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Development::Bug Reports Post detailed bug reports and what you would like to see next in the emu here. |
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10-19-2009, 11:20 PM
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Demi-God
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Join Date: May 2007
Location: b
Posts: 1,449
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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:
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.
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10-19-2009, 11:26 PM
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Demi-God
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Join Date: May 2007
Location: b
Posts: 1,449
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Quote:
Originally Posted by Secrets
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:
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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
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10-19-2009, 11:42 PM
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Demi-God
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Join Date: May 2007
Location: b
Posts: 1,449
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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
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10-20-2009, 02:57 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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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
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06-27-2010, 03:43 AM
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Fire Beetle
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Join Date: May 2009
Location: AL
Posts: 29
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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.
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06-27-2010, 11:45 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Quote:
Originally Posted by Midgett
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.
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As for the appearance issue from illusions on SoF; unfortunately, nothing can be done about that. The issue is that they must have been in the process of changing the illusion packet structure when they released the SoF retail disks, and some bugs were caused by their changes that weren't resolved until later. The main issue is that hair for any player race other than Humans only shows up as 1 default hair style instead of the style it is set to. Even when you remove an illusion or use #race 0, it sets your race back by sending another illusion packet, which is why the hair issue is still seen. This is a client issue/bug, and cannot be fixed. This is not an issue on the SoD client, so they must have fixed it sometime between SoF and SoD. Just one of the many reasons to upgrade from SoF to SoD, not to mention that SoD is much more stable than SoF and even Titanium.
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06-29-2010, 06:48 AM
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Fire Beetle
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Join Date: May 2009
Location: AL
Posts: 29
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Quote:
As for the appearance issue from illusions on SoF; unfortunately, nothing can be done about that. The issue is that they must have been in the process of changing the illusion packet structure when they released the SoF retail disks, and some bugs were caused by their changes that weren't resolved until later. The main issue is that hair for any player race other than Humans only shows up as 1 default hair style instead of the style it is set to. Even when you remove an illusion or use #race 0, it sets your race back by sending another illusion packet, which is why the hair issue is still seen. This is a client issue/bug, and cannot be fixed. This is not an issue on the SoD client, so they must have fixed it sometime between SoF and SoD. Just one of the many reasons to upgrade from SoF to SoD, not to mention that SoD is much more stable than SoF and even Titanium.
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Thx for taking a look at this Trevius. At least the illusion bug is confirmed.
Did that second bug description make any sense? Were you able to duplicate it?
As for SoD, I am reading great things about it on the forums. I paid $20 for my SoF disc set last summer at Game Stop, and already it's becoming obsolete --LOL!
But, that's a GREAT thing! That means the project has really been flying.
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06-29-2010, 12:49 PM
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Sarnak
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Join Date: Feb 2010
Location: California
Posts: 88
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I know on live when the illusion wears off, sometimes the characters becomes bald. The hair comes back when you either zone or relog. It is a known bug on live.
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