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Old 07-10-2010, 06:22 AM
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trevius
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Clicky items are fine. Since they are now handled by the server completely as of SoD, I don't think they will break any time soon.

I found that there is a new packet that handles the buff icons now. Here is an example from a collect:

Code:
[OPCode: 0x2121 OP_Unknown [Server->Client] [Size: 36]
000 | ca 52 00 00 3e 00 00 00 01 01 00 00 00 00 00 40  | .R..>..........@
016 | 52 00 00 68 01 00 00 00 00 00 00 54 65 73 74 69  | R..h.......Testi
032 | 75 73 00 00                                      | us..
So, based on that packet, I think the structure is something like this:

Code:
// Variable Length Struct - Sends Buff Icon information for Underfoot+
struct BuffIcon_Struct
{
/*00*/	uint32 entity_id;		// Entity ID of client
/*04*/	uint32 unknown04;		// Seen 62 and 6000 from examples
/*08*/	uint8 unknown08;		// Seen 1 - Maybe this tells it which buff window to go to?
/*09*/	uint8 buffcount;		// Total number of buffs
/*10*/	uint8 unknown10;		// Seen 0
/*11*/	uint32 unknown11;		// Seen 0
/*15*/	int32 spell;			// Spell id for the buff
/*19*/	uint32 duration;		// Duration in tics
/*23*/	uint32 unknown34;		// Seen 0
/*27*/	char name;				// Name of the Client (Null Terminated) - Or some other string/name
/*00*/	uint8 buffslot;		// Starts at 0
/*00*/
};
I am unsure what the 62 in unknown04 is for yet. I am guessing that some of the uint8s are toggles for stuff like being able to click the buff off, and one of them is probably for telling it which window to send the icon to. There may even be one for telling it which buff slot to put it in, but I haven't tested that far yet.

These buff icons carry over perfectly when zoning, so I think we only need to add it to the casting part and it should be good. That should resolve one of the biggest client issues so far
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Last edited by trevius; 07-10-2010 at 02:51 PM..
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