syntax = "proto2";

package otclient.protobuf.appearances;

message Coordinate {
	optional uint32 x = 1;
	optional uint32 y = 2;
	optional uint32 z = 3;
}

enum PLAYER_ACTION {
	PLAYER_ACTION_NONE = 0;
	PLAYER_ACTION_LOOK = 1;
	PLAYER_ACTION_USE = 2;
	PLAYER_ACTION_OPEN = 3;
	PLAYER_ACTION_AUTOWALK_HIGHLIGHT = 4;
}

enum ITEM_CATEGORY {
	ITEM_CATEGORY_ARMORS = 1;
	ITEM_CATEGORY_AMULETS = 2;
	ITEM_CATEGORY_BOOTS = 3;
	ITEM_CATEGORY_CONTAINERS = 4;
	ITEM_CATEGORY_DECORATION = 5;
	ITEM_CATEGORY_FOOD = 6;
	ITEM_CATEGORY_HELMETS_HATS = 7;
	ITEM_CATEGORY_LEGS = 8;
	ITEM_CATEGORY_OTHERS = 9;
	ITEM_CATEGORY_POTIONS = 10;
	ITEM_CATEGORY_RINGS = 11;
	ITEM_CATEGORY_RUNES = 12;
	ITEM_CATEGORY_SHIELDS = 13;
	ITEM_CATEGORY_TOOLS = 14;
	ITEM_CATEGORY_VALUABLES = 15;
	ITEM_CATEGORY_AMMUNITION = 16;
	ITEM_CATEGORY_AXES = 17;
	ITEM_CATEGORY_CLUBS = 18;
	ITEM_CATEGORY_DISTANCE_WEAPONS = 19;
	ITEM_CATEGORY_SWORDS = 20;
	ITEM_CATEGORY_WANDS_RODS = 21;
	ITEM_CATEGORY_PREMIUM_SCROLLS = 22;
	ITEM_CATEGORY_TIBIA_COINS = 23;
	ITEM_CATEGORY_CREATURE_PRODUCTS = 24;
	ITEM_CATEGORY_QUIVER = 25;
	ITEM_CATEGORY_TWOHANDWEAPON = 26;
	ITEM_CATEGORY_FIST_WEAPONS = 27;
	ITEM_CATEGORY_BACKPACK = 28;
	ITEM_CATEGORY_ONEHANDWEAPON = 29;
	ITEM_CATEGORY_ARROW = 30;
	ITEM_CATEGORY_SOULCORES = 31;
}

enum PLAYER_PROFESSION {
	PLAYER_PROFESSION_NONE = 0;
	PLAYER_PROFESSION_KNIGHT = 1;
	PLAYER_PROFESSION_PALADIN = 2;
	PLAYER_PROFESSION_SORCERER = 3;
	PLAYER_PROFESSION_DRUID = 4;
	PLAYER_PROFESSION_MONK = 5;
	PLAYER_PROFESSION_PROMOTED = 10;
}


enum WEAPON_TYPE {
	WEAPON_TYPE_NOWEAPON = 0;
	WEAPON_TYPE_SWORD = 1;
	WEAPON_TYPE_AXE = 2;
	WEAPON_TYPE_CLUB = 3;
	WEAPON_TYPE_FIST = 4;
	WEAPON_TYPE_BOW = 5;
	WEAPON_TYPE_CROSSBOW = 6;
	WEAPON_TYPE_WAND_ROD = 7;
	WEAPON_TYPE_THROW = 8;
}

enum ANIMATION_LOOP_TYPE {
	ANIMATION_LOOP_TYPE_PINGPONG = -1;
	ANIMATION_LOOP_TYPE_INFINITE = 0;
	ANIMATION_LOOP_TYPE_COUNTED = 1;
}

enum HOOK_TYPE {
	HOOK_TYPE_SOUTH = 1;
	HOOK_TYPE_EAST = 2;
}

message Appearances {
	repeated Appearance object = 1;
	repeated Appearance outfit = 2;
	repeated Appearance effect = 3;
	repeated Appearance missile = 4;
	optional SpecialMeaningAppearanceIds special_meaning_appearance_ids = 5;
}

message SpritePhase {
	optional uint32 duration_min = 1;
	optional uint32 duration_max = 2;
}

message SpriteAnimation {
	optional uint32 default_start_phase = 1;
	optional bool synchronized = 2;
	optional bool random_start_phase = 3;
	optional ANIMATION_LOOP_TYPE loop_type = 4;
	optional uint32 loop_count = 5;
	repeated SpritePhase sprite_phase = 6;
}

message Box {
	optional uint32 x = 1;
	optional uint32 y = 2;
	optional uint32 width = 3;
	optional uint32 height = 4;
}

message SpriteInfo {
	optional uint32 pattern_width = 1;
	optional uint32 pattern_height = 2;
	optional uint32 pattern_depth = 3;
	optional uint32 layers = 4;
	repeated uint32 sprite_id = 5;
	optional uint32 bounding_square = 7;
	optional SpriteAnimation animation = 6;
	optional bool is_opaque = 8;
	repeated Box bounding_box_per_direction = 9;
}

message FrameGroup {
	optional FIXED_FRAME_GROUP fixed_frame_group = 1;
	optional uint32 id = 2;
	optional SpriteInfo sprite_info = 3;
}

message Appearance {
	optional uint32 id = 1;
	repeated FrameGroup frame_group = 2;
	optional AppearanceFlags flags = 3;
	optional string name = 4;
	optional string description = 5;
}

message AppearanceFlags {
	optional AppearanceFlagBank bank = 1;
	optional bool clip = 2;
	optional bool bottom = 3;
	optional bool top = 4;
	optional bool container = 5;
	optional bool cumulative = 6;
	optional bool usable = 7;
	optional bool forceuse = 8;
	optional bool multiuse = 9;
	optional AppearanceFlagWrite write = 10;
	optional AppearanceFlagWriteOnce write_once = 11;
	optional bool liquidpool = 12;
	optional bool unpass = 13;
	optional bool unmove = 14;
	optional bool unsight = 15;
	optional bool avoid = 16;
	optional bool no_movement_animation = 17;
	optional bool take = 18;
	optional bool liquidcontainer = 19;
	optional bool hang = 20;
	optional AppearanceFlagHook hook = 21;
	optional bool rotate = 22;
	optional AppearanceFlagLight light = 23;
	optional bool dont_hide = 24;
	optional bool translucent = 25;
	optional AppearanceFlagShift shift = 26;
	optional AppearanceFlagHeight height = 27;
	optional bool lying_object = 28;
	optional bool animate_always = 29;
	optional AppearanceFlagAutomap automap = 30;
	optional AppearanceFlagLenshelp lenshelp = 31;
	optional bool fullbank = 32;
	optional bool ignore_look = 33;
	optional AppearanceFlagClothes clothes = 34;
	optional AppearanceFlagDefaultAction default_action = 35;
	optional AppearanceFlagMarket market = 36;
	optional bool wrap = 37;
	optional bool unwrap = 38;
	optional bool topeffect = 39;
	repeated AppearanceFlagNPC npcsaledata = 40;
	optional AppearanceFlagChangedToExpire changedtoexpire = 41;
	optional bool corpse = 42;
	optional bool player_corpse = 43;
	optional AppearanceFlagCyclopedia cyclopediaitem = 44;
	optional bool ammo = 45;
	optional bool show_off_socket = 46;
	optional bool reportable = 47;
	optional AppearanceFlagUpgradeClassification upgradeclassification = 48;
	optional bool reverse_addons_east = 49;
	optional bool reverse_addons_west = 50;
	optional bool reverse_addons_south = 51;
	optional bool reverse_addons_north = 52;
	optional bool wearout = 53;
	optional bool clockexpire = 54;
	optional bool expire = 55;
	optional bool expirestop = 56;
	optional bool deco_kit = 57;
	optional AppearanceFlagSkillWheelGem skillwheel_gem = 58;
	optional bool dual_wielding = 59;
	optional AppearanceFlagImbueable imbueable = 60;
	optional AppearanceFlagProficiency proficiency = 61;
	repeated PLAYER_PROFESSION restrict_to_vocation = 62;
	optional uint32 minimum_level = 63;
	optional WEAPON_TYPE weapon_type = 64;
	reserved 65, 66, 67, 68, 69;
	optional bool hook_south = 70;
	optional bool hook_east = 71;
	optional AppearanceFlagTransparencyLevel transparencylevel = 72;
}

message AppearanceFlagUpgradeClassification {
	optional uint32 upgrade_classification = 1;
}

message AppearanceFlagTransparencyLevel {
	optional uint32 level = 1;
}

message AppearanceFlagBank {
	optional uint32 waypoints = 1;
}

message AppearanceFlagWrite {
	optional uint32 max_text_length = 1;
}

message AppearanceFlagWriteOnce {
	optional uint32 max_text_length_once = 1;
}

message AppearanceFlagLight {
	optional uint32 brightness = 1;
	optional uint32 color = 2;
}

message AppearanceFlagHeight {
	optional uint32 elevation = 1;
}

message AppearanceFlagShift {
	optional uint32 x = 1;
	optional uint32 y = 2;
}

message AppearanceFlagClothes {
	optional uint32 slot = 1;
}

message AppearanceFlagDefaultAction {
	optional PLAYER_ACTION action = 1;
}

message AppearanceFlagMarket {
	optional ITEM_CATEGORY category = 1;
	optional uint32 trade_as_object_id = 2;
	optional uint32 show_as_object_id = 3;
	optional string name = 4;
	repeated PLAYER_PROFESSION restrict_to_profession = 5;
	optional uint32 minimum_level = 6;
}

message AppearanceFlagNPC {
	optional string name = 1;
	optional string location = 2;
	optional uint32 sale_price = 3;
	optional uint32 buy_price = 4;
	optional uint32 currency_object_type_id = 5;
	optional string currency_quest_flag_display_name = 6;
}

message AppearanceFlagAutomap {
	optional uint32 color = 1;
}

message AppearanceFlagHook {
	optional HOOK_TYPE south = 1;
	optional HOOK_TYPE east = 2;
}

message AppearanceFlagLenshelp {
	optional uint32 id = 1;
}

message AppearanceFlagChangedToExpire {
	optional uint32 former_object_typeid = 1;
}

message AppearanceFlagCyclopedia {
	optional uint32 cyclopedia_type = 1;
}

message AppearanceFlagSkillWheelGem {
  optional uint32 gem_quality_id = 1;
  optional uint32 vocation_id = 2;
}

message SpecialMeaningAppearanceIds {
	optional uint32 gold_coin_id = 1;
	optional uint32 platinum_coin_id = 2;
	optional uint32 crystal_coin_id = 3;
	optional uint32 tibia_coin_id = 4;
	optional uint32 stamped_letter_id = 5;
	optional uint32 supply_stash_id = 6;
}

message AppearanceFlagImbueable {
	optional uint32 slot_count = 1;
}

message AppearanceFlagProficiency {
  optional uint32 proficiency_id = 1;
}

enum FIXED_FRAME_GROUP {
	FIXED_FRAME_GROUP_OUTFIT_IDLE = 0;
	FIXED_FRAME_GROUP_OUTFIT_MOVING = 1;
	FIXED_FRAME_GROUP_OBJECT_INITIAL = 2;
}
