Quote:
Originally Posted by trevius
I'm not exactly sure what the OUT stuff means, but I am guessing that all of the stuff set to go OUT is the stuff that gets encoded. If so, then I wonder what happens to stuff in the structure that isn't set to go OUT in the ENCODE. Does that stuff just get ignored?
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The ENCODE/DECODE is used when the struct is different between Client versions.
ENCODE 'encodes' packets on the way out, from the server to the client, and DECODE does the reverse.
The ENCODE is a translation from the struct in common/eq_packet_structs.h to the struct in the client specific struct in patches/<Client version>_structs.h.
To take your example for OP_ManaChange. The 'EMU' struct for this, in common/eq_packet_structs.h is:
Code:
struct ManaChange_Struct
{
int32 new_mana; // New Mana AMount
int32 stamina;
int32 spell_id;
int32 unknown12;
};
while the Anniversary struct is:
Code:
struct ManaChange_Struct
{
int32 new_mana; // New Mana AMount
int32 stamina;
int32 spell_id;
int32 unknown12;
int32 unknown16;
};
As you can see, Anniversary has an extra field at the end of the struct.
Essentially, the ENCODE section in Anniversary.cpp is copying the fields from the Emulator version of the struct to the version that Anniversary edition needs. I think the outgoing packet is filled with zeroes before the ENCODE takes place, so unknown12 and unknown16 would be zero.
For each struct that has changed in SoF, you would need to map out the fields in the new structure and add it to Anniversary_structs.h, add the Opcode to Anniversary_ops.h and do an ENCODE in Anniversary.cpp.
You would also need to do the same for Client to Server opcodes where the struct has changed, but this time do a DECODE from the SoF client structure to the Emu struct.