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jcbbjjttt
09-10-2011, 10:45 PM
All,

I am writing an application to look at the data in PlayerProfile_Struct. I am using the following code from common/eq_packet_structs.h


struct PlayerProfile_Struct
{
/*0000*/ uint32 checksum; // Checksum from CRC32::SetEQChecksum
/*0004*/ char name[64]; // Name of player sizes not right
/*0068*/ char last_name[32]; // Last name of player sizes not right
/*0100*/ uint32 gender; // Player Gender - 0 Male, 1 Female
/*0104*/ uint32 race; // Player race
/*0108*/ uint32 class_; // Player class
/*0112*/ uint32 unknown0112; //
/*0116*/ uint32 level; // Level of player (might be one byte)
/*0120*/ BindStruct binds[5]; // Bind points (primary is first, home city is fifth)
/*0220*/ uint32 deity; // deity
/*0224*/ uint32 guild_id;
/*0228*/ uint32 birthday; // characters bday
/*0232*/ uint32 lastlogin; // last login or zone time
/*0236*/ uint32 timePlayedMin; // in minutes
/*0240*/ uint8 pvp;
/*0241*/ uint8 level2; //no idea why this is here, but thats how it is on live
/*0242*/ uint8 anon; // 2=roleplay, 1=anon, 0=not anon
/*0243*/ uint8 gm;
/*0244*/ uint8 guildrank;
/*0245*/ uint8 guildbanker;
/*0246*/ uint8 unknown0246[6]; //
/*0252*/ uint32 intoxication;
/*0256*/ uint32 spellSlotRefresh[MAX_PP_MEMSPELL]; //in ms
/*0292*/ uint32 abilitySlotRefresh;
/*0296*/ uint8 haircolor; // Player hair color
/*0297*/ uint8 beardcolor; // Player beard color
/*0298*/ uint8 eyecolor1; // Player left eye color
/*0299*/ uint8 eyecolor2; // Player right eye color
/*0300*/ uint8 hairstyle; // Player hair style
/*0301*/ uint8 beard; // Beard type
/*0302*/ uint8 ability_time_seconds; //The following four spots are unknown right now.....
/*0303*/ uint8 ability_number; //ability used
/*0304*/ uint8 ability_time_minutes;
/*0305*/ uint8 ability_time_hours; //place holder
/*0306*/ uint8 unknown0306[6]; // @bp Spacer/Flag?
/*0312*/ uint32 item_material[MAX_MATERIALS]; // Item texture/material of worn/held items
/*0348*/ uint8 unknown0348[44];
/*0392*/ Color_Struct item_tint[MAX_MATERIALS];
/*0464*/ AA_Array aa_array[MAX_PP_AA_ARRAY];
/*2384*/ float unknown2384; //seen ~128, ~47
/*2388*/ char servername[32]; // length probably not right
/*2420*/ char title[32]; // length might be wrong
/*2452*/ char suffix[32]; // length might be wrong
/*2484*/ uint32 guildid2; //
/*2488*/ uint32 exp; // Current Experience
/*2492*/ uint32 unknown2492;
/*2496*/ uint32 points; // Unspent Practice points
/*2500*/ uint32 mana; // current mana
/*2504*/ uint32 cur_hp; // current hp
/*2508*/ uint32 unknown2508; // 0x05
/*2512*/ uint32 STR; // Strength
/*2516*/ uint32 STA; // Stamina
/*2520*/ uint32 CHA; // Charisma
/*2524*/ uint32 DEX; // Dexterity
/*2528*/ uint32 INT; // Intelligence
/*2532*/ uint32 AGI; // Agility
/*2536*/ uint32 WIS; // Wisdom
/*2540*/ uint8 face; // Player face
/*2541*/ uint8 unknown2541[47]; // ?
/*2588*/ uint8 languages[MAX_PP_LANGUAGE];
/*2616*/ uint8 unknown2616[4];
/*2620*/ int32 spell_book[MAX_PP_SPELLBOOK];
/*4540*/ uint8 unknown4540[128]; // Was [428] all 0xff
/*4668*/ int32 mem_spells[MAX_PP_MEMSPELL];
/*4704*/ uint8 unknown4704[32]; //
/*4736*/ float y; // Player y position
/*4740*/ float x; // Player x position
/*4744*/ float z; // Player z position
/*4748*/ float heading; // Direction player is facing
/*4752*/ uint8 unknown4752[4]; //
/*4756*/ sint32 platinum; // Platinum Pieces on player
/*4760*/ sint32 gold; // Gold Pieces on player
/*4764*/ sint32 silver; // Silver Pieces on player
/*4768*/ sint32 copper; // Copper Pieces on player
/*4772*/ sint32 platinum_bank; // Platinum Pieces in Bank
/*4776*/ sint32 gold_bank; // Gold Pieces in Bank
/*4780*/ sint32 silver_bank; // Silver Pieces in Bank
/*4784*/ sint32 copper_bank; // Copper Pieces in Bank
/*4788*/ sint32 platinum_cursor; // Platinum on cursor
/*4792*/ sint32 gold_cursor; // Gold on cursor
/*4796*/ sint32 silver_cursor; // Silver on cursor
/*4800*/ sint32 copper_cursor; // Copper on cursor
/*4804*/ sint32 platinum_shared; // Platinum shared between characters
/*4808*/ uint8 unknown4808[24]; // @bp unknown skills?
/*4832*/ uint32 skills[MAX_PP_SKILL];
/*5132*/ uint8 unknown5132[284]; // @bp unknown skills?
/*5416*/ int32 pvp2; //
/*5420*/ int32 unknown5420; //
/*5424*/ int32 pvptype; //
/*5428*/ int32 unknown5428; //
/*5432*/ uint32 ability_down; // Guessing
/*5436*/ uint8 unknown5436[8]; //
/*5444*/ uint32 autosplit; //not used right now
/*5448*/ uint8 unknown5448[8];
/*5456*/ int32 zone_change_count; // Number of times user has zoned in their career (guessing)
/*5460*/ uint8 unknown5460[16]; //
/*5476*/ uint32 drakkin_heritage; //
/*5480*/ uint32 drakkin_tattoo; //
/*5484*/ uint32 drakkin_details; //
/*5488*/ int32 expansions; // expansion setting, bit field of expansions avaliable
/*5492*/ sint32 toxicity; //from drinking potions, seems to increase by 3 each time you drink
/*5496*/ char unknown5496[16]; //
/*5512*/ sint32 hunger_level;
/*5516*/ sint32 thirst_level;
/*5520*/ int32 ability_up;
/*5524*/ char unknown5524[16];
/*5540*/ uint16 zone_id; // Current zone of the player
/*5542*/ uint16 zoneInstance; // Instance ID
/*5544*/ SpellBuff_Struct buffs[BUFF_COUNT]; // Buffs currently on the player
/*6044*/ char groupMembers[6][64];//
/*6428*/ char unknown6428[656];
/*7084*/ uint32 entityid;
/*7088*/ uint32 leadAAActive;
/*7092*/ uint32 unknown7092;
/*7096*/ sint32 ldon_points_guk; //client uses these as signed
/*7100*/ sint32 ldon_points_mir;
/*7104*/ sint32 ldon_points_mmc;
/*7108*/ sint32 ldon_points_ruj;
/*7112*/ sint32 ldon_points_tak;
/*7116*/ sint32 ldon_points_available;
/*7120*/ sint32 ldon_wins_guk;
/*7124*/ sint32 ldon_wins_mir;
/*7128*/ sint32 ldon_wins_mmc;
/*7132*/ sint32 ldon_wins_ruj;
/*7136*/ sint32 ldon_wins_tak;
/*7140*/ sint32 ldon_losses_guk;
/*7144*/ sint32 ldon_losses_mir;
/*7148*/ sint32 ldon_losses_mmc;
/*7152*/ sint32 ldon_losses_ruj;
/*7156*/ sint32 ldon_losses_tak;
/*7160*/ uint8 unknown7160[72];
/*7232*/ uint32 tribute_time_remaining; //in miliseconds
/*7236*/ uint32 showhelm;
/*7240*/ uint32 career_tribute_points;
/*7244*/ uint32 unknown7244;
/*7248*/ uint32 tribute_points;
/*7252*/ uint32 unknown7252;
/*7256*/ uint32 tribute_active; //1=active
/*7260*/ Tribute_Struct tributes[MAX_PLAYER_TRIBUTES];
/*7300*/ Disciplines_Struct disciplines;
/*7700*/ uint32 recastTimers[MAX_RECAST_TYPES]; // Timers (GMT of last use)
/*7780*/ char unknown7780[160];
/*7940*/ uint32 endurance;
/*7944*/ uint32 group_leadership_exp; //0-1000
/*7948*/ uint32 raid_leadership_exp; //0-2000
/*7952*/ uint32 group_leadership_points;
/*7956*/ uint32 raid_leadership_points;
/*7960*/ LeadershipAA_Struct leader_abilities;
/*8088*/ uint8 unknown8088[132];
/*8220*/ uint32 air_remaining;
/*8224*/ uint32 PVPKills;
/*8228*/ uint32 PVPDeaths;
/*8232*/ uint32 PVPCurrentPoints;
/*8236*/ uint32 PVPCareerPoints;
/*8240*/ uint32 PVPBestKillStreak;
/*8244*/ uint32 PVPWorstDeathStreak;
/*8248*/ uint32 PVPCurrentKillStreak;
/*8252*/ PVPStatsEntry_Struct PVPLastKill;
/*8340*/ PVPStatsEntry_Struct PVPLastDeath;
/*8428*/ uint32 PVPNumberOfKillsInLast24Hours;
/*8432*/ PVPStatsEntry_Struct PVPRecentKills[50];
/*12832*/ uint32 aapoints_spent;
/*12836*/ uint32 expAA;
/*12840*/ uint32 aapoints; //avaliable, unspent
/*12844*/ uint8 unknown12844[36];
/*12880*/ Bandolier_Struct bandoliers[MAX_PLAYER_BANDOLIER];
/*14160*/ uint8 unknown14160[4506];
/*18666*/ SuspendedMinion_Struct SuspendedMinion;
/*19276*/ uint32 timeentitledonaccount;
/*19280*/ PotionBelt_Struct potionbelt; //there should be 3 more of these
/*19568*/ uint8 unknown19568[8];
/*19576*/ uint32 currentRadCrystals; // Current count of radiant crystals
/*19580*/ uint32 careerRadCrystals; // Total count of radiant crystals ever
/*19584*/ uint32 currentEbonCrystals;// Current count of ebon crystals
/*19588*/ uint32 careerEbonCrystals; // Total count of ebon crystals ever
/*19592*/ uint8 groupAutoconsent; // 0=off, 1=on
/*19593*/ uint8 raidAutoconsent; // 0=off, 1=on
/*19594*/ uint8 guildAutoconsent; // 0=off, 1=on
/*19595*/ uint8 unknown19595[5]; // ***Placeholder (6/29/2005)
/*19600*/ uint32 RestTimer;
/*19604*/
};


My code reads in all of the bytes from the binary for the struct. I then use methods that take in a starting index and print out data in the specified format from that index. This works great for the first chunk of the profile, up to level 116. When I try to read anything after 220 I get strange information.

For example, if I try to read STR from 2512 I get -48.

Obviously this is not the correct value for a character's strength. Any idea why I can't read the data after 220?

joligario
09-10-2011, 10:51 PM
Did you account for the structs/arrays inside the player profile?

jcbbjjttt
09-11-2011, 02:19 AM
I took the binary file and created an array out of all the bytes. I then just jump to byte 220. This should ignore that bind[] right?

lerxst2112
09-11-2011, 03:52 AM
Well, the problem is those numbers are wrong.

It's correct up to item_tint, but either color struct changed size at some point or whoever was numbering those fields miscounted because of the union, but it's off by 36 bytes from there on.

joligario
09-11-2011, 04:34 AM
Yup, you are right. When I went through readjusting for changes, I missed the union. I'll submit the right numbers in a few.

jcbbjjttt
09-11-2011, 11:31 AM
That fixed it! Thank you very much.