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Old 08-18-2009, 06:43 AM
Shin Noir's Avatar
Shin Noir
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Join Date: Apr 2002
Location: Seattle, WA
Posts: 506
Default utils/ppconvert

I'm writing this horrid hack job to try to get the playerprofile tool to work with a new struct.

Any programmers out there wish to help me? My skills with this sort of stuff is terribly lacking.

Essentially, with ppconvert, I need to convert this struct:

Code:
struct VZTZ_Struct
{
/*0000*/	uint32				checksum;			// Checksum from CRC32::SetEQChecksum
/*0004*/	char				name[64];			// Name of player sizes not right
/*0068*/	char				last_name[32];		// Last name of player sizes not right
/*0100*/	uint32				gender;				// Player Gender - 0 Male, 1 Female
/*0104*/	uint32				race;				// Player race
/*0108*/	uint32				class_;				// Player class
/*0112*/	uint32				unknown0112;		//
/*0116*/	uint32				level;				// Level of player (might be one byte)
/*0120*/	BindStruct			binds[5];           // Bind points (primary is first)
/*0220*/	uint32				deity;				// deity
/*0224*/	uint32				guild_id;
/*0228*/	uint32				birthday;			// characters bday
/*0232*/	uint32				lastlogin;			// last login or zone time
/*0236*/	uint32				timePlayedMin;			// in minutes
/*0240*/	uint8				pvp;
/*0241*/	uint8				level2; //no idea why this is here, but thats how it is on live
/*0242*/	uint8				anon;		// 2=roleplay, 1=anon, 0=not anon
/*0243*/	uint8				gm;
/*0244*/	uint8				guildrank;
/*0245*/	uint8				unknown0245[7];	//
/*0252*/	uint32				intoxication;
/*0256*/	uint32				spellSlotRefresh[MAX_PP_MEMSPELL];	//in ms
/*0292*/	uint8                           unknown0392[4];
/*0296*/	uint8				haircolor;			// Player hair color
/*0297*/	uint8				beardcolor;			// Player beard color
/*0298*/	uint8				eyecolor1;			// Player left eye color
/*0299*/	uint8				eyecolor2;			// Player right eye color
/*0300*/	uint8				hairstyle;			// Player hair style
/*0301*/	uint8				beard;				// Beard type
/*0302*/	uint8				ability_time_seconds; //The following four spots are unknown right now.....
/*0303*/	uint8				ability_number; //ability used
/*0304*/	uint8				ability_time_minutes;
/*0305*/	uint8				ability_time_hours;//place holder
/*0306*/	uint8				unknown0306[6];		// @bp Spacer/Flag?
/*0312*/	uint32				item_material[MAX_MATERIALS];	// Item texture/material of worn/held items
/*0348*/	uint8				unknown0256[44];
/*0396*/	Color_Struct		item_tint[MAX_MATERIALS];
/*0432*/	AA_Array			aa_array[MAX_PP_AA_ARRAY];
/*2348*/	float				unknown2348;		//seen ~128, ~47
/*2352*/	char				servername[32];		// length probably not right
/*2384*/	char				title[32];			//length might be wrong
/*2416*/	char				suffix[32];			//length might be wrong
/*2448*/	uint32				guildid2;		//
/*2452*/	uint32				exp;				// Current Experience
/*2456*/	uint32				unknown1496;
/*2460*/	uint32				points;				// Unspent Practice points
/*2464*/	uint32				mana;				// current mana
/*2468*/	uint32				cur_hp;				// current hp
/*2472*/	uint32				unknown1512;		// 0x05
/*2476*/	uint32				STR;				// Strength
/*2480*/	uint32				STA;				// Stamina
/*2484*/	uint32				CHA;				// Charisma
/*2488*/	uint32				DEX;				// Dexterity
/*2492*/	uint32				INT;				// Intelligence
/*2496*/	uint32				AGI;				// Agility
/*2500*/	uint32				WIS;				// Wisdom
/*2504*/	uint8				face;				// Player face
/*2505*/	uint8				unknown1545[47];	// ?
/*2552*/	uint8				languages[MAX_PP_LANGUAGE];
/*2580*/	uint8				unknown1620[4];
/*2584*/	int32				spell_book[MAX_PP_SPELLBOOK];
/*4184*/	uint8				unknown3224[448];	// all 0xff
/*4632*/	int32				mem_spells[MAX_PP_MEMSPELL];
/*4668*/	uint8				unknown3704[32];	//
/*4700*/	float				y;					// Player y position
/*4704*/	float				x;					// Player x position
/*4708*/	float				z;					// Player z position
/*4712*/	float				heading;			// Direction player is facing
/*4716*/	uint8				unknown3756[4];		//
/*4720*/	sint32				platinum;			// Platinum Pieces on player
/*4724*/	sint32				gold;				// Gold Pieces on player
/*4728*/	sint32				silver;				// Silver Pieces on player
/*4732*/	sint32				copper;				// Copper Pieces on player
/*4736*/	sint32				platinum_bank;		// Platinum Pieces in Bank
/*4740*/	sint32				gold_bank;			// Gold Pieces in Bank
/*4744*/	sint32				silver_bank;		// Silver Pieces in Bank
/*4748*/	sint32				copper_bank;		// Copper Pieces in Bank
/*4752*/	sint32				platinum_cursor;	// Platinum on cursor
/*4756*/	sint32				gold_cursor;		// Gold on cursor
/*4760*/	sint32				silver_cursor;		// Silver on cursor
/*4764*/	sint32				copper_cursor;		// Copper on cursor
/*4768*/	sint32				platinum_shared;        // Platinum shared between characters
/*4772*/	uint8				unknown3812[24];        // @bp unknown skills?
/*4796*/	uint32				skills[MAX_PP_SKILL];
/*5096*/	uint8				unknown5096[284];     // @bp unknown skills?
/*5380*/	int32				pvp2;	//
/*5384*/	int32				unknown4420;	//
/*5388*/	int32				pvptype;	//
/*5392*/	int32				unknown4428;	//
/*5396*/	uint32				ability_down;			// Doodman - Guessing
/*5400*/	uint8				unknown4436[8];	//
/*5408*/	uint32				autosplit;			//not used right now
/*5412*/	uint8				unknown4448[8];
/*5420*/	int32				zone_change_count;      // Number of times user has zoned in their career (guessing)
/*5424*/	uint8				unknown4460[28];	//
/*5452*/	int32				expansions;		// expansion setting, bit field of expansions avaliable
/*5456*/	sint32				toxicity;	//from drinking potions, seems to increase by 3 each time you drink
/*5460*/	char				unknown4496[16];	//
/*5476*/	sint32				hunger_level;
/*5480*/	sint32				thirst_level;
/*5484*/	int32				ability_up;
/*5488*/	char				unknown4524[16];
/*5504*/	uint16				zone_id;			// Current zone of the player
/*5506*/	uint16				zoneInstance;			// Instance ID
/*5508*/	SpellBuff_Struct	buffs[BUFF_COUNT];			// Buffs currently on the player
/*6008*/	char 				groupMembers[6][64];		//
/*6392*/	char				unknown6392[668];
/*7060*/	sint32				ldon_points_guk;		//client uses these as signed
/*7064*/	sint32				ldon_points_mir;
/*7068*/	sint32				ldon_points_mmc;
/*7072*/	sint32				ldon_points_ruj;
/*7076*/	sint32				ldon_points_tak;
/*7080*/	sint32				ldon_points_available;
/*7084*/	uint8				unknown5940[112];
/*7196*/	uint32				tribute_time_remaining;	//in miliseconds
/*7200*/	uint32				unknown6048;
/*7204*/	uint32				career_tribute_points;
/*7208*/	uint32				unknown6056;
/*7212*/	uint32				tribute_points;
/*7216*/	uint32				unknown6064;
/*7220*/	uint32				tribute_active;		//1=active
/*7224*/	Tribute_Struct		tributes[MAX_PLAYER_TRIBUTES];
/*7264*/	Disciplines_Struct	disciplines;			//fathernitwit: 10-06-04
/*7664*/	char				unknown7464[240];
/*7904*/	uint32				endurance;
/*7908*/	uint32				group_leadership_exp;	//0-1000
/*7912*/	uint32				raid_leadership_exp;	//0-2000
/*7916*/	uint32				group_leadership_points;
/*7920*/	uint32				raid_leadership_points;
/*7924*/	LeadershipAA_Struct	leader_abilities;
/*8052*/	uint8				unknown8052[132];
/*8184*/	uint32				air_remaining;
/*8188*/	uint8				unknown8188[4608];
/*12796*/	uint32				aapoints_spent;
/*12800*/	uint32				expAA;
/*12804*/	uint32				aapoints;	//avaliable, unspent
/*12808*/	uint8				unknown12808[36];
/*12844*/	Bandolier_Struct	bandoliers[MAX_PLAYER_BANDOLIER];
/*14124*/	uint8				unknown14124[5120];
/*19244*/	PotionBelt_Struct	potionbelt;	//there should be 3 more of these
/*19532*/	uint8				unknown19532[8];
/*19540*/	uint32				currentRadCrystals; 	// Current count of radiant crystals
/*19544*/	uint32				careerRadCrystals; // Total count of radiant crystals ever
/*19548*/	uint32				currentEbonCrystals;		// Current count of ebon crystals
/*19552*/	uint32				careerEbonCrystals;	// Total count of ebon crystals ever
/*19556*/	uint8				groupAutoconsent;   // 0=off, 1=on
/*19557*/	uint8				raidAutoconsent;    // 0=off, 1=on
/*19558*/	uint8				guildAutoconsent;   // 0=off, 1=on
/*19559*/	uint8				unknown19559[5];    // ***Placeholder (6/29/2005)
/*19564*/	uint32				unknown15964;
/*19568*/
};
to latest SVN struct.


I wrote a terrible hack job (that actually seems to semi work) here:

Code:
	case (sizeof(VZTZ_Struct)+1305): { //Shin: Added a converter for our version.
		VZTZ_Struct* ops = (VZTZ_Struct*)src;
		PlayerProfile_Struct* pp = (PlayerProfile_Struct*)dst;
		memcpy(dst, ops, sizeof(VZTZ_Struct));
This is a case I threw in at around line 301 of the ppconvert source. The problem is that it leaves a ton of discrepancies from the two different structs, one being that buffs aren't properly removed, so e.g. if you had a debuff prior to this conversion, it comes up as a permanent "unknown" debuff that has negative #showbuff ticks remaining and never goes away, even after death.

I tried to do this:
memset(pp->buffs, 0, sizeof(VZTZ_Struct)); //Zero out buffs?

but I can't figure out the sizeof() portion, the other routines utilize a e.g. "memcpy(pp->unknown0245, &ops->fatigue, StructDist(ops, fatigue, guild_id2));"
which seems to call the struct again after modifying the value or something, it kind of confuses me how this thing works.

Not sure what else is broken. I wrote a semi change log of the differences here:

Code:
		//Changes needed: abilitySlotRefresh from uint32 to uint 8
		//Resize from uint8 unknown3224[448] to uint8 unknown3224[128] 
		//Add empty uint32				drakkin_heritage;	//
		//Add empty uint32				drakkin_tattoo;		//
		//Add empty 	uint32				drakkin_details;	//
		//Resize from char unknown6392[668]; to char unknown6392[656];
		//add empty uint32				entityid;
		//add empty uint32				leadAAActive;
		//add empty uint32				unknown7056;
		//recasttimers added uint32				recastTimers[MAX_RECAST_TYPES]
		//unknown 7744 should be empty? char unknown7744[160]
		//add uint32				timeentitledonaccount
		//add uint32				RestTimer
I can give you the source, or would love any direction. Spent a ton of time on this and it's really showing how much I suck at C++. I hate this kind of bit-sensitive crap.

Also, ppconvert by default doesn't include a db.ini file and that's an old EtherealQuest route of handling data, so may want to have the format distributed for that util..
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~Shin Noir
DungeonEQ.com
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