d2tweaks-rnd2k/include/diablo2/structures/unit.h

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#pragma once
#include <cstdint>
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#include "room.h"
#include <windows.h>
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#pragma pack(push, 1)
namespace diablo2 {
namespace structures {
struct skills;
struct game;
struct inventory;
struct stats;
struct path;
struct player_data;
struct item_data;
struct object_data;
struct monster_data;
struct drlg_act;
struct skill_sequence;
struct anim_data;
struct unit_gfxdata;
struct statslistex;
struct quest_record;
struct npc_record;
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enum D2C_ItemQualities
{
ITEMQUAL_INFERIOR = 0x01, //0x01 Inferior
ITEMQUAL_NORMAL = 0x02, //0x02 Normal
ITEMQUAL_SUPERIOR = 0x03, //0x03 Superior
ITEMQUAL_MAGIC = 0x04, //0x04 Magic
ITEMQUAL_SET = 0x05, //0x05 Set
ITEMQUAL_RARE = 0x06, //0x06 Rare
ITEMQUAL_UNIQUE = 0x07, //0x07 Unique
ITEMQUAL_CRAFT = 0x08, //0x08 Crafted
ITEMQUAL_TEMPERED = 0x09 //0x09 Tempered
};
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enum class unit_type_t : int32_t {
UNIT_TYPE_PLAYER = 0,
UNIT_TYPE_MONSTER = 1,
UNIT_TYPE_OBJECT = 2,
UNIT_TYPE_MISSILE = 3,
UNIT_TYPE_ITEM = 4,
UNIT_TYPE_VIS_TILE = 5 //unused?
};
enum player_class_t : int32_t {
PLAYER_CLASS_AMAZON = 0,
PLAYER_CLASS_SORCERESS = 1,
PLAYER_CLASS_NECROMANCER = 2,
PLAYER_CLASS_PALADIN = 3,
PLAYER_CLASS_BARBARIAN = 4,
PLAYER_CLASS_DRUID = 5,
PLAYER_CLASS_ASSASSIN = 6
};
enum itemflags_t : int32_t {
ITEMFLAG_NEWITEM = 0x00000001,
ITEMFLAG_TARGET = 0x00000002,
ITEMFLAG_TARGETING = 0x00000004,
ITEMFLAG_DELETED = 0x00000008,
ITEMFLAG_IDENTIFIED = 0x00000010,
ITEMFLAG_QUANTITY = 0x00000020,
ITEMFLAG_WEAPONSET_IN = 0x00000040,
ITEMFLAG_WEAPONSET_OUT = 0x00000080,
ITEMFLAG_BROKEN = 0x00000100,
ITEMFLAG_REPAIRED = 0x00000200,
ITEMFLAG_UNKNOWN2 = 0x00000400,
ITEMFLAG_SOCKETED = 0x00000800,
ITEMFLAG_NON_SELLABLE = 0x00001000,
ITEMFLAG_INSTORE = 0x00002000,
ITEMFLAG_NOEQUIP = 0x00004000,
ITEMFLAG_NAMED = 0x00008000,
ITEMFLAG_ORGAN = 0x00010000,
ITEMFLAG_SELLCHEAP = 0x00020000,
ITEMFLAG_UNK5 = 0x00040000,
ITEMFLAG_INIT = 0x00080000,
ITEMFLAG_UNK6 = 0x00100000,
ITEMFLAG_COMPACTSAVE = 0x00200000,
ITEMFLAG_ETHEREAL = 0x00400000,
ITEMFLAG_JUSTSAVED = 0x00800000,
ITEMFLAG_PERSONALIZED = 0x01000000,
ITEMFLAG_LOWQUALITY = 0x02000000,
ITEMFLAG_RUNEWORD = 0x04000000,
ITEMFLAG_SHOPITEM = 0x06000000,
ITEMFLAG_ITEM = 0x08000000
};
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struct D2SeedStrc
{
union
{
struct
{
uint32_t nLowSeed; //0x00
uint32_t nHighSeed; //0x04
};
uint64_t lSeed; //0x00
};
};
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struct D2CoordStrc //sizeof 0x08
{
int nX; //0x00
int nY; //0x04
};
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struct D2ItemDropStrc
{
diablo2::structures::unit* pUnit; //0x00
D2SeedStrc* pSeed; //0x04
diablo2::structures::game* pGame; //0x08
int32_t nItemLvl; //0x0C
uint32_t unk0x10; //0x10
int32_t nId; //0x14
int32_t nSpawnType; //0x18 [3 for ground spawn, 4 for inv spawn]
int32_t nX; //0x1C
int32_t nY; //0x20
diablo2::structures::room* pRoom; //0x24
uint16_t wUnitInitFlags; //0x28
uint16_t wItemFormat; //0x2A [ptGame0x0x78]
BOOL bForce; //0x2C
int32_t nQuality; //0x30
int32_t nQuantity; //0x34
int32_t nMinDur; //0x38
int32_t nMaxDur; //0x3C
int32_t nItemIndex; //0x40
uint32_t dwFlags1; //0x44 - itemflag override (used when force is true)
uint32_t dwSeed; //0x48 - overrides the seed, used when force is true
uint32_t dwItemSeed; //0x4C - overrides the item seed when force is true
int32_t eEarLvl; //0x50
int32_t nQtyOverride; //0x54
char szName[16]; //0x58
int32_t nPrefix[3]; //0x68
int32_t nSuffix[3]; //0x74
uint32_t dwFlags2; //0x80
};
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struct unit {
unit_type_t type;
union {
player_class_t player_class;
int32_t data_record_index;
};
void* memory_pool;
uint32_t guid;
uint32_t mode;
union {
player_data* player_data;
monster_data* monster_data;
object_data* object_data;
//missile_data* missile_data;
item_data* item_data;
};
int8_t act;
int8_t act_padding[0x03];
drlg_act* drlg_act;
struct {
uint32_t low_seed;
uint32_t high_seed;
} seed;
uint32_t init_seed;
path* path;
skill_sequence* skill_sequence;
uint32_t skill_sequence_frame_count;
uint32_t skill_sequence_frame;
uint32_t anim_speed;
uint32_t skill_sequence_mode;
uint32_t current_frame;
uint32_t frame_count;
uint16_t anim_speed_w;
uint8_t action_frame;
uint8_t pad1;
anim_data* anim_data;
unit_gfxdata* gfxdata;
unit_gfxdata* gfxdata_copy;
statslistex* statslistex;
inventory* inventory;
union {
struct {
uint32_t interact_guid;
uint32_t interact_type;
uint8_t interacting;
} interaction;
struct {
void* light_map;
uint32_t start_light_radius;
uint16_t p12_shift_index;
} lightning;
};
uint16_t update_type;
unit* update_unit;
quest_record* quest_record;
uint32_t sparky_chest;
void* timer_args;
union {
game* game;
uint32_t sound_sync;
};
char pad2[0x0C];
void* event;
unit_type_t owner_type;
uint32_t owner_guid;
char pad3[8];
char* hover_text;
void* skills;
void* combat;
uint32_t hit_class;
char pad4[4];
uint32_t drop_code;
char pad5[8];
union {
struct {
uint32_t unit_flags;
uint32_t unit_flags_ex;
} flags;
uint64_t flags64;
};
char pad6[4];
uint32_t node_index;
uint32_t get_tick_count;
union {
uint32_t get_tick_count2;
void* particle_stream;
};
void* timer;
unit* change_next_unit; //?
unit* prev_unit;
unit* prev_unit_in_room;
void* msg_first;
void* msg_last;
bool is_hireling() const {
if (type != unit_type_t::UNIT_TYPE_MONSTER)
return false;
return (flags.unit_flags & 0x00000200) == 0x00000200;
}
bool is_pet() const {
if (type != unit_type_t::UNIT_TYPE_MONSTER)
return false;
return (flags.unit_flags & 0x80000000) == 0x80000000;
}
};
}
}
#pragma pack(pop)