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-   -   Dropped object problem? (https://www.eqemulator.org/forums/showthread.php?t=11208)

Scorpious2k 01-06-2004 02:16 AM

Dropped object problem?
 
I haven't heard of any problems related to dropped objects, but I found this interesting:

Code:

// Loading object from client dropping item on ground
Object::Object(Client* client, const ItemInst* inst)
{
        // Invoke base class
        Entity::Entity();
       
        // Initialize members
        m_id        = 0;
        m_inst        = (inst) ? inst->Clone() : NULL;
        m_type        = OT_DROPPEDITEM;
        m_icon        = 0;
        m_inuse        = false;
        m_ground_spawn = false;
        // Set as much struct data as we can
        memset(&m_data, 0, sizeof(Object_Struct));
        m_data.heading = client->GetHeading();
        m_data.y = client->GetX();
        m_data.x = client->GetY();
        m_data.z = client->GetZ();
        m_data.zone_id = zone->GetZoneID();

Notice the values assigned to m_data.x and m_data.y

Trumpcard 01-06-2004 02:26 AM

We have these all over the place, this is because we decided long ago to use the x,y format where live uses y,x

I thought the same thing when I initially say x being set to y (i was looking at mob position update packets)

If dropped objects are appearing in the right place, then this is a non issue.

Scorpious2k 01-06-2004 02:27 AM

Here it is again in client_process.cpp:

Code:

                                                zp->zpe[count].x = data->target_y;
                                                zp->zpe[count].y = data->target_x; //Backwards to convert to eqlives standard..

While I know SOE has X & Y backwards, I had always assumed that this was corrected by naming field (or misnaming them) in the packet structures so the correct values went to the correvt places; ie the Y coord for eqemu is the X for SOE, so in the packet it is called X...

Am I working under a wrong understanding?

Trumpcard 01-06-2004 03:20 AM

I think thats a better way too, but alas, not done...

I think its just mixed/matched because so many hands have been in there, so no one has gone in and applied a good consistant solution..

kathgar 01-06-2004 03:46 AM

Not to mention the define INVERSEXY.. I don't think the code will work right at all without it. We should decide on how we want it done, document it clearly and just run with it. A lot of code to mess with either way though.

Trumpcard 01-06-2004 05:39 AM

Actually, i searched through the code for that define, if i remember correctly its only used once in world (maybe not at all anymore)

Lurker_005 01-06-2004 05:49 AM

yea but how many places is x assigned to y and vice versa? without a nice comment saying "leave it the F*** alone" :P


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