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No "sigs". [skip ci]
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@ -55,7 +55,7 @@ enum ItemClassTypes
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**
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** (ref: database and eqstr_us.txt)
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**
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** (Looking at a recent database, it's possible that some of the item values may be off [10-27-2013] -U)
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** (Looking at a recent database, it's possible that some of the item values may be off [10-27-2013])
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*/
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enum ItemUseTypes : uint8
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{
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@ -189,7 +189,7 @@ struct CharacterSelectEntry_Struct
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uint8 Tutorial; // Seen 1 for new char or 0 for existing
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uint32 DrakkinHeritage;
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uint8 Unknown1; // Seen 0
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uint8 Enabled; // Originally labeled as 'CharEnabled' - unknown purpose and setting -U
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uint8 Enabled; // Originally labeled as 'CharEnabled' - unknown purpose and setting
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uint32 LastLogin;
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uint8 Unknown2; // Seen 0
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};
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@ -1265,7 +1265,7 @@ struct ZoneChange_Struct {
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// Whatever you send to the client in RequestClientZoneChange_Struct.type, the client will send back
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// to the server in ZoneChange_Struct.zone_reason. My guess is this is a memo field of sorts.
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// WildcardX 27 January 2008
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// 27 January 2008
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struct RequestClientZoneChange_Struct {
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/*00*/ uint16 zone_id;
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@ -2421,11 +2421,11 @@ struct InspectResponse_Struct {
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/*004*/ uint32 playerid;
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/*008*/ char itemnames[23][64];
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/*1480*/uint32 itemicons[23];
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/*1572*/char text[288]; // Max number of chars in Inspect Window appears to be 254 // Msg struct property is 256 (254 + '\0' is my guess) -U
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/*1572*/char text[288]; // Max number of chars in Inspect Window appears to be 254 // Msg struct property is 256 (254 + '\0' is my guess)
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/*1860*/
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};
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//OP_InspectMessageUpdate - Size: 256 (SoF+ clients after self-inspect window is closed) -U
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//OP_InspectMessageUpdate - Size: 256 (SoF+ clients after self-inspect window is closed)
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struct InspectMessage_Struct {
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/*000*/ char text[256];
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/*256*/
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@ -2534,7 +2534,7 @@ struct BookRequest_Struct {
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**
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*/
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struct Object_Struct {
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/*00*/ uint32 linked_list_addr[2];// <Zaphod> They are, get this, prev and next, ala linked list
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/*00*/ uint32 linked_list_addr[2];// They are, get this, prev and next, ala linked list
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/*08*/ uint16 unknown008; //
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/*10*/ uint16 unknown010; //
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/*12*/ uint32 drop_id; // Unique object id for zone
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@ -2553,8 +2553,8 @@ struct Object_Struct {
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/*88*/ uint32 spawn_id; // Spawn Id of client interacting with object
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/*92*/
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};
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//<Zaphod> 01 = generic drop, 02 = armor, 19 = weapon
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//[13:40] <Zaphod> and 0xff seems to be indicative of the tradeskill/openable items that end up returning the old style item type in the OP_OpenObject
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// 01 = generic drop, 02 = armor, 19 = weapon
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//[13:40] and 0xff seems to be indicative of the tradeskill/openable items that end up returning the old style item type in the OP_OpenObject
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/*
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** Click Object Struct
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@ -2611,7 +2611,7 @@ struct CloseContainer_Struct {
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*/
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struct Door_Struct
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{
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/*0000*/ char name[32]; // Filename of Door // Was 10char long before... added the 6 in the next unknown to it: Daeken M. BlackBlade //changed both to 32: Trevius
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/*0000*/ char name[32]; // Filename of Door // Was 10char long before... added the 6 in the next unknown to it //changed both to 32
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/*0032*/ float yPos; // y loc
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/*0036*/ float xPos; // x loc
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/*0040*/ float zPos; // z loc
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@ -660,7 +660,7 @@ int16 Inventory::FindFreeSlotForTradeItem(const ItemInst* inst) {
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// Do not arbitrarily use this function..it is designed for use with Client::ResetTrade() and Client::FinishTrade().
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// If you have a need, use it..but, understand it is not a compatible replacement for Inventory::FindFreeSlot().
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//
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// I'll probably implement a bitmask in the new inventory system to avoid having to adjust stack bias -U
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// I'll probably implement a bitmask in the new inventory system to avoid having to adjust stack bias
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if (!inst || !inst->GetID())
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return INVALID_INDEX;
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@ -1232,7 +1232,7 @@ int16 Inventory::_HasItem(ItemInstQueue& iqueue, uint32 item_id, uint8 quantity)
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// found, it is presented as being available on the cursor. In cases of a parity check, this
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// is sufficient. However, in cases where referential criteria is considered, this can lead
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// to unintended results. Funtionality should be observed when referencing the return value
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// of this query -U
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// of this query
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uint8 quantity_found = 0;
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@ -2148,7 +2148,7 @@ ItemInst* ItemInst::Clone() const
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}
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bool ItemInst::IsSlotAllowed(int16 slot_id) const {
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// 'SupportsContainers' and 'slot_id > 21' previously saw the reassigned PowerSource slot (9999 to 22) as valid -U
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// 'SupportsContainers' and 'slot_id > 21' previously saw the reassigned PowerSource slot (9999 to 22) as valid
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if (!m_item) { return false; }
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else if (Inventory::SupportsContainers(slot_id)) { return true; }
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else if (m_item->Slots & (1 << slot_id)) { return true; }
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@ -4925,7 +4925,7 @@ namespace RoF
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slot_id = legacy::SLOT_TRADESKILL; // 1000
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}
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emu->container_slot = slot_id;
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emu->guildtribute_slot = RoFToServerSlot(eq->guildtribute_slot); // this should only return INVALID_INDEX until implemented -U
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emu->guildtribute_slot = RoFToServerSlot(eq->guildtribute_slot); // this should only return INVALID_INDEX until implemented
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FINISH_DIRECT_DECODE();
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}
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@ -5123,7 +5123,7 @@ namespace RoF2
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slot_id = legacy::SLOT_TRADESKILL; // 1000
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}
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emu->container_slot = slot_id;
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emu->guildtribute_slot = RoF2ToServerSlot(eq->guildtribute_slot); // this should only return INVALID_INDEX until implemented -U
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emu->guildtribute_slot = RoF2ToServerSlot(eq->guildtribute_slot); // this should only return INVALID_INDEX until implemented
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FINISH_DIRECT_DECODE();
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}
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@ -193,7 +193,7 @@ struct CharacterSelectEntry_Struct
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/*0000*/ uint8 Tutorial; // Seen 1 for new char or 0 for existing
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/*0000*/ uint32 DrakkinHeritage;
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/*0000*/ uint8 Unknown1; // Seen 0
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/*0000*/ uint8 Enabled; // Swapped position with 'GoHome' 02/23/2015 -U
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/*0000*/ uint8 Enabled; // Swapped position with 'GoHome' 02/23/2015
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/*0000*/ uint32 LastLogin;
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/*0000*/ uint8 Unknown2; // Seen 0
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};
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@ -3616,7 +3616,7 @@ struct Split_Struct
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*/
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struct NewCombine_Struct {
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/*00*/ ItemSlotStruct container_slot;
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/*12*/ ItemSlotStruct guildtribute_slot; // Slot type is 8? (MapGuildTribute = 8 -U)
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/*12*/ ItemSlotStruct guildtribute_slot; // Slot type is 8? (MapGuildTribute = 8)
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/*24*/
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};
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@ -4552,7 +4552,7 @@ struct ItemSecondaryBodyStruct
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uint32 augtype;
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// swapped augrestrict and augdistiller positions
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// (this swap does show the proper augment restrictions in Item Information window now)
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// unsure what the purpose of augdistiller is at this time -U 3/17/2014
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// unsure what the purpose of augdistiller is at this time 3/17/2014
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int32 augrestrict2; // New to December 10th 2012 client - Hidden Aug Restriction
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uint32 augrestrict;
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AugSlotStruct augslots[6];
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@ -193,7 +193,7 @@ struct CharacterSelectEntry_Struct
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/*0000*/ uint8 Tutorial; // Seen 1 for new char or 0 for existing
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/*0000*/ uint32 DrakkinHeritage;
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/*0000*/ uint8 Unknown1; // Seen 0
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/*0000*/ uint8 Enabled; // Swapped position with 'GoHome' 02/23/2015 -U
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/*0000*/ uint8 Enabled; // Swapped position with 'GoHome' 02/23/2015
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/*0000*/ uint32 LastLogin;
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/*0000*/ uint8 Unknown2; // Seen 0
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};
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@ -3617,7 +3617,7 @@ struct Split_Struct
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*/
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struct NewCombine_Struct {
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/*00*/ ItemSlotStruct container_slot;
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/*12*/ ItemSlotStruct guildtribute_slot; // Slot type is 8? (MapGuildTribute = 8 -U)
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/*12*/ ItemSlotStruct guildtribute_slot; // Slot type is 8? (MapGuildTribute = 8)
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/*24*/
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};
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@ -4554,7 +4554,7 @@ struct ItemSecondaryBodyStruct
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uint32 augtype;
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// swapped augrestrict and augdistiller positions
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// (this swap does show the proper augment restrictions in Item Information window now)
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// unsure what the purpose of augdistiller is at this time -U 3/17/2014
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// unsure what the purpose of augdistiller is at this time 3/17/2014
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uint32 augdistiller; // New to December 10th 2012 client - NEW
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uint32 augrestrict;
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AugSlotStruct augslots[6];
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@ -2371,7 +2371,7 @@ struct BookRequest_Struct {
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**
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*/
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struct Object_Struct {
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/*00*/ uint32 linked_list_addr[2];// <Zaphod> They are, get this, prev and next, ala linked list
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/*00*/ uint32 linked_list_addr[2];// They are, get this, prev and next, ala linked list
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/*08*/ uint32 unknown008; // Something related to the linked list?
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/*12*/ uint32 drop_id; // Unique object id for zone
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/*16*/ uint16 zone_id; // Redudant, but: Zone the object appears in
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@ -2391,8 +2391,8 @@ struct Object_Struct {
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/*100*/ uint32 spawn_id; // Spawn Id of client interacting with object
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/*104*/
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};
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//<Zaphod> 01 = generic drop, 02 = armor, 19 = weapon
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//[13:40] <Zaphod> and 0xff seems to be indicative of the tradeskill/openable items that end up returning the old style item type in the OP_OpenObject
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//01 = generic drop, 02 = armor, 19 = weapon
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//[13:40] and 0xff seems to be indicative of the tradeskill/openable items that end up returning the old style item type in the OP_OpenObject
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/*
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** Click Object Struct
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@ -2305,7 +2305,7 @@ struct BookRequest_Struct {
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**
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*/
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struct Object_Struct {
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/*00*/ uint32 linked_list_addr[2];// <Zaphod> They are, get this, prev and next, ala linked list
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/*00*/ uint32 linked_list_addr[2];// They are, get this, prev and next, ala linked list
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/*08*/ uint32 unknown008; // Something related to the linked list?
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/*12*/ uint32 drop_id; // Unique object id for zone
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/*16*/ uint16 zone_id; // Redudant, but: Zone the object appears in
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@ -2325,8 +2325,8 @@ struct Object_Struct {
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/*100*/ uint32 spawn_id; // Spawn Id of client interacting with object
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/*104*/
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};
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//<Zaphod> 01 = generic drop, 02 = armor, 19 = weapon
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//[13:40] <Zaphod> and 0xff seems to be indicative of the tradeskill/openable items that end up returning the old style item type in the OP_OpenObject
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//01 = generic drop, 02 = armor, 19 = weapon
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//[13:40] and 0xff seems to be indicative of the tradeskill/openable items that end up returning the old style item type in the OP_OpenObject
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/*
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** Click Object Struct
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@ -1070,7 +1070,7 @@ namespace Titanium
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ENCODE(OP_ReadBook)
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{
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// no apparent slot translation needed -U
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// no apparent slot translation needed
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EQApplicationPacket *in = *p;
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*p = nullptr;
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@ -1949,7 +1949,7 @@ namespace Titanium
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DECODE(OP_ReadBook)
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{
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// no apparent slot translation needed -U
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// no apparent slot translation needed
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DECODE_LENGTH_ATLEAST(structs::BookRequest_Struct);
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SETUP_DIRECT_DECODE(BookRequest_Struct, structs::BookRequest_Struct);
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@ -2010,7 +2010,7 @@ struct BookRequest_Struct {
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**
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*/
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struct Object_Struct {
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/*00*/ uint32 linked_list_addr[2];// <Zaphod> They are, get this, prev and next, ala linked list
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/*00*/ uint32 linked_list_addr[2];// They are, get this, prev and next, ala linked list
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/*08*/ uint16 unknown008[2]; //
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/*12*/ uint32 drop_id; // Unique object id for zone
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/*16*/ uint16 zone_id; // Redudant, but: Zone the object appears in
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@ -2029,8 +2029,8 @@ struct Object_Struct {
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/*88*/ uint32 spawn_id; // Spawn Id of client interacting with object
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/*92*/
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};
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//<Zaphod> 01 = generic drop, 02 = armor, 19 = weapon
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//[13:40] <Zaphod> and 0xff seems to be indicative of the tradeskill/openable items that end up returning the old style item type in the OP_OpenObject
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//01 = generic drop, 02 = armor, 19 = weapon
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//[13:40] and 0xff seems to be indicative of the tradeskill/openable items that end up returning the old style item type in the OP_OpenObject
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/*
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** Click Object Struct
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@ -2440,7 +2440,7 @@ struct BookRequest_Struct {
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**
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*/
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struct Object_Struct {
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/*00*/ uint32 linked_list_addr[2];// <Zaphod> They are, get this, prev and next, ala linked list
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/*00*/ uint32 linked_list_addr[2];// They are, get this, prev and next, ala linked list
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/*08*/ uint32 unknown008; // Something related to the linked list?
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/*12*/ uint32 drop_id; // Unique object id for zone
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/*16*/ uint16 zone_id; // Redudant, but: Zone the object appears in
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@ -2460,8 +2460,8 @@ struct Object_Struct {
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/*100*/ uint32 spawn_id; // Spawn Id of client interacting with object
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/*104*/
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};
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//<Zaphod> 01 = generic drop, 02 = armor, 19 = weapon
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//[13:40] <Zaphod> and 0xff seems to be indicative of the tradeskill/openable items that end up returning the old style item type in the OP_OpenObject
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//01 = generic drop, 02 = armor, 19 = weapon
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//[13:40] and 0xff seems to be indicative of the tradeskill/openable items that end up returning the old style item type in the OP_OpenObject
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/*
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** Click Object Struct
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@ -154,7 +154,7 @@ bool SharedDatabase::SaveInventory(uint32 char_id, const ItemInst* inst, int16 s
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// If we never save tribute slots..how are we to ever benefit from them!!? The client
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// object is destroyed upon zoning - including its inventory object..and if tributes
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// don't exist in the database, then they will never be loaded when the new client
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// object is created in the new zone object... Something to consider... -U
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// object is created in the new zone object... Something to consider...
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//
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// (we could add them to the 'NoRent' checks and dispose of after 30 minutes offline)
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@ -306,7 +306,7 @@ void Database::LogPlayerMove(QSPlayerLogMove_Struct* QS, uint32 items) {
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}
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void Database::LogMerchantTransaction(QSMerchantLogTransaction_Struct* QS, uint32 items) {
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/* Merchant transactions are from the perspective of the merchant, not the player -U */
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/* Merchant transactions are from the perspective of the merchant, not the player */
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std::string query = StringFormat("INSERT INTO `qs_merchant_transaction_record` SET `time` = NOW(), "
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"`zone_id` = '%i', `merchant_id` = '%i', `merchant_pp` = '%i', "
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"`merchant_gp` = '%i', `merchant_sp` = '%i', `merchant_cp` = '%i', "
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@ -720,7 +720,7 @@ bool Client::HandleEnterWorldPacket(const EQApplicationPacket *app) {
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}
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// This can probably be moved outside and have another method return requested info (don't forget to remove the #include "../common/shareddb.h" above)
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// (This is a literal translation of the original process..I don't see why it can't be changed to a single-target query over account iteration -U)
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// (This is a literal translation of the original process..I don't see why it can't be changed to a single-target query over account iteration)
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if (!pZoning) {
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size_t character_limit = EQLimits::CharacterCreationLimit(eqs->GetClientVersion());
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if (character_limit > EmuConstants::CHARACTER_CREATION_LIMIT) { character_limit = EmuConstants::CHARACTER_CREATION_LIMIT; }
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@ -4132,7 +4132,7 @@ void Bot::Spawn(Client* botCharacterOwner, std::string* errorMessage) {
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this->SendPosition();
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// there is something askew with spawn struct appearance fields...
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// I re-enabled this until I can sort it out -U
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// I re-enabled this until I can sort it out
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uint32 itemID = 0;
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uint8 materialFromSlot = 0xFF;
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for(int i = EmuConstants::EQUIPMENT_BEGIN; i <= EmuConstants::EQUIPMENT_END; ++i) {
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@ -10823,7 +10823,7 @@ void Bot::ProcessBotInspectionRequest(Bot* inspectedBot, Client* client) {
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// Modded to display power source items (will only show up on SoF+ client inspect windows though.)
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// I don't think bots are currently coded to use them..but, you'll have to use '#bot inventory list'
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// to see them on a Titanium client when/if they are activated. -U
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// to see them on a Titanium client when/if they are activated.
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for(int16 L = EmuConstants::EQUIPMENT_BEGIN; L <= MainWaist; L++) {
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inst = inspectedBot->GetBotItem(L);
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@ -3899,7 +3899,7 @@ void Client::Handle_OP_CastSpell(const EQApplicationPacket *app)
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}
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else if (m_inv.SupportsClickCasting(castspell->inventoryslot) || (castspell->slot == POTION_BELT_SPELL_SLOT) || (castspell->slot == TARGET_RING_SPELL_SLOT)) // sanity check
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{
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// packet field types will be reviewed as packet transistions occur -U
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// packet field types will be reviewed as packet transistions occur
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const ItemInst* inst = m_inv[castspell->inventoryslot]; //slot values are int16, need to check packet on this field
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//bool cancast = true;
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if (inst && inst->IsType(ItemClassCommon))
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@ -816,14 +816,14 @@ void Client::OnDisconnect(bool hard_disconnect) {
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// Sends the client complete inventory used in character login
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// DO WE STILL NEED THE 'ITEMCOMBINED' CONDITIONAL CODE? -U
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// DO WE STILL NEED THE 'ITEMCOMBINED' CONDITIONAL CODE?
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//#ifdef ITEMCOMBINED
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void Client::BulkSendInventoryItems() {
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int16 slot_id = 0;
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// LINKDEAD TRADE ITEMS
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// Move trade slot items back into normal inventory..need them there now for the proceeding validity checks -U
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// Move trade slot items back into normal inventory..need them there now for the proceeding validity checks
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for(slot_id = EmuConstants::TRADE_BEGIN; slot_id <= EmuConstants::TRADE_END; slot_id++) {
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ItemInst* inst = m_inv.PopItem(slot_id);
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if(inst) {
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@ -842,7 +842,7 @@ void Client::BulkSendInventoryItems() {
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RemoveDuplicateLore(false);
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MoveSlotNotAllowed(false);
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// The previous three method calls took care of moving/removing expired/illegal item placements -U
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// The previous three method calls took care of moving/removing expired/illegal item placements
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//TODO: this function is just retarded... it re-allocates the buffer for every
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//new item. It should be changed to loop through once, gather the
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@ -340,7 +340,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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database.TransactionBegin();
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// I have an untested process that avoids this snarl up when all possessions inventory is removed..but this isn't broke -U
|
||||
// I have an untested process that avoids this snarl up when all possessions inventory is removed..but this isn't broke
|
||||
if (!removed_list.empty()) {
|
||||
std::stringstream ss("");
|
||||
ss << "DELETE FROM inventory WHERE charid=" << client->CharacterID();
|
||||
|
||||
@ -756,7 +756,7 @@ void EntityList::AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_
|
||||
} else { // check to stop casting beneficial ae buffs (to wit: bard songs) on enemies...
|
||||
// This does not check faction for beneficial AE buffs..only agro and attackable.
|
||||
// I've tested for spells that I can find without problem, but a faction-based
|
||||
// check may still be needed. Any changes here should also reflect in BardAEPulse() -U
|
||||
// check may still be needed. Any changes here should also reflect in BardAEPulse()
|
||||
if (caster->IsAttackAllowed(curmob, true))
|
||||
continue;
|
||||
if (caster->CheckAggro(curmob))
|
||||
|
||||
@ -863,7 +863,7 @@ void PerlembParser::GetQuestPackageName(bool &isPlayerQuest, bool &isGlobalPlaye
|
||||
}
|
||||
}
|
||||
else if(isItemQuest) {
|
||||
// need a valid ItemInst pointer check here..unsure how to cancel this process -U
|
||||
// need a valid ItemInst pointer check here..unsure how to cancel this process
|
||||
const Item_Struct* item = iteminst->GetItem();
|
||||
package_name = "qst_item_";
|
||||
package_name += itoa(item->ID);
|
||||
@ -1308,7 +1308,7 @@ void PerlembParser::ExportEventVariables(std::string &package_name, QuestEventID
|
||||
|
||||
case EVENT_SCALE_CALC:
|
||||
case EVENT_ITEM_ENTER_ZONE: {
|
||||
// need a valid ItemInst pointer check here..unsure how to cancel this process -U
|
||||
// need a valid ItemInst pointer check here..unsure how to cancel this process
|
||||
ExportVar(package_name.c_str(), "itemid", objid);
|
||||
ExportVar(package_name.c_str(), "itemname", iteminst->GetItem()->Name);
|
||||
break;
|
||||
@ -1316,7 +1316,7 @@ void PerlembParser::ExportEventVariables(std::string &package_name, QuestEventID
|
||||
|
||||
case EVENT_ITEM_CLICK_CAST:
|
||||
case EVENT_ITEM_CLICK: {
|
||||
// need a valid ItemInst pointer check here..unsure how to cancel this process -U
|
||||
// need a valid ItemInst pointer check here..unsure how to cancel this process
|
||||
ExportVar(package_name.c_str(), "itemid", objid);
|
||||
ExportVar(package_name.c_str(), "itemname", iteminst->GetItem()->Name);
|
||||
ExportVar(package_name.c_str(), "slotid", extradata);
|
||||
|
||||
@ -1067,12 +1067,12 @@ bool MakeItemLink(char* &ret_link, const Item_Struct *item, uint32 aug0, uint32
|
||||
// Currently, enabling them causes misalignments in what the client expects. I haven't looked
|
||||
// into it further to determine the cause..but, the function is setup to accept the parameters.
|
||||
// Note: some links appear with '00000' in front of the name..so, it's likely we need to send
|
||||
// some additional information when certain parameters are true -U
|
||||
// some additional information when certain parameters are true
|
||||
//switch (GetClientVersion()) {
|
||||
switch (0) {
|
||||
case EQClientRoF2:
|
||||
// This operator contains 14 parameter masks..but, only 13 parameter values.
|
||||
// Even so, the client link appears ok... Need to figure out the discrepancy -U
|
||||
// Even so, the client link appears ok... Need to figure out the discrepancy
|
||||
MakeAnyLenString(&ret_link, "%1X" "%05X" "%05X" "%05X" "%05X" "%05X" "%05X" "%05X" "%1X" "%1X" "%04X" "%1X" "%05X" "%08X",
|
||||
0,
|
||||
item->ID,
|
||||
@ -1793,14 +1793,14 @@ void Client::SwapItemResync(MoveItem_Struct* move_slots) {
|
||||
// with any luck..this won't be needed in the future
|
||||
|
||||
// resync the 'from' and 'to' slots on an as-needed basis
|
||||
// Not as effective as the full process, but less intrusive to gameplay -U
|
||||
// Not as effective as the full process, but less intrusive to gameplay
|
||||
Log.Out(Logs::Detail, Logs::Inventory, "Inventory desyncronization. (charname: %s, source: %i, destination: %i)", GetName(), move_slots->from_slot, move_slots->to_slot);
|
||||
Message(15, "Inventory Desyncronization detected: Resending slot data...");
|
||||
|
||||
if((move_slots->from_slot >= EmuConstants::EQUIPMENT_BEGIN && move_slots->from_slot <= EmuConstants::CURSOR_BAG_END) || move_slots->from_slot == MainPowerSource) {
|
||||
int16 resync_slot = (Inventory::CalcSlotId(move_slots->from_slot) == INVALID_INDEX) ? move_slots->from_slot : Inventory::CalcSlotId(move_slots->from_slot);
|
||||
if (IsValidSlot(resync_slot) && resync_slot != INVALID_INDEX) {
|
||||
// This prevents the client from crashing when closing any 'phantom' bags -U
|
||||
// This prevents the client from crashing when closing any 'phantom' bags
|
||||
const Item_Struct* token_struct = database.GetItem(22292); // 'Copper Coin'
|
||||
ItemInst* token_inst = database.CreateItem(token_struct, 1);
|
||||
|
||||
@ -2297,7 +2297,7 @@ void Client::RemoveDuplicateLore(bool client_update)
|
||||
safe_delete(inst);
|
||||
}
|
||||
|
||||
// Shared Bank and Shared Bank Containers are not checked due to their allowing duplicate lore items -U
|
||||
// Shared Bank and Shared Bank Containers are not checked due to their allowing duplicate lore items
|
||||
|
||||
if (!m_inv.CursorEmpty()) {
|
||||
std::list<ItemInst*> local_1;
|
||||
@ -2367,7 +2367,7 @@ void Client::MoveSlotNotAllowed(bool client_update)
|
||||
safe_delete(inst);
|
||||
}
|
||||
|
||||
// No need to check inventory, cursor, bank or shared bank since they allow max item size and containers -U
|
||||
// No need to check inventory, cursor, bank or shared bank since they allow max item size and containers
|
||||
// Code can be added to check item size vs. container size, but it is left to attrition for now.
|
||||
}
|
||||
|
||||
|
||||
@ -108,7 +108,7 @@ void Trade::AddEntity(uint16 trade_slot_id, uint32 stack_size) {
|
||||
ItemInst* inst2 = client->GetInv().GetItem(trade_slot_id);
|
||||
|
||||
// it looks like the original code attempted to allow stacking...
|
||||
// (it just didn't handle partial stack move actions -U)
|
||||
// (it just didn't handle partial stack move actions)
|
||||
if (stack_size > 0) {
|
||||
if (!inst->IsStackable() || !inst2 || !inst2->GetItem() || (inst->GetID() != inst2->GetID()) || (stack_size > inst->GetCharges())) {
|
||||
client->Kick();
|
||||
@ -800,7 +800,7 @@ void Client::FinishTrade(Mob* tradingWith, bool finalizer, void* event_entry, st
|
||||
// QS code
|
||||
if(RuleB(QueryServ, PlayerLogTrades) && event_entry && event_details) {
|
||||
// Currently provides only basic functionality. Calling method will also
|
||||
// need to be modified before item returns and rewards can be logged. -U
|
||||
// need to be modified before item returns and rewards can be logged.
|
||||
qs_audit = (QSPlayerLogHandin_Struct*)event_entry;
|
||||
qs_log = true;
|
||||
|
||||
@ -819,7 +819,7 @@ void Client::FinishTrade(Mob* tradingWith, bool finalizer, void* event_entry, st
|
||||
qs_audit->npc_count = 0;
|
||||
}
|
||||
|
||||
if(qs_log) { // This can be incorporated below when revisions are made -U
|
||||
if(qs_log) { // This can be incorporated below when revisions are made
|
||||
for (int16 trade_slot = EmuConstants::TRADE_BEGIN; trade_slot <= EmuConstants::TRADE_NPC_END; ++trade_slot) {
|
||||
const ItemInst* trade_inst = m_inv[trade_slot];
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user