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realityincarnate
04-19-2009, 11:28 PM
These are a couple of small changes to the structure and encoding files that fix the option to show or not show helmet graphics. With these changes, the client's selection will persist through zoning and camping, rather than reseting like it currently does.


Index: common/eq_constants.h
================================================== =================
--- common/eq_constants.h (revision 437)
+++ common/eq_constants.h (working copy)
@@ -148,6 +148,7 @@
#define AT_Split 28 // 0 = normal, 1 = autosplit on
#define AT_Size 29 // spawn's size
#define AT_NPCName 31 // change PC's name's color to NPC color 0 = normal, 1 = npc name
+#define AT_ShowHelmet 43 // 0 = do not show helmet graphic, 1 = show graphic
//#define AT_Trader 300 // Bazzar Trader Mode

// solar: animations for AT_Anim
Index: common/eq_packet_structs.h
================================================== =================
--- common/eq_packet_structs.h (revision 437)
+++ common/eq_packet_structs.h (working copy)
@@ -880,7 +880,7 @@
/*7204*/ uint32 career_tribute_points;
/*7208*/ uint32 unknown6056;
/*7212*/ uint32 tribute_points;
-/*7216*/ uint32 unknown6064;
+/*7216*/ uint32 showhelm; //0=don't show helmet graphics, 1=
/*7220*/ uint32 tribute_active; //1=active
/*7224*/ Tribute_Struct tributes[MAX_PLAYER_TRIBUTES];
/*7264*/ Disciplines_Struct disciplines; //fathernitwit: 10-06-04
Index: common/patches/SoF.cpp
================================================== =================
--- common/patches/SoF.cpp (revision 437)
+++ common/patches/SoF.cpp (working copy)
@@ -586,8 +586,7 @@
OUT(raidAutoconsent);
OUT(guildAutoconsent);
// OUT(unknown19575[5]);
-// OUT(showhelm);
- eq->showhelm = 1;
+ eq->showhelm = emu->showhelm;
OUT(RestTimer);
// OUT(unknown19584[4]);
// OUT(unknown19588);
Index: common/patches/Titanium.cpp
================================================== =================
--- common/patches/Titanium.cpp (revision 437)
+++ common/patches/Titanium.cpp (working copy)
@@ -382,8 +382,7 @@
OUT(raidAutoconsent);
OUT(guildAutoconsent);
// OUT(unknown19575[5]);
-// OUT(showhelm);
- eq->showhelm = 1;
+ eq->showhelm = emu->showhelm;
// OUT(unknown19584[4]);
// OUT(unknown19588);

@@ -470,7 +469,7 @@
// eq->padding0070 = emu->padding0070;
eq->eyecolor1 = emu->eyecolor1;
// eq->unknown0115[24] = emu->unknown0115[24];
- eq->showhelm = true;
+ eq->showhelm = emu->showhelm;
// eq->unknown0140[4] = emu->unknown0140[4];
eq->is_npc = emu->is_npc;
eq->hairstyle = emu->hairstyle;
Index: zone/client_packet.cpp
================================================== =================
--- zone/client_packet.cpp (revision 437)
+++ zone/client_packet.cpp (working copy)
@@ -2083,6 +2083,9 @@
// don't do anything with this, we tell the client when it's
// levitating, not the other way around
}
+ else if (sa->type == AT_ShowHelmet) { // a client has changed the "Show My Helm" option
+ m_pp.showhelm = (sa->parameter == 1);
+ }
else {
cout << "Unknown SpawnAppearance type: 0x" << hex << setw(4) << setfill('0') << sa->type << dec
<< " value: 0x" << hex << setw(8) << setfill('0') << sa->parameter << dec << endl;
@@ -7155,7 +7158,7 @@
if(!p_timers.Load(&database)) {
LogFile->write(EQEMuLog::Error, "Unable to load ability timers from the database for %s (%i)!", GetCleanName(), CharacterID());
}
-
+
#ifdef _EQDEBUG
printf("Dumping inventory on load:\n");
m_inv.dumpInventory();

cavedude
04-21-2009, 02:09 PM
This appears to have the opposite effect it did previously. Now, helms default to off until you turn then back on in options. Once you zone/camp the helm disappears, and you have to recheck Show My Helm.

As a side note, this has also brought back the twisted head bug. To see what I mean, check out Qeynos guards on PEQ.

I have not tested this on Windows, but I got the same results on my internal server and on PEQ both running Gentoo.

realityincarnate
04-21-2009, 03:14 PM
Hmmm, the actual helmet option seems to work fine on my end (although it does default to off until turned on the first time). I don't have any idea why that would be.

But I did just notice the twisted heads last night. I guess there weren't any affected npcs in the places I tested. I'll take a look and see if I can clean it up.

realityincarnate
04-21-2009, 07:34 PM
Ok, I think I've got the problems nailed down. The reason it only worked on my end is that I somehow missed a file in the diff the first time around. But I tinkered some more and it seems to be retaining the correct settings, and there's no sign of any twisted faces. Sorry about the sloppiness, I hope it didn't cause any real inconvenience.

Here's a fresh diff

Index: common/eq_constants.h
================================================== =================
--- common/eq_constants.h (revision 438)
+++ common/eq_constants.h (working copy)
@@ -148,6 +148,7 @@
#define AT_Split 28 // 0 = normal, 1 = autosplit on
#define AT_Size 29 // spawn's size
#define AT_NPCName 31 // change PC's name's color to NPC color 0 = normal, 1 = npc name
+#define AT_ShowHelm 43 // 0 = do not show helmet graphic, 1 = show graphic
//#define AT_Trader 300 // Bazzar Trader Mode

// solar: animations for AT_Anim
Index: common/eq_packet_structs.h
================================================== =================
--- common/eq_packet_structs.h (revision 438)
+++ common/eq_packet_structs.h (working copy)
@@ -876,7 +876,7 @@
/*7080*/ sint32 ldon_points_available;
/*7084*/ uint8 unknown5940[112];
/*7196*/ uint32 tribute_time_remaining; //in miliseconds
-/*7200*/ uint32 unknown6048;
+/*7200*/ uint32 showhelm;
/*7204*/ uint32 career_tribute_points;
/*7208*/ uint32 unknown6056;
/*7212*/ uint32 tribute_points;
Index: common/patches/SoF.cpp
================================================== =================
--- common/patches/SoF.cpp (revision 438)
+++ common/patches/SoF.cpp (working copy)
@@ -586,8 +586,7 @@
OUT(raidAutoconsent);
OUT(guildAutoconsent);
// OUT(unknown19575[5]);
-// OUT(showhelm);
- eq->showhelm = 1;
+ eq->showhelm = emu->showhelm;
OUT(RestTimer);
// OUT(unknown19584[4]);
// OUT(unknown19588);
Index: common/patches/Titanium.cpp
================================================== =================
--- common/patches/Titanium.cpp (revision 438)
+++ common/patches/Titanium.cpp (working copy)
@@ -382,8 +382,7 @@
OUT(raidAutoconsent);
OUT(guildAutoconsent);
// OUT(unknown19575[5]);
-// OUT(showhelm);
- eq->showhelm = 1;
+ eq->showhelm = emu->showhelm;
// OUT(unknown19584[4]);
// OUT(unknown19588);

@@ -470,7 +469,7 @@
// eq->padding0070 = emu->padding0070;
eq->eyecolor1 = emu->eyecolor1;
// eq->unknown0115[24] = emu->unknown0115[24];
- eq->showhelm = true;
+ eq->showhelm = emu->showhelm;
// eq->unknown0140[4] = emu->unknown0140[4];
eq->is_npc = emu->is_npc;
eq->hairstyle = emu->hairstyle;
Index: zone/client.cpp
================================================== =================
--- zone/client.cpp (revision 438)
+++ zone/client.cpp (working copy)
@@ -1579,6 +1579,7 @@
}
ns->spawn.size = 0; // Changing size works, but then movement stops! (wth?)
ns->spawn.runspeed = (gmspeed == 0) ? runspeed : 3.125f;
+ if (!m_pp.showhelm) ns->spawn.showhelm = 0;

// @merth: pp also hold this info; should we pull from there or inventory?
// (update: i think pp should do it, as this holds LoY dye - plus, this is ugly code with Inventory!)
Index: zone/client_packet.cpp
================================================== =================
--- zone/client_packet.cpp (revision 438)
+++ zone/client_packet.cpp (working copy)
@@ -2083,6 +2083,10 @@
// don't do anything with this, we tell the client when it's
// levitating, not the other way around
}
+ else if (sa->type == AT_ShowHelm)
+ {
+ m_pp.showhelm = (sa->parameter == 1);
+ }
else {
cout << "Unknown SpawnAppearance type: 0x" << hex << setw(4) << setfill('0') << sa->type << dec
<< " value: 0x" << hex << setw(8) << setfill('0') << sa->parameter << dec << endl;
Index: zone/mob.cpp
================================================== =================
--- zone/mob.cpp (revision 438)
+++ zone/mob.cpp (working copy)
@@ -713,8 +713,8 @@
ns->spawn.findable = findable?1:0;
// vesuvias - appearence fix
ns->spawn.light = light;
+ ns->spawn.showhelm = 1;

-
ns->spawn.invis = (invisible || hidden) ? 1 : 0; // TODO: load this before spawning players
ns->spawn.NPC = IsClient() ? 0 : 1;
ns->spawn.petOwnerId = ownerid;

cavedude
04-23-2009, 10:24 AM
This is working perfectly now, thank you!

warhawk
04-23-2009, 06:46 PM
I've been wanting this to work for ages !

Thanks so much realityincarnate :D

So_1337
04-24-2009, 09:25 AM
Seriously, thanks a ton. This has always been a nuisance. I usually try not to clutter up code submission threads with thanks and praise, but it looks like this one's implemented and working smoothly, so I don't feel so bad =)

You and BWStripes have both been diving into the code recently and submitting some good fixes, thank you very much for doing so.

cavedude
05-03-2009, 04:17 PM
This has been committed in Revision 454.