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View Full Version : Here goes. I will start with questions.


donfi
07-20-2002, 05:35 PM
In this struct (edit) from zone.h (end edit)

struct ZonePoint {
float x;
float y;
float z;
float target_x;
float target_y;
float target_z;
char target_zone[16];
};

what is the purpose of

float target_x;
float target_y;
float target_z;
char target_zone[16];

these are not part of a point. So what are they doing here?

struct point3d{
float x;
float y;
float z;
}

struct final_purpose{

point3d ZonePoint;
point3d target;
char target_zone[16]
}

would seem to make more sence. I have not really studied the code to find out what the final purpose is, yet. I am asking mostly out of curiosity as to the purpose of the structure. NOT to knock those who wrote it since I am not sure of its purpose at the present time.

Next Can someone tell me the poximate cause of these buges (or at least where to begin a search for the cause in the source.)

Disconect on opening a mercant.
Disconect on camp.
Disconect on death.

and I have heard but not yet tryed

Disconect on Zone. (edit) read a further post. may be more the a coding fix. lol (end edit)

Is there some peace of code in common to these actions?


I would also like to know where in the source to find a list of commands.

No I have not read all the source. I trying to tap into the experts; the same as I would on any project where I was a late comer. (this shortens the learning curve and makes me usefull faster.)

I do appologize if it seems that I am trying to get out of reasearch. That is not my intent only trying to find out where to consentrate it. I also appologize if anyone takes offence at my first question or what may seem to be taking a pot shot at someones work. I really mean no offence I only want to understand the under-pinnings of the code. You have done a great job getting this far and your dedication and hard work showes.

Kaiyodo
07-20-2002, 11:40 PM
Most of the EQ related structures are based on the packet structures sent by the EQLive servers, so your layout is mostly governed by what VI programmers decided on. I know that in your example the byte structure should be identical, but you do run the risk of running into automatic padding of structs by the compiler unless you go sticking #pramga pack(1) all over the place. I'm sure it's not top of the devs list to tidy up their packet structs :)

One of the devs will have to answer about the disconnects, I've not been anywhere near that code. I presume it's just the client getting some unexpected data and bombing out. A lot of the EQ packets structures changed in the last big patch (in preparation for PoP I guess) and EQEmu hasn't got them all right yet.

K.

donfi
07-21-2002, 04:22 AM
K

Thanks, If the problem is the client I have no source to look at, let a lone, or fix. :(

Zio
07-21-2002, 06:15 AM
:confused:

You don't disconnect on merchants.

On the FH Server I was using them.

donfi
07-21-2002, 06:32 AM
I have tryed on myown server using a couple of different dbs and been killed each and every time. There are always guards near and they could be going agro and stabbing me in the back but I thought I had that isolated to just being BrookRock.
I have been pulling a #invul 1 when I go near him followed by #kill when he attackes which is almost every time.

Could it be that I am playing on a GM acount? If that is causing it then I would think that it is still in the code. Or could it be in an unexpected OP code. All I know is it has not worked for me.