www.pudn.com > notWow.rar > Enums.h
#ifndef ENUMS_H
#define ENUMS_H
#ifndef SAFE_DELETE
#define SAFE_DELETE(p) { if((p) != NULL) { delete (p) ; (p) = NULL; } }
#define SAFE_DELETE_A(p) { if((p) != NULL) { delete [](p); (p) = NULL; } }
#endif
#ifndef SAFE_RELEASE
#define SAFE_RELEASE(p) { if((p) != NULL) { (p)->Release(); (p) = NULL; } }
#endif
typedef enum RESOURCE
{
RES_TEXTURE = 0,
RES_MODEL,
RES_SOUND,
RES_MAP,
RES_SCRIPT
}RESOURCE;
typedef enum ACTION
{
ACT_NULL = -1,
ACT_STAND = 0,
ACT_WALK = 4,
ACT_RUN = 5,
ACT_SHUFFLELEFT = 11,
ACT_SHUFFLERIGHT = 12,
ACT_WALKBACKWARD = 13,
ACT_ATTACK1H = 17,
ACT_ATTACK2H = 18,
ACT_ATTACK2HL = 19,
ACT_ATTACKBOW = 46,
ACT_ATTACKOFF = 87,
ACT_ATTACKOFFPIERCE = 88,
ACT_ATTACKRIFE = 49,
ACT_ATTACKTHROW = 107,
ACT_ATTACKUNARMED = 16,
}ACTION;
typedef enum CHARSTATE
{
CS_IDLE,
CS_WALK,
CS_RUN,
CS_TURN,
CS_ATTACK,
CS_TALK
}CHARSTAT;
typedef enum MODELTYPE
{
MODEL_ERROR = 0,
MODEL_CHARACTER = 1,
MODEL_CREATURE = 2,
MODEL_WORLD = 4,
MODEL_ATEST = 8,
MODEL_DFACE = 16,
MODEL_TRANS = 32,
MODEL_ITEM = 64,
MODEL_TERRIAN = 128,
}MODELTYPE;
typedef enum EFFECTTYPE
{
EFFECT_CHAR,
EFFECT_ITEM,
EFFECT_TERRIAN,
EFFECT_TERRIAN_FAR,
EFFECT_WORLD,
EFFECT_WORLD_FAR,
EFFECT_SKY,
EFFECT_BG
}EFFECTTYPE;
typedef enum CHARSKILL
{
SKILL_NORMAL
}CHARSKILL;
typedef short ScriptID;
typedef short ModelID;
typedef short ObjectID;
typedef short TextureID;
typedef short SceneID;
typedef short SoundID;
typedef short NPCID;
enum
{
LT_AMBIENT,
LT_DIRECTIONAL,
LT_MODEL_ONLY
};
enum
{
LIGHT_POSITIONAL,
LIGHT_SPOT,
LIGHT_DIRECTIONAL
};
enum ModelType
{
MT_NORMAL,
MT_CHAR,
MT_WMO,
MT_NPC
};
enum CharRegions
{
CR_BASE = 0,
CR_ARM_UPPER,
CR_ARM_LOWER,
CR_HAND,
CR_FACE_UPPER,
CR_FACE_LOWER,
CR_TORSO_UPPER,
CR_TORSO_LOWER,
CR_PELVIS_UPPER,
CR_PELVIS_LOWER,
CR_FOOT,
NUM_REGIONS,
CR_LEG_UPPER = CR_PELVIS_UPPER,
CR_LEG_LOWER = CR_PELVIS_LOWER
};
enum
{
UPDATE_ITEM,
UPDATE_SET,
UPDATE_START,
UPDATE_MOUNT,
UPDATE_CREATURE_ITEM,
UPDATE_NPC
};
enum CharSlots
{
CS_HEAD,
CS_NECK,
CS_SHOULDER,
CS_BOOTS,
CS_BELT,
CS_SHIRT,
CS_PANTS,
CS_CHEST,
CS_BRACERS,
CS_GLOVES,
CS_HAND_RIGHT,
CS_HAND_LEFT,
CS_CAPE,
CS_TABARD,
CS_QUIVER,
NUM_CHAR_SLOTS
};
enum ItemTypes
{
IT_ALL = 0,
IT_HEAD,
IT_NECK,
IT_SHOULDER,
IT_SHIRT,
IT_CHEST,
IT_BELT,
IT_PANTS,
IT_BOOTS,
IT_BRACERS,
IT_GLOVES,
IT_RINGS,
IT_ACCESSORY,
IT_DAGGER,
IT_SHIELD,
IT_BOW,
IT_CAPE,
IT_2HANDED,
IT_QUIVER,
IT_TABARD,
IT_ROBE,
IT_1HANDED,
IT_CLAW,
IT_OFFHAND,
IT_UNUSED, // unused?
IT_THROWN,
IT_GUN,
NUM_ITEM_TYPES
};
enum
{
SPIN_SKIN_COLOR,
SPIN_FACE_TYPE,
SPIN_HAIR_COLOR,
SPIN_HAIR_STYLE,
SPIN_FACIAL_HAIR,
SPIN_FACIAL_COLOR,
NUM_SPIN_BTNS
};
enum
{
SPIN_TABARD_ICON = 0,
SPIN_TABARD_ICONCOLOR,
SPIN_TABARD_BORDER,
SPIN_TABARD_BORDERCOLOR,
SPIN_TABARD_BACKGROUND,
NUM_TABARD_BTNS
};
enum WOW_LOCALE {
enUS = 0,
enGB,
deDE,
frFR,
koKR,
zhCN,
zhTW,
unknown,
NUM_LOCALES
};
// copied from the .mdl docs? this might be completely wrong
enum BlendModes {
BM_OPAQUE,
BM_TRANSPARENT,
BM_ALPHA_BLEND,
BM_ADDITIVE,
BM_ADDITIVE_ALPHA,
BM_MODULATE,
BM_MODULATEX2
};
enum BoneTable {
//Block F - Bone lookup table.
//---------------------------------
BONE_LARM = 0, // 0, Left upper arm
BONE_RARM, // 1, Right upper arm
BONE_LSHOULDER, // 2, Left Shoulder / deltoid area
BONE_RSHOULDER, // 3, Right Shoulder / deltoid area
BONE_STOMACH, // 4, (upper?) abdomen
BONE_WAIST, // 5, (lower abdomen?) waist
BONE_HEAD, // 6, head
BONE_JAW, // 7, jaw/mouth
BONE_RFINGER1, // 8, (Trolls have 3 "fingers", this points to the 2nd one.
BONE_RFINGER2, // 9, center finger - only used by dwarfs.. don't know why
BONE_RFINGER3, // 10, (Trolls have 3 "fingers", this points to the 3rd one.
BONE_RFINGERS, // 11, Right fingers -- this is -1 for trolls, they have no fingers, only the 3 thumb like thingys
BONE_RTHUMB, // 12, Right Thumb
BONE_LFINGER1, // 13, (Trolls have 3 "fingers", this points to the 2nd one.
BONE_LFINGER2, // 14, Center finger - only used by dwarfs.
BONE_LFINGER3, // 15, (Trolls have 3 "fingers", this points to the 3rd one.
BONE_LFINGERS, // 16, Left fingers
BONE_LTHUMB, // 17, Left Thumb
UnK19, // ?
UnK20, // ?
UnK21, // ?
UnK22, // ?
UnK23, // ?
UnK24, // ?
UnK25, // ?
UnK26, // ?
BONE_ROOT // 26, The "Root" bone, this controls rotations, transformations, etc of the whole model and all subsequent bones.
};
#endif