000*/ uint32_t DamageShields;   //00=on  01=off
/*0004*/ uint32_t NPCSpells;       //00=on  01=off
/*0008*/ uint32_t PCSpells;        //00=all 01=off 02=grp
/*0012*/ uint32_t BardSongs;       //00=all 01=me  02=grp 03=off
/*0016*/ uint32_t Unused;
/*0020*/ uint32_t GuildChat;       //00=off 01=on
/*0024*/ uint32_t Socials;         //00=off 01=on
/*0028*/ uint32_t GroupChat;       //00=off 01=on
/*0032*/ uint32_t Shouts;          //00=off 01=on
/*0036*/ uint32_t Auctions;        //00=off 01=on
/*0040*/ uint32_t OOC;             //00=off 01=on
/*0044*/ uint32_t MyMisses;        //00=off 01=on
/*0048*/ uint32_t OthersMisses;    //00=off 01=on
/*0052*/ uint32_t OthersHits;      //00=off 01=on
/*0056*/ uint32_t AttackerMisses;  //00=off 01=on
/*0060*/ uint32_t CriticalSpells;  //00=all 01=me  02=off
/*0064*/ uint32_t CriticalMelee;   //00=all 01=me  02=off
/*0068*/
};

struct cOpenSpellBookStruct
{
/*0000*/ int32_t status; //01=open 00=close
/*0004*/
};

struct tradeSpellBookSlotsStruct
{
/*0000*/ uint32_t slot1;
/*0004*/ uint32_t slot2;
/*0008*/
};


/*
** serverLFGStruct
** Length: 10 Octets
** signifies LFG, maybe afk, role, ld, etc
*/

struct serverLFGStruct
{
/*0000*/ uint16_t spawnID;
/*0002*/ uint16_t unknown0004;
/*0004*/ uint16_t LFG;             //1=LFG
/*0006*/ uint16_t unknown0008;
/*0008*/
};

/*
** clientLFGStruct
** Length: 70 Octets
** signifies LFG, maybe afk, role, ld, etc
*/

struct clientLFGStruct
{
/*0000*/ uint8_t  name[64];
/*0064*/ uint16_t LFG;             //1=LFG
/*0066*/ uint16_t unknown0008;
};

/*
** buffStruct
** Length: 34 Octets
** 
*/

struct buffStruct
{
/*0000*/ uint32_t spawnid;        //spawn id
/*0004*/ uint8_t  unknown0004[4]; 
/*0008*/ uint32_t spellid;        // spellid
/*0012*/ uint32_t duration;       // duration
/*0016*/ uint8_t  unknown0012[8];
/*0024*/ uint32_t playerId;       // Player id who cast the buff
/*0028*/ uint32_t spellslot;      // spellslot
/*0032*/ uint32_t changetype;     // 1=buff fading,2=buff duration
/*0034*/ 
};

/*
** Guild Member Update structure 
** Length: 76 octets
**
*/

struct GuildMemberUpdate
{
/*000*/ uint32_t guildId;       // guild id
/*004*/ char     name[64];      // member name
/*068*/ uint16_t zoneId;        // zone id 
/*070*/ uint16_t zoneInstance;  // zone instance
/*072*/ uint32_t lastOn;        // time the player was last on.
/*076*/
};

/*
** Bazaar trader on/off struct
** Length: 8 Octets
**
*/
struct bazaarTraderRequest
{
/*000*/ uint32_t spawnId;       // Spawn id of person turning trader on/off
/*004*/ uint8_t mode;           // 0=off, 1=on
/*005*/ uint8_t uknown005[3];   // 
/*008*/
};

struct bazaarSearchQueryStruct 
{
  uint32_t mark;
  uint32_t type;
  char unknownXXX0[20]; // Value seems to always be the same
  char searchstring[64];
  uint32_t unknownXXX1;
  uint32_t unknownXXX2;
};

struct bazaarSearchResponseStruct 
{
  uint32_t mark;
  uint32_t count;
  uint32_t item_id;
  uint32_t player_id;
  uint32_t price;
  uint32_t status; // XXX Still poorly understood. 0=simple search
  char item_name[64]; // nul-padded name with appended "(count)"
};

/*
** Item Bazaar Search Result
** Length: Variable
** OpCode: BazaarSearch
*/
union bazaarSearchStruct
{
  uint32_t mark;
  struct bazaarSearchQueryStruct query;
  struct bazaarSearchResponseStruct response[];
};

/*******************************/
/* World Server Structs        */

/*
** Guild List (from world server)
** Length: 96 Octets
** used in: worldGuildList
*/

struct guildListStruct
{
/*0000*/ char     guildName[64];
};

/*
** Guild List (from world server)
** Length: 96064 Octets
*/
struct worldGuildListStruct
{
/*000*/ guildListStruct dummy;
/*064*/ guildListStruct guilds[MAX_GUILDS];
};

struct worldMOTDStruct
{
  /*002*/ char    message[0];
  /*???*/ uint8_t unknownXXX[3];
};

// Restore structure packing to default
#pragma pack()

#endif // EQSTRUCT_H

//. .7...6....,X....D4.M.\.....P.v..>..W....
//123456789012345678901234567890123456789012
//000000000111111111122222222223333333333444
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
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  #18  
Old 03-24-2010, 04:28 AM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

Got the client to send the login info but our reply packet is wrong so it just hangs. Will take some time to figure it out.

The good news is the encryption is unchanged.
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  #19  
Old 03-24-2010, 05:04 PM
wolfwalkereci
Discordant
 
Join Date: Dec 2005
Posts: 435
Default

This is all very good news. Wishing you guys the best with this project.
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  #20  
Old 03-24-2010, 06:03 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Just a brief update:

We can get to character select with the SoD client. The next step is to work out the correct Player Profile structure in order to be able to enter a zone. I don't anticipate that will take more than a few days. There will still be a fair bit to do from that point though to get things playable.
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  #21  
Old 03-24-2010, 07:32 PM
Taurinus
Hill Giant
 
Join Date: Jul 2009
Location: Southern United States
Posts: 107
Default

This is pretty badass.

I was looking over the features of the SoD client and it appears we already have all of the framework to support mercs. All we would really need is a separate table (or modification of the current) for bots who are to be considered static (i.e. client cannot equip them). The SoD client should also enhance overall bot interaction with the client due to the merc-specific opcodes that the client can send.

Pretty exciting.
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  #22  
Old 03-24-2010, 08:39 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

SVN Login accepts SoD connections now; though on a different port than regular login and the config files need to be updated.
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  #23  
Old 03-25-2010, 06:54 AM
thepoetwarrior
Discordant
 
Join Date: Aug 2007
Posts: 307
Default

I bought my copy already. Will follow your progress. Only wish I didn't have to use Steam to download and install. I got the client installed again for first time in a while. Wish SoD came on DvD (or iso) instead. At least I'm prepared if this goes mainstream, and seems have have lots of pros already. Good luck guys!
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  #24  
Old 03-25-2010, 07:54 AM
Eva Aisling
Sarnak
 
Join Date: Feb 2010
Posts: 49
Default

Steam collects personally identifiable information on all the games downloaded from them. You can't even run a LAN unless every computer has their own connection. Is that going to be a concern?
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  #25  
Old 03-25-2010, 09:11 AM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

Quote:
Originally Posted by Eva Aisling View Post
Steam collects personally identifiable information on all the games downloaded from them. You can't even run a LAN unless every computer has their own connection. Is that going to be a concern?
No, the EQ client is stock from Sony. No alterations have been done to it. At least, that I can see. Of course, you're going to want to move the client away from the Steam folder, and run it like we do with the other clients.
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  #26  
Old 03-25-2010, 09:19 AM
pfyon's Avatar
pfyon
Discordant
 
Join Date: Mar 2009
Location: Ottawa
Posts: 495
Default

I haven't tried installing SoD through steam, but my friend suggested that most of the non-valve games just put the files into a folder so it can be run without steam.
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  #27  
Old 03-25-2010, 09:48 AM
Zandig's Avatar
Zandig
Hill Giant
 
Join Date: Jun 2006
Location: New York City
Posts: 180
Default

How big is the download from Steam?

It doesn't say at this link:
http://store.steampowered.com/app/24130/
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  #28  
Old 03-25-2010, 09:58 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

SoD is about 7GB in size.

And in other news, I will give you guys 3 guesses as to which client this is:



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Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
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  #29  
Old 03-25-2010, 10:18 AM
Eva Aisling
Sarnak
 
Join Date: Feb 2010
Posts: 49
Default

Awesome! I'm so excited! >,<

I wish I knew how to do programming, because I have pretty much all day. I stay at home with my son.
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  #30  
Old 03-25-2010, 10:40 AM
Taurinus
Hill Giant
 
Join Date: Jul 2009
Location: Southern United States
Posts: 107
Default

How long were you able to stay in before the client borked? Rough estimate (in percentage) of things that appear to work correctly?

Sweet stuff.
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