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Thread: 02/13/13 changes

  1. #16
    Registered User
    Join Date
    Mar 2007
    Posts
    32

    Re: 02/13/13 changes

    We've done a lot of one-up changes to everquest.h and zonecodes.xml. I'm thinking it might be best if we posted the full versions, so people don't try applying patches to the wrong files.

  2. #17
    Registered User
    Join Date
    Dec 2003
    Posts
    23

    Re: 02/13/13 changes

    Is there any chance that someone might post working everquest.h and zoneopcodes.xml for me please? I seem to have borked something and get all kinds of errors when I patch using the diff files.

    Thanks

  3. #18
    Registered User
    Join Date
    Jun 2003
    Posts
    113

    Re: 02/13/13 changes

    There are 5 files that have changed since the latest SVN. You will need to update all 5. Here are the full versions that I have:

    1. zoneopcodes.xml:
    Code:
    <?xml version="1.0" encoding="UTF-8"?>
    <!DOCTYPE seqopcodes SYSTEM "seqopcodes.dtd">
    <seqopcodes>
    
        <!-- Critical opcodes used directly by ShowEQ -->
        <opcode id="6725" name="OP_PlayerProfile" updated="02/13/13">
            <comment>CharProfileCode</comment>
            <payload dir="server" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="2cbe" name="OP_ZoneEntry" updated="02/13/13">
            <comment>ZoneEntryCode</comment>
            <payload dir="client" typename="ClientZoneEntryStruct" sizechecktype="match"/>
        <payload dir="server" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="2d98" name="OP_TimeOfDay" updated="02/13/13">
            <comment>TimeOfDayCode</comment>
            <payload dir="server" typename="timeOfDayStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="082d" name="OP_NewZone" updated="02/13/13">
            <comment>NewZoneCode</comment>
            <payload dir="server" typename="newZoneStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="0e70" name="OP_SpawnDoor" updated="02/13/13">
            <comment>DoorSpawnsCode</comment>
            <payload dir="server" typename="doorStruct" sizechecktype="modulus"/>
        </opcode>
        <opcode id="11ef" name="OP_GroundSpawn" updated="02/13/13">
            <comment>MakeDropCode</comment>
            <payload dir="server" typename="makeDropStruct" sizechecktype="none"/>
            <payload dir="client" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="0a1d" name="OP_SendZonePoints" updated="02/13/13">
            <comment>Coords in a zone that will port you to another zone</comment>
            <payload dir="server" typename="zonePointsStruct" sizechecktype="none"/>
        </opcode>
        <opcode id="0eae" name="OP_AAExpUpdate" updated="02/13/13">
          <comment>Receiving AA experience. Also when percent to AA changes.</comment>
          <payload dir="server" typename="altExpUpdateStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="7814" name="OP_ExpUpdate" updated="02/13/13">
            <comment>ExpUpdateCode</comment>
            <payload dir="server" typename="expUpdateStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="7864" name="OP_GuildMOTD" updated="02/13/13">
            <comment>GuildMOTD</comment>
            <payload dir="server" typename="guildMOTDStruct" sizechecktype="none"/>
        </opcode>
        <opcode id="6cc2" name="OP_ClientUpdate" updated="02/13/13">
            <comment>Position updates</comment>
            <payload dir="server" typename="playerSpawnPosStruct" sizechecktype="match"/>
            <payload dir="both" typename="playerSelfPosStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="7342" name="OP_NpcMoveUpdate" updated="02/13/13">
            <comment>Position updates</comment>
            <payload dir="server" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="282a" name="OP_MobUpdate" updated="02/13/13">
            <comment>MobUpdateCode</comment>
            <payload dir="both" typename="spawnPositionUpdate" sizechecktype="match"/>
        </opcode>
        <opcode id="6864" name="OP_DeleteSpawn" updated="02/13/13">
            <comment>DeleteSpawnCode</comment>
            <payload dir="both" typename="deleteSpawnStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="0ead" name="OP_RemoveSpawn" updated="02/13/13">
            <comment>Remove spawn from zone</comment>
        <payload dir="both" typename="removeSpawnStruct" sizechecktype="none"/>
        </opcode>
        <opcode id="62bd" name="OP_Death" updated="02/13/13">
            <comment>old NewCorpseCode</comment>
            <payload dir="server" typename="newCorpseStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="6a1a" name="OP_WearChange" updated="02/13/13">
            <comment>SpawnUpdateCode</comment>
            <payload dir="both" typename="SpawnUpdateStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="6087" name="OP_SpawnAppearance" updated="02/13/13">
            <comment>SpawnAppearanceCode</comment>
            <payload dir="both" typename="spawnAppearanceStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="54fb" name="OP_Stamina" updated="02/13/13">
            <comment>Server updating on hunger/thirst</comment>
            <payload dir="server" typename="staminaStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="0396" name="OP_HPUpdate" updated="02/13/13">
            <comment>NpcHpUpdateCode Update HP % of a PC or NPC</comment>
            <payload dir="both" typename="hpNpcUpdateStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="6719" name="OP_GuildMemberUpdate" updated="02/13/13">
            <comment>Info regarding guild members</comment>
            <payload dir="server" typename="GuildMemberUpdate" sizechecktype="match"/>
        </opcode>
        <opcode id="7f78" name="OP_ClickObject" updated="02/13/13">
            <comment>Items dropped on the ground</comment>
            <payload dir="both" typename="remDropStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="16a5" name="OP_Action" updated="02/13/13">
            <comment>Spells cast etc</comment>
            <payload dir="both" typename="actionStruct" sizechecktype="match"/>
            <payload dir="both" typename="actionAltStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="1375" name="OP_Action2" updated="02/13/13">
            <comment>Combat actions i.e. bash, kick etc</comment>
            <payload dir="both" typename="action2Struct" sizechecktype="match"/>
        </opcode>
        <opcode id="0fcd" name="OP_Consider" updated="02/13/13">
            <comment>ConsiderCode</comment>
            <payload dir="both" typename="considerStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="02f7" name="OP_TargetMouse" updated="02/13/13">
            <comment>Targeting a person - old ClientTargetCode</comment>
            <payload dir="both" typename="clientTargetStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="0c17" name="OP_SpawnRename" updated="02/13/13">
            <comment>Spawns getting renamed after initial NewSpawn</comment>
            <payload dir="server" typename="spawnRenameStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="359a" name="OP_Illusion" updated="02/13/13">
            <comment>Spawn being illusioned (changing forms)</comment>
            <payload dir="both" typename="spawnIllusionStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="3223" name="OP_Shroud" updated="01/16/13">
            <comment>Server putting players into shroud form</comment>
            <payload dir="server" typename="spawnShroudSelf" sizechecktype="none"/>
        </opcode>
        <opcode id="499e" name="OP_ZoneChange" updated="02/13/13">
            <comment>old ZoneChangeCode</comment>
            <payload dir="both" typename="zoneChangeStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="7cd7" name="OP_GroupInvite" updated="02/13/13">
            <payload dir="both" typename="groupInviteStruct" sizechecktype="none"/>
            <comment>You invite someone while ungrouped or get invited by someone ungrouped </comment>
        </opcode>
        <opcode id="33e8" name="OP_GroupInvite2" updated="02/13/13">
            <payload dir="client" typename="groupInviteStruct" sizechecktype="none"/>
            <comment>You're inviting someone and you are grouped or get invited by a group</comment>
        </opcode>
        <opcode id="5e6d" name="OP_GroupCancelInvite" updated="02/13/13">
            <payload dir="both" typename="groupDeclineStruct" sizechecktype="match"/>
            <comment>Declining to join a group</comment>
        </opcode>
        <opcode id="2244" name="OP_GroupFollow" updated="02/13/13">
            <payload dir="server" typename="groupFollowStruct" sizechecktype="match"/>
            <comment>You join a group or player joins group</comment>
        </opcode>
        <opcode id="5fae" name="OP_GroupFollow2" updated="12/12/12">
            <payload dir="server" typename="groupFollowStruct" sizechecktype="match"/>
            <comment>Player joins your group</comment>
        </opcode>
        <opcode id="3391" name="OP_GroupUpdate" updated="02/13/13">
            <comment>Group updates</comment>
            <payload dir="both" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="351e" name="OP_GroupDisband" updated="02/13/13">
            <comment>You disband from group</comment>
            <payload dir="server" typename="groupDisbandStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="65c0" name="OP_GroupDisband2" updated="02/13/13">
            <comment>Other disbands from group</comment>
            <payload dir="server" typename="groupDisbandStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="626d" name="OP_GroupLeader" updated="02/13/13">
            <comment>Group leader change</comment>
            <payload dir="server" typename="groupLeaderChangeStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="08ed" name="OP_Buff" updated="12/12/12">
            <comment>old BuffDropCode</comment>
            <payload dir="both" typename="buffStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="0076" name="OP_BuffFadeMsg" updated="02/13/13">
            <comment>SpellFadeCode</comment>
            <payload dir="both" typename="spellFadedStruct" sizechecktype="none"/>
        </opcode>
        <opcode id="0b2b" name="OP_BeginCast" updated="02/13/13">
            <comment>BeginCastCode</comment>
            <payload dir="both" typename="beginCastStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="0e18" name="OP_CastSpell" updated="02/13/13">
            <comment>StartCastCode</comment>
            <payload dir="both" typename="startCastStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="30c2" name="OP_SwapSpell" updated="01/16/13">
            <comment>TradeSpellBookSlotsCode</comment>
            <payload dir="both" typename="tradeSpellBookSlotsStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="5dbc" name="OP_MemorizeSpell" updated="02/13/13">
            <comment>MemSpellCode</comment>
            <payload dir="both" typename="memSpellStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="31e3" name="OP_InspectAnswer" updated="02/13/13">
            <comment>InspectDataCode</comment>
            <payload dir="both" typename="inspectDataStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="0bff" name="OP_Emote" updated="02/13/13">
            <comment>EmoteTextCode</comment>
            <payload dir="both" typename="emoteTextStruct" sizechecktype="none"/>
        </opcode>
        <opcode id="3ecd" name="OP_SimpleMessage" updated="02/13/13">
            <comment>SimpleMessageCode</comment>
            <payload dir="server" typename="simpleMessageStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="748e" name="OP_FormattedMessage" updated="02/13/13">
            <comment>FormattedMessageCode i.e. pet dismissed etc</comment>
            <payload dir="server" typename="formattedMessageStruct" sizechecktype="none"/>
        </opcode>
        <opcode id="0cf4" name="OP_CommonMessage" updated="02/13/13">
            <comment>ChannelMessageCode i.e. /tell /ooc /shout etc</comment>
            <payload dir="both" typename="channelMessageStruct" sizechecktype="none"/>
        </opcode>
        <opcode id="7d12" name="OP_SpecialMesg" updated="02/13/13">
            <comment>Communicate textual info to client including hail responses etc</comment>
            <payload dir="server" typename="specialMessageStruct" sizechecktype="none"/>
        </opcode>
        <opcode id="4fd0" name="OP_RandomReq" updated="02/13/13">
            <comment>RandomReqCode</comment>
            <payload dir="client" typename="randomReqStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="5cc5" name="OP_RandomReply" updated="02/13/13">
            <comment>RandomCode</comment>
            <payload dir="server" typename="randomStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="183d" name="OP_ConsentResponse" updated="12/12/12">
            <comment>Server replying with consent information after /consent</comment>
            <payload dir="server" typename="consentResponseStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="344a" name="OP_DenyResponse" updated="12/12/12">
            <comment>Server replying with deny information after /deny</comment>
            <payload dir="server" typename="consentResponseStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="0a79" name="OP_ManaChange" updated="02/13/13">
            <comment>Mana change. Bards send this up with no size. Casters receive this for mana updates.</comment>
            <payload dir="server" typename="manaDecrementStruct" sizechecktype="match"/>
            <payload dir="client" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="3206" name="OP_BazaarSearch" updated="12/12/12">
            <payload dir="client" typename="bazaarSearchQueryStruct" sizechecktype="none"/>
            <payload dir="server" typename="bazaarSearchResponseStruct" sizechecktype="modulus"/>
            <payload dir="server" typename="uint8_t" sizechecktype="none"/>
            <comment>Bazaar search tool - struct changed and separated query from response with RoF launch.  Needs work </comment>
        </opcode>
        <opcode id="1837" name="OP_MoneyOnCorpse" updated="12/12/12">
            <comment>MoneyOnCorpseCode</comment>
            <payload dir="server" typename="moneyOnCorpseStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="52c6" name="OP_SkillUpdate" updated="12/12/12">
            <comment>Skill up code</comment>
            <payload dir="server" typename="skillIncStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="7ce0" name="OP_LevelUpdate" updated="12/12/12">
            <comment>LevelUpUpdateCode - causing crashes as of 12/08/12  Investigating</comment>
            <payload dir="server" typename="levelUpUpdateStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="0000" name="OP_CorpseLocResponse" updated="12/12/12">
            <comment>old CorpseLocCode:</comment>
            <payload dir="server" typename="corpseLocStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="68df" name="OP_Logout" updated="12/12/12">
            <comment></comment>
            <payload dir="server" typename="none" sizechecktype="match"/>
        </opcode>
        <opcode id="331d" name="OP_DzSwitchInfo" updated="01/16/13">
            <comment>Expedition compass etc</comment>
            <payload dir="server" typename="dzSwitchInfo" sizechecktype="none"/>
        </opcode>
        <opcode id="3861" name="OP_DzInfo" updated="12/12/12">
            <comment>Expedition Information</comment>
            <payload dir="server" typename="dzInfo" sizechecktype="match"/>
        </opcode>
    
        <!-- Not necessary for SEQ to run but here to name packets in logs. -->
        <opcode id="15f4" name="OP_MovementHistory" updated="02/13/13">
            <comment>Movement history for speed/movement hack detection</comment>
            <payload dir="client" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="3798" name="OP_LeaderExpUpdate" updated="11/28/12">
            <comment>Leadership AA Exp Update</comment>
            <payload dir="server" typename="leadExpUpdateStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="5c45" name="OP_Trader" updated="11/28/12">
            <comment>PC's turning trader on and off</comment>
            <payload dir="server" typename="bazaarTraderRequest" sizechecktype="match"/>
        </opcode>
        <opcode id="071e" name="OP_Consent" updated="11/28/12">
            <comment>/consent someone</comment>
            <payload dir="client" typename="consentRequestStruct" sizechecktype="none"/>
        </opcode>
        <opcode id="2860" name="OP_ConsentDeny" updated="11/28/12">
            <comment>/deny someone</comment>
            <payload dir="client" typename="consentRequestStruct" sizechecktype="none"/>
        </opcode>
        <opcode id="1d6d" name="OP_ItemPacket" updated="11/28/12">
            <comment>ItemCode</comment>
            <payload dir="server" typename="itemPacketStruct" sizechecktype="none"/>
        </opcode>
        <opcode id="361c" name="OP_ItemLinkResponse" updated="11/28/12">
            <comment>ItemInfoCode</comment>
            <payload dir="server" typename="itemInfoStruct" sizechecktype="none"/>
            <payload dir="client" typename="itemInfoReqStruct" sizechecktype="none"/>
        </opcode>
        <opcode id="0518" name="OP_EnvDamage" updated="01/16/13">
            <comment>Environmental Damage</comment>
            <payload dir="client" typename="environmentDamageStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="402d" name="OP_SetRunMode" updated="11/28/12">
            <comment>old cRunToggleCode</comment>
            <payload dir="client" typename="cRunToggleStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="20ee" name="OP_UIUpdate" updated="02/13/13">
            <comment>Seems to be sent to handle a variety of UI updates - Variable length</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="20d5" name="OP_GroupMemberList" updated="02/13/13">
            <comment>List of group members -  Variable length</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="210b" name="OP_GuildMemberList" updated="02/13/13">
            <comment>List of guild members - Variable length</comment>
            <payload dir="server" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="089f" name="OP_ManaUpdate" updated="01/16/13">
        <comment>Mana Update opcode - 10 bytes</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="3a7c" name="OP_EndUpdate" updated="01/16/13">
        <comment>Endurance Update opcode - 10 bytes</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="3929" name="OP_Marketplace" updated="11/28/12">
            <comment>Marketplace data - Guessing variable length 11444 bytes as of 11/28/12</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="2de6" name="OP_MarketplaceSelect" updated="11/28/12">
            <comment>Sent when highlighting an item in Marketplace - 80 bytes</comment>
            <payload dir="both" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="4e34" name="OP_DzMembers" updated="11/28/12">
            <comment>Expedition Members - Variable length</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="23cb" name="OP_Campfire" updated="02/13/13">
            <comment>Fellowship campfire information - 1076 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="0120" name="OP_SelectCampfire" updated="02/13/13">
            <comment>Fellowship campfire Choices - Guessing variable length</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="bdf1" name="OP_Claims" updated="02/13/13">
            <comment>Contents of claims window. /claim then refresh to capture packet - Guessing variable length</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="50a1" name="OP_VoiceChat" updated="02/13/13">
            <comment>Voice chat server info - Variable length (Data sent when joining group,raid etc)</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="6e09" name="OP_PollQuestions" updated="01/16/13">
            <comment>SOE in-game player poll questions - Variable length</comment>
            <payload dir="both" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="7ad7" name="OP_PollResponses" updated="01/16/13">
            <comment>Poll response choices - Variable length</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="25a2" name="OP_ShroudProgression" updated="01/16/13">
            <comment>Unlocked shrouds - 244 bytes</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="ba18" name="OP_ShroudTemplates" updated="10/23/12">
            <comment>Shroud templates to choose from on shroud NPC - 18983 bytes</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="5029" name="OP_Fellowship" updated="02/13/13">
            <comment>Fellowship information - 2564 bytes</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="6f0c" name="OP_ExpandedGuildInfo" updated="02/13/13">
            <comment>Guild ranks and other misc guild data - Variable length</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="34d3" name="OP_GuildBank" updated="01/16/13">
            <comment>Guild bank contents - Guessing variable length</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="2db9" name="OP_OpenTradeskillContainer" updated="11/28/12">
            <comment>Opens forge, kiln etc - 92 Bytes</comment>
            <payload dir="both" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="18c4" name="OP_TradeskillRecipes" updated="11/28/12">
            <comment>Learned recipes - 84 Bytes</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="0397" name="OP_TradeSkillCombine" updated="11/28/12">
            <comment>Tradeskill combine using new tradeskill window - 40 Bytes</comment>
            <payload dir="both" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="360d" name="OP_TradeSkillResult" updated="11/28/12">
            <comment>Packets sent when tradeskill combine successful equals # of ingredients used in combine?- 12 Bytes</comment>
            <payload dir="both" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="0b69" name="OP_TradeSkillCombineOld" updated="11/28/12">
            <comment>Tradeskill combine using old tradeskill window - 24 Bytes</comment>
            <payload dir="both" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="4cd2" name="OP_ItemPlayerPacket" updated="02/13/13">
            <comment>Inventory/bank items coming over during zone - Variable length</comment>
            <payload dir="both" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="0736" name="OP_TaskDescription" updated="02/13/13">
            <comment>Task descriptions coming down for task window - Variable length</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="74a1" name="OP_TaskActivity" updated="02/13/13">
            <comment>Task activity descriptions coming down for task window - Variable length</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="7392" name="OP_CompletedTasks" updated="02/13/13">
            <comment>Task history for task window - Variable length</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="475f" name="OP_CustomTitles" updated="02/13/13">
            <comment>List of available titles - 1520 bytes</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="3df3" name="OP_Animation" updated="11/28/12">
            <comment>Combat animation, emote animations etc - 4 bytes</comment>
            <payload dir="both" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="2bdd" name="OP_WhoAllRequest" updated="11/28/12">
            <comment>WhoAllReqCode - 156 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="51a4" name="OP_WhoAllResponse" updated="11/28/12">
            <comment>WhoAllOutputCode - Variable length</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="3d3c" name="OP_InspectRequest" updated="11/28/12">
            <comment>InspectRequestCode - 8 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="40ca" name="OP_GetGuildMOTD" updated="11/28/12">
            <comment>Request guildMOTD - 648 Bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="1861" name="OP_GuildMOTDResponse" updated="11/28/12">
            <comment>Response guildMOTD - 648 Bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="38e9" name="OP_TradeRequest" updated="11/28/12">
            <comment>You request trade session - 8 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="0ccc" name="OP_TradeDeny" updated="11/28/12">
            <comment>Target not ready to trade - 12 bytes</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="1439" name="OP_TradeRequestAck" updated="11/28/12">
            <comment>Trade request recipient is acknowledging they are able to trade - 8 bytes</comment>
            <payload dir="both" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="66f3" name="OP_CancelTrade" updated="11/28/12">
            <comment>Cancel a trade window - 8 bytes</comment>
            <payload dir="both" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="0dd6" name="OP_FinishTrade" updated="11/28/12">
            <comment>Trade is over - 12 bytes</comment>
            <payload dir="both" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="2320" name="OP_TradeCoins" updated="11/28/12">
            <comment>You put coins put in a trade window - 20 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="428e" name="OP_TradeCoins2" updated="11/28/12">
            <comment>Someone else puts coins put in your trade window - 12 bytes</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="4cf9" name="OP_TradeAcceptClick" updated="11/28/12">
            <comment>One side clicks Accept on the trade 8 bytes</comment>
            <payload dir="both" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="6f69" name="OP_ItemLinkClick" updated="11/28/12">
            <comment>Click on itemlinks - 52 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="6635" name="OP_LootRequest" updated="11/28/12">
            <comment>LootCorpseCode - 4 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="0233" name="OP_LootItem" updated="11/28/12">
            <comment>Loot item from corpse - 20 bytes</comment>
            <payload dir="both" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="11bc" name="OP_EndLootRequest" updated="11/28/12">
            <comment>DoneLootingCode - 4 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="3c94" name="OP_Track" updated="11/28/12">
            <comment>Tracking data - Variable length</comment>
            <payload dir="both" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="5401" name="OP_AutoAttack" updated="11/28/12">
            <comment>Attack on/off - 4 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="3fad" name="OP_AutoAttack2" updated="11/28/12">
            <comment>Attack on/off appears to be same as OP_AutoAttack - 4 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="7488" name="OP_ClickDoor" updated="11/28/12">
            <comment>DoorOpenCode click request from client - 16 bytes</comment>
            <payload dir="client" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="38ab" name="OP_MoveDoor" updated="11/28/12">
            <comment>DoorClickCode response from server - 2 bytes</comment>
            <payload dir="server" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="29fa" name="OP_MoveItem" updated="11/28/12">
            <comment>Client moving an item from one slot to another - 28 bytes</comment>
            <payload dir="both" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="5751" name="OP_Jump" updated="11/28/12">
            <comment>JumpCode - 0 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="339c" name="OP_TGB" updated="11/28/12">
            <comment>Client telling server to set targetgroupbuff - 4 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="1d6a" name="OP_Lockouts" updated="11/28/12">
            <comment>Client requesting lockouts - 0 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="4ee5" name="OP_RaidInvite" updated="11/28/12">
            <comment>Client side raid invite requests 140 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="3ab1" name="OP_RaidJoin" updated="01/16/13">
            <comment>Server side raid information - Variable length</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="24c5" name="OP_Feedback" updated="07/18/12">
            <comment>Client sending feedback to server - 1148 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="34f7" name="OP_GuildsList" updated="11/28/12">
            <comment>Listing of all guilds. Can be triggered by /lfg search?</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="284e" name="OP_LFGGetMatchesRequest" updated="11/28/12">
            <comment>LFG/LFP client request - 16 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="11c8" name="OP_LFGGetMatchesResponse" updated="11/28/12">
            <comment>LFG/LFP server response - Variable length</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="27a5" name="OP_MercenaryList" updated="01/16/13">
            <comment>Listing of hired mercenaries - 429 bytes
            <payload dir="server" typename="unknown" sizechecktype="none"/></comment>
        </opcode>
        <opcode id="6e0e" name="OP_ClickInventory" updated="11/28/12">
            <comment>Click items from inventory or armor - 16 bytes 5th byte is Slot ID</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="3459" name="OP_ClickInventoryAck" updated="11/28/12">
            <comment>Server acknowledges click from inventory or armor - 20 bytes</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="60e2" name="OP_BuffWindow" updated="11/28/12">
            <comment>Changes to buff window or song window - 100 bytes</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="40d5" name="OP_ClickBuffOff" updated="11/28/12">
            <comment>Client clicks off buff - 8 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="3bf6" name="OP_HouseAddress" updated="01/16/13">
            <comment>House and guildhall address information - Variable length</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="222f" name="OP_HouseContents" updated="01/16/13">
            <comment>Server sending house information and contents - variable length</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="54df" name="OP_FriendsList" updated="11/28/12">
            <comment>Server sending friends list contents - variable length (Sent when choosing "Welcome" from EQ button)</comment>
            <payload dir="both" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="5a4f" name="OP_FriendsOnline" updated="11/28/12">
            <comment>Friends currently online - variable length (Sent when choosing "Welcome" form EQ button)</comment>
            <payload dir="both" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="348e" name="OP_Rewards" updated="11/28/12">
            <comment>Server sending pending rewards - variable length</comment>
            <payload dir="both" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="168d" name="OP_FTPNags" updated="02/13/13">
            <comment>Free to play nags and other data - 1852 bytes</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="7b8a" name="OP_Find" updated="02/13/13">
            <comment>Find window data - 112 bytes</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="10cb" name="OP_ConsiderCorpse" updated="11/28/12">
            <comment>ConCorpseCode - 20 bytes</comment>
            <payload dir="client" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="0000" name="OP_TributeUpdate" updated="11/28/12">
            <comment>Tribute and trophy skills - Variable length</comment>
            <payload dir="both" typename="unknown" sizechecktype="none"/>
        </opcode>
    
            <!-- Below are used to help make sense of the logs when searching for opcodes
                 Using these marks unknown opcodes in logs for easier reading  -->
        <opcode id="05c3" name="OP_Unknown1" updated="01/16/13">
            <comment>3 byte opcode that spam logs seemingly only when you have someone targeted. Marked here to make reading logs easier</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="7d71" name="OP_Unknown2" updated="01/16/13">
            <comment>3 byte opcode that spam logs seemingly only when you have someone targeted. Marked here to make reading logs easier</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="68a5" name="OP_Unknown3" updated="01/16/13">
            <comment>3 byte opcode that spam logs seemingly only when you have someone targeted. Marked here to make reading logs easier</comment>
            <payload dir="server" typename="unknown" sizechecktype="none"/>
        </opcode>
    
            <!-- Below are unverified -->
        
        
        
        <opcode id="0000" name="OP_RequestZoneChange" updated="10/20/07">
            <comment>Send by server when a click causes zone. Also, origin</comment>
            <payload dir="server" typename="requestZoneChangeStruct" sizechecktype="match"/>
        </opcode>
        <opcode id="0000" name="OP_WelcomeScreenTitle" updated="05/16/11">
        <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_VeteranRewards" update="04/18/11">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_SendAATable" updated="08/12/09">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_SendAAStats" updated="08/12/09">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_AckPacket" updated="03/14/07">
            <comment>Appears to be generic ack at the presentation level</comment>
        </opcode>
        <opcode id="0000" name="OP_Weather" updated="03/14/07">
            <comment>old WeatherCode</comment>
        </opcode>
        <opcode id="0000" name="OP_ReqNewZone" updated="03/14/07">
            <comment>Client requesting NewZone_Struct</comment>
        </opcode>
        <opcode id="0000" name="OP_ReqClientSpawn" updated="03/14/07">
            <comment>Client requesting spawn data</comment>
        </opcode>
        <opcode id="0000" name="OP_SendExpZonein" updated="03/14/07">
            <comment>Both directions. Negotiating sending of exp info.</comment>
        </opcode>
        <opcode id="0000" name="OP_AAAction" updated="03/14/07">
            <comment>Used for changing percent, buying? and activating skills</comment>
        </opcode>
        <opcode id="0000" name="OP_SetServerFilter" updated="03/14/07">
            <comment>Client telling server /filter information</comment>
        </opcode>
        <opcode id="0000" name="OP_ClientReady" updated="03/14/07">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_GuildTributeStatus" updated="03/14/07">
            <comment>Guild tribute stats send on zone</comment>
        </opcode>
        <opcode id="0000" name="OP_GuildTributeInfo" updated="06/13/06">
            <comment>Guild tribute loadout, only if on</comment>
        </opcode>
        <opcode id="0000" name="OP_RespawnWindow" updated="03/14/07">
          <comment>Server telling client enough to populate the respawn window when you die</comment>
        </opcode>
        <opcode id="0000" name="OP_InitialMobHealth" updated="06/27/12">
            <comment>Initial health sent when a player clicks on the mob. Subsequent updated will be OP_MobHealth</comment>
        </opcode>
        <opcode id="0000" name="OP_MobHealth" updated="03/14/07">
            <comment>health sent when a player clicks on the mob</comment>
        </opcode>
        <opcode id="0000" name="OP_DeltaCheck" updated="03/14/07">
            <comment>Client sending server delta information.</comment>
        </opcode>
        <opcode id="0000" name="OP_LoadSpellSet" updated="02/13/07">
            <comment>/mem spellsetname</comment>
        </opcode>
        <opcode id="0000" name="OP_Dye" updated="10/27/05">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_Consume" updated="12/07/05">
            <comment>Client force feeding food/drink</comment>
            <payload dir="client" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="0000" name="OP_Begging" updated="10/27/05">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_LFGCommand" updated="10/27/05">
            <comment>old LFGReqCode</comment>
        </opcode>
        <opcode id="0000" name="OP_Bug" updated="10/27/05">
            <comment>/bug</comment>
        </opcode>
        <opcode id="0000" name="OP_Save" updated="04/19/06">
            <comment>Client asking server to save user state</comment>
        </opcode>
        <opcode id="0000" name="OP_Camp" updated="02/13/07">
            <comment>old cStartCampingCode</comment>
        </opcode>
        <opcode id="0000" name="OP_ShopPlayerSell" updated="10/27/05">
            <comment>old SellItemCode</comment>
        </opcode>
        <opcode id="0000" name="OP_PetCommands" updated="10/27/05">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_SaveOnZoneReq" updated="03/14/07">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_ShopEnd" updated="10/27/05">
            <comment>old CloseVendorCode</comment>
            <payload dir="both" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="0000" name="OP_SenseTraps" updated="10/27/05">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_SenseHeading" updated="10/27/05">
            <comment>old cSenseHeadingCode</comment>
        </opcode> 
        <opcode id="0000" name="OP_LootComplete" updated="12/07/05">
            <comment>old sDoneLootingCode</comment>
        </opcode>
        <opcode id="0000" name="OP_Split" updated="10/27/05">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_Surname" updated="10/27/05">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_ShopRequest" updated="10/27/05">
            <comment>old OpenVendorCode</comment>
            <payload dir="both" typename="unknown" sizechecktype="none"/>
        </opcode>
        <opcode id="0000" name="OP_FaceChange" updated="10/27/05">
            <comment>/face</comment>
        </opcode>
        <opcode id="0000" name="OP_Sneak" updated="06/29/05">
            <comment>Clicked sneak</comment>
        </opcode>
        <opcode id="0000" name="OP_Hide" updated="06/29/05">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_DisarmTraps" updated="05/11/05">
            <comment>Clicked disarm traps</comment>
        </opcode>
        <opcode id="0000" name="OP_Forage" updated="10/27/05">
            <comment>old ForageCode</comment>
        </opcode>
        <opcode id="0000" name="OP_BoardBoat" updated="10/27/05">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_LeaveBoat" updated="10/27/05">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_LFPGetMatchesRequest" updated="10/27/05">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_GMKill" updated="10/27/05">
            <comment>GM /kill - Insta kill mob/pc</comment>
        </opcode>
        <opcode id="0000" name="OP_GuildPublicNote" updated="10/27/05">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_YellForHelp" updated="10/27/05">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_ShopPlayerBuy" updated="05/11/05">
            <comment>old BuyItemCode</comment>
        </opcode>
        <opcode id="0000" name="OP_LFPCommand" updated="10/27/05">
            <comment>looking for players</comment>
        </opcode>
        <opcode id="0000" name="OP_ConfirmDelete" updated="10/27/05">
            <comment>Client sends this to server to confirm op_deletespawn</comment>
        </opcode>
        <opcode id="0000" name="OP_Report" updated="06/29/05">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_TargetCommand" updated="02/13/07">
            <comment>Target user</comment>
        </opcode>
        <opcode id="0000" name="OP_LFPGetMatchesResponse" updated="02/13/07">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_FindPersonRequest" updated="02/13/07">
            <comment>Control-F Find</comment>
        </opcode>
        <opcode id="0000" name="OP_FindResponse" updated="02/13/07">
            <comment>Response to control-F</comment>
        </opcode>
        <opcode id="0000" name="OP_GMLastName" updated="10/27/05">
            <comment>GM /lastname - Change user lastname</comment>
        </opcode>
        <opcode id="0000" name="OP_Mend" updated="10/27/05">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_MendHPUpdate" updated="05/11/05">
            <comment></comment>
        </opcode>
        <opcode id="0000" name="OP_TributeInfo" updated="02/13/07">
            <comment>Tribute information</comment>
        </opcode>
    
    <!-- OLD OPCODES. These haven't been mapped in a post 1/26/2005 world. If you
         can find any of these in the current stream, please update them and let
         us know!
    
        <opcode id="1900" name="OP_ZoneSpawns" updated="05/29/08">
            <comment>old ZoneSpawnsCode</comment>
            <payload dir="server" typename="spawnStruct" sizechecktype="none"/>
        </opcode>
        <opcode id="0020" name="OP_GMServers" updated="05/26/04">
            <comment>GM /servers - ?</comment>
        </opcode>
        <opcode id="790e" name="OP_GMKick" updated="01/26/05">
            <comment>GM /kick - Boot player</comment>
        </opcode>
        <opcode id="0068" name="OP_Petition" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="0074" name="OP_GMBecomeNPC" updated="05/26/04">
            <comment>GM /becomenpc - Become an NPC</comment>
        </opcode>
        <opcode id="0076" name="OP_PetitionCheckout" updated="05/26/04">
            <comment>Petition Checkout</comment>
        </opcode>
        <opcode id="007e" name="OP_PetitionCheckIn" updated="05/26/04">
            <comment>Petition Checkin</comment>
        </opcode>
        <opcode id="688f" name="OP_PetitionResolve" updated="05/11/05">
            <comment>Client Petition Resolve Request</comment>
        </opcode>
        <opcode id="0165" name="OP_DeletePetition" updated="01/26/05">
            <comment>Player /deletepetition</comment>
        </opcode>
        <opcode id="0082" name="OP_PetitionQue" updated="05/26/04">
            <comment>GM looking at petitions</comment>
        </opcode>
        <opcode id="0090" name="OP_PetitionUnCheckout" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="0097" name="OP_GMSearchCorpse" updated="05/26/04">
            <comment>GM /searchcorpse - Search all zones for named corpse</comment>
        </opcode>
        <opcode id="009a" name="OP_GuildPeace" updated="05/26/04">
            <comment>/guildpeace</comment>
        </opcode>
        <opcode id="00a4" name="OP_GuildWar" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="00a7" name="OP_GuildLeader" updated="05/26/04">
            <comment>/guildleader</comment>
        </opcode>
        <opcode id="00b6" name="OP_ApplyPoison" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="00da" name="OP_GMInquire" updated="05/26/04">
            <comment>GM /inquire - Search soulmark data</comment>
        </opcode>
        <opcode id="00dc" name="OP_GMSoulmark" updated="05/26/04">
            <comment>GM /praise /warn - Add soulmark comment to user file</comment>
        </opcode>
        <opcode id="00de" name="OP_GMHideMe" updated="05/26/04">
            <comment>GM /hideme - Remove self from spawn lists and make invis</comment>
        </opcode>
        <opcode id="00ef" name="OP_SafePoint" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="010b" name="OP_GMGoto" updated="05/26/04">
            <comment>GM /goto - Transport to another loc</comment>
        </opcode>
        <opcode id="012d" name="OP_BindWound" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="0132" name="OP_GuildRemove" updated="05/26/04">
            <comment>/guildremove</comment>
        </opcode>
        <opcode id="013b" name="OP_GMTraining" updated="05/26/04">
            <comment>old OpenGMCode</comment>
            <payload dir="both" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="013c" name="OP_GMEndTraining" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="0152" name="OP_MoveCash" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="0160" name="OP_Taunt" updated="05/26/04">
            <comment>old ConsumeCode</comment>
        </opcode>
        <opcode id="016c" name="OP_Stun" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="0175" name="OP_GMTrainSkill" updated="05/26/04">
            <comment>old SkillTrainCode</comment>
        </opcode>
        <opcode id="0178" name="OP_GMEndTrainingResponse" updated="05/26/04">
            <comment>old CloseGMCode</comment>
            <payload dir="both" typename="uint8_t" sizechecktype="none"/>
        </opcode>
        <opcode id="0183" name="OP_GMZoneRequest" updated="05/26/04">
            <comment>/zone</comment>
        </opcode>
        <opcode id="018f" name="OP_BecomePK" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="0197" name="OP_SetDataRate" updated="05/26/04">
            <comment>Client sending datarate.txt value</comment>
        </opcode>
        <opcode id="0198" name="OP_GMDelCorpse" updated="05/26/04">
            <comment>/delcorpse</comment>
        </opcode>
        <opcode id="0199" name="OP_Sacrifice" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="01af" name="OP_GMApproval" updated="05/26/04">
            <comment>GM /approval - Name approval duty?</comment>
        </opcode>
        <opcode id="01b2" name="OP_GMToggle" updated="05/26/04">
            <comment>GM /toggle - Toggle ability to receive tells from other PC's</comment>
        </opcode>
        <opcode id="01bc" name="OP_MoneyUpdate" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="01ba" name="OP_ReqZoneObjects" updated="05/26/04">
            <comment>Client requesting zone objects</comment>
        </opcode>
        <opcode id="01c4" name="OP_Translocate" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="01ea" name="OP_RespondAA" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="01ed" name="OP_IncreaseStats" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="01ef" name="OP_ViewPetition" updated="05/26/04">
            <comment>Player /viewpetition</comment>
        </opcode>
        <opcode id="01ff" name="OP_ExpansionSetting" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="0205" name="OP_GainMoney" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="0225" name="OP_GMZoneRequest2" updated="05/26/04">
            <comment>/zone 2</comment>
        </opcode>
        <opcode id="0245" name="?" implicitlen="6" updated="07/14/04">
            <comment>Unknown, but has implicit length</comment>
        </opcode>
        <opcode id="0261" name="OP_CrashDump" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="0263" name="OP_GuildDemote" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="0264" name="OP_ZoneUnavail" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="028b" name="OP_GMSummon" updated="05/26/04">
            <comment>GM /summon - Summon PC to self</comment>
        </opcode>
        <opcode id="0296" name="OP_ItemTextFile" updated="05/26/04">
            <comment>old BookTextCode</comment>
            <payload dir="server" typename="bookTextStruct" sizechecktype="none"/>
        </opcode>
        <opcode id="029e" name="OP_OpenObject" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="028e" name="OP_GMEmoteZone" updated="05/26/04">
            <comment>GM /emotezone - Send zonewide emote</comment>
        </opcode>
        <opcode id="0296" name="OP_ReadBook" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="02b4" name="OP_SummonCorpse" updated="05/26/04">
            <comment>/summoncorpse</comment>
        </opcode>
        <opcode id="02cc" name="OP_ShopItem" updated="05/26/04">
            <comment>Merchant Item data</comment>
        </opcode>
        <opcode id="02d0" name="OP_AdventureRequest" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="02d1" name="OP_AdventureMerchantResponse" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="02d2" name="OP_AdventureMerchantPurchase" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="02e2" name="OP_AdventurePointsUpdate" updated="05/26/04">
            <comment></comment>
        </opcode>
        <opcode id="02ef" name="OP_Adventure" updated="05/26/04">
            <comment>/adventure</comment>
        </opcode>
        <opcode id="1ee8" name="OP_CombatAbility" updated="02/15/05">
            <comment></comment>
        </opcode>
    -->
    </seqopcodes>
    2. everquest.h
    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                100
    #define MAX_SPELL_SLOTS                 16
    #define MAX_KNOWN_LANGS                 32
    #define MAX_SPELLBOOK_SLOTS             720
    #define MAX_GROUP_MEMBERS               6
    #define MAX_BUFFS                       42
    #define MAX_GUILDS                      8192
    #define MAX_AA                          300
    #define MAX_BANDOLIERS                  20
    #define MAX_POTIONS_IN_BELT             5
    #define MAX_TRIBUTES                    5
    #define MAX_DISCIPLINES                 200
    
    //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*/ uint8_t tag[10];  // "Everquest\0"
    /*0022*/
    };
    
    /**
     * 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;
    /*0019*/
    };
    
    /**
     * 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];
    /*0008*/
    };
    
    /* 
     * Used in charProfileStruct
     * Size: 4 Octets
     */
    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;
      };
    };
    
    /*
    * Used in charProfileStruct. Buffs
    * Length: 80 Octets
    */
    struct spellBuff
    {
    /*0000*/ uint8_t unknown0000;                    //
    /*0001*/ uint8_t unknown0001;                    //
    /*0002*/ uint8_t unknown0002;                    //
    /*0003*/ uint8_t unknown0003;                    //
    /*0004*/ uint8_t unknown0004;                    //
    /*0005*/ uint32_t playerId;                      // Global id of caster (for wear off)
    /*0009*/ uint8_t unknown0009[5];                 //
    /*0014*/ int32_t duration;                       // Time remaining in ticks
    /*0018*/ int8_t level;                           // Level of person who cast buff
    /*0019*/ int32_t spellid;                        // Spell
    /*0023*/ int32_t effect;                         // holds the dmg absorb amount on runes
    /*0027*/ uint8_t unknown0027[53];
    /*0080*/
    };
    
    
    /* 
     * Used in charProfileStruct
     * Size: 12 Octets
     */
    struct AA_Array
    {
    /*000*/ uint32_t AA;
    /*004*/ uint32_t value;
    /*008*/ uint32_t unknown008;
    /*012*/
    };
    
    /**
     * Used in charProfileStruct. 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*/
    };
    
    /**
     * Used in charProfileStruct. A tribute a player can have loaded.
     * Size: 8 Octets 
     */
    struct TributeStruct
    {
    /*000*/ uint32_t tribute;
    /*004*/ uint32_t rank;
    /*008*/
    };
    
    /**
     * Used in charProfileStruct. 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*/
    };
    
    /*
     * Used in charProfileStruct. Visible Equipment.
     * Size: 20 Octets
     */
    struct EquipStruct
    {
    /*00*/ uint32_t equip0;
    /*04*/ uint32_t equip1;
    /*08*/ uint32_t equip2;
    /*12*/ uint32_t itemId;
    /*16*/ uint32_t equip3;
    /*20*/
    };
    
    /*
    ** Type:   Zone Change Request (before hand)
    ** Length: 100 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*/ uint8_t  unknown0088[4];                // HoT Beta (9/7/2010)
    /*0092*/ uint8_t  unknown0092[8];                // RoF (12/12/2012)
    /*0100*/
    };
    
    /*
    ** 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
    /*0024*/
    };
    
    /*
    ** Client Zone Entry struct
    ** Length: 76 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[3];                // unknown
    /*0076*/
    };
    
    
    /*
    ** New Zone Code
    ** Length: 948 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*/ uint8_t unknown0932[8];                 // *** Placeholder (11/04/2009)
    /*0940*/ uint8_t unknown0940[4];                 // *** Placeholder (12/15/2009)
    /*0944*/ uint8_t unknown0944[4];                 // *** Placeholder (11/15/2011)
    /*0948*/
    };
    
    /*
    ** 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*/ uint16_t  gender;                           // Player Gender - 0 Male, 1 Female
    /*00008*/ uint32_t  race;                             // Player race
    /*00012*/ uint32_t  class_;                           // Player class
    /*00016*/ uint8_t   unknown00016[44];                 // ***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[13];             // Refresh time (millis)
    /*00220*/ uint8_t   haircolor;                        // Player hair color
    /*00221*/ uint8_t   beardcolor;                       // Player beard color
    /*00222*/ uint8_t   unknown00222[6];                  // *** Placeholder
    /*00228*/ uint8_t   eyecolor1;                        // Player left eye color
    /*00229*/ uint8_t   eyecolor2;                        // Player right eye color
    /*00230*/ uint8_t   hairstyle;                        // Player hair style
    /*00231*/ uint8_t   beard;                            // Player beard type
    /*00232*/ uint8_t   unknown00232[4];                  // *** Placeholder
    /*00236*/ union
             {
               struct
               {
                   /*00236*/ EquipStruct equip_helmet;         // Equipment: Helmet visual
                   /*00256*/ EquipStruct equip_chest;          // Equipment: Chest visual
                   /*00276*/ EquipStruct equip_arms;           // Equipment: Arms visual
                   /*00296*/ EquipStruct equip_bracers;        // Equipment: Wrist visual
                   /*00316*/ EquipStruct equip_hands;          // Equipment: Hands visual
                   /*00336*/ EquipStruct equip_legs;           // Equipment: Legs visual
                   /*00356*/ EquipStruct equip_feet;           // Equipment: Boots visual
                   /*00376*/ EquipStruct equip_primary;        // Equipment: Main visual
                   /*00396*/ EquipStruct equip_secondary;      // Equipment: Off visual
               } equip;
                /*00416*/ EquipStruct equipment[22];
             };
    /*00416*/ uint8_t   unknown00416[268];                // *** Placeholder
    /*00416*/ uint8_t   unknowntmp[30];                   // *** Placeholder
    /*00688*/ Color_Struct item_tint[9];                  // RR GG BB 00
    /*00724*/ AA_Array  aa_array[MAX_AA];                 // AAs
    /*04324*/ uint32_t  points;                           // Unspent Practice points
    /*04328*/ uint32_t  MANA;                             // Current MANA
    /*04332*/ uint32_t  curHp;                            // Current HP without +HP equipment
    /*04336*/ uint32_t  STR;                              // Strength
    /*04340*/ uint32_t  STA;                              // Stamina
    /*04344*/ uint32_t  CHA;                              // Charisma
    /*04348*/ uint32_t  DEX;                              // Dexterity
    /*04352*/ uint32_t  INT;                              // Intelligence
    /*04356*/ uint32_t  AGI;                              // Agility
    /*04360*/ uint32_t  WIS;                              // Wisdom
    /*04364*/ uint8_t   unknown04364[28];                 // *** Placeholder
    /*04392*/ uint32_t  face;                             // Player face
    /*04396*/ uint8_t   unknown04396[180];                // *** Placeholder
    /*04576*/ int32_t   sSpellBook[729];                  // List of the Spells in spellbook
    /*07492*/ int32_t   sMemSpells[MAX_SPELL_SLOTS];      // List of spells memorized
    /*07540*/ uint8_t   unknown07540[17];                 // *** Placeholder
    /*07585*/ uint32_t  platinum;                         // Platinum Pieces on player
    /*07564*/ uint32_t  gold;                             // Gold Pieces on player
    /*07568*/ uint32_t  silver;                           // Silver Pieces on player
    /*07572*/ uint32_t  copper;                           // Copper Pieces on player
    /*07576*/ uint32_t  platinum_cursor;                  // Platinum Pieces on cursor
    /*07580*/ uint32_t  gold_cursor;                      // Gold Pieces on cursor
    /*07584*/ uint32_t  silver_cursor;                    // Silver Pieces on cursor
    /*07588*/ uint32_t  copper_cursor;                    // Copper Pieces on cursor
    /*07592*/ uint32_t  skills[MAX_KNOWN_SKILLS];         // List of skills
    /*07992*/ uint32_t  innateSkills[26];                 // innateSkills
    /*08096*/ uint8_t   unknown08096[16];                 // *** Placeholder
    /*08112*/ uint32_t  toxicity;                         // Potion Toxicity (15=too toxic, each potion adds 3)
    /*08116*/ uint32_t  thirst;                           // Drink (ticks till next drink)
    /*08120*/ uint32_t  hunger;                           // Food (ticks till next eat)
    /*08124*/ uint8_t   unknown08124[20];                 // *** Placeholder
    /*08140*/ spellBuff buffs[MAX_BUFFS];                 // Buffs currently on the player
    /*11836*/ uint32_t  disciplines[MAX_DISCIPLINES];     // Known disciplines
    /*12236*/ uint8_t   unknown12236[400];                // *** Placeholder
    /*12636*/ uint32_t recastTimers[MAX_RECAST_TYPES];    // Timers (GMT of last use)
    /*12716*/ uint8_t   unknown12716[480];                // *** Placeholder
    /*13196*/ uint32_t  endurance;                        // Current endurance
    /*13200*/ uint32_t  aa_spent;                         // Number of spent AA points (including glyphs)
    /*13204*/ uint32_t  aa_assigned;                      // Number of points currently assigned to AAs
    /*13208*/ uint32_t   unknown13208[4];                 // *** Placeholder
    /*13224*/ uint32_t  aa_unspent;                       // Unspent AA points
    /*13228*/ uint8_t   unknown13228[4];                  // *** Placeholder
    /*13232*/ BandolierStruct bandoliers[MAX_BANDOLIERS]; // bandolier contents
    /*19632*/ InlineItem potionBelt[MAX_POTIONS_IN_BELT]; // potion belt
    /*19992*/ uint8_t   unknown19992[92];                 // *** Placeholder
    /*20084*/
     };
    
    /*
    ** Player Profile
    ** Length: Variable
    ** OpCode: OP_PlayerProfile
    */
    struct charProfileStruct
    {
    /*00000*/ uint32_t  checksum;                         //
    /*00004*/ playerProfileStruct profile;                // Profile
    /*20084*/ char      name[64];                         // Name of player
    /*20148*/ char      lastName[32];                     // Last name of player
    /*20180*/ uint8_t   unknown20180[4];                  // *** Placeholder
    /*20184*/ uint32_t  accountCreateDate;                // Date account was created
    /*20188*/ int32_t   guildID;                          // guildID
    /*20192*/ uint32_t  birthdayTime;                     // character birthday
    /*20196*/ uint32_t  lastSaveTime;                     // character last save time
    /*20200*/ uint32_t  timePlayedMin;                    // time character played
    /*20204*/ uint8_t   unknown20204[4];                  // *** Placeholder
    /*20208*/ uint8_t   pvp;                              // 1=pvp, 0=not pvp
    /*20209*/ uint8_t   anon;                             // 2=roleplay, 1=anon, 0=not anon
    /*20210*/ uint8_t   gm;                               // 0=no, 1=yes (guessing!)
    /*20211*/ int8_t    guildstatus;                      // 0=member, 1=officer, 2=guildleader
    /*20212*/ uint8_t   unknown20212[16];                 // *** Placeholder
    /*20228*/ uint32_t  exp;                              // Current Experience
    /*20232*/ uint8_t   unknown20232[12];                 // *** Placeholder
    /*20244*/ uint8_t   languages[MAX_KNOWN_LANGS];       // List of languages
    /*20270*/ uint8_t   unknown20272[6];                  // All 0x00 (language buffer?)
    /*20276*/ float     y;                                // Players y position
    /*20280*/ float     x;                                // Players x position
    /*20284*/ float     z;                                // Players z position
    /*20288*/ float     heading;                          // Players heading
    /*20292*/ uint32_t  standState;                       // 0x64 = stand
    /*20296*/ uint32_t  platinum_bank;                    // Platinum Pieces in Bank
    /*20300*/ uint32_t  gold_bank;                        // Gold Pieces in Bank
    /*20304*/ uint32_t  silver_bank;                      // Silver Pieces in Bank
    /*20308*/ uint32_t  copper_bank;                      // Copper Pieces in Bank
    /*20312*/ uint32_t  platinum_shared;                  // Shared platinum pieces
    /*20316*/ uint8_t   unknown20316[6220];               // *** Placeholder
    /*26536*/ uint32_t  expansions;                       // Bitmask for expansions
    /*26540*/ uint8_t   unknown22540[12];                 // *** Placeholder
    /*26552*/ uint32_t  autosplit;                        // 0 = off, 1 = on
    /*26556*/ uint8_t   unknown26556[16];                 // *** Placeholder
    /*26572*/ uint16_t  zoneId;                           // see zones.h
    /*26574*/ uint16_t  zoneInstance;                     // Instance id
    /*26576*/ uint8_t   unknown26576[992];                // *** Placeholder
    /*27568*/ uint32_t  leadAAActive;                     // 0 = leader AA off, 1 = leader AA on
    /*27572*/ uint8_t   unknown27572[4];                  // *** Placeholder
    /*27576*/ uint32_t  ldon_guk_points;                  // Earned GUK points
    /*27580*/ uint32_t  ldon_mir_points;                  // Earned MIR points
    /*27584*/ uint32_t  ldon_mmc_points;                  // Earned MMC points
    /*27588*/ uint32_t  ldon_ruj_points;                  // Earned RUJ points
    /*27592*/ uint32_t  ldon_tak_points;                  // Earned TAK points
    /*27596*/ uint32_t  ldon_avail_points;                // Available LDON points
    /*27600*/ uint8_t   unknown27600[144];                // *** Placeholder
    /*27744*/ uint32_t  tributeTime;                      // Time remaining on tribute (millisecs)
    /*27748*/ uint32_t  careerTribute;                    // Total favor points for this char
    /*27752*/ uint32_t  unknown23536;                     // *** Placeholder
    /*27756*/ uint32_t  currentTribute;                   // Current tribute points
    /*27760*/ uint32_t  unknown23544;                     // *** Placeholder
    /*27764*/ uint32_t  tributeActive;                    // 0 = off, 1=on
    /*27768*/ TributeStruct tributes[MAX_TRIBUTES];       // Current tribute loadout
    /*27808*/ uint8_t   unknown27808[100];                // *** Placeholder
    /*27908*/ float     expGroupLeadAA;                   // Current group lead exp points
    /*27912*/ float     expRaidLeadAA;                    // Current raid lead AA exp points
    /*27916*/ uint32_t  groupLeadAAUnspent;               // Unspent group lead AA points
    /*27920*/ uint32_t  unknown27920;                     // ***Placeholder
    /*27924*/ uint32_t  raidLeadAAUnspent;                // Unspent raid lead AA points
    /*27928*/ uint32_t  unknown27928;                     // ***Placeholder
    /*27932*/ uint32_t  leadershipAAs[MAX_LEAD_AA];       // Leader AA ranks
    /*28060*/ uint8_t   unknown28060[128];                // *** Placeholder
    /*28188*/ uint32_t  airRemaining;                     // Air supply (seconds)
    /*28192*/ uint8_t   unknown28192[4592];               // *** Placeholder
    /*32784*/ uint32_t  expAA;                            // Exp earned in current AA point
    /*32788*/ uint8_t   unknown32788[40];                 // *** Placeholder
    /*32828*/ uint32_t  currentRadCrystals;               // Current count of radiant crystals
    /*32832*/ uint32_t  careerRadCrystals;                // Total count of radiant crystals ever
    /*32836*/ uint32_t  currentEbonCrystals;              // Current count of ebon crystals
    /*32840*/ uint32_t  careerEbonCrystals;               // Total count of ebon crystals ever
    /*32844*/ uint8_t   groupAutoconsent;                 // 0=off, 1=on
    /*32845*/ uint8_t   raidAutoconsent;                  // 0=off, 1=on
    /*32846*/ uint8_t   guildAutoconsent;                 // 0=off, 1=on
    /*32847*/ uint8_t   unknown32487[5];                  // ***Placeholder (6/29/2005)
    /*32852*/ uint32_t  showhelm;                         // 0=no, 1=yes
    /*32856*/ uint8_t   unknown32856[1048];               // ***Placeholder (2/13/2007)
    /*33904*/
     };
    
    #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   gender:1;                // Gender (0=male, 1=female)
                 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   padding7:1;
                 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
               {
            	   unsigned pitch:12;
            	   signed   z:19;           // z coord
            	   unsigned padding01:1;
            	   signed   deltaX:13;      // change in x
            	   signed   y:19;           // y coord
            	   signed   deltaHeading:10;// change in heading
            	   unsigned heading:12;     // heading
            	   signed   animation:10;   // velocity
            	   signed   deltaZ:13;      // change in z
            	   signed   x:19;           // x coord
            	   signed   deltaY:13;      // change in y
            	   unsigned padding02:19;
               };
               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;     // Equipment: Helmet visual
                   /*0000*/ EquipStruct equip_chest;      // Equipment: Chest visual
                   /*0000*/ EquipStruct equip_arms;       // Equipment: Arms visual
                   /*0000*/ EquipStruct equip_bracers;    // Equipment: Wrist visual
                   /*0000*/ EquipStruct equip_hands;      // Equipment: Hands visual
                   /*0000*/ EquipStruct equip_legs;       // Equipment: Legs visual
                   /*0000*/ EquipStruct equip_feet;       // Equipment: Boots visual
                   /*0000*/ EquipStruct equip_primary;    // Equipment: Main visual
                   /*0000*/ EquipStruct equip_secondary;  // Equipment: Off visual
               } equip;
                /*0000*/ EquipStruct equipment[9];
             };
    /*0000*/ char title[32];
    /*0000*/ char suffix[32];
    /*0000*/ uint8_t isMercenary;
    };
    
    #if 0
    // Basic structure of how the packet looks on the wire, for reference.
    // March 16, 2012 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;                     // & 8 - has title, & 16 - has suffix, & 2 - auras, & 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 - value indicates how many properties are present
    /*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
    // If not a valid player race (skip these if a valid player race)
    /*0000*/ union
             {
               struct
               {
                   /*0000*/ EquipStruct equip_helmet;     // Equipment: Helmet visual (maybe)
                   /*0000*/ EquipStruct equip_primary;    // Equipment: Main visual
                   /*0000*/ EquipStruct equip_secondary;  // Equipment: Off visual
               } equip;
               /*0000*/ EquipStruct equipment[3];
             };
    // skip these bytes if not a valid player race - colors[9] and equipment[9]
    /*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;     // Equipment: Helmet visual
                   /*0000*/ EquipStruct equip_chest;      // Equipment: Chest visual
                   /*0000*/ EquipStruct equip_arms;       // Equipment: Arms visual
                   /*0000*/ EquipStruct equip_bracers;    // Equipment: Wrist visual
                   /*0000*/ EquipStruct equip_hands;      // Equipment: Hands visual
                   /*0000*/ EquipStruct equip_legs;       // Equipment: Legs visual
                   /*0000*/ EquipStruct equip_feet;       // Equipment: Boots visual
                   /*0000*/ EquipStruct equip_primary;    // Equipment: Main visual
                   /*0000*/ EquipStruct equip_secondary;  // Equipment: Off visual
               } equip;
               /*0000*/ EquipStruct equipment[9];
             };
    /*0000*/ char title[0];                          // only read if(otherData & 8)
    /*0000*/ char suffix[0];                         // only read if(otherData & 16)
    /*0000*/ char unknown20[8];
    /*0000*/ uint8_t isMercenary;
    /*0000*/ char unknown21[54];
    };
    #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 PCs, 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: 96 Octets
    ** Used in: 
    **    OP_SpawnDoor
    **
    */
    
    struct doorStruct
    {
    /*0000*/ char    name[32];                       // 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*/ uint32_t incline;                       // incline
    /*0052*/ uint32_t size;                          // size
    /*0056*/ uint8_t unknown0056[4];                 // ***Placeholder
    /*0060*/ uint8_t doorId;                         // door's id #
    /*0061*/ uint8_t opentype;                       // open type
    /*0062*/ uint8_t spawnstate;                     // spawn state
    /*0063*/ uint8_t invertstate;                    // invert state
    /*0064*/ uint32_t zonePoint;
    /*0068*/ uint8_t unknown068[28];                 // ***Placeholder
    /*0096*/
    }; 
    
    /*
    ** Drop Item On Ground
    ** Length: Variable
    ** OpCode: MakeDropCode
    */
    // Note: Unknowns and other members removed that we don't use since we
    //       now only fill this with data we need from the serialized packet
    struct makeDropStruct
    {
       uint32_t dropId;                              // DropID
       float    heading;                             // Heading
       float    z;                                   // Z Position
       float    x;                                   // X Position
       float    y;                                   // Y Position
       char     idFile[30];                          // ACTOR ID - The client reads 30 bytes from the packet
                                                     //          - 20100210 eqgame.exe in EQItemList::UnpackNetData
    };
    
    /*
    ** 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 
    ** Length: 72 Octets 
    ** 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*/ uint8_t unk1[2];		         // BSH 13 Apr 2011
    /*0004*/ int64_t  y:19, z:19, u3:7,x:19;
             unsigned heading:12;
             signed unused2:4;
    /*0014*/
    };
    
    /*
    ** Rename a spawn
    ** Length: 232 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
    /*200*/ uint8_t    unknown0084[32];              // ***Placeholder
    /*232*/
    };
    
    /*
    ** Illusion a spawn
    ** Length: 336 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    unknown0075;                 // ***Placeholder
    /*0076*/ uint32_t   unknown0076;                 // ***Placeholder
    /*0080*/ uint32_t   face;                        // New face
    /*0084*/ uint8_t    unknown0084[252];            // ***Placeholder
    /*0336*/
    };
    
    /**
     * 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: Variable
    ** OpCode: ChannelMessageCode
    
    This is how channelMessageStruct looks on the wire, for reference (8/12/09 eqgame.exe)
    
    char            sender[0];                       // Variable length senders name 
    char            target[0];                       // Variable length target characters name
    uint32_t        unknown;
    uint32_t        language;                        // Language
    uint32_t        chanNum;                         // Channel
    uint32_t        unknown;
    uint8_t         unknown;
    uint32_t        skillInLanguage;                 // senders skill in language
    char            message[0];                      // Variable length message
    uint8_t         unknown;
    uint32_t        unknown;
    uint32_t        unknown;
    char            unknown[0];                      // Variable legth unknown text
    uint8_t         unknown;
    uint32_t        unknown;
    
    */
    
    // This will get filled with data from the serialized packet
    struct channelMessageStruct
    {
    /*0000*/ char     sender[64];
    /*0064*/ char     target[64];
    /*0128*/ uint32_t language;
    /*0132*/ uint32_t chanNum;
    /*0144*/ uint32_t skillInLanguage;
    /*0148*/ char     message[2048];                 // Maximum message size according to eqgame.exe
    };
    
    /*
    ** 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;
    /*0018*/
    };
    
    /*
    ** 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 Information
    ** Length: 456 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 Information
    ** 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[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
    /*0004*/
    };
    
    /*
    ** 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
    /*0005*/
    };
    
    /*
    ** Remove Drop Item On Ground
    ** Length: 8 Octets
    ** OpCode: RemDropCode
    */
    
    struct remDropStruct
    {
    /*0000*/ uint16_t dropId;                        // ID assigned to drop
    /*0002*/ uint8_t  unknown0004[2];                // ***Placeholder
    /*0004*/ uint16_t spawnId;                       // ID of player picking item up
    /*0006*/ uint8_t  unknown0008[2];                // ***Placeholder
    /*0008*/
    };
    
    /*
    ** 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
    /*0036*/
    };
    
    /*
    ** 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: 39 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[16];
    /*0039*/
    };
    
    /*
    ** 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: 30 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[6];	         // ***Placeholder (11/24/07)
    /*0030*/
    };
    
    // 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[21];               // ***Placeholder
    /*0026*/ uint8_t  type;                          // Casts, Falls, Bashes, etc...
    /*0027*/ uint8_t  unknown0031[6];
    /*0033*/ int16_t  spell;                         // SpellID
    /*0035*/ uint8_t  unknown0035[2];                // ***Placeholder
    /*0037*/ uint8_t  unknown0037[2];                // ***Placeholder
    /*0039*/
    };
    
    // 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[21];               // ***Placeholder
    /*0026*/ uint8_t  type;                          // Casts, Falls, Bashes, etc...
    /*0027*/ uint8_t  unknown0031[6];
    /*0033*/ int16_t  spell;                         // SpellID
    /*0035*/ uint8_t  unknown0035[2];                // ***Placeholder
    /*0037*/ uint32_t unknown0037;
    /*0041*/ uint8_t  unknown0041[15];
    /*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: 44 Octets
    ** OpCode: StartCastCode
    */
    
    struct startCastStruct 
    {
    /*0000*/ int32_t  slot;                          // Spell slot
    /*0004*/ uint32_t spellId;                       // Spell ID
    /*0008*/ int32_t  inventorySlot;                 // ***Placeholder
    /*0012*/ uint8_t  unknown0012[8];                // ***Placeholder
    /*0020*/ uint32_t targetId;                      // The current selected target
    /*0024*/ uint8_t  unknown0024[4];                // ***Placeholder
    /*0028*/ uint8_t  unknown0028[16];	         // ***Placeholder (4/7/2009)
    /*0044*/
    };
    
    /*
    ** New Mana Amount
    ** Length: 20 Octets
    ** OpCode: manaDecrementCode
    */
    
    struct manaDecrementStruct
    {
    /*0000*/ int32_t newMana;                        // New Mana AMount
    /*0004*/ int32_t unknown;                        // Looks like endurance but not sure why that'd be reported here
    /*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: Variable length
    ** 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: 10 Octets
    ** OpCode: BeginCastCode
    */
    struct beginCastStruct
    {
    /*0000*/ uint16_t spellId;                       // Id of spell 
    /*0002*/ int16_t  param2;                        // Paramater 1
    /*0004*/ uint16_t spawnId;                       // Id of who is casting
    /*0006*/ int16_t  param1;                        // Paramater 2
    /*0008*/ int16_t  param3;                        // Paramater 3
    /*0010*/
    };
    
    /*
    ** 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: 12 Octets
    ** OpCode: SkillIncCode
    */
    
    struct skillIncStruct
    {
    /*0000*/ uint32_t skillId;                       // Id of skill
    /*0004*/ int32_t  value;                         // New value of skill
    /*0008*/ uint8_t  unknown0008[4];                // *** Placeholder
    /*0012*/
    };
    
    /*
    ** 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  unknown0007[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;
    /*0032*/
    };
    
    /*
    ** Player Spawn Update
    ** Length: 27 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[18];
    /*0027*/
    };
    
    /*
    ** NPC Hp Update
    ** Length: 10 Octets
    ** Opcode NpcHpUpdateCode
    */
    
    struct hpNpcUpdateStruct
    {
    /*0000*/ uint16_t spawnId;
    /*0002*/ int32_t curHP;
    /*0006*/ int32_t maxHP;
    /*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
    /*0008*/
    };
    
    /*
    ** 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: 24 Octets
    ** OpCode: PlayerPosCode
    */
    
    struct playerSpawnPosStruct
    {
    /*0000*/ uint16_t spawnId;
    /*0002*/ uint16_t spawnId2;
    /*0004*/ unsigned pitch:12;
             signed   z:19;           // z coord
             unsigned padding01:1;
    /*0008*/ signed   deltaX:13;      // change in x
             signed   y:19;           // y coord
    /*0012*/ signed   deltaHeading:10;// change in heading
             unsigned heading:12;     // heading
             signed   animation:10;   // velocity
    /*0016*/ signed   deltaZ:13;      // change in z
             signed   x:19;           // x coord
    /*0020*/ signed   deltaY:13;      // change in y
             unsigned padding02:19;
    /*0024*/
    };
    
    /*
    ** Self Position Update
    ** Length: 42 Octets
    ** OpCode: PlayerPosCode
    */
    
    struct playerSelfPosStruct
    {
    /*0000*/ uint16_t unknown0000;                   // ***Placeholder (update time counter?)
    /*0002*/ uint16_t spawnId;                       // Player's spawn id
    /*0004*/ uint16_t unknown0004;                   // ***Placeholder
    /*0006*/ unsigned pitch:12;                      // pitch (up/down heading)
             signed animation:10;                    // velocity
             unsigned padding1:10;                    // ***Placeholder
    /*0010*/ float x;                                // x coord (1st loc value)
    /*0014*/ float deltaX;                           // Change in y
    /*0018*/ float y;                                // y coord (2nd loc value)
    /*0022*/ float z;                                // z coord (3rd loc value)
    /*0026*/ float deltaY;                           // Change in x
    /*0030*/ unsigned heading:12;                    // Directional heading
             unsigned padding2:10;                   // ***Placeholder
             unsigned padding3:10;                   // ***Placeholder
    /*0034*/ float deltaZ;                           // Change in z
    /*0038*/ signed deltaHeading:10;                 // change in heading
             unsigned padding4:10;                   // ***Placeholder
             unsigned padding5:12;                   // ***Placeholder
    /*0042*/
    };
    
    
    /*
    ** 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*/
    };
    
    /*
    ** Spawn Appearance
    ** Length: 4 Octets
    ** OpCode: SetRunModeCode
    */
    
    struct cRunToggleStruct
    {
    /*0000*/ uint32_t status;                        //01=run  00=walk
    /*0004*/
    };
    
    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: 44 Octets
    ** 
    */
    
    struct buffStruct
    {
    /*0000*/ uint32_t spawnid;                       //spawn id
    /*0004*/ uint8_t  unknown0004[4]; 
    /*0008*/ float    unknown0008;
    /*0012*/ uint32_t spellid;                       // spellidbegin
    /*0016*/ uint32_t duration;                      // duration
    /*0024*/ uint8_t  unknown0024[8];
    /*0028*/ uint32_t playerId;                      // Player id who cast the buff
    /*0032*/ uint8_t  unknown0032[4]; 
    /*0036*/ uint32_t spellslot;                     // spellslot
    /*0040*/ uint32_t changetype;                    // 1=buff fading,2=buff duration
    /*0044*/ 
    };
    
    /*
    ** Guild Member Update structure 
    ** Length: 80 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*/ uint8_t uknown076[4];                    // 4 bytes added 11/28/12
    /*080*/
    };
    
    /*
    ** Bazaar trader on/off struct
    ** Length: 76 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*/ char     name[64];                       // trader name
    /*072*/ uint8_t uknown072[4];                    //
    /*076*/
    };
    
    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;
    };
    
    /*
    ** Item Bazaar Search Result
    ** Length: 160 Octets
    ** OpCode: BazaarSearch
    */
    struct bazaarSearchResponseStruct 
    {
    /*0000*/ uint32_t mark;                          // ***unknown***
    /*0004*/ uint32_t player_id;                     // trader ID
    /*0008*/ char     merchant_name[64];             // trader name
    /*0072*/ uint32_t count;                         // Count of items for sale
    /*0076*/ uint32_t item_id;                       // ID of item for sale
    /*0080*/ uint8_t uknown0080[8];                  // ***unknown***
    /*0088*/ char     item_name[64];                 // nul-padded name with appended "(count)"
    /*0152*/ uint32_t price;                         // price in copper
    /*0156*/ uint8_t uknown0156[4];                  // ***unknown***
    /*0160*/
    };
    
    /*
    ** 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: 68 Octets
    ** used in: worldGuildList
    */
    
    struct guildListStruct
    {
    /*0000*/ uint32_t guildId;
    /*0004*/ char     guildName[64];
    };
    
    /*
    ** Guild List (from world server)
    ** Length: Variable (serialized)
    */
    struct worldGuildListStruct
    {
    /*000*/ uint8_t   unknown000[64];
    /*064*/ uint32_t  numberOfGuilds; // ?
    /*068*/ guildListStruct guilds[MAX_GUILDS];      // MAX_GUILDS varies by server now
    };
    
    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
    3. player.h
    Code:
    /*
     * player.h
     *
     *  ShowEQ Distributed under GPL
     *  http://seq.sourceforge.net/
     */
    
    #ifndef EQPLAYER_H
    #define EQPLAYER_H
    
    #include <qobject.h>
    #include <qcolor.h>
    
    #include "everquest.h"
    #include "spawn.h"
    
    //----------------------------------------------------------------------
    // forward declarations
    class GuildMgr;
    class ZoneMgr;
    
    //----------------------------------------------------------------------
    // constants
    const int maxSpawnLevel = 255;
    
    enum ColorLevel
    {
      tGraySpawn = 0,
      tGreenSpawn = 1,
      tCyanSpawn = 2,
      tBlueSpawn = 3,
      tEvenSpawn = 4,
      tYellowSpawn = 5,
      tRedSpawn = 6,
      tUnknownSpawn = 7,
      tMaxColorLevels = 8
    };
    
    //----------------------------------------------------------------------
    // Player
    class Player : public QObject, public Spawn
    {
      Q_OBJECT 
    public:
      Player (QObject* parent,
    	  ZoneMgr* zoneMgr,
    	  GuildMgr* guildMgr,
    	  const char* name = "player");
      virtual ~Player();
    
     public slots:
       void clear();
       void reset();
       void setUseAutoDetectedSettings(bool enable);
       void setDefaultName(const QString&);
       void setDefaultLastname(const QString&);
       void setDefaultLevel(uint8_t);
       void setDefaultRace(uint16_t);
       void setDefaultClass(uint8_t);
       void setDefaultDeity(uint16_t);
    
       void player(const charProfileStruct* player); 
       void loadProfile(const playerProfileStruct& player);
       void increaseSkill(const uint8_t* skilli);
       void manaChange(const uint8_t* mana);
       void updateExp(const uint8_t* exp);
       void updateAltExp(const uint8_t* altexp);
       void updateLevel(const uint8_t* levelup);
       void updateNpcHP(const uint8_t* hpupdate);
       void updateSpawnInfo(const uint8_t* su);
       void updateStamina(const uint8_t* stam);
       void setLastKill(const QString& name, int level);
       void zoneChanged(void);
       void playerUpdateSelf(const uint8_t* pupdate, size_t, uint8_t);
       void consMessage(const uint8_t* con, size_t, uint8_t dir);
       void tradeSpellBookSlots(const uint8_t*, size_t, uint8_t);
    
       void setPlayerID(uint16_t playerID);
       void savePlayerState(void);
       void restorePlayerState(void);
       void setUseDefaults(bool bdefaults) { m_useDefaults = bdefaults; }
    
     public:
       virtual QString name() const;
       virtual QString lastName() const;
       virtual int level() const;
       virtual uint16_t deity() const;
       virtual uint16_t race() const;
       virtual uint8_t classVal() const;
    
       bool useAutoDetectedSettings() const { return m_useAutoDetectedSettings; }
       QString defaultName() const { return m_defaultName; }
       QString defaultLastName() const { return m_defaultLastName; }
       uint8_t defaultLevel() const { return m_defaultLevel; }
       uint16_t defaultDeity() const { return m_defaultDeity; }
       uint16_t defaultRace() const { return m_defaultRace; }
       uint8_t defaultClass() const { return m_defaultClass; }
       QString realName() const { return m_realName; }
       void setRealName(const QString& name) { m_realName = name; }
    
       virtual void killSpawn();
    
       // ZBTEMP: compatibility code
       uint16_t getPlayerID() const { return id(); }
       int16_t headingDegrees() const { return m_headingDegrees; }
       bool validPos() const { return m_validPos; }
    
       uint32_t getSkill(uint8_t skillId) { return m_playerSkills[skillId]; }
       uint8_t getLanguage(uint8_t langId) { return m_playerLanguages[langId]; }
       
       int getPlusHP() { return m_plusHP; }
       int getPlusMana() { return m_plusMana; }
    
       uint8_t getMaxSTR() { return m_maxSTR; }
       uint8_t getMaxSTA() { return m_maxSTA; }
       uint8_t getMaxCHA() { return m_maxCHA; }
       uint8_t getMaxDEX() { return m_maxDEX; }
       uint8_t getMaxINT() { return m_maxINT; }
       uint8_t getMaxAGI() { return m_maxAGI; }
       uint8_t getMaxWIS() { return m_maxWIS; }
       uint16_t getMaxMana() { return m_maxMana; }
       uint16_t getMana() { return m_mana; }
       uint32_t getSpellBookSlot(uint32_t slotid) { return m_spellBookSlots[slotid]; }
    
       uint32_t getCurrentExp() { return m_currentExp; }
       uint32_t getMaxExp() { return m_maxExp; }
       
       const QColor& conColorBase(ColorLevel level);
       void setConColorBase(ColorLevel level, const QColor& color);
       const QColor& pickConColor(int otherSpawnLevel) const;
    
    
       bool getStatValue(uint8_t stat,
    		     uint32_t& curValue, 
    		     uint32_t& maxValue);
    
     signals:
       void newPlayer(void);
       void buffLoad(const spellBuff*); 
       void newSpeed               (double speed);
       void statChanged            ( int statNum,
                                     int val,
                                     int max
                                   );
       void addSkill               ( int,
                                     int
                                   );
                                   
       void changeSkill            ( int,
                                     int
                                   );
       void deleteSkills();
       void addLanguage            ( int,
                                     int
                                   );
       void changeLanguage         ( int,
                                     int
                                   );
       void deleteLanguages();
    
       void setExp(uint32_t totalExp, uint32_t totalTick,
    	       uint32_t minExpLevel, uint32_t maxExpLevel, 
    	       uint32_t tickExpLevel);
    
       void newExp(uint32_t newExp, uint32_t totalExp, uint32_t totalTick,
    	       uint32_t minExpLevel, uint32_t maxExpLevel, 
    	       uint32_t tickExpLevel);
       void setAltExp(uint32_t totalExp,
    		  uint32_t maxExp, uint32_t tickExp, uint32_t aapoints);
       void newAltExp(uint32_t newExp, uint32_t totalExp, uint32_t totalTick, 
    		  uint32_t maxExp, uint32_t tickExp, uint32_t aapoints);
       void expAltChangedInt       (int, int, int);
       void expChangedInt          (int, int, int);
                                   
       void expGained              ( const QString &,
                                     int,
                                     long,
                                     QString
                                   );
                                   
       void manaChanged            ( uint32_t,
                                     uint32_t
                                   );
                                   
       void stamChanged            ( int, int, int, int);
      void hpChanged(int16_t, int16_t);
      void changedID(uint16_t playerID);
      void posChanged(int16_t x, int16_t y, int16_t z,
    		  int16_t deltaX, int16_t deltaY, int16_t deltaZ,
    		  int32_t heading);
      void changeItem(const Item* item, uint32_t changeType);
      void headingChanged(int32_t heading);
      void levelChanged(uint8_t level);
      void guildChanged();
    
     protected:
      void fillConTable();
      
     private:
      ZoneMgr* m_zoneMgr;
      GuildMgr* m_guildMgr;
    
      // The default values are set either by info showeq_params.
      // We keep a second copy in case the player levels while playing.
      QString m_defaultName;
      QString m_defaultLastName;
      QString m_realName;
      uint16_t m_mana;
      uint16_t m_defaultRace;
      uint16_t m_defaultDeity;
      uint8_t m_defaultClass;
      uint8_t m_defaultLevel;
      uint32_t m_playerSkills[MAX_KNOWN_SKILLS];
      uint8_t m_playerLanguages[MAX_KNOWN_LANGS];
      
      uint16_t m_plusMana;
      uint16_t m_plusHP;
      
      uint16_t m_maxMana;
      uint8_t m_maxSTR;
      uint8_t m_maxSTA;
      uint8_t m_maxCHA;
      uint8_t m_maxDEX;
      uint8_t m_maxINT;
      uint8_t m_maxAGI;
      uint8_t m_maxWIS;
      
      uint16_t m_food;
      uint16_t m_water;
      uint16_t m_fatigue;
      
      // ExperienceWindow needs this
      uint32_t m_currentAltExp;
      uint16_t m_currentAApts;
      uint32_t m_currentExp;
      uint32_t m_minExp;
      uint32_t m_maxExp;
      uint32_t m_tickExp;
      
      uint32_t m_spellBookSlots[MAX_SPELLBOOK_SLOTS];
      
      // con color bases
      QColor m_conColorBases[tMaxColorLevels];
      
      // con color table
      QColor m_conTable[maxSpawnLevel];
      
      // last spawn this player killed
      QString m_lastSpawnKilledName;
      int m_lastSpawnKilledLevel;
      
      // is the kill information fresh
      bool m_freshKill;
      
      // last spell cast on this player
      uint16_t m_lastSpellOnId;
      
      int16_t m_headingDegrees;
      // Wether or not we use defaults, determined by wether or not we could 
      // decode the zone loading data.  
      bool m_useDefaults;
      
      // Whether or not to use auto-detected character settings
      bool m_useAutoDetectedSettings;
      
      // which things are valid
      bool m_validStam;
      bool m_validMana;
      bool m_validHP;
      bool m_validExp;
      bool m_validAttributes;
      bool m_validPos;
    };
    
    inline
    const QColor& Player::pickConColor(int otherSpawnLevel) const
    {
      return m_conTable[otherSpawnLevel];
    }
    
    #endif	// EQPLAYER_H
    4. spawn.cpp:
    Code:
    /*
     * spawn.cpp
     *
     * ShowEQ Distributed under GPL
     * http://sourceforge.net/projects/seq/
     */
    
    /*
     * Adapted from spawnlist.h - Crazy Joe Divola ([email protected])
     * Date   - 7/31/2001
     */
    
    // Major rework of SpawnShell{} classes - Zaphod ([email protected])
    //   Based on stuff from CJD's SpawnShell{} and stuff from SpawnList and
    //   from Map.  Some optimization ideas adapted from SINS.
    
    #ifdef __FreeBSD__
    #include <sys/types.h>
    #endif
    
    #include <limits.h>
    #include <math.h>
    
    #include <qregexp.h>
    
    #include "spawnshell.h"
    #include "fixpt.h"
    #include "util.h"
    
    //----------------------------------------------------------------------
    // constants
    const char * Spawn_Corpse_Designator = "'s corpse";
    
    // fix point q format to use for spawn optimizations
    const int qFormat = 14;
    
    // used to calculate where the mob/player should be while animating
    // 1.3 was figured empiraccly.. feel free to change it..  It seems to 
    // be preety close though.
    const float animationCoefficient = 0.0013;
    
    // fixed point animation coefficient
    const int animationCoefficientFixPt = 
       fixPtToFixed<int, float>(animationCoefficient, qFormat);
    
    const EquipStruct SlotEmpty = { 0, 0, 0 };
    
    //----------------------------------------------------------------------
    // Handy utility functions
    // static 
    QString print_item (uint16_t item)
    {
      // sparse array of item names, some are NULL
      static const char*  itemnames[] = 
      {
    #include "weapons.h"
      };
    
      // sparse array of item names (in 0x01 range), some are NULL
      static const char*  itemnames1[] = 
      {
    #include "weapons1.h"
      };
    
      // sparse array of item names (in 0x27 range), some are NULL
      static const char*  itemnames27[] = 
      {
    #include "weapons27.h"
      };
    
      // sparse array of item names (in 0x28 range), some are NULL
      static const char*  itemnames28[] = 
      {
    #include "weapons28.h"
      };
    
      // sparse array of item names (in 0x29 range), some are NULL
      static const char*  itemnames29[] = 
      {
    #include "weapons29.h"
      };
    
      // sparse array of item names (in 0x2a range), some are NULL
      static const char*  itemnames2a[] = 
      {
    #include "weapons2a.h"
      };
    
      // sparse array of item names (in 0x2b range), some are NULL
      static const char*  itemnames2b[] = 
      {
    #include "weapons2b.h"
      };
    
      // sparse array of item names (in 0x2c range), some are NULL
      static const char*  itemnames2c[] = 
      {
    #include "weapons2c.h"
      };
    
      // sparse array of item names (in 0x2d range), some are NULL
      static const char*  itemnames2d[] =
      {
    #include "weapons2d.h"
      };
    
      // assume no material name found
      const char *itemStr = NULL;
    
      uint32_t itemLo = item & 0x00ff;
      uint32_t itemHi = (item & 0xff00) >> 8;
    
      if (itemHi == 0x00)
      {
        // retrieve pointer to item name
        if (itemLo < (sizeof(itemnames) / sizeof (char*)))
          itemStr = itemnames[itemLo];
      }
      else if (itemHi == 0x01)
      {
        // retrieve pointer to item name
        if (itemLo < (sizeof(itemnames1) / sizeof (char*)))
          itemStr = itemnames1[itemLo];
      }
      else if (itemHi == 0x27)
      {
        // retrieve pointer to item name
        if (itemLo < (sizeof(itemnames27) / sizeof (char*)))
          itemStr = itemnames27[itemLo];
      }
      else if (itemHi == 0x28)
      {
        // retrieve pointer to item name
        if (itemLo < (sizeof(itemnames28) / sizeof (char*)))
          itemStr = itemnames28[itemLo];
      }
      else if (itemHi == 0x29)
      {
        // retrieve pointer to item name
        if (itemLo < (sizeof(itemnames29) / sizeof (char*)))
          itemStr = itemnames29[itemLo];
      }
      else if (itemHi == 0x2a)
      {
        // retrieve pointer to item name
        if (itemLo < (sizeof(itemnames2a) / sizeof (char*)))
          itemStr = itemnames2a[itemLo];
      }
      else if (itemHi == 0x2b)
      {
        // retrieve pointer to item name
        if (itemLo < (sizeof(itemnames2b) / sizeof (char*)))
          itemStr = itemnames2b[itemLo];
      }
      else if (itemHi == 0x2c)
      {
        // retrieve pointer to item name
        if (itemLo < (sizeof(itemnames2c) / sizeof (char*)))
          itemStr = itemnames2c[itemLo];
      }
      else if (itemHi == 0x2d)
      {
        // retrieve pointer to item name
        if (itemLo < (sizeof(itemnames2d) / sizeof (char*)))
          itemStr = itemnames2d[itemLo];
      }
    
      // if race name exists, then return it, otherwise return a number string
      if (itemStr != NULL)
        return itemStr;
      else
      {
        QString item_str;
        item_str.sprintf("U%04x", item);
        return item_str;
      }
    }
    
    //----------------------------------------------------------------------
    // Item
    Item::Item(spawnItemType t, uint16_t id)
      : m_filterFlags(0),
        m_runtimeFilterFlags(0),
        m_ID(id),
        m_NPC(99), // random bogus value
        m_type(t)
    {
      m_spawnTime.start();
      m_lastUpdate.start();
      updateLastChanged();
    }
    
    Item::~Item()
    {
    }
    
    QString Item::name() const
    {
      return m_name;
    }
    
    QString Item::transformedName() const
    {
      return name();
    }
    
    uint16_t Item::race() const
    {
      return 0;
    }
    
    QString Item::raceString() const
    {
      return "Unknown";
    }
    
    uint8_t Item::classVal() const
    {
      return 0; 
    }
    
    QString Item::classString() const
    {
      return "Unknown";
    }
    
    QString Item::info() const
    {
      return "";
    }
    
    QString Item::filterString() const
    {
      QString buff;
      buff.sprintf("Name:%s:Race:%s:Class:%s:NPC:%d:X:%d:Y:%d:Z:%d",
    	       (const char*)transformedName().utf8(),
    	       (const char*)raceString(),
    	       (const char*)classString(),
    	       NPC(), x(), y(), z());
      return buff;
    }
    
    QString Item::dumpString() const
    {
      return QString("ID:") + QString::number(id()) + ":" + filterString();
    }
    
    void Item::setPos(int16_t x, int16_t y, int16_t z)
    {
      // set the item position
      setPoint(x, y, z);
    }
    
    void Item::setDistanceToPlayer(double dist)
    {
        m_fdist = dist;
        m_idist = (uint32_t)m_fdist;
    }
    
    void Item::setDistanceToPlayer(uint32_t dist)
    {
        m_idist = dist;
    }
    
    //----------------------------------------------------------------------
    // Spawn
    Spawn::Spawn()
      : Item(tSpawn, 0)
    {
      m_name = "fake";
      m_lastName = "";
      setNPC(SPAWN_NPC_UNKNOWN);
    
      Item::setPos(0, 0, 0);
      setDeltas(0, 0, 0);
      setHeading(0, 0);
      setAnimation(0);
      setPetOwnerID(0);
      setLight(0);
      setGender(0);
      setDeity(0);
      setRace(0);
      setClassVal(0);
      setHP(0);
      setMaxHP(0);
      setGuildID(0xffff);
      setGuildTag(NULL);
      setLevel(0);
      setTypeflag(0);
      setGM(0);
      for (int i = 0; i < tNumWearSlots; i++)
        setEquipment(i, SlotEmpty);
    
      // just clear the considred flag since data would be outdated
      setConsidered(false);
    
      // finally, note when this update occurred.
      updateLast();
    }
    
    Spawn::Spawn(const spawnStruct* s)
      : Item(tSpawn, s->spawnId)
    {
      // turn on auto delete for the track list
      m_spawnTrackList.setAutoDelete(true);
    
      // have update initialize everything
      update(s);
    }
    
    Spawn::Spawn(uint16_t id, 
    	     int16_t x, int16_t y, int16_t z,
    	     int16_t deltaX, int16_t deltaY, int16_t deltaZ,
    	     int8_t heading, int8_t deltaHeading,
    	     uint8_t animation) 
      : Item(tSpawn, id)
    {
      // apply the unknown mob values
      m_name = "unknown";
      m_lastName = "";
      setNPC(SPAWN_NPC_UNKNOWN);
    
      // set what is known
      setPos(x, y, z);
      setDeltas(deltaX, deltaY, deltaZ);
      setHeading(heading, deltaHeading);
      setAnimation(animation);
      
      // initialize what isn't to 0
      setPetOwnerID(0);
      setLight(0);
      setGender(0);
      setDeity(0);
      setRace(0);
      setClassVal(0);
      setHP(0);
      setMaxHP(0);
      setLevel(0);
      setGuildID(0xffff);
      setGuildTag(NULL);
      for (int i = 0; i < tNumWearSlots; i++)
        setEquipment(i, SlotEmpty);
      setTypeflag(0);
      setGM(0);
      setConsidered(false);
    
      // turn on auto delete for the track list
      m_spawnTrackList.setAutoDelete(true);
    
      // Finally, note when this update ocurred
      updateLast();
    }
    		  
    Spawn::Spawn(QDataStream& d, uint16_t id)
      : Item(tSpawn, id)
    {
      // restore Spawn info
      d.readRawBytes((char*)this, sizeof(EQPoint));
      d.readRawBytes((char*)&m_lastUpdate, 
    		 ((char*)this + sizeof(Item)) - (char*)&m_lastUpdate);
      d.readRawBytes((char*)&m_petOwnerID,
    		 ((char*)this + sizeof(Spawn)) - (char*)&m_petOwnerID);
      d >> m_name;
      d >> m_lastName;
    
      // calculate race/deity team info
      calcRaceTeam();
      calcDeityTeam();
      
      // don't trust old movement data (minimize walkoffs causing scaling)
      setDeltas(0, 0, 0);
      setHeading(0, 0);
    
      // even if it had been considered, mark it as not
      setConsidered(false);
    }
    
    Spawn::Spawn(Spawn* s, uint16_t id) : Item(tSpawn, id)
    {
        setName(s->name());
        setLastName(s->lastName());
        Item::setPoint(s->x(), s->y(), s->z());
        setPetOwnerID(s->petOwnerID());
        setLight(s->light());
        setGender(s->gender());
        setDeity(s->deity());
        setRace(s->race());
        setClassVal(s->classVal());
        setHP(s->HP());
        setMaxHP(s->maxHP());
        setGuildID(s->guildID());
        setLevel(s->level());
        for (int i = 0; i <= tLastCoreWearSlot; i++)
        setEquipment(i, s->equipment(i));
        setEquipment(tUnknown1, SlotEmpty);
        setTypeflag(s->typeflag());
        setGM(s->gm());
        setNPC(s->NPC());
        setAnimation(s->animation());
        setDeltas(s->deltaX(), s->deltaY(), s->deltaZ());
        setHeading(s->heading(), s->deltaHeading());
        setConsidered(s->considered());
    
        // the new copy will own the spawn track list
        m_spawnTrackList.setAutoDelete(false);
        m_spawnTrackList = s->m_spawnTrackList;
        s->m_spawnTrackList.setAutoDelete(false);
        m_spawnTrackList.setAutoDelete(true);
    }
    
    Spawn::~Spawn()
    {
      // clear out the spawn track list
      m_spawnTrackList.clear();
    }
    
    void Spawn::update(const spawnStruct* s)
    {
      setName(s->name);
      setLastName(s->lastName);
      setPos(s->x >> 3, s->y >> 3, s->z >> 3);
      setPetOwnerID(s->petOwnerId);
      setLight(s->light);
      setGender(s->gender);
      setDeity(s->deity);
      setRace(s->race);
      setClassVal(s->class_);
      setHP(s->curHp);
      setMaxHP(100); //the client sets this to 100
      setGuildID(s->guildID);
      setLevel(s->level);
      for (int i = 0; i <= tLastCoreWearSlot; i++)
        setEquipment(i, s->equipment[i]);
      setEquipment(tUnknown1, SlotEmpty);
    
      setTypeflag(s->bodytype);
      setGM(s->gm);
    
      // If it is a corpse with Unknown (NPC) religion.
      if ((s->NPC == SPAWN_PC_CORPSE) && (s->deity == DEITY_UNKNOWN))
        setNPC(SPAWN_NPC_CORPSE); // it's a dead monster
      else
        setNPC(s->NPC); // otherwise it is what it is
    
      setAnimation(s->animation);
    
      // only non corpses move
      if (!isCorpse())
      {
        setDeltas(s->deltaX >> 2, s->deltaY >> 2, s->deltaZ >> 2);
        setHeading(s->heading, s->deltaHeading);
      }
      else
      {
        setDeltas(0, 0, 0);
        setHeading(0, 0);
      }
    
    
      // just clear the considred flag since data would be outdated
      setConsidered(false);
      
      setNotUpdated(false);
    
      // finally, note when this update occurred.
      updateLast();
    }
    
    void Spawn::backfill(const spawnStruct* s)
    {
      int i;
    
      // set the characteristics that probably haven't changed.
      setGender(s->gender);
      setDeity(s->deity);
      setRace(s->race);
      setClassVal(s->class_);
    
      // don't know how we'd find out if this changed, but it may, currently 
      setTypeflag(s->bodytype);
      // no-check
      setPetOwnerID(s->petOwnerId);
    
      // preserve the NPC setting, have they died since the spawn info
      if ((m_NPC == SPAWN_PC_CORPSE) ||
          (m_NPC == SPAWN_NPC_CORPSE))
      {
        // No hit points for the dead, sorry.  You're not undead yet.
        setHP(0);
    
        // Set whether this is a player or monster corpse
        if ((s->NPC == SPAWN_PLAYER) || (s->NPC == SPAWN_SELF))
          setNPC(SPAWN_PC_CORPSE); // Player corpse
        else
          setNPC(SPAWN_NPC_CORPSE); // Monster corpse
        
        //If it is a corpse with Unknown (NPC) religion.
        if (s->NPC == SPAWN_PC_CORPSE && s->deity == DEITY_UNKNOWN)
          setNPC(SPAWN_NPC_CORPSE);  //It is a dead monster.
      }  // only change NPC value if it's unknown
      else if (m_NPC == SPAWN_NPC_UNKNOWN)
      {
        // If it is a corpse with Unknown (NPC) religion.
        if ((s->NPC == SPAWN_PC_CORPSE) && (s->deity == DEITY_UNKNOWN))
          setNPC(SPAWN_NPC_CORPSE); // it's a dead monster
        else
          setNPC(s->NPC); // otherwise it is what it is
      }
    
      setName(s->name);
      setLastName(s->lastName);
    
      // if it's dead,  append the corpse designator and make sure it's not moving
      if (isCorpse())
      {
        m_name += Spawn_Corpse_Designator;
        setDeltas(0, 0, 0);
        setHeading(0, 0);
      }
    
      // only change unknown equipment
      for (i = 0; i <= tLastCoreWearSlot; i++)
        if (equipment(i).itemId == SlotEmpty.itemId)
          setEquipment(i, s->equipment[i]);
    
      // only change unknown or no light
      if (light() == 0)
        setLight(s->light);
    
      // only set the level if it's higher (not perfect I know)
      if (m_level < s->level)
        setLevel(s->level);
    
      // set guildID
      if (s->NPC == SPAWN_PLAYER || s->NPC == SPAWN_SELF)
        setGuildID(s->guildID);
      else 
        setGuildID(0xffff);
    }
    
    void Spawn::killSpawn()
    {
      setDeltas(0, 0, 0);
      setHeading(0, 0);
      setHP(0);
      setMaxHP(0);
      if ((NPC() == SPAWN_PLAYER) || (NPC() == SPAWN_SELF) || (NPC() == SPAWN_PC_CORPSE))
        setNPC(SPAWN_PC_CORPSE);
      else
        setNPC(SPAWN_NPC_CORPSE);
    
       //setName(realName() + Spawn_Corpse_Designator);
    }
    
    void Spawn::setPos(int16_t x, int16_t y, int16_t z,
    		   bool walkpathrecord, size_t walkpathlength)
    {
      Item::setPos(x, y, z);
     
      if (walkpathrecord)
      {
        uint32_t count = m_spawnTrackList.count();
    
        // if this is the self spawn and this is the first spawn point, 
        // don't add it to the track list
        if ((m_NPC == SPAWN_SELF) && (count == 0) && 
    	(x == 0) && (y == 0) && (z == 0))
          return;
    
        // only insert if the change includes either an x or y change, not just z
        if ((count == 0) ||
    	((m_spawnTrackList.getLast()->x() != x) ||
    	 (m_spawnTrackList.getLast()->y() != y)))
        {
          // if the walk path length is limited, make sure not to exceed the limit
          if ((walkpathlength > 0) && 
    	  (count > 2) && (count > walkpathlength))
    	m_spawnTrackList.removeFirst();
    
          // append the new entry to the end of the list
          m_spawnTrackList.append(new SpawnTrackPoint(x, y, z));
        }
      }
    }
    
    void Spawn::setDeltas(int16_t deltaX, int16_t deltaY, int16_t deltaZ)
    {
      m_deltaX = deltaX; 
      m_deltaY = deltaY; 
      m_deltaZ = deltaZ; 
      m_cookedDeltaXFixPt = fixPtMulI(animationCoefficientFixPt, qFormat, 
    				  m_deltaX);
      m_cookedDeltaYFixPt = fixPtMulI(animationCoefficientFixPt, qFormat, 
    				  m_deltaY);
      m_cookedDeltaZFixPt = fixPtMulI(animationCoefficientFixPt, qFormat, 
    				  m_deltaZ);
    }
    
    QString Spawn::lightName() const
    {
      // a non-sparse array of lightnames
      static const char*  lightnames[] = 
      {
        "",    // 0  - No light 
        "CDL", // 1  - Candle 
        "TR",  // 2  - Torch 
        "TGS", // 3  - Tiny Glowing Skull 
        "SL",  // 4  - Small Lantern 
        "SoM", // 5  - Stein of Moggok 
        "LL",  // 6  - Large Lantern 
        "FL",  // 7  - Flameless lantern, Halo of Light 
        "GOS", // 8  - Globe of stars 
        "LG",  // 9  - Light Globe
        "LS",  // 10 - Lightstone, Burnt-out lightstone, wispstone 
        "GLS", // 11 - Greater lightstone 
        "FBE", // 12 - Fire Beatle Eye, Firefly Globe
        "CL",  // 13 - Coldlight 
      };
    
      // return light name from list if it's within range
      if (light() < (sizeof(lightnames) / sizeof (char*)))
        return lightnames[light()];
      else
        return QString::number(light());
    }
    
    QString Spawn::equipmentStr(uint8_t wearingSlot) const
    {
      if (wearingSlot <= tLastMaterial)
        return print_material(equipment(wearingSlot).itemId);
      else if (wearingSlot <= tLastWeapon)
        return print_item(equipment(wearingSlot).itemId);
      else if (wearingSlot < tNumWearSlots)
        return print_material(equipment(wearingSlot).itemId);
      else
        return "";
    }
    
    QString Spawn::genderName() const
    {
      if (m_gender == 0)
        return "Male";
      if (m_gender == 1)
        return "Female";
      return "Neuter";
    }
    
    QString Spawn::deityName() const
    {
      // make sure people don't add to list without modifying code to support
      static const char*  deitynames[(DEITY_VEESHAN - DEITY_BERT) + 1] = 
      {
    #include "deity.h"
      };
    
      // if it's an NPC, return quickly
      if (deity() == 0)
        return "NPC";
    
      // if agnostic return it
      if (deity() == DEITY_AGNOSTIC)
        return "Agnostic";
      
      // if it is a deity in the table, retrieve and return it
      if ((deity() >= DEITY_BERT) && (deity() <= DEITY_VEESHAN))
      {
        // subtract out lowest #'d deity in list to give 0 offset
        int deityIndex = deity() - DEITY_BERT;
        
        // return deity name
        return deitynames[deityIndex];
      }
    
      // all else failed, so return a number
      return QString::number(deity());
    }
    
    void Spawn::calcDeityTeam()
    {
      m_deityTeam = DTEAM_OTHER;
    
      switch(deity())
      {
        //Good
      case DEITY_EROL:
      case DEITY_MITH:
      case DEITY_RODCET:
      case DEITY_QUELLIOUS:
      case DEITY_TUNARE:
        m_deityTeam = DTEAM_GOOD;
        break;
        //Neutral
      case DEITY_BRELL:
      case DEITY_BRISTLE:
      case DEITY_KARANA:
      case DEITY_PREXUS:
      case DEITY_SOLUSEK:
      case DEITY_TRIBUNAL:
      case DEITY_VEESHAN:
        m_deityTeam = DTEAM_NEUTRAL;
        break;
        //Evil
      case DEITY_BERT:
      case DEITY_CAZIC:
      case DEITY_INNY:
      case DEITY_RALLOS:
        m_deityTeam = DTEAM_EVIL;
        break;
      }
    }
    
    void Spawn::calcRaceTeam()
    {
      m_raceTeam = RTEAM_OTHER;
    
      switch(race())
      {
      case 1: // Human
      case 2: // Barb
      case 3:  // Erudite
      case 130: // Vah Shir
        m_raceTeam = RTEAM_HUMAN;
        break;
        
      case 4: // Wood Elf
      case 5: // High Elf
      case 7: // Half Elf
        m_raceTeam = RTEAM_ELF;
        break;
        
      case 6:  // Dark Elf
      case 9:  // Troll
      case 10: // Ogre
      case 128: // Iksar
        m_raceTeam = RTEAM_DARK;
        break;
        
      case 8:  // Dwarf
      case 11:  // Halfling 
      case 12:  // Gnome 
        m_raceTeam = RTEAM_SHORT;
        break;
      }
    }
    
    QString Spawn::lastName() const
    {
      return m_lastName;
    }
    
    int Spawn::level() const
    { 
      return m_level; 
    }
    
    uint16_t Spawn::deity() const 
    { 
      return m_deity; 
    }
    
    QString Spawn::cleanedName() const
    {
      QString newName = name();
      newName.replace(QRegExp("[0-9]"), "");
      newName.replace(QRegExp("_"), " ");
      return newName;
    }
    
    QString Spawn::transformedName() const
    {
      QString         temp = cleanedName();
      QString         article;
      
      if (temp.startsWith( "a " ))
      {
        temp = temp.mid( 2 );
        article = "a";
      }
      else if (temp.startsWith( "an " ))
      {
        temp = temp.mid( 3 );
        article = "an";
      }
      else if (temp.startsWith( "the " ))
      {
        temp = temp.mid( 4 );
        article = "the";
      }
    
      if (!article.isEmpty())
      {
        temp += ", ";
        temp += article;
      }
    
      return temp;
    }
    
    uint16_t Spawn::race() const
    {
      return m_race;
    }
    
    QString Spawn::raceString() const
    {
      // sparse array of racenames, some are NULL
      static const char*  racenames[] = 
      {
    #include "races.h"
      };
    
      // assume no racename found
      const char *raceString = NULL;
    
      // retrieve pointer to race name
      if (race() < (sizeof(racenames) / sizeof (char*)))
        raceString = racenames[race()];
    
      // if race name exists, then return it, otherwise return a number string
      if (raceString != NULL)
        return raceString;
      else
        return QString::number(race());
    }
    
    uint8_t Spawn::classVal() const
    {
      return m_class;
    }
    
    QString Spawn::classString() const
    {
      return ::classString(classVal());
    }
    
    QString Spawn::info() const
    {
      // Head, Chest, Arms, Waist, Gloves, Legs, Feet, Primary, Secondary
      static const char* locs[]={"H","C","A","W","G","L","F","1","2", "B"};
      int i;
      QString temp = "";
      
      // Add the light source to the list if it has one
      if (light())
        temp += QString("Light:") + lightName() + " ";
    
      // Worn stuff
      for (i = tFirstMaterial; i <= tLastMaterial ; i++)
        if (equipment(i).itemId != SlotEmpty.itemId)
          temp += QString(locs[i]) + ":" + print_material(equipment(i).itemId) + " ";
     
     // Worn weapons
      for (i = tFirstWeapon; i <= tLastWeapon; i++)
        if (equipment(i).itemId != SlotEmpty.itemId)
          temp += QString(locs[i]) + ":" +  + print_item(equipment(i).itemId) + " ";
    
      // Worn stuff -- Current best quess is that this may be material?
      i = tUnknown1;
      if (equipment(i).itemId != SlotEmpty.itemId)
        temp += QString(locs[i]) + ":" + print_material(equipment(i).itemId) + " "; 
    
    #if 1 // print also as slot U1 (Unknown1) until we're positive
      if (equipment(i).itemId != SlotEmpty.itemId)
        temp += QString("U1:U") + QString::number(equipment(i).itemId, 16) + " ";
    #endif
    
      return temp;
    }
    
    QString Spawn::typeString() const
    {
      static const char*  typenames[] =
      {
    #include "typenames.h"
      };
    
      if ( (typeflag() < (sizeof(typenames) / sizeof (char*))) && (typenames[typeflag()] != NULL) )
        return typenames[typeflag()];
      else
        return QString::number(typeflag());
    }
    
    QString Spawn::filterString() const
    {
      QString name = transformedName();
    
      QString buff;
      buff.sprintf("Name:%s:Level:%d:Race:%s:Class:%s:NPC:%d:X:%d:Y:%d:Z:%d:"
    	       "Light:%s:Deity:%s:RTeam:%d:DTeam:%d:Type:%s:LastName:%s:Guild:%s:",
    	       (const char*)name.utf8(),
    	       level(),
    	       (const char*)raceString(),
    	       (const char*)classString(),
    	       ((NPC() == 10) ? 0 : NPC()), 
    	       x(), y(), z(),
    	       (const char*)lightName(),
    	       (const char*)deityName(),
    	       raceTeam(), 
    	       deityTeam(),
    	       (const char*)typeString(),
    	       (const char*)lastName().utf8(),
                   (const char*)guildTag().utf8());
    
      if (gm())
        buff += QString("GM:") + QString::number(gm()) + ":";
    
      return buff;
    }
    
    QString Spawn::dumpString() const
    {
      return QString("ID:") + QString::number(id()) 
        + ":Name:" + transformedName() 
        + ":LastName:" + lastName() 
        + ":Level:" + QString::number(level())
        + ":HP:" + QString::number(HP())
        + ":MaxHP:" + QString::number(maxHP())
        + ":Race:" + raceString()
        + ":Class:" + classString() 
        + ":NPC:" + QString::number(NPC())
        + ":X:" + QString::number(x()) 
        + ":Y:" + QString::number(y())
        + ":Z:" + QString::number(z()) 
        + ":Deity:" + deityName() 
        + ":RTeam:" + QString::number(raceTeam())
        + ":DTeam:" + QString::number(deityTeam())
        + ":Type:" + typeString()
        + ":Guild:" + guildTag()
        + ":FilterFlags:" + QString::number(filterFlags())
        + ":";
    }
    
    
    bool Spawn::approximatePosition(bool animating, 
    				const QTime& curTime,
    				EQPoint& newPos) const
    {
      // default is the current location of the spawn
      newPos.setPoint(*this);
    
      // if animating calculate the current predicted position
      if (animating)
      {
        // get the amount of time since last update
        int msec = m_lastUpdate.msecsTo(curTime); 
        
        if (msec < 0) // if passed midnight, adjust time accordingly
          msec += 86400 * 1000;
        
        // if it's been over 90 seconds, then don't adjust position
        if (msec < (90 * 1000))
        {
          newPos.addPoint(fixPtMulII(m_cookedDeltaXFixPt, qFormat, msec),
    		      fixPtMulII(m_cookedDeltaYFixPt, qFormat, msec),
    		      fixPtMulII(m_cookedDeltaZFixPt, qFormat, msec));
    
          return true;
        }
        else
          return false;
      }
    
      return true;
    }
    
    void Spawn::saveSpawn(QDataStream& d)
    {
      // dump spawn info
      // write out the raw spawn structure, skipping over the QStrings,
      // and SpawnTrackList (which can't be persisted in this fashion),
      // and the data we don't wan't copied over (heading/delta info).
      d.writeRawBytes((const char*)this, sizeof(EQPoint));
      d.writeRawBytes((const char*)&m_lastUpdate, 
    		  ((char*)this + sizeof(Item)) 
    		  - (char*)&m_lastUpdate);
      d.writeRawBytes((const char*)&m_petOwnerID,
    		  ((char*)this + sizeof(Spawn)) - (char*)&m_petOwnerID);
      d << m_name;
      d << m_lastName;
    }
    
    //----------------------------------------------------------------------
    // Door
    Door::Door(const doorStruct* d)
      : Item(tDoors, d->doorId)
    {
      m_NPC = SPAWN_DOOR;
    
      update(d);
    }
    
    Door::~Door()
    {
    }
    
    void Door::update(const doorStruct* d)
    {
      QString temp;
      setPos((int16_t)(d->x), 
    	 (int16_t)(d->y), 
    	 (int16_t)(d->z * 10.0));
      setHeading((int8_t)lrintf(d->heading));
      m_name.sprintf("Door: %s (%d) ", d->name, d->doorId);
      setZonePoint(d->zonePoint);
      updateLast();
    }
    
    QString Door::raceString() const
    {
      return "Door";
    }
    
    QString Door::classString() const
    {
      return "Thing";
    }
    
    //----------------------------------------------------------------------
    // Drop
    Drop::Drop(const makeDropStruct* d, const QString& name)
      : Item(tDrop, d->dropId)
    {
      m_NPC = SPAWN_DROP;
    
      update(d, name);
    }
    
    Drop::~Drop()
    {
    }
    
    void Drop::update(const makeDropStruct* d, const QString& name)
    {
      int itemId;
      QString buff;
    
      // set the position
      setPos((int16_t)d->x, 
    	 (int16_t)d->y, 
    	 (int16_t)d->z);
      setHeading((int8_t)lrintf(d->heading));
    
      // set the drop specific info
      //setItemNr(d->itemNr);
      setIdFile(d->idFile);
      
      // calculate the drop name
      if (name.isEmpty())
      {
        if (d->idFile[0] == 'I' && d->idFile[1] == 'T')
        {
          buff = (d->idFile + 2);
          buff = buff.section('_', 0, 0, QString::SectionCaseInsensitiveSeps);
        }
        else
          buff = d->idFile;
    
        
        itemId = buff.toInt();
        
        buff = "Drop: ";
        if (itemId > 0) 
          buff.append(print_item(itemId));
        else 
          buff.append(d->idFile);
      }
      else
        buff = QString("Drop: '") + name + "'";
      
      // set the name 
      setName(buff);
    
      updateLast();
    }
    
    QString Drop::raceString() const
    {
      return "Drop";
    }
    
    QString Drop::classString() const 
    {
      return "Thing";
    }
    5. spawnshell.cpp:
    Code:
    /*
     * spawnshell.cpp
     *
     * ShowEQ Distributed under GPL
     * http://seq.sourceforge.net/
     * 
     * Portions Copyright 2001-2003,2007 Zaphod ([email protected]). 
     * 
     */
    
    /*
     * Adapted from spawnlist.cpp - Crazy Joe Divola ([email protected])
     * Date   - 7/31/2001
     */
    
    #include "spawnshell.h"
    #include "filtermgr.h"
    #include "zonemgr.h"
    #include "player.h"
    #include "util.h"
    #include "guild.h"
    #include "packetcommon.h"
    #include "diagnosticmessages.h"
    #include "netstream.h"
    
    #include <qfile.h>
    #include <qdatastream.h>
    
    #ifdef __FreeBSD__
    #include <sys/types.h>
    #endif
    #include <limits.h>
    #include <math.h>
    
    //----------------------------------------------------------------------
    // useful macro definitions
    
    // define this to have the spawnshell print diagnostics
    //#define SPAWNSHELL_DIAG
    
    // define this to diagnose structures passed in to SpawnShell
    //#define SPAWNSHELL_DIAG_STRUCTS
    
    // define this to have the spawnshell validate names to help spot errors
    //#define SPAWNSHELL_NAME_VALIDATE
    
    //----------------------------------------------------------------------
    // constants
    static const char magicStr[5] = "spn4"; // magic is the size of uint32_t + a null
    static const uint32_t* magic = (uint32_t*)magicStr;
    static const char * Spawn_Corpse_Designator = "'s corpse";
    
    //----------------------------------------------------------------------
    // Handy utility function
    #ifdef SPAWNSHELL_NAME_VALIDATE
    static bool isValidName(const char* name, size_t len)
    {
      int i = 0;
    
      // loop over the string until the maximum length is reached
      while (i < len)
      {
        // if the terminating NULL has been found, we're done
        if ( name[i] == 0 )
          break;
    
        // if the current character is outside the normal range, fail the name
        if ( (name[i] < ' ') || (name[i] > '~') ) 
          return false;
    
        // keep going until done
        i++;
      }
    
      // if we finished with i being the buffer length, fail the name
      // because it's not NULL terminated
      if (i == len)
        return false;
    
      // it's a real name, return success
      return true;
    }
    #endif
    
    //----------------------------------------------------------------------
    // SpawnShell
    SpawnShell::SpawnShell(FilterMgr& filterMgr, 
    		       ZoneMgr* zoneMgr, 
    		       Player* player,
                           GuildMgr* guildMgr)
      : QObject(NULL, "spawnshell"),
        m_zoneMgr(zoneMgr),
        m_player(player),
        m_filterMgr(filterMgr),
        m_guildMgr(guildMgr),
        m_spawns(701),
        m_drops(211),
        m_doors(307),
        m_players(2)
    {
       m_cntDeadSpawnIDs = 0;
       m_posDeadSpawnIDs = 0;
       for (int i = 0; i < MAX_DEAD_SPAWNIDS; i++)
         m_deadSpawnID[i] = 0;
    
       // these should auto delete
       m_spawns.setAutoDelete(true);
       m_drops.setAutoDelete(true);
       m_doors.setAutoDelete(true);
    
       // we don't want this one to auto-delete
       m_players.setAutoDelete(false); 
    
       // bogus list
       m_players.insert(0, m_player);
    
       // connect the FilterMgr's signals to SpawnShells slots
       connect(&m_filterMgr, SIGNAL(filtersChanged()),
    	   this, SLOT(refilterSpawns()));
       connect(&m_filterMgr, SIGNAL(runtimeFiltersChanged(uint8_t)),
    	   this, SLOT(refilterSpawnsRuntime()));
    
       // connect SpawnShell slots to ZoneMgr signals
       connect(m_zoneMgr, SIGNAL(zoneBegin(const QString&)),
    	   this, SLOT(clear(void)));
       connect(m_zoneMgr, SIGNAL(zoneChanged(const QString&)),
    	   this, SLOT(clear(void)));
    
       // connect Player signals to SpawnShell signals
       connect(m_player, SIGNAL(changeItem(const Item*, uint32_t)),
    	   this, SIGNAL(changeItem(const Item*, uint32_t)));
    
       // connect Player signals to SpawnShell slots
       connect(m_player, SIGNAL(changedID(uint16_t)),
    	   this, SLOT(playerChangedID(uint16_t)));
    
       // restore the spawn list if necessary
       if (showeq_params->restoreSpawns)
         restoreSpawns();
    
       // create the timer
       m_timer = new QTimer(this);
    
       // connect the timer
       connect(m_timer, SIGNAL(timeout()),
    	   this, SLOT(saveSpawns(void)));
    
       // start the timer (changed to oneshot to help prevent a backlog on slower
       // machines)
       if (showeq_params->saveSpawns)
         m_timer->start(showeq_params->saveSpawnsFrequency, true);
    }
    
    void SpawnShell::clear(void)
    {
    #ifdef SPAWNSHELL_DIAG
       seqDebug("SpawnShell::clear()");
    #endif
    
       emit clearItems();
    
       m_spawns.clear();
       m_doors.clear();
       m_drops.clear();
    
       // clear the players list, reinsert the player
       m_players.clear();
       m_players.insert(0, m_player);
    
       // emit an changeItem for the player
       emit changeItem(m_player, tSpawnChangedALL);
    
       m_cntDeadSpawnIDs = 0;
       m_posDeadSpawnIDs = 0;
       for (int i = 0; i < MAX_DEAD_SPAWNIDS; i++)
         m_deadSpawnID[i] = 0;
    } // end clear
    
    const Item* SpawnShell::findID(spawnItemType type, int id)
    {
      const Item* item = NULL;
      
      if ((type == tSpawn) && (id == m_player->id()))
        return (const Item*)m_player;
    
      if (type != tPlayer)
        item = getMap(type).find(id);
    
      return item;
    }
    
    const Item* SpawnShell::findClosestItem(spawnItemType type, 
    					int16_t x, int16_t y,
    					double& minDistance)
    {
       ItemMap& theMap = getMap(type);
       ItemIterator it(theMap);
       double distance;
       Item* item;
       Item* closest = NULL;
    
       // find closest spawn
    
       // iterate over all the items in the map
       for (; it.current(); ++it)
       {
         // get the item
         item = it.current();
         
         // calculate the distance from the specified point
         distance = item->calcDist(x, y);
    
         // is this distance closer?
         if (distance < minDistance)
         {
           // yes, note it
           minDistance = distance;
           closest = item;
         }
       }
    
       // return the closest item.
       return closest;
    }
    
    Spawn* SpawnShell::findSpawnByName(const QString& name)
    {
      ItemIterator it(m_spawns);
      Spawn* spawn;
    
      for (; it.current(); ++it)
      {
        // the item and coerce it to the Spawn type
        spawn = (Spawn*)it.current();
    
        if (name == spawn->name())
          return spawn;
      }
    
      if (name == m_player->name())
        return m_player;
    
      return NULL;
    }
    
    void SpawnShell::deleteItem(spawnItemType type, int id)
    {
    #ifdef SPAWNSHELL_DIAG
       seqDebug("SpawnShell::deleteItem()");
    #endif
       ItemMap& theMap = getMap(type);
    
       Item* item = theMap.find(id);
    
       if (item != NULL)
       {
         emit delItem(item);
         theMap.remove(id);
    
         // send notifcation of new spawn count
         emit numSpawns(m_spawns.count());
       }
    }
    
    bool SpawnShell::updateFilterFlags(Item* item)
    {
      uint8_t level = 0;
    
      if (item->type() == tSpawn)
        level = ((Spawn*)item)->level();
    
      // get the filter flags
      uint32_t flags = m_filterMgr.filterMask(item->filterString(), level);
    
      // see if the new filter flags are different from the old ones
      if (flags != item->filterFlags())
      {
        // yes, set the new filter flags
        item->setFilterFlags(flags);
    
        // return true to indicate that the flags have changed
        return true;
      }
    
      // flags haven't changed
      return false;
    }
    
    bool SpawnShell::updateRuntimeFilterFlags(Item* item)
    {
      uint8_t level = 0;
    
      if (item->type() == tSpawn)
        level = ((Spawn*)item)->level();
    
      // get the filter flags
      uint32_t flags = m_filterMgr.runtimeFilterMask(item->filterString(), level);
    
      // see if the new filter flags are different from the old ones
      if (flags != item->runtimeFilterFlags())
      {
        // yes, set the new filter flags
        item->setRuntimeFilterFlags(flags);
    
        // return true to indicate that the flags have changed
        return true;
      }
    
      // flags haven't changed
      return false;
    }
    
    void SpawnShell::dumpSpawns(spawnItemType type, QTextStream& out)
    {
       ItemIterator it(getMap(type));
    
       for (; it.current(); ++it)
         out << it.current()->dumpString() << endl;
    }
    
    // same-name slots, connecting to Packet signals
    // this packet is variable in length.  everything is dwords except the "idFile" field
    // which can be variable
    void SpawnShell::newGroundItem(const uint8_t* data, size_t len, uint8_t dir)
    {
       if (m_zoneMgr->isZoning())
          return;
    
       if (dir != DIR_Server)
          return;
    
       if (!data)
          return;
    
       NetStream netStream(data, len);
       makeDropStruct ds;
       QString name;
       union { uint32_t n; float f; } x;
       memset(&ds, 0, sizeof(makeDropStruct));
    
       // read drop id
       ds.dropId = netStream.readUInt32NC();
    
       // read name
       name = netStream.readText();
       if(name.length())
       {
          strcpy(ds.idFile, name.latin1());
          name.setLength(0);
       }
    
       // read past zone id
       netStream.readUInt32NC();
    
       // read past zone instance
       netStream.readUInt32NC();
    
       // read past unknown dword field
       netStream.readUInt32NC();
    
       // read heading
       x.n = netStream.readUInt32NC();
       ds.heading = x.f;
    
       // read past unknown dword field
       netStream.readUInt32NC();
    
       // read past unknown dword field
       netStream.readUInt32NC();
    
       // read past unknown dword field
       netStream.readUInt32NC();
    
       // read y pos
       x.n = netStream.readUInt32NC();
       ds.y = x.f;
    
       // read x pos
       x.n = netStream.readUInt32NC();
       ds.x = x.f;
    
       // read z pos
       x.n = netStream.readUInt32NC();
       ds.z = x.f;
    
    #ifdef SPAWNSHELL_DIAG
       seqDebug("SpawnShell::newGroundItem(makeDropStruct *)");
    #endif
    
      Drop* item = (Drop*)m_drops.find(ds.dropId);
      if (item != NULL)
      {
        item->update(&ds, name);
        if (!showeq_params->fast_machine)
           item->setDistanceToPlayer(m_player->calcDist2DInt(*item));
        else
           item->setDistanceToPlayer(m_player->calcDist(*item));
        updateFilterFlags(item);
        item->updateLastChanged();
        emit changeItem(item, tSpawnChangedALL);
      }
      else
      {
        item = new Drop(&ds, name);
        if (!showeq_params->fast_machine)
           item->setDistanceToPlayer(m_player->calcDist2DInt(*item));
         else
           item->setDistanceToPlayer(m_player->calcDist(*item));
        updateFilterFlags(item);
        m_drops.insert(ds.dropId, item);
        emit addItem(item);
      }
    }
    
    void SpawnShell::removeGroundItem(const uint8_t* data, size_t, uint8_t dir)
    {
    #ifdef SPAWNSHELL_DIAG
      seqDebug("SpawnShell::removeGroundItem(remDropStruct *)");
    #endif
    
      // if zoning, then don't do anything
      if (m_zoneMgr->isZoning())
        return;
    
      if (dir != DIR_Server)
        return;
    
      const remDropStruct *d = (const remDropStruct *)data;
    
      if (d)
        deleteItem(tDrop, d->dropId);
    }
    
    void SpawnShell::newDoorSpawns(const uint8_t* data, size_t len, uint8_t dir)
    {
      int nDoors = len / sizeof(doorStruct);
      const doorStruct* doors = (const doorStruct*)data;
      for (int i = 0; i < nDoors; i++)
        newDoorSpawn(doors[i], sizeof(doorStruct), dir);
    }
    
    void SpawnShell::newDoorSpawn(const doorStruct& d, size_t len, uint8_t dir)
    {
    #ifdef SPAWNSHELL_DIAG
       seqDebug("SpawnShell::newDoorSpawn(doorStruct*)");
    #endif
       Item* item = m_doors.find(d.doorId);
       if (item != NULL)
       {
         Door* door = (Door*)item;
         door->update(&d);
         if (!showeq_params->fast_machine)
            item->setDistanceToPlayer(m_player->calcDist2DInt(*item));
         else
            item->setDistanceToPlayer(m_player->calcDist(*item));
         updateFilterFlags(door);
         item->updateLastChanged();
         emit changeItem(door, tSpawnChangedALL);
       }
       else
       {
         item = (Item*)new Door(&d);
         if (!showeq_params->fast_machine)
            item->setDistanceToPlayer(m_player->calcDist2DInt(*item));
         else
            item->setDistanceToPlayer(m_player->calcDist(*item));
         updateFilterFlags(item);
         m_doors.insert(d.doorId, item);
         emit addItem(item);
       }
    }
    
    void SpawnShell::zoneSpawns(const uint8_t* data, size_t len)
    {
      int spawndatasize = len / sizeof(spawnStruct);
    
      const spawnStruct* zspawns = (const spawnStruct*)data;
    
      for (int i = 0; i < spawndatasize; i++)
      {
    #if 0
      // Dump position updates for debugging spawn struct position changes
      for (int j=54; j<70; i++)
      {
          printf("%.2x", zspawns[i][j]);
    
          if ((j+1) % 8 == 0)
          {
              printf("    ");
          }
          else
          {
              printf(" ");
          }
      }
      printf("\n");
    #endif
    
    #if 0
        // Debug positioning without having to recompile everything...
    #pragma pack(1)
    struct pos
    {
    /*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:13;   // animation
    /*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*/
    };
    #pragma pack(0)
        struct pos *p = (struct pos *)(data + i*sizeof(spawnStruct) + 151);
        printf("[%.2x](%f, %f, %f), dx %f dy %f dz %f head %f dhead %f anim %d (%x, %x, %x, %x)\n",
                zspawns[i].spawnId, 
                float(p->x)/8.0, float(p->y/8.0), float(p->z)/8.0, 
                float(p->deltaX)/4.0, float(p->deltaY)/4.0, 
                float(p->deltaZ)/4.0, 
                float(p->heading), float(p->deltaHeading),
                p->animation, p->padding0000, 
                p->padding0005, p->padding0006, p->padding0014);
    #endif
        newSpawn(zspawns[i]);
      }
    }
    
    int32_t SpawnShell::fillSpawnStruct(spawnStruct *spawn, const uint8_t *data, size_t len, bool checkLen)
    {
       /*
       This reads data from the variable-length spawn struct
       */
    
    	// uncomment for debug info
    //#define FILLSPAWNSTRUCT_DIAG
    
       NetStream netStream(data, len);
       int32_t retVal;
       uint32_t race, nTmp;
       uint8_t i;
    
       QString name = netStream.readText();
    
       if(name.length())
          strcpy(spawn->name, name.latin1());
    
    #ifdef FILLSPAWNSTRUCT_DIAG
       seqDebug("SpawnShell::fillSpawnStruct ---- %s", name.latin1());
    #endif
    
       spawn->spawnId = netStream.readUInt32NC();
    
       spawn->level = netStream.readUInt8();
       // skip the next 4 bytes
       netStream.skipBytes(4);
    
       spawn->NPC = netStream.readUInt8();
       spawn->miscData = netStream.readUInt32NC();
    
       spawn->otherData = netStream.readUInt8();
    
       // skip unknown3, unknown4
       netStream.skipBytes(8);
    
       /* & 1 is no longer chest/untargetable.  It is now /buyer flag as of 01/16/13.
       if(spawn->otherData & 1)
       {
          // it's a chest or untargetable
    
          do
             i = netStream.readUInt8();
          while(i);
    
          do
             i = netStream.readUInt8();
          while(i);
    
          do
             i = netStream.readUInt8();
          while(i);
    
          // skip next 3 longs
          netStream.skipBytes(12);
    
          // next it loops through 9 longs, but we can just skip them
          netStream.skipBytes(36);
    
          // skip 1 byte
          netStream.skipBytes(1);
    
          // skip the last long
          netStream.skipBytes(4);
       }
       */
    
       if(spawn->otherData & 4)	    // aura stuff
       {
           netStream.readText();	// skip 2 variable len strings
           netStream.readText();
           netStream.skipBytes(54);	// and 54 static bytes
       }
    
       spawn->charProperties = netStream.readUInt8();
    #ifdef FILLSPAWNSTRUCT_DIAG
    		   seqDebug("charProperties = %X", spawn->charProperties);
    #endif
    
       i = spawn->charProperties;
       if(i == 0)
       {
          spawn->bodytype = 0;
       }
       else
       {
          do
          {
               nTmp =  netStream.readUInt32NC();
    
               if(i == spawn->charProperties)
               {
                       spawn->bodytype = nTmp;
    #ifdef FILLSPAWNSTRUCT_DIAG
                       seqDebug("bodytype = %d", spawn->bodytype);
    #endif
               }
          }
          while(--i);
       }
    
       spawn->curHp = netStream.readUInt8();
    #ifdef FILLSPAWNSTRUCT_DIAG
       seqDebug("curHP=%d", spawn->curHp);
    #endif
    
       // skip facestyle, walk/run speeds, unknown5
       netStream.skipBytes(35);
    
       spawn->race = netStream.readUInt32NC();
       spawn->holding = netStream.readUInt8();
       spawn->deity = netStream.readUInt32NC();
       spawn->guildID = netStream.readUInt32NC();
       spawn->guildstatus = netStream.readUInt32NC();
       spawn->class_ = netStream.readUInt8();
    
    #ifdef FILLSPAWNSTRUCT_DIAG
       seqDebug("race=%08X holding=%02X deity=%08X guildID=%08X guildstatus=%08X class_=%02X ",
    		   spawn->race, spawn->holding, spawn->deity, spawn->guildID, spawn->guildstatus, spawn->class_);
    #endif
    
       netStream.skipBytes(1);
    
       spawn->state = netStream.readUInt8();
       spawn->light = netStream.readUInt8();
    
       netStream.skipBytes(1);
    
       name = netStream.readText();
    
       if(name.length() > 0 && name.length() < sizeof(spawn->lastName))
       {
          strcpy(spawn->lastName, name.latin1());
       }
    
       netStream.skipBytes(6);
    
       spawn->petOwnerId = netStream.readUInt32NC();
    
       netStream.skipBytes(25);
       race = spawn->race;
    
       // this is how the client checks if equipment should be read.
       if(spawn->NPC == 0 || race <= 12 || race == 128 || race == 130 || race == 330 || race == 522)
       {
          // skip color
          netStream.skipBytes(36);
          for(i = 0; i < 9; i++)
          {
             spawn->equipment[i].equip3 = netStream.readUInt32NC();
             spawn->equipment[i].itemId = netStream.readUInt32NC();
             spawn->equipment[i].equip2 = netStream.readUInt32NC();
             spawn->equipment[i].equip1 = netStream.readUInt32NC();
             spawn->equipment[i].equip0 = netStream.readUInt32NC();
          }
       } else {
          netStream.skipBytes(28);
          spawn->equipment[7].itemId = netStream.readUInt32NC();
          spawn->equipment[7].equip2 = netStream.readUInt32NC();
          spawn->equipment[7].equip1 = netStream.readUInt32NC();
          spawn->equipment[7].equip0 = netStream.readUInt32NC();
          // secondary
          spawn->equipment[8].itemId = netStream.readUInt32NC();
          spawn->equipment[8].equip2 = netStream.readUInt32NC();
          spawn->equipment[8].equip1 = netStream.readUInt32NC();
          spawn->equipment[8].equip0 = netStream.readUInt32NC();
       }
    
       spawn->posData[0] = netStream.readUInt32NC();
       spawn->posData[1] = netStream.readUInt32NC();
       spawn->posData[2] = netStream.readUInt32NC();
       spawn->posData[3] = netStream.readUInt32NC();
       spawn->posData[4] = netStream.readUInt32NC();
       
       if(spawn->otherData & 16)
       {
          name = netStream.readText();
          strcpy(spawn->title, name.latin1());
       }
    
       if(spawn->otherData & 32)
       {
          name = netStream.readText();
          strcpy(spawn->suffix, name.latin1());
       }
    
       // unknowns
       netStream.skipBytes(8);
    
       spawn->isMercenary = netStream.readUInt8();
    
       // unknowns
       netStream.skipBytes(54);
    
       // now we're at the end
    
       retVal = netStream.pos() - netStream.data();
    
       if(checkLen && (int32_t)len != retVal)
       {
          seqDebug("SpawnShell::fillSpawnStruct - expected length: %d, read: %d for spawn '%s'", len, retVal, spawn->name);
       }
    
       return retVal;
    }
    
    void SpawnShell::zoneEntry(const uint8_t* data, size_t len)
    {
      // Zone Entry. Sent when players are added to the zone.
    
      spawnStruct *spawn = new spawnStruct;
    
      memset(spawn,0,sizeof(spawnStruct));
    
      fillSpawnStruct(spawn,data,len,true);
    
     #ifdef SPAWNSHELL_DIAG
      seqDebug("SpawnShell::zoneEntry(spawnStruct *(name='%s'))", spawn->name);
     #endif
    
      Item *item;
    
      if(!strcmp(spawn->name,m_player->realName()))
      {
        // Multiple zoneEntry packets are received for your spawn after you zone
        m_player->update(spawn);
        emit changeItem(m_player, tSpawnChangedALL);
      }
      else
      {
        if((item=m_spawns.find(spawn->spawnId)))
        {
            // Update existing spawn
          Spawn *s=(Spawn*)item;
          s->update(spawn);
        }
        else
        {
            // Create a new spawn
          newSpawn(*spawn);
        }
      }
    }
    
    void SpawnShell::newSpawn(const uint8_t* data)
    {
      // if zoning, then don't do anything
      if (m_zoneMgr->isZoning())
        return;
    
      const spawnStruct* spawn = (const spawnStruct*)data;
    
      newSpawn(*spawn);
    }
    
    void SpawnShell::newSpawn(const spawnStruct& s)
    {
    #ifdef SPAWNSHELL_DIAG
       seqDebug("SpawnShell::newSpawn(spawnStruct *(name='%s'))", s.name);
    #endif
       // if this is the SPAWN_SELF it's the player
       if (s.NPC == SPAWN_SELF)
         return;
    
       // not the player, so check if it's a recently deleted spawn
       for (int i =0; i < m_cntDeadSpawnIDs; i++)
       {
         if ((m_deadSpawnID[i] != 0) && (m_deadSpawnID[i] == s.spawnId))
         {
           // found a match, remove it from the deleted spawn list
           m_deadSpawnID[i] = 0;
    
           /* Commented this out because it wasn't adding shrouded spawns.
              Shrouded spawns get deleted from the zone first then added
              as a new spawn.  leaving this here in case another work-around
              needs to be found. (ieatacid - 6-8-2008)
    
           // let the user know what's going on
           seqInfo("%s(%d) has already been removed from the zone before we processed it.", 
    	      s.name, s.spawnId);
    
           // and stop the attempt to add the spawn.
           return;
           */
         }
       }
    
       Item* item = m_spawns.find(s.spawnId);
       if (item != NULL)
       {
         Spawn* spawn = (Spawn*)item;
         spawn->update(&s);
         updateFilterFlags(spawn);
         updateRuntimeFilterFlags(spawn);
         item->updateLastChanged();
    
         if (spawn->guildID() < MAX_GUILDS)
            spawn->setGuildTag(m_guildMgr->guildIdToName(spawn->guildID()));
         else
            spawn->setGuildTag("");
         if (!showeq_params->fast_machine)
            item->setDistanceToPlayer(m_player->calcDist2DInt(*item));
         else
            item->setDistanceToPlayer(m_player->calcDist(*item));
    
         emit changeItem(item, tSpawnChangedALL);
       }
       else
       {
         item = new Spawn(&s);
         Spawn* spawn = (Spawn*)item;
         updateFilterFlags(spawn);
         updateRuntimeFilterFlags(spawn);
         m_spawns.insert(s.spawnId, item);
    
         if (spawn->guildID() < MAX_GUILDS)
            spawn->setGuildTag(m_guildMgr->guildIdToName(spawn->guildID()));
         else
            spawn->setGuildTag("");
         if (!showeq_params->fast_machine)
            item->setDistanceToPlayer(m_player->calcDist2DInt(*item));
         else
            item->setDistanceToPlayer(m_player->calcDist(*item));
    
         emit addItem(item);
    
         // send notification of new spawn count
         emit numSpawns(m_spawns.count());
       }
    }
    
    void SpawnShell::playerUpdate(const uint8_t* data, size_t len, uint8_t dir)
    {
      // if zoning, then don't do anything
      if (m_zoneMgr->isZoning())
        return;
    
    #if 0 
      // Dump position updates for debugging client update changes
      for (int i=0; i<len; i++)
      {
          printf("%.2x", data[i]);
    
          if ((i+1) % 8 == 0)
          {
              printf("    ");
          }
          else
          {
              printf(" ");
          }
      }
      printf("\n");
    #endif
    
      const playerSpawnPosStruct *pupdate = (const playerSpawnPosStruct *)data;
    
      if (dir != DIR_Client)
      {
        int16_t y = pupdate->y >> 3;
        int16_t x = pupdate->x >> 3;
        int16_t z = pupdate->z >> 3;
        
        int16_t dy = pupdate->deltaY >> 2;
        int16_t dx = pupdate->deltaX >> 2;
        int16_t dz = pupdate->deltaZ >> 2;
        
    #if 0
        // Debug positioning without having to recompile everything...
    #pragma pack(1)
        struct pos
    {
    /*0000*/ uint16_t spawnId;
    /*0002*/ uint16_t spawnId2;
    /*0004*/ signed   padding0004:13;
             signed   y:19;           // y coord
    /*0008*/ signed   deltaX:13;      // change in x
             signed   deltaHeading:10;// change in heading   
             signed   padding0008:9;
    /*0012*/ signed   deltaY:13;      // change in y
             signed   z:19;           // z coord
    /*0016*/ signed   x:19;           // x coord
             signed   animation:10;   // animation
             signed   padding0016:3;
    /*0020*/ unsigned heading:12;     // heading
             signed   deltaZ:13;      // change in z
             signed   padding0020:7;
    /*0024*/
    };
    #pragma pack(0)
        struct pos *p = (struct pos *)data;
        printf("[%.2x](%f, %f, %f), dx %f dy %f dz %f head %f dhead %f anim %d (%x, %x, %x, %x)\n",
                p->spawnId, float(p->x)/8.0, float(p->y/8.0), float(p->z)/8.0, 
                float(p->deltaX)/4.0, float(p->deltaY)/4.0, 
                float(p->deltaZ)/4.0, 
                float(p->heading), float(p->deltaHeading),
                p->animation, p->padding0004, p->padding0008, 
                p->padding0016, p->padding0020);
    #endif
    
        updateSpawn(pupdate->spawnId, x, y, z, dx, dy, dz,
    		pupdate->heading, pupdate->deltaHeading,pupdate->animation);
      }
    }
    
    void SpawnShell::npcMoveUpdate(const uint8_t* data, size_t len, uint8_t dir)
    {
    /*
     * Wire format:
     * 2 bytes - spawnId
     * 6 bit - fieldSpecifier bitmask
     * 19 bit - y
     * 19 bit - x
     * 19 bit - z
     * 12 bit - heading
     * [Variable fields]
     *
     * Depending on bits set in fields:
     * 1 = 12 bit pitch
     * 2 = 10 bit delta heading  
     * 4 = 10 bit velocity
     * 8 = 13 bit delta y
     * 16= 13 bit delta x
     * 32 = 13 bit delta z
     *
     * Fields are in that order. For example, if the fieldSpecifier is
     * 1, then there is just 12 bits of pitch. If the fieldSpecifier is
     * 7, then there will be 10 bits of delta heading, 10 bits of animation,
     * and 13 bits of delta y. Other non-specified values are 0.
     *
     * Oh and the byte order needs to be converted too. How nice.
     */
    #define MASK_PITCH 0x01
    #define MASK_DELTA_HEADING 0x02
    #define MASK_ANIMATION 0x04
    #define MASK_DELTA_Y 0x08
    #define MASK_DELTA_X 0x10
    #define MASK_DELTA_Z 0x20
    
        // Variable length movement packet. Sanity check.
    	if ((len < 13) || (len > 21)) 
        {
            // Ignore it.
    		seqWarn("Ignoring invalid length %d for movement packet", len);
    		return;
    	}
    
        // if zoning, then don't do anything
        if (m_zoneMgr->isZoning())
        {
            return;
        }
    
        // Pull data from the header.
        BitStream stream(data, len);
        
        // spawnId.
        uint16_t spawnId = stream.readUInt(16);
    
        // BSH 13 Apr 2011 -- garbage added in packet
        uint16_t unk1 = stream.readUInt(16);
    
        // 6 bit field specifier.
        uint8_t fieldSpecifier = stream.readUInt(6);
    
        // 19 bit coords. 12 bit heading. All signed.
        int16_t y = stream.readInt(19) >> 3;
        int16_t x = stream.readInt(19) >> 3;
        int16_t z = stream.readInt(19) >> 3;
        int16_t heading = stream.readInt(12);
    
        // Variable fields are 0 unless specified.
        int16_t deltaX = 0;
        int16_t deltaY = 0;
        int16_t deltaZ = 0;
        int8_t deltaHeading = 0;
        int16_t velocity = 0;
        int16_t pitch = 0;
        
        if (fieldSpecifier & MASK_PITCH)
        {
            // Pull off pitch. Seq doesn't pay attention to this.
            pitch = stream.readInt(12);
        }
        if (fieldSpecifier & MASK_DELTA_HEADING)
        {
            // Pull off deltaHeading. It is 10 bits in length. Signed.
            deltaHeading = stream.readInt(10) >> 2;
        }
        if (fieldSpecifier & MASK_ANIMATION)
        {
            // Pull off velocity. It is 10 bits in length.
            velocity = stream.readInt(10) >> 2;
        }
        if (fieldSpecifier & MASK_DELTA_Y)
        {
            // Pull off deltaY. It is 13 bits in length. Signed.
            deltaY = stream.readInt(13) >> 2;
        }
        if (fieldSpecifier & MASK_DELTA_X)
        {
            // Pull off deltaX. It is 13 bits in length. Signed,
            deltaX = stream.readInt(13) >> 2;
        }
        if (fieldSpecifier & MASK_DELTA_Z)
        {
            // Pull off deltaZ. It is 13 bits in length. Signed.
            deltaZ = stream.readInt(13) >> 2;
        }
    
        // And send the update.
    	updateSpawn(spawnId, x, y, z, 
            deltaX, deltaY, deltaZ, heading, deltaHeading, velocity);
    }
    
    void SpawnShell::updateSpawn(uint16_t id, 
    			     int16_t x, int16_t y, int16_t z,
    			     int16_t xVel, int16_t yVel, int16_t zVel,
    			     int8_t heading, int8_t deltaHeading,
    			     uint8_t animation)
    {
    #ifdef SPAWNSHELL_DIAG
        seqDebug("SpawnShell::updateSpawn(id=%d, x=%d, y=%d, z=%d, xVel=%d, yVel=%d, zVel=%d)", 
            id, x, y, z, xVel, yVel, zVel);
    #endif
    
        Item* item;
       
        if (id == m_player->id())
        {
            item = m_player;
        }
        else
        {
            item = m_spawns.find(id);
        }
    
        if (item != NULL)
        {
            Spawn* spawn = (Spawn*)item;
    
            spawn->setPos(x, y, z,
    		    showeq_params->walkpathrecord,
    		    showeq_params->walkpathlength);
            spawn->setAnimation(animation);
    
            spawn->setDeltas(xVel, yVel, zVel);
            spawn->setHeading(heading, deltaHeading);
    
            // Distance
            if (!showeq_params->fast_machine)
                item->setDistanceToPlayer(m_player->calcDist2DInt(*item));
            else
                item->setDistanceToPlayer(m_player->calcDist(*item));
            
            spawn->updateLast();
            item->updateLastChanged();
            emit changeItem(item, tSpawnChangedPosition);
        }
        else if (showeq_params->createUnknownSpawns)
        {
            // not the player, so check if it's a recently deleted spawn
            for (int i =0; i < m_cntDeadSpawnIDs; i++)
            {
                // check dead spawn list for spawnID, if it was deleted, shouldn't
                // see new position updates, so therefore this is probably 
                // for a new spawn (spawn ID being reused)
                if ((m_deadSpawnID[i] != 0) && (m_deadSpawnID[i] == id))
                {
                    // found a match, ignore it
                    m_deadSpawnID[i] = 0;
    
                    seqInfo("(%d) had been removed from the zone, but saw a position update on it, so assuming bogus update.", 
                        id);
    
                    return;
                }
            }
    
            item = new Spawn(id, x, y, z, xVel, yVel, zVel, 
                heading, deltaHeading, animation);
            updateFilterFlags(item);
            updateRuntimeFilterFlags(item);
            m_spawns.insert(id, item);
            emit addItem(item);
    
    #ifdef SPAWNSHELL_DIAG
            seqDebug("SpawnShell::updateSpawn created unknown spawn (id=%u)", id);
    #endif
    
            // send notification of new spawn count
            emit numSpawns(m_spawns.count());
        }
    }
    
    void SpawnShell::updateSpawns(const uint8_t* data)
    {
      // if zoning, then don't do anything
      if (m_zoneMgr->isZoning())
        return;
    
      const spawnPositionUpdate* updates = (const spawnPositionUpdate*)data;
      updateSpawn(updates->spawnId, 
    	      updates->x >> 3, updates->y >> 3, updates->z >> 3,
    	      0,0,0,updates->heading,0,0);
    }
    
    void SpawnShell::updateSpawnInfo(const uint8_t* data)
    {
       const SpawnUpdateStruct* su = (const SpawnUpdateStruct*)data;
    #ifdef SPAWNSHELL_DIAG
       seqDebug("SpawnShell::updateSpawnInfo(id=%d, sub=%d, hp=%d, maxHp=%d)", 
    	  su->spawnId, su->subcommand, su->arg1, su->arg2);
    #endif
    
       Item* item = m_spawns.find(su->spawnId);
       if (item != NULL)
       {
         Spawn* spawn = (Spawn*)item;
         switch(su->subcommand) {
         case 17: // current hp update
           spawn->setHP(su->arg1);
           item->updateLastChanged();
           emit changeItem(item, tSpawnChangedHP);
           break;
         }
       }
    }
    
    void SpawnShell::renameSpawn(const uint8_t* data)
    {
        const spawnRenameStruct* rename = (const spawnRenameStruct*)data;
    #ifdef SPAWNSHELL_DIAG
        seqDebug("SpawnShell::renameSpawn(oldname=%s, newname=%s)",
                 rename->old_name, rename->new_name);
    #endif
        
        Spawn* renameMe = findSpawnByName(rename->old_name);
    
        if (renameMe != NULL)
        {
            renameMe->setName(rename->new_name);
    
            uint32_t changeType = tSpawnChangedName;
    
            if (updateFilterFlags(renameMe))
              changeType |= tSpawnChangedFilter;
            if (updateRuntimeFilterFlags(renameMe))
              changeType |= tSpawnChangedRuntimeFilter;
    
            renameMe->updateLastChanged();
            emit changeItem(renameMe, tSpawnChangedName);
        }
        else
        {
            seqWarn("SpawnShell: tried to rename %s to %s, but the original mob didn't exist in the spawn list", rename->old_name, rename->new_name);
        }
    }
    
    void SpawnShell::illusionSpawn(const uint8_t* data)
    {
        const spawnIllusionStruct* illusion = (const spawnIllusionStruct*)data;
    #ifdef SPAWNSHELL_DIAG
        seqDebug("SpawnShell::illusionSpawn(id=%d, name=%s, new race=%d)",
                 illusion->spawnId, illusion->name, illusion->race);
    #endif
        
        Item* item = m_spawns.find(illusion->spawnId);
       
        if (item != NULL)
        {
            Spawn* spawn = (Spawn*) item;
    
            // Update what we can
            spawn->setGender(illusion->gender);
            spawn->setRace(illusion->race);
    
            spawn->updateLastChanged();
            emit changeItem(spawn, tSpawnChangedALL);
    #ifdef SPAWNSHELL_DIAG
            seqDebug("SpawnShell: Illusioned %s (id=%d) into race %d",
                     illusion->name, illusion->spawnId, illusion->race);
    #endif
        }
        else
        {
            // Someone with an illusion up zoning in will generate an
            // OP_Illusion BEFORE the OP_NewSpawn, so they won't be
            // in the spawn list. Their spawnStruct will have their
            // illusioned race anyways.
        }
    }
    
    void SpawnShell::shroudSpawn(const uint8_t* data, size_t len, uint8_t dir)
    {
        // Self or other person shrouding. newSpawn handled updates too.
    
        NetStream netStream(data,len);
    
        uint32_t spawnID=netStream.readUInt32NC();
        uint16_t spawnStructSize=netStream.readUInt16NC();
        spawnStructSize-=6;
    
        if(spawnID!=m_player->id())
        {
            // Shrouding other player
            spawnShroudOther *shroud = new spawnShroudOther;
            fillSpawnStruct(&shroud->spawn,netStream.pos(),spawnStructSize,true);
            seqInfo("Shrouding %s (id=%d)", shroud->spawn.name, shroud->spawn.spawnId);
            newSpawn(shroud->spawn);
        }
        else
        {
            // Shrouding yourself.
            spawnShroudSelf *shroud = new spawnShroudSelf;
    
            fillSpawnStruct(&shroud->spawn,netStream.pos(),spawnStructSize,true);
            netStream.skipBytes(spawnStructSize);
            memcpy(&shroud->profile,netStream.pos(),sizeof(playerProfileStruct));
            seqInfo("Shrouding %s (id=%d)", shroud->spawn.name, shroud->spawn.spawnId);
    
            m_player->loadProfile(shroud->profile);
    
            // We just updated a lot of stuff.
            updateFilterFlags(m_player);
            updateRuntimeFilterFlags(m_player);
            m_player->updateLastChanged();
            emit changeItem(m_player, tSpawnChangedALL);
        }
    }
    
    void SpawnShell::updateSpawnAppearance(const uint8_t* data)
    {
        const spawnAppearanceStruct* app = (const spawnAppearanceStruct*)data;
    #ifdef SPAWNSHELL_DIAG
        seqDebug("SpawnShell::updateSpawnAppearance(id=%d, sub=%d, parm=%08x)",
                 app->spawnId, app->type, app->parameter);
    #endif
    
       Item* item = m_spawns.find(app->spawnId);
    
       if (item != NULL)
       {
           Spawn* spawn = (Spawn*)item;
    
           switch(app->type) 
           {
               case 1: // level update
                   spawn->setLevel(app->parameter);
                   spawn->updateLastChanged();
                   emit changeItem(spawn, tSpawnChangedLevel);
                   break;
           }
    
          /* Other types for OP_SpawnAppearance (from eqemu guys)
           0  - this causes the client to keel over and zone to bind point
           1  - level, parm = spawn level
           3  - 0 = visible, 1 = invisible
           4  - 0 = blue, 1 = pvp (red)
           5  - light type emitted by player (lightstone, shiny shield)
           14 - anim, 100=standing, 110=sitting, 111=ducking, 115=feigned, 105=looting
           15 - sneak, 0 = normal, 1 = sneaking
           16 - server to client, sets player spawn id
           17 - Client->Server, my HP has changed (like regen tic)
           18 - linkdead, 0 = normal, 1 = linkdead
           19 - lev, 0=off, 1=flymode, 2=levitate
           20 - GM, 0 = normal, 1 = GM - all odd numbers seem to make it GM
           21 - anon, 0 = normal, 1 = anon, 2 = roleplay
           22 - guild id
           23 - guild rank, 0=member, 1=officer, 2=leader
           24 - afk, 0 = normal, 1 = afk
           28 - autosplit, 0 = normal, 1 = autosplit on
           29 - spawn's size
           31 -change PC's name's color to NPC color 0 = normal, 1 = npc name
           */
       }
    }
    
    void SpawnShell::updateNpcHP(const uint8_t* data)
    {
      const hpNpcUpdateStruct* hpupdate = (const hpNpcUpdateStruct*)data;
    #ifdef SPAWNSHELL_DIAG
       seqDebug("SpawnShell::updateNpcHP(id=%d, maxhp=%d hp=%d)", 
    	  hpupdate->spawnId, hpupdate->maxHP, hpupdate->curHP);
    #endif
       Item* item = m_spawns.find(hpupdate->spawnId);
       if (item != NULL)
       {
         Spawn* spawn = (Spawn*)item;
         spawn->setHP(hpupdate->curHP);
         spawn->setMaxHP(hpupdate->maxHP);
         item->updateLastChanged();
         emit changeItem(item, tSpawnChangedHP);
       }
    }
    
    void SpawnShell::spawnWearingUpdate(const uint8_t* data)
    {
      const wearChangeStruct *wearing = (const wearChangeStruct *)data;
      Item* item = m_spawns.find(wearing->spawnId);
      if (item != NULL)
      {
        // ZBTEMP: Find newItemID
        //Spawn* spawn = (Spawn*)item;
        //    spawn->setEquipment(wearing->wearSlotId, wearing->newItemId);
        uint32_t changeType = tSpawnChangedWearing;
        if (updateFilterFlags(item))
          changeType |= tSpawnChangedFilter;
        if (updateRuntimeFilterFlags(item))
          changeType |= tSpawnChangedRuntimeFilter;
        item->updateLastChanged();
        emit changeItem(item, changeType);
      }
    }
    
    void SpawnShell::consMessage(const uint8_t* data, size_t, uint8_t dir) 
    {
      const considerStruct * con = (const considerStruct*)data;
      Item* item;
      Spawn* spawn;
    
      if (dir == DIR_Client)
      {
        if (con->playerid != con->targetid) 
        {
          item = m_spawns.find(con->targetid);
          if (item != NULL)
          {
    	spawn = (Spawn*)item;
    
    	// note that this spawn has been considered
    	spawn->setConsidered(true);
    	
    	emit spawnConsidered(item);
          }
        }
        return;
      }
    
      // is it you that you've conned?
      if (con->playerid != con->targetid) 
      {
        // find the spawn if it exists
        item = m_spawns.find(con->targetid);
        
        // has the spawn been seen before?
        if (item != NULL)
        {
          // yes
          Spawn* spawn = (Spawn*)item;
    
          // note that this spawn has been considered
          spawn->setConsidered(true);
    
          emit spawnConsidered(item);
        } // end if spawn found
      } // else not yourself
    } // end consMessage()
    
    void SpawnShell::removeSpawn(const uint8_t* data, size_t len, uint8_t dir)
    {
      if(dir==DIR_Client)
        return;
      const removeSpawnStruct* rmSpawn = (const removeSpawnStruct*)data;
    #ifdef SPAWNSHELL_DIAG
      seqDebug("SpawnShell::removeSpawn(id=%d)", rmSpawn->spawnId);
    #endif
    
      Item *item;
    
      if(len==sizeof(removeSpawnStruct))
      {
    // BSH
    	deleteItem(tSpawn, rmSpawn->spawnId);
    // BSH
    
        if(!rmSpawn->removeSpawn)
        {
          // Remove a spawn from outside the update radius
          if(showeq_params->useUpdateRadius)
          {
            // Remove it
            deleteItem(tSpawn, rmSpawn->spawnId);
          }
          else
          {
            // Set flag to change its icon
            if((item=m_spawns.find(rmSpawn->spawnId)))
            {
              Spawn *s=(Spawn*)item;
              s->setNotUpdated(true);
            }
          }
        }
      }
      else if((len+1)!=sizeof(removeSpawnStruct))
      {
        seqWarn("OP_RemoveSpawn (dataLen: %d) doesn't match: sizeof(removeSpawnStruct): %d",
                len,sizeof(removeSpawnStruct));
      }
    }
    
    void SpawnShell::deleteSpawn(const uint8_t* data)
    {
      const deleteSpawnStruct* delspawn = (const deleteSpawnStruct*)data;
    #ifdef SPAWNSHELL_DIAG
      seqDebug("SpawnShell::deleteSpawn(id=%d)", delspawn->spawnId);
    #endif
      if (m_posDeadSpawnIDs < (MAX_DEAD_SPAWNIDS - 1))
        m_posDeadSpawnIDs++;
      else
        m_posDeadSpawnIDs = 0;
    
      if (m_cntDeadSpawnIDs < MAX_DEAD_SPAWNIDS)
        m_cntDeadSpawnIDs++;
    
      m_deadSpawnID[m_posDeadSpawnIDs] = delspawn->spawnId;
    
      deleteItem(tSpawn, delspawn->spawnId);
    }
    
    void SpawnShell::killSpawn(const uint8_t* data)
    {
      const newCorpseStruct* deadspawn = (const newCorpseStruct*)data;
    #ifdef SPAWNSHELL_DIAG
       seqDebug("SpawnShell::killSpawn(id=%d, kid=%d)", 
    	  deadspawn->spawnId, deadspawn->killerId);
    #endif
       Item* item;
    
       if (deadspawn->spawnId != m_player->id())
       {
           item = m_spawns.find(deadspawn->spawnId);
       }
       else
       {
           item = m_player;
       }
    
       if (item != NULL)
       {
         Spawn* spawn = (Spawn*)item;
         
         // ZBTEMP: This is temporary until we can find a better way
         // set the last kill info on the player (do this before changing name)
         
         // only call setLastKill if *you* killed the spawn
         if(deadspawn->killerId == m_player->id())
         {
             m_player->setLastKill(spawn->name(), spawn->level());
         }
    
         spawn->killSpawn();
         updateFilterFlags(item);
         updateRuntimeFilterFlags(item);
    
         spawn->setName(spawn->realName() + Spawn_Corpse_Designator);
    
         Item* killer;
         killer = m_spawns.find(deadspawn->killerId);
         emit killSpawn(item, killer, deadspawn->killerId);
       }
    }
    
    void SpawnShell::respawnFromHover(const uint8_t* data, size_t len, uint8_t dir)
    {
       if(dir != DIR_Client)
          return;
    #ifdef SPAWNSHELL_DIAG
       seqDebug("SpawnShell::respawnFromHover()");
    #endif
    
        // Our old player is a corpse, but we're rising from the dead. So
        // we need to pop a corpse to represent our deadselves, invalidate
        // the player, and then let the OP_ZoneEntry that is coming for the repop
        // fix the player.
        uint16_t corpseId = m_player->id();
    
        // invalidate the player by severing it from its Id.
        m_player->setID(0);
    
        // Pop a corpse
        Spawn* corpse = new Spawn((Spawn*) m_player, corpseId);
    
        updateFilterFlags(corpse);
        updateRuntimeFilterFlags(corpse);
        m_spawns.insert(corpse->id(), corpse);
    
        if (corpse->guildID() < MAX_GUILDS)
        {
            corpse->setGuildTag(m_guildMgr->guildIdToName(corpse->guildID()));
        }
        else
        {
            corpse->setGuildTag("");
        }
    
        emit addItem(corpse);
    
        // send notification of new spawn count
        emit numSpawns(m_spawns.count());
    }
    
    void SpawnShell::corpseLoc(const uint8_t* data)
    {
      const corpseLocStruct* corpseLoc = (const corpseLocStruct*)data;
      Item* item = m_spawns.find(corpseLoc->spawnId);
      if (item != NULL)
      {
        Spawn* spawn = (Spawn*)item;
    
        // set the corpses location, and make sure it's not moving... 
        if ((spawn->NPC() == SPAWN_PLAYER) || (spawn->NPC() == SPAWN_PC_CORPSE))
        {
            spawn->setPos(int16_t(corpseLoc->y), int16_t(corpseLoc->x), 
                          int16_t(corpseLoc->z),
                          showeq_params->walkpathrecord,
                          showeq_params->walkpathlength);
        }
        else 
        {
            spawn->setPos(int16_t(corpseLoc->x), int16_t(corpseLoc->y), 
                          int16_t(corpseLoc->z),
                          showeq_params->walkpathrecord,
                          showeq_params->walkpathlength);
        }
        spawn->killSpawn();
        spawn->updateLast();
        spawn->updateLastChanged();
        
        // signal that the spawn has changed
        emit killSpawn(item, NULL, 0);
      }
    }
    
    void SpawnShell::playerChangedID(uint16_t playerID)
    {
      // remove the player from the list (if it had a 0 id)
      m_players.take(0);
    
      // re-insert the player into the list
      m_players.replace(playerID, m_player);
    
      emit changeItem(m_player, tSpawnChangedALL);
    }
    
    void SpawnShell::refilterSpawns()
    {
      refilterSpawns(tSpawn);
      refilterSpawns(tDrop);
      refilterSpawns(tDoors);
    }
    
    void SpawnShell::refilterSpawns(spawnItemType type)
    {
       ItemMap& theMap = getMap(type);
       ItemIterator it(theMap);
    
       if (type == tSpawn)
       {
         Spawn* spawn;
         // iterate over all the items in the map
         for (; it.current(); ++it)
         {
           // get the item
           spawn = (Spawn*)it.current();
           
           // update the flags, if they changed, send a notification
           if (updateFilterFlags(spawn))
           {
        	 spawn->updateLastChanged();
        	 emit changeItem(spawn, tSpawnChangedFilter);
           }
         }
       }
       else
       {
         Item* item;
         // iterate over all the items in the map
         for (; it.current(); ++it)
         {
           // get the item
           item = it.current();
           
           // update the flags, if they changed, send a notification
           if (updateFilterFlags(item))
           {
    		 item->updateLastChanged();
    		 emit changeItem(item, tSpawnChangedFilter);
           }
         }
       }
    }
    
    void SpawnShell::refilterSpawnsRuntime()
    {
      refilterSpawnsRuntime(tSpawn);
      refilterSpawnsRuntime(tDrop);
      refilterSpawnsRuntime(tDoors);
    }
    
    void SpawnShell::refilterSpawnsRuntime(spawnItemType type)
    {
       ItemIterator it(getMap(type));
    
       if (type == tSpawn)
       {
         Spawn* spawn;
         // iterate over all the items in the map
         for (; it.current(); ++it)
         {
           // get the item
           spawn = (Spawn*)it.current();
           
           // update the flags, if they changed, send a notification
           if (updateRuntimeFilterFlags(spawn))
           {
    		 spawn->updateLastChanged();
    		 emit changeItem(spawn, tSpawnChangedRuntimeFilter);
           }
         }
       }
       else
       {
         Item* item;
         // iterate over all the items in the map
         for (; it.current(); ++it)
         {
           // get the item
           item = it.current();
           
           // update the flags, if they changed, send a notification
           if (updateRuntimeFilterFlags(item))
           {
    		 item->updateLastChanged();
    		 emit changeItem(item, tSpawnChangedRuntimeFilter);
           }
         }
       }
    }
    
    void SpawnShell::saveSpawns(void)
    {
      QFile keyFile(showeq_params->saveRestoreBaseFilename + "Spawns.dat");
      if (keyFile.open(IO_WriteOnly))
      {
        QDataStream d(&keyFile);
    
        // write the magic string
        d << *magic;
    
        // write a test value at the top of the file for a validity check
        size_t testVal = sizeof(spawnStruct);
        d << testVal;
    
        // save the name of the current zone
        d << m_zoneMgr->shortZoneName().lower();
    
        // save the spawns
        ItemMap& theMap = getMap(tSpawn);
    
        // save the number of spawns
        testVal = theMap.count();
        d << testVal;
    
        ItemIterator it(theMap);
        Spawn* spawn;
    
        // iterate over all the items in the map
        for (; it.current(); ++it)
        {
          // get the spawn
          spawn = (Spawn*)it.current();
    
          // save the spawn id
          d << spawn->id();
    
          // save the spawn
          spawn->saveSpawn(d);
        }
      }
    
       // re-start the timer
       if (showeq_params->saveSpawns)
         m_timer->start(showeq_params->saveSpawnsFrequency, true);
    }
    
    void SpawnShell::restoreSpawns(void)
    {
      QString fileName = showeq_params->saveRestoreBaseFilename + "Spawns.dat";
      QFile keyFile(fileName);
      if (keyFile.open(IO_ReadOnly))
      {
        size_t i;
        size_t testVal;
        uint16_t id;
        Spawn* item;
    
        QDataStream d(&keyFile);
    
        // check the magic string
        uint32_t magicTest;
        d >> magicTest;
    
        if (magicTest != *magic)
        {
          seqWarn("Failure loading %s: Bad magic string!",
    	      (const char*)fileName);
          return;
        }
    
        // check the test value at the top of the file
        d >> testVal;
        if (testVal != sizeof(spawnStruct))
        {
          seqWarn("Failure loading %s: Bad spawnStruct size!",
    	      (const char*)fileName);
          return;
        }
    
        // attempt to validate that the info is from the current zone
        QString zoneShortName;
        d >> zoneShortName;
        if (zoneShortName != m_zoneMgr->shortZoneName().lower())
        {
          seqWarn("\aWARNING: Restoring spawns for potentially incorrect zone (%s != %s)!",
    	      (const char*)zoneShortName, 
    	      (const char*)m_zoneMgr->shortZoneName().lower());
        }
    
        // read the expected number of elements
        d >> testVal;
    
        // read in the spawns
        for (i = 0; i < testVal; i++)
        {
          // get the spawn id
          d >> id;
    
          // re-create the spawn
          item = new Spawn(d, id);
    
          // filter and add it to the list
          updateFilterFlags(item);
          updateRuntimeFilterFlags(item);
          m_spawns.insert(id, item);
          emit addItem(item);
        }
    
        emit numSpawns(m_spawns.count());
    
        seqInfo("Restored SPAWNS: count=%d!",
    	    m_spawns.count());
      }
      else
      {
        seqWarn("Failure loading %s: Unable to open!",
    	    (const char*)fileName);
      }
    }
    
    #ifndef QMAKEBUILD
    #include "spawnshell.moc"
    #endif

  4. #19
    Registered User
    Join Date
    Dec 2003
    Posts
    23

    Re: 02/13/13 changes

    Thank you very much!! It is alive.

  5. #20
    Registered User
    Join Date
    Nov 2010
    Posts
    82

    Re: 02/13/13 changes

    Thanks for all your hard work guys, its alive for me too!
    Your dad.

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