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layers.h
Go to the documentation of this file.
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#ifndef __LAYERS_H
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#define __LAYERS_H
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#include <string>
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#include <vector>
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namespace
Pol
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{
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namespace
Core
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{
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struct
ArmorZone
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{
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std::string
name
;
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double
chance
;
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std::vector<unsigned short>
layers
;
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};
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enum
LAYER_INFO
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{
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LOWEST_LAYER
= 1,
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LAYER_EQUIP__LOWEST
= 1,
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HIGHEST_LAYER
= 25,
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NUM_LAYERS
= 25,
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LAYER_EQUIP__HIGHEST
= 25,
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LAYER_BANKBOX
= 29
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};
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// TODO: figure out which is left and right
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enum
LAYER_DETAILED
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{
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LAYER_HAND1
= 1,
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LAYER_HAND2
= 2,
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LAYER_SHOES
= 3,
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LAYER_PANTS
= 4,
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LAYER_SHIRT
= 5,
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LAYER_HAT
= 6,
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LAYER_GLOVES
= 7,
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LAYER_RING
= 8,
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LAYER_TALISMAN
= 9,
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LAYER_GORGET
= 10,
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LAYER_HAIR
= 11,
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LAYER_HALFAPRON
= 12,
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LAYER_CHEST_ARMOR
= 13,
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LAYER_BRACELET
= 14,
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LAYER_FACE
= 15,
// UO:KR/SA Face item
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LAYER_BEARD
= 16,
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LAYER_TUNIC
= 17,
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LAYER_EARRINGS
= 18,
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LAYER_ARM_ARMOR
= 19,
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LAYER_CLOAK
= 20,
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LAYER_BACKPACK
= 21,
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LAYER_ROBE_DRESS
= 22,
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LAYER_SKIRT
= 23,
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LAYER_LEG_ARMOR
= 24,
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LAYER_MOUNT
= 25
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};
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/*
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layering. 'worn items' for a character seem to occupy different
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'layer' locations. I've seen the following:
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0x01 1 dagger (right-hand?)
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0x02 2 left hand - staffs, pitchfork, crook etc.
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0x03 3 shoes
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0x04 4 pants
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0x05 5 shirt
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0x06 6 hat
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0x07 7 gloves
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0x08 8 ring?
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0x09 9 talismans
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0x0A 10 gorget
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0x0B 11 hair
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0x0C 12 half-apron
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0x0D 13 (armor)tunic/chest armor, belt pouch (?)
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0x0E 14 bracelet
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0x0F 15 backpack (wtf? the "real" backpack sits in layer 21)
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0x10 16 beard
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0x11 17 full apron, body sash, doublet, jester suit, tunic, surcoat
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0x12 18 earrings
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0x13 19 arms
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0x14 20 cloak
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0x15 21 backpack
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0x16 22 dresses, robes
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0x17 23 skirt, kilt
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0x18 24 platemail legs
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0x19 25 horse?
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0x1A 26 Buy Container
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0x1B 27 Resale Container
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0x1C 28 Sell Container
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0x1D 29 Bankbox
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0x1E 30 unknown
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0x1F 31 unknown
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I assume that there can only be a single item in each layer.
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Note that for the most part, the code doesn't need to know this. The
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data is in tiledata.mul (we don't check this yet), and the client
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makes sure to drop items only in the correct layer (again, server
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needs to check this). The only spcial case is the backpack -
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Character::backpack() uses LAYER_BACKPACK to return the backpack item.
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*/
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}
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}
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#endif
Pol::Core::LAYER_BRACELET
Definition:
layers.h:52
Pol::Core::ArmorZone::layers
std::vector< unsigned short > layers
Definition:
layers.h:23
Pol::Core::LAYER_SHOES
Definition:
layers.h:41
Pol::Core::NUM_LAYERS
Definition:
layers.h:31
Pol::Core::LAYER_RING
Definition:
layers.h:46
Pol::Core::LAYER_SHIRT
Definition:
layers.h:43
Pol::Core::LAYER_LEG_ARMOR
Definition:
layers.h:62
Pol::Core::ArmorZone
Definition:
layers.h:19
Pol::Core::LAYER_ARM_ARMOR
Definition:
layers.h:57
Pol::Core::LAYER_HALFAPRON
Definition:
layers.h:50
Pol::Core::ArmorZone::name
std::string name
Definition:
layers.h:21
Pol::Core::LAYER_DETAILED
LAYER_DETAILED
Definition:
layers.h:37
Pol::Core::LAYER_FACE
Definition:
layers.h:53
Pol::Core::HIGHEST_LAYER
Definition:
layers.h:30
Pol::Core::LAYER_HAND2
Definition:
layers.h:40
Pol::Core::LAYER_BANKBOX
Definition:
layers.h:33
Pol::Core::LAYER_HAT
Definition:
layers.h:44
Pol::Core::LAYER_MOUNT
Definition:
layers.h:63
Pol::Core::LAYER_ROBE_DRESS
Definition:
layers.h:60
Pol::Core::LAYER_CHEST_ARMOR
Definition:
layers.h:51
Pol::Core::LAYER_BEARD
Definition:
layers.h:54
Pol::Core::ArmorZone::chance
double chance
Definition:
layers.h:22
Pol::Core::LAYER_GORGET
Definition:
layers.h:48
Pol::Core::LAYER_HAND1
Definition:
layers.h:39
Pol::Core::LAYER_TUNIC
Definition:
layers.h:55
Pol::Core::LAYER_HAIR
Definition:
layers.h:49
Pol::Core::LAYER_BACKPACK
Definition:
layers.h:59
Pol::Core::LAYER_EQUIP__HIGHEST
Definition:
layers.h:32
Pol::Core::LAYER_EARRINGS
Definition:
layers.h:56
Pol::Core::LOWEST_LAYER
Definition:
layers.h:28
Pol::Core::LAYER_SKIRT
Definition:
layers.h:61
Pol::Core::LAYER_TALISMAN
Definition:
layers.h:47
Pol::Core::LAYER_INFO
LAYER_INFO
Definition:
layers.h:26
Pol::Core::LAYER_CLOAK
Definition:
layers.h:58
Pol::Core::LAYER_EQUIP__LOWEST
Definition:
layers.h:29
Pol::Core::LAYER_PANTS
Definition:
layers.h:42
Pol
Definition:
berror.cpp:12
Pol::Core::LAYER_GLOVES
Definition:
layers.h:45
pol
layers.h
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