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  #10  
Old 12-29-2006, 09:35 PM
Aerewen
Hill Giant
 
Join Date: Dec 2006
Posts: 110
Default

GRRRRRRR i wish i learned c++ lol

i've been staring at the code now for like well... since i made the last post on here so an hour?

as far as i can tell it should work

from client_process.cpp... looks like it is pulling the items from the tmpmerchanttable[] array properly and sending them to the client when the merchant is browsed...
Code:
void Client::BulkSendMerchantInventory(int merchant_id, int16 npcid) {
	const Item_Struct* handyitem = NULL;
	int32 numItemSlots=80;  //The max number of items passed in the transaction.
	const Item_Struct *item;
	std::list<MerchantList> merlist = zone->merchanttable[merchant_id];
	std::list<MerchantList>::const_iterator itr;
	if(merlist.size()==0){ //Attempt to load the data, it might have been missed if someone spawned the merchant after the zone was loaded
		zone->LoadNewMerchantData(merchant_id);
		merlist = zone->merchanttable[merchant_id];
		if(merlist.size()==0)
			return;
	}
	std::list<TempMerchantList> tmp_merlist = zone->tmpmerchanttable[npcid];
	std::list<TempMerchantList>::iterator tmp_itr;

	int32 i=1;
	int8 handychance = 0;
	for(itr = merlist.begin();itr != merlist.end() && i<numItemSlots;itr++){
		MerchantList ml = *itr;
		handychance = MakeRandomInt(0, merlist.size() + tmp_merlist.size() - 1 );
		
		item = database.GetItem(ml.item);
		if(item) {
			if(handychance==0)
				handyitem=item;
			else
				handychance--;
			int charges=1;
			if(item->ItemClass==ItemClassCommon)
				charges=item->MaxCharges;
			ItemInst* inst = database.CreateItem(item, charges);
			if (inst) {
				inst->SetPrice(item->Price*127/100);
				inst->SetMerchantSlot(ml.slot);
				inst->SetMerchantCount(-1);		//unlimited
				if(charges > 0)
					inst->SetCharges(charges);
				else
					inst->SetCharges(1);
				SendItemPacket(ml.slot-1, inst, ItemPacketMerchant);
				safe_delete(inst);
			}
		}
		i++;
	}
	std::list<TempMerchantList> origtmp_merlist = zone->tmpmerchanttable[npcid];
	tmp_merlist.clear();
	for(tmp_itr = origtmp_merlist.begin();tmp_itr != origtmp_merlist.end() && i<numItemSlots;tmp_itr++){
		TempMerchantList ml = *tmp_itr;
		item=database.GetItem(ml.item);
		ml.slot=i;
		if (item) {
			if(handychance==0)
				handyitem=item;
			else
				handychance--;
			int charges=1;
			if(item->ItemClass==ItemClassCommon && (sint16)ml.charges <= item->MaxCharges)
				charges=ml.charges;
			else
				charges = item->MaxCharges;
			ItemInst* inst = database.CreateItem(item, charges);
			if (inst) {
				inst->SetPrice(item->Price*127/100);
				inst->SetMerchantSlot(ml.slot);
				inst->SetMerchantCount(1);
				if(charges > 0)
					inst->SetCharges(charges);
				else
					inst->SetCharges(1);
				SendItemPacket(ml.slot-1, inst, ItemPacketMerchant);
				safe_delete(inst);
			}
		}
		tmp_merlist.push_back(ml);
		i++;
	}
	//this resets the slot
	zone->tmpmerchanttable[npcid] = tmp_merlist;
	Mob* merch = entity_list.GetMobByNpcTypeID(npcid);
	if(merch != NULL && handyitem){
		char handy_id[8]={0};
		int greeting=rand()%5;
		int greet_id=0;
		switch(greeting){
			case 1:
				greet_id=MERCHANT_GREETING;
				break;
			case 2:
				greet_id=MERCHANT_HANDY_ITEM1;
				break;
			case 3:
				greet_id=MERCHANT_HANDY_ITEM2;
				break;
			case 4:
				greet_id=MERCHANT_HANDY_ITEM3;
				break;
			default:
				greet_id=MERCHANT_HANDY_ITEM4;
        }
		sprintf(handy_id,"%i",greet_id);
		char merchantname[64]={0};
		strncpy(merchantname,merch->GetName(),strlen(merch->GetName())-2);
		if(greet_id!=MERCHANT_GREETING){
			Message_StringID(10,GENERIC_STRINGID_SAY,merchantname,handy_id,this->GetName(),handyitem->Name);
		
        }
        else
			Message_StringID(10,GENERIC_STRINGID_SAY,merchantname,handy_id,this->GetName());
		
		merch->CastToNPC()->FaceTarget(this->CastToMob());
    }
		
//		safe_delete_array(cpi);
}
and the code for when a player sells an item to the npc... is below... and it also looks as if it is adding the item to both the database and the tmpmerchanttable[] array properly...

from zone.cpp

Code:
int Zone::SaveTempItem(int32 merchantid, int32 npcid, int32 item, sint32 charges, bool sold){
	int freeslot = 0;
	
	std::list<MerchantList> merlist = merchanttable[merchantid];
	std::list<MerchantList>::const_iterator itr;
	int32 i = 1;
	for(itr = merlist.begin();itr != merlist.end();itr++){
		MerchantList ml = *itr;
		if(ml.item == item)
			return 0;
		else
			i++;
	}
	std::list<TempMerchantList> tmp_merlist = tmpmerchanttable[npcid];
	std::list<TempMerchantList>::const_iterator tmp_itr;
	bool update_charges = false;
	TempMerchantList ml;
	while(freeslot == 0 && !update_charges){
		freeslot = i;
		for(tmp_itr = tmp_merlist.begin();tmp_itr != tmp_merlist.end();tmp_itr++){
			ml = *tmp_itr;
			if(ml.item == item){
				update_charges = true;
				freeslot = 0;
				break;
			}
			if(ml.origslot==i)
				freeslot=0;
		}
		i++;
	}
	if(update_charges){
		tmp_merlist.clear();
		std::list<TempMerchantList> oldtmp_merlist = tmpmerchanttable[npcid];
		for(tmp_itr = oldtmp_merlist.begin();tmp_itr != oldtmp_merlist.end();tmp_itr++){
			TempMerchantList ml2 = *tmp_itr;
			if(ml2.item != item)
				tmp_merlist.push_back(ml2);
		}
		if(sold)
			ml.charges = ml.charges + charges;
		else
			ml.charges = charges;
		if(!ml.origslot)
			ml.origslot = ml.slot;
		if(charges>0){
			database.SaveMerchantTemp(npcid, ml.origslot, item, ml.charges);
			tmp_merlist.push_back(ml);
		}
		else{
			database.DeleteMerchantTemp(npcid,ml.origslot);
		}
		tmpmerchanttable[npcid] = tmp_merlist;
		
	}
	if(freeslot){
		if(charges<0) //sanity check only, shouldnt happen
			charges = 255;
		database.SaveMerchantTemp(npcid, freeslot, item, charges);
		tmp_merlist = tmpmerchanttable[npcid];
		TempMerchantList ml2;
		ml2.charges = charges;
		ml2.item = item;
		ml2.npcid = npcid;
		ml2.slot = freeslot;
		ml2.origslot = ml2.slot;
		tmp_merlist.push_back(ml2);
		tmpmerchanttable[npcid] = tmp_merlist;
	}
	return freeslot;
}
so as far as i can tell it should be displaying the items that were sold to the merchant unless im missing something somewhere...
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