Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Bug Reports

Development::Bug Reports Post detailed bug reports and what you would like to see next in the emu here.

Reply
 
Thread Tools Display Modes
  #1  
Old 09-29-2009, 11:23 AM
ChaosSlayerZ's Avatar
ChaosSlayerZ
Demi-God
 
Join Date: Mar 2009
Location: Umm
Posts: 1,492
Default

this not gonna screw up the actual tribute in anyway? Not that I care much for tribute, but I am just curious.
Also - since this is a fix for SoF - will people running T be adversely affected?
Since post 75 T client shows hp correctly already.
Reply With Quote
  #2  
Old 09-29-2009, 01:47 PM
Davood
Discordant
 
Join Date: Jan 2005
Posts: 488
Default

Quote:
Originally Posted by ChaosSlayerZ View Post
this not gonna screw up the actual tribute in anyway? Not that I care much for tribute, but I am just curious.
Also - since this is a fix for SoF - will people running T be adversely affected?
Since post 75 T client shows hp correctly already.
Well in the sever handshake; the server knows if the client is running titanium or SoF; therefore you can run the extra code just for the SoF clients.
__________________
----------
Demon Overlord of Alakamin
skype @ davoodinator
Reply With Quote
  #3  
Old 09-29-2009, 05:21 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

That or you can not be lazy and I don't know account for the tribute in there too. That's what I meant by somewhat complicated.
Reply With Quote
  #4  
Old 10-19-2009, 11:20 PM
Secrets's Avatar
Secrets
Demi-God
 
Join Date: May 2007
Location: b
Posts: 1,449
Default

I hacked up the tribute code and came up with this.

tribute.cpp, replaced the entire function

Code:
void Client::DoTributeUpdate() {
	
	const Item_Struct* myitem = database.GetItem(1001);
	Item_Struct* item = (Item_Struct*) malloc(sizeof(Item_Struct));
	memcpy(item, myitem, sizeof(Item_Struct));

	if(GetLevel() >= 76 && this->GetClientVersion() == EQClientSoF)
	{
		item->HP += (CalcBaseHP() - 5);
		item->Mana += (CalcMaxMana() - 5);
		item->Endur += (this->max_end - 5);
	}


	const Item_Struct* item2 = item;
	ItemInst* myinst = database.CreateBaseItem(item2);
	SendFakeItem(400, myinst, ItemPacketTributeItem);
			return;
			
}
inventory.cpp, new function

Code:
void Client::SendFakeItem(sint16 slot_id, ItemInst* inst, ItemPacketType packet_type)
{

	if (!inst) 
		return;
	
	// Serialize item into |-delimited string
	string packet = inst->Serialize(slot_id);
	
	EmuOpcode opcode = OP_Unknown;
	EQApplicationPacket* outapp = NULL;
	ItemPacket_Struct* itempacket = NULL;
	
	// Construct packet
	opcode = (packet_type==ItemPacketViewLink) ? OP_ItemLinkResponse : OP_ItemPacket;
	outapp = new EQApplicationPacket(opcode, packet.length()+sizeof(ItemPacket_Struct));
	itempacket = (ItemPacket_Struct*)outapp->pBuffer;
	memcpy(itempacket->SerializedItem, packet.c_str(), packet.length());
	itempacket->PacketType = packet_type;
	
#if EQDEBUG >= 9
		DumpPacket(outapp);
#endif
	//DumpPacket(outapp);
	FastQueuePacket(&outapp);

}
and the corresponding header function in Client.h

Code:
void	SendFakeItem(sint16 slot_id, ItemInst* inst, ItemPacketType packet_type);
and lastly, make it so every time a player gains a level that it recalculates tributes & sends a new item, effectively granting the player a new stat, exp.cpp:

Code:
		DoTributeUpdate();
near

Code:
 CalcBonuses();
        if(!RuleB(Character, HealOnLevel))
        {
                int mhp = CalcMaxHP();
                if(GetHP() > mhp)
                        SetHP(mhp);
        }
        else
        {
                SetHP(CalcMaxHP());             // Why not, lets give them a free heal
        }
		DoTributeUpdate();
        SendHPUpdate();
        SetMana(CalcMaxMana());
        UpdateWho();
        Save();
that should do it. most of the hard work is done.

Also, I would change 1001 to a blank item, or use a non-used ID like 10 for the item. That will resolve adding AC to the client.

Other than that, it works.
Reply With Quote
  #5  
Old 10-19-2009, 11:26 PM
Secrets's Avatar
Secrets
Demi-God
 
Join Date: May 2007
Location: b
Posts: 1,449
Default

Quote:
Originally Posted by Secrets View Post
and lastly, make it so every time a player gains a level that it recalculates tributes & sends a new item, effectively granting the player a new stat, exp.cpp:
I would actually add it into CalcBonuses(); near the end, since that's the most logical place for it, seeing as it needs to be updated every time your hp/mana/end is changed, now that I think about it :p
Reply With Quote
  #6  
Old 10-19-2009, 11:42 PM
Secrets's Avatar
Secrets
Demi-God
 
Join Date: May 2007
Location: b
Posts: 1,449
Default

As per KLS' suggestion, I should use new instead of malloc(), so I am going to. I should also free memory :P

Code:
void Client::DoTributeUpdate() {
	
	const Item_Struct* myitem = database.GetItem(1001);
	Item_Struct* item = new Item_Struct;
	memcpy(item, myitem, sizeof(Item_Struct));

	if(GetLevel() >= 76 && this->GetClientVersion() == EQClientSoF)
	{
		item->HP += (CalcBaseHP() - 5);
		item->Mana += (CalcMaxMana() - 5);
		item->Endur += (this->max_end - 5);
	}


	const Item_Struct* item2 = item;
	ItemInst* myinst = database.CreateBaseItem(item2);
	SendFakeItem(400, myinst, ItemPacketTributeItem);
	delete item;
        delete myinst;
	return;
			
}

Last edited by Secrets; 10-19-2009 at 11:47 PM.. Reason: forgot myinst cleanup
Reply With Quote
  #7  
Old 10-20-2009, 02:57 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

I'm pretty sure this kills some tribute functionality which isn't acceptable but based on what's here we can rewrite this to be more consistent with our codebase:

Code:
void Client::DoTributeUpdate() 
{
	const Item_Struct* myitem = database.GetItem(1001);
	Item_Struct* item = new Item_Struct(*myitem);

	if(GetLevel() >= 76 && this->GetClientVersion() == EQClientSoF)
	{
		item->HP += (CalcBaseHP() - 5);
		item->Mana += (CalcMaxMana() - 5);
		item->Endur += (this->max_end - 5);
	}

	ItemInst* myinst = database.CreateBaseItem((const Item_Struct*)item);
	SendItemPacket(400, myinst, ItemPacketTributeItem);
	safe_delete(item);
        safe_delete(myinst);
}
And there isn't a point in making a SendFakeItem() when it copies SendItemPacket word for word. All that said I think it's an acceptable proof of concept and I think we can put it into action. =p
Reply With Quote
  #8  
Old 06-27-2010, 03:43 AM
Midgett
Fire Beetle
 
Join Date: May 2009
Location: AL
Posts: 29
Default SoF Bugs

I know much of the attention has turned toward SoD atm. I just wanted to throw this out there since they are bugs. I am using SoF, of course.

I am currently using peqdb_rev1549 and EQEmu_rev1552. I noticed when I cast any spell, the casting time doesn't complete before the spell lands.
I noticed that using Titanium also. This is something new that hasn't happen before.

If I drop an illusion, or an illusion wears off, the facial features do not show correctly (the hair). It does show correctly when I zone.
In titanium, it shows correctly. Seems like an appearance bug (#race 0) exclusive to SoF.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 02:46 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3