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(RoF+) Implemented Hero's Forge Armor Models for Items. To use, set herosforgemodel field in the item table to a model number such as 63 (for example).
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@ -1,5 +1,8 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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-------------------------------------------------------
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== 12/09/2014 ==
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Trevius: (RoF+) Implemented Hero's Forge Armor Models for Items. To use, set herosforgemodel field in the item table to a model number such as 63 (for example).
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== 12/08/2014 ==
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== 12/08/2014 ==
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Secrets: Added a feature that allows an EQ client to log in directly to World without having to enter the LoginServer, provided the 'password' field is set in WorldServer.
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Secrets: Added a feature that allows an EQ client to log in directly to World without having to enter the LoginServer, provided the 'password' field is set in WorldServer.
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@ -145,6 +145,28 @@ struct Color_Struct
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};
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};
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};
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};
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/*
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* Visible equiptment.
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* Size: 20 Octets
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*/
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struct EquipStruct {
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/*00*/ uint32 material;
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/*04*/ uint32 unknown1;
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/*08*/ uint32 elitematerial;
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/*12*/ uint32 heroforgemodel;
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/*16*/ uint32 material2; // Same as material?
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/*20*/
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};
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struct CharSelectEquip {
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uint32 material;
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uint32 unknown1;
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uint32 elitematerial;
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uint32 heroforgemodel;
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uint32 material2;
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Color_Struct color;
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};
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/*
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/*
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** Character Selection Struct
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** Character Selection Struct
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** Length: 1704 Bytes
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** Length: 1704 Bytes
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@ -152,10 +174,11 @@ struct Color_Struct
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*/
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*/
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struct CharacterSelect_Struct {
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struct CharacterSelect_Struct {
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/*0000*/ uint32 race[10]; // Characters Race
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/*0000*/ uint32 race[10]; // Characters Race
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/*0040*/ Color_Struct cs_colors[10][9]; // Characters Equipment Colors
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/*0040*/ //Color_Struct cs_colors[10][9]; // Characters Equipment Colors
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/*0400*/ uint8 beardcolor[10]; // Characters beard Color
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/*0400*/ uint8 beardcolor[10]; // Characters beard Color
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/*0410*/ uint8 hairstyle[10]; // Characters hair style
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/*0410*/ uint8 hairstyle[10]; // Characters hair style
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/*0420*/ uint32 equip[10][9]; // 0=helm, 1=chest, 2=arm, 3=bracer, 4=hand, 5=leg, 6=boot, 7=melee1, 8=melee2 (Might not be)
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/*0420*/ //uint32 equip[10][9]; // 0=helm, 1=chest, 2=arm, 3=bracer, 4=hand, 5=leg, 6=boot, 7=melee1, 8=melee2 (Might not be)
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/*0000*/ CharSelectEquip equip[10][9];
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/*0780*/ uint32 secondary[10]; // Characters secondary IDFile number
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/*0780*/ uint32 secondary[10]; // Characters secondary IDFile number
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/*0820*/ uint32 drakkin_heritage[10]; // added for SoF
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/*0820*/ uint32 drakkin_heritage[10]; // added for SoF
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/*0860*/ uint32 drakkin_tattoo[10]; // added for SoF
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/*0860*/ uint32 drakkin_tattoo[10]; // added for SoF
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@ -258,21 +281,21 @@ struct Spawn_Struct {
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/*0193*/ uint8 guildrank; // 0=normal, 1=officer, 2=leader
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/*0193*/ uint8 guildrank; // 0=normal, 1=officer, 2=leader
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/*0194*/ uint8 unknown0194[3];
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/*0194*/ uint8 unknown0194[3];
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/*0197*/ union
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/*0197*/ union
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{
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{
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struct
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struct
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{
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{
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/*0197*/ uint32 equip_helmet; // Equipment: Helmet Visual
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/*0000*/ EquipStruct equip_helmet; // Equipment: Helmet visual
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/*0201*/ uint32 equip_chest; // Equipment: Chest Visual
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/*0000*/ EquipStruct equip_chest; // Equipment: Chest visual
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/*0205*/ uint32 equip_arms; // Equipment: Arms Visual
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/*0000*/ EquipStruct equip_arms; // Equipment: Arms visual
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/*0209*/ uint32 equip_bracers; // Equipment: Bracers Visual
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/*0000*/ EquipStruct equip_bracers; // Equipment: Wrist visual
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/*0213*/ uint32 equip_hands; // Equipment: Hands Visual
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/*0000*/ EquipStruct equip_hands; // Equipment: Hands visual
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/*0217*/ uint32 equip_legs; // Equipment: Legs Visual
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/*0000*/ EquipStruct equip_legs; // Equipment: Legs visual
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/*0221*/ uint32 equip_feet; // Equipment: Feet Visual
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/*0000*/ EquipStruct equip_feet; // Equipment: Boots visual
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/*0225*/ uint32 equip_primary; // Equipment: Primary Visual
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/*0000*/ EquipStruct equip_primary; // Equipment: Main visual
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/*0229*/ uint32 equip_secondary; // Equipment: Secondary Visual
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/*0000*/ EquipStruct equip_secondary; // Equipment: Off visual
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} equip;
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} equip;
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/*0197*/ uint32 equipment[_MaterialCount]; // Array elements correspond to struct equipment above
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/*0000*/ EquipStruct equipment[_MaterialCount];
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};
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};
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/*0233*/ float runspeed; // Speed when running
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/*0233*/ float runspeed; // Speed when running
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/*0036*/ uint8 afk; // 0=no, 1=afk
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/*0036*/ uint8 afk; // 0=no, 1=afk
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/*0238*/ uint32 guildID; // Current guild
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/*0238*/ uint32 guildID; // Current guild
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@ -65,6 +65,7 @@ F(UNK054)
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F(maxcharges)
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F(maxcharges)
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F(itemtype)
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F(itemtype)
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F(material)
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F(material)
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F(herosforgemodel)
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F(sellrate)
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F(sellrate)
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F(UNK059)
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F(UNK059)
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F(casttime)
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F(casttime)
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@ -143,7 +143,7 @@ struct Item_Struct {
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uint8 Delay; // Delay * 10
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uint8 Delay; // Delay * 10
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uint8 RecLevel; // Recommended level to use item
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uint8 RecLevel; // Recommended level to use item
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uint8 RecSkill; // Recommended skill to use item (refers to primary skill of item)
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uint8 RecSkill; // Recommended skill to use item (refers to primary skill of item)
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uint8 ElemDmgType; // Elemental Damage Type (1=magic, 2=fire)
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uint8 ElemDmgType; // Elemental Damage Type (1=magic, 2=fire)
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uint8 ElemDmgAmt; // Elemental Damage
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uint8 ElemDmgAmt; // Elemental Damage
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uint8 Range; // Range of item
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uint8 Range; // Range of item
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uint32 Damage; // Delay between item usage (in 0.1 sec increments)
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uint32 Damage; // Delay between item usage (in 0.1 sec increments)
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@ -154,6 +154,7 @@ struct Item_Struct {
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int16 MaxCharges; // Maximum charges items can hold: -1 if not a chargeable item
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int16 MaxCharges; // Maximum charges items can hold: -1 if not a chargeable item
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uint8 ItemType; // Item Type/Skill (itemClass* from above)
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uint8 ItemType; // Item Type/Skill (itemClass* from above)
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uint8 Material; // Item material type
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uint8 Material; // Item material type
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uint32 HerosForgeModel;// Hero's Forge Armor Model Type (2-13?)
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float SellRate; // Sell rate
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float SellRate; // Sell rate
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//uint32 Unk059;
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//uint32 Unk059;
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union {
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union {
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@ -546,6 +546,7 @@ namespace Client62
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for (r = 0; r < 9; r++) {
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for (r = 0; r < 9; r++) {
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OUT(item_material[r]);
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OUT(item_material[r]);
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OUT(item_tint[r].color);
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OUT(item_tint[r].color);
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}
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}
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for (r = 0; r < structs::MAX_PP_AA_ARRAY; r++) {
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for (r = 0; r < structs::MAX_PP_AA_ARRAY; r++) {
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OUT(aa_array[r].AA);
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OUT(aa_array[r].AA);
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@ -785,8 +786,8 @@ namespace Client62
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OUT(beard[r]);
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OUT(beard[r]);
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int k;
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int k;
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for (k = 0; k < 9; k++) {
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for (k = 0; k < 9; k++) {
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OUT(equip[r][k]);
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eq->equip[r][k] = emu->equip[r][k].material;
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OUT(cs_colors[r][k].color);
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eq->cs_colors[r][k].color = emu->equip[r][k].color.color;
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}
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}
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OUT(haircolor[r]);
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OUT(haircolor[r]);
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OUT(gohome[r]);
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OUT(gohome[r]);
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@ -934,7 +935,7 @@ namespace Client62
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eq->petOwnerId = emu->petOwnerId;
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eq->petOwnerId = emu->petOwnerId;
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eq->guildrank = emu->guildrank;
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eq->guildrank = emu->guildrank;
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for (k = 0; k < 9; k++) {
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for (k = 0; k < 9; k++) {
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eq->equipment[k] = emu->equipment[k];
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eq->equipment[k] = emu->equipment[k].material;
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eq->colors[k].color = emu->colors[k].color;
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eq->colors[k].color = emu->colors[k].color;
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}
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}
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for (k = 0; k < 8; k++) {
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for (k = 0; k < 8; k++) {
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@ -2874,12 +2874,12 @@ namespace RoF
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eq2->face = emu->face[r];
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eq2->face = emu->face[r];
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int k;
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int k;
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for (k = 0; k < _MaterialCount; k++) {
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for (k = 0; k < _MaterialCount; k++) {
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eq2->equip[k].equip0 = emu->equip[r][k];
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eq2->equip[k].material = emu->equip[r][k].material;
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eq2->equip[k].equip1 = 0;
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eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
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eq2->equip[k].equip2 = 0;
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eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
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eq2->equip[k].itemid = 0;
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eq2->equip[k].heroforgemodel = emu->equip[r][k].heroforgemodel;
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eq2->equip[k].equip3 = emu->equip[r][k];
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eq2->equip[k].material2 = emu->equip[r][k].material2;
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eq2->equip[k].color.color = emu->cs_colors[r][k].color;
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eq2->equip[k].color.color = emu->equip[r][k].color.color;
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}
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}
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eq2->u15 = 0xff;
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eq2->u15 = 0xff;
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eq2->u19 = 0xFF;
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eq2->u19 = 0xFF;
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@ -3809,11 +3809,11 @@ namespace RoF
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structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
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structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
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for (k = 0; k < 9; k++) {
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for (k = 0; k < 9; k++) {
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Equipment[k].equip0 = emu->equipment[k];
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Equipment[k].material = emu->equipment[k].material;
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Equipment[k].equip1 = 0;
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Equipment[k].unknown1 = emu->equipment[k].unknown1;
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Equipment[k].equip2 = 0;
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Equipment[k].elitematerial = emu->equipment[k].elitematerial;
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Equipment[k].equip3 = 0;
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Equipment[k].material2 = emu->equipment[k].heroforgemodel;
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Equipment[k].itemId = 0;
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Equipment[k].elitematerial = emu->equipment[k].material2;
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}
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}
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Buffer += (sizeof(structs::EquipStruct) * 9);
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Buffer += (sizeof(structs::EquipStruct) * 9);
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@ -3826,13 +3826,13 @@ namespace RoF
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary]);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].material);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary]);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].material);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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@ -5017,10 +5017,10 @@ namespace RoF
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ibs.Prestige = 0;
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ibs.Prestige = 0;
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ibs.ItemType = item->ItemType;
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ibs.ItemType = item->ItemType;
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ibs.Material = item->Material;
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ibs.Material = item->Material;
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ibs.unknown7 = 0;
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ibs.MaterialUnknown1 = 0;
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ibs.EliteMaterial = item->EliteMaterial;
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ibs.EliteMaterial = item->EliteMaterial;
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ibs.unknown_RoF3 = 0;
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ibs.HerosForgeModel = item->HerosForgeModel;
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ibs.unknown_RoF4 = 0;
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ibs.MaterialUnknown2 = 0;
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ibs.SellRate = item->SellRate;
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ibs.SellRate = item->SellRate;
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ibs.CombatEffects = item->CombatEffects;
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ibs.CombatEffects = item->CombatEffects;
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ibs.Shielding = item->Shielding;
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ibs.Shielding = item->Shielding;
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@ -2874,12 +2874,12 @@ namespace RoF2
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eq2->face = emu->face[r];
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eq2->face = emu->face[r];
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int k;
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int k;
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for (k = 0; k < _MaterialCount; k++) {
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for (k = 0; k < _MaterialCount; k++) {
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eq2->equip[k].equip0 = emu->equip[r][k];
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eq2->equip[k].material = emu->equip[r][k].material;
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eq2->equip[k].equip1 = 0;
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eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
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eq2->equip[k].equip2 = 0;
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eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
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eq2->equip[k].itemid = 0;
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eq2->equip[k].heroforgemodel = emu->equip[r][k].heroforgemodel;
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eq2->equip[k].equip3 = emu->equip[r][k];
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eq2->equip[k].material2 = emu->equip[r][k].material2;
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eq2->equip[k].color.color = emu->cs_colors[r][k].color;
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eq2->equip[k].color.color = emu->equip[r][k].color.color;
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}
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}
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eq2->u15 = 0xff;
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eq2->u15 = 0xff;
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eq2->u19 = 0xFF;
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eq2->u19 = 0xFF;
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@ -3813,11 +3813,11 @@ namespace RoF2
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structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
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structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
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for (k = 0; k < 9; k++) {
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for (k = 0; k < 9; k++) {
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Equipment[k].equip0 = emu->equipment[k];
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Equipment[k].material = emu->equipment[k].material;
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Equipment[k].equip1 = 0;
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Equipment[k].unknown1 = emu->equipment[k].unknown1;
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Equipment[k].equip2 = 0;
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Equipment[k].elitematerial = emu->equipment[k].elitematerial;
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Equipment[k].equip3 = 0;
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Equipment[k].material2 = emu->equipment[k].heroforgemodel;
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Equipment[k].itemId = 0;
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Equipment[k].elitematerial = emu->equipment[k].material2;
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}
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}
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Buffer += (sizeof(structs::EquipStruct) * 9);
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Buffer += (sizeof(structs::EquipStruct) * 9);
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@ -3830,13 +3830,13 @@ namespace RoF2
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary]);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].material);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary]);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].material);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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@ -4919,7 +4919,7 @@ namespace RoF2
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hdrf.unknowna5 = 0;
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hdrf.unknowna5 = 0;
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hdrf.ItemClass = item->ItemClass;
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hdrf.ItemClass = item->ItemClass;
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ss.write((const char*)&hdrf, sizeof(RoF2::structs::ItemSerializationHeaderFinish));
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ss.write((const char*)&hdrf, sizeof(RoF2::structs::ItemSerializationHeaderFinish));
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if (strlen(item->Name) > 0)
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if (strlen(item->Name) > 0)
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{
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{
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ss.write(item->Name, strlen(item->Name));
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ss.write(item->Name, strlen(item->Name));
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@ -5021,10 +5021,10 @@ namespace RoF2
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ibs.Prestige = 0;
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ibs.Prestige = 0;
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ibs.ItemType = item->ItemType;
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ibs.ItemType = item->ItemType;
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ibs.Material = item->Material;
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ibs.Material = item->Material;
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ibs.unknown7 = 0;
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ibs.MaterialUnknown1 = 0;
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ibs.EliteMaterial = item->EliteMaterial;
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ibs.EliteMaterial = item->EliteMaterial;
|
||||||
ibs.unknown_RoF23 = 0;
|
ibs.HerosForgeModel = item->HerosForgeModel;
|
||||||
ibs.unknown_RoF24 = 0;
|
ibs.MaterialUnknown2 = 0;
|
||||||
ibs.SellRate = item->SellRate;
|
ibs.SellRate = item->SellRate;
|
||||||
ibs.CombatEffects = item->CombatEffects;
|
ibs.CombatEffects = item->CombatEffects;
|
||||||
ibs.Shielding = item->Shielding;
|
ibs.Shielding = item->Shielding;
|
||||||
|
|||||||
@ -160,13 +160,25 @@ struct Color_Struct
|
|||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Visible equiptment.
|
||||||
|
* Size: 20 Octets
|
||||||
|
*/
|
||||||
|
struct EquipStruct {
|
||||||
|
/*00*/ uint32 material;
|
||||||
|
/*04*/ uint32 unknown1;
|
||||||
|
/*08*/ uint32 elitematerial;
|
||||||
|
/*12*/ uint32 heroforgemodel;
|
||||||
|
/*16*/ uint32 material2; // Same as material?
|
||||||
|
/*20*/
|
||||||
|
};
|
||||||
|
|
||||||
struct CharSelectEquip {
|
struct CharSelectEquip {
|
||||||
//totally guessed;
|
uint32 material;
|
||||||
uint32 equip0;
|
uint32 unknown1;
|
||||||
uint32 equip1;
|
uint32 elitematerial;
|
||||||
uint32 equip2;
|
uint32 heroforgemodel;
|
||||||
uint32 itemid;
|
uint32 material2;
|
||||||
uint32 equip3;
|
|
||||||
Color_Struct color;
|
Color_Struct color;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -252,21 +264,6 @@ struct Membership_Struct
|
|||||||
/*104*/
|
/*104*/
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
/*
|
|
||||||
* Visible equiptment.
|
|
||||||
* Size: 20 Octets
|
|
||||||
*/
|
|
||||||
struct EquipStruct {
|
|
||||||
/*00*/ uint32 equip0;
|
|
||||||
/*04*/ uint32 equip1;
|
|
||||||
/*08*/ uint32 equip2;
|
|
||||||
/*12*/ uint32 itemId;
|
|
||||||
/*16*/ uint32 equip3; // Same as equip0?
|
|
||||||
/*20*/
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
** Generic Spawn Struct
|
** Generic Spawn Struct
|
||||||
** Length: 897 Octets
|
** Length: 897 Octets
|
||||||
@ -1018,38 +1015,38 @@ union
|
|||||||
{
|
{
|
||||||
struct
|
struct
|
||||||
{
|
{
|
||||||
/*00184*/ EquipStruct equip_helmet; // Equiptment: Helmet visual
|
/*00184*/ EquipStruct equip_helmet; // Equipment: Helmet visual
|
||||||
/*00204*/ EquipStruct equip_chest; // Equiptment: Chest visual
|
/*00204*/ EquipStruct equip_chest; // Equipment: Chest visual
|
||||||
/*00224*/ EquipStruct equip_arms; // Equiptment: Arms visual
|
/*00224*/ EquipStruct equip_arms; // Equipment: Arms visual
|
||||||
/*00244*/ EquipStruct equip_bracers; // Equiptment: Wrist visual
|
/*00244*/ EquipStruct equip_bracers; // Equipment: Wrist visual
|
||||||
/*00264*/ EquipStruct equip_hands; // Equiptment: Hands visual
|
/*00264*/ EquipStruct equip_hands; // Equipment: Hands visual
|
||||||
/*00284*/ EquipStruct equip_legs; // Equiptment: Legs visual
|
/*00284*/ EquipStruct equip_legs; // Equipment: Legs visual
|
||||||
/*00304*/ EquipStruct equip_feet; // Equiptment: Boots visual
|
/*00304*/ EquipStruct equip_feet; // Equipment: Boots visual
|
||||||
/*00324*/ EquipStruct equip_primary; // Equiptment: Main visual
|
/*00324*/ EquipStruct equip_primary; // Equipment: Main visual
|
||||||
/*00344*/ EquipStruct equip_secondary; // Equiptment: Off visual
|
/*00344*/ EquipStruct equip_secondary; // Equipment: Off visual
|
||||||
// Below slots are just guesses, but all 0s anyway...
|
// Below slots are just guesses, but all 0s anyway...
|
||||||
/*00364*/ EquipStruct equip_charm; // Equiptment: Non-visual
|
/*00364*/ EquipStruct equip_charm; // Equipment: Non-visual
|
||||||
/*00384*/ EquipStruct equip_ear1; // Equiptment: Non-visual
|
/*00384*/ EquipStruct equip_ear1; // Equipment: Non-visual
|
||||||
/*00404*/ EquipStruct equip_ear2; // Equiptment: Non-visual
|
/*00404*/ EquipStruct equip_ear2; // Equipment: Non-visual
|
||||||
/*00424*/ EquipStruct equip_face; // Equiptment: Non-visual
|
/*00424*/ EquipStruct equip_face; // Equipment: Non-visual
|
||||||
/*00444*/ EquipStruct equip_neck; // Equiptment: Non-visual
|
/*00444*/ EquipStruct equip_neck; // Equipment: Non-visual
|
||||||
/*00464*/ EquipStruct equip_shoulder; // Equiptment: Non-visual
|
/*00464*/ EquipStruct equip_shoulder; // Equipment: Non-visual
|
||||||
/*00484*/ EquipStruct equip_bracer2; // Equiptment: Non-visual
|
/*00484*/ EquipStruct equip_bracer2; // Equipment: Non-visual
|
||||||
/*00504*/ EquipStruct equip_range; // Equiptment: Non-visual
|
/*00504*/ EquipStruct equip_range; // Equipment: Non-visual
|
||||||
/*00524*/ EquipStruct equip_ring1; // Equiptment: Non-visual
|
/*00524*/ EquipStruct equip_ring1; // Equipment: Non-visual
|
||||||
/*00544*/ EquipStruct equip_ring2; // Equiptment: Non-visual
|
/*00544*/ EquipStruct equip_ring2; // Equipment: Non-visual
|
||||||
/*00564*/ EquipStruct equip_waist; // Equiptment: Non-visual
|
/*00564*/ EquipStruct equip_waist; // Equipment: Non-visual
|
||||||
/*00584*/ EquipStruct equip_powersource; // Equiptment: Non-visual
|
/*00584*/ EquipStruct equip_powersource;// Equipment: Non-visual
|
||||||
/*00604*/ EquipStruct equip_ammo; // Equiptment: Non-visual
|
/*00604*/ EquipStruct equip_ammo; // Equipment: Non-visual
|
||||||
} equip;
|
} equip;
|
||||||
/*00184*/ EquipStruct equipment[22];
|
/*00184*/ EquipStruct equipment[22]; // Total Slots
|
||||||
};
|
};
|
||||||
/*00624*/ uint32 equip2_count; // Seen 9
|
/*00624*/ uint32 equip2_count; // Seen 9
|
||||||
/*00628*/ EquipStruct equipment2[9]; // Appears to be Visible slots, but all 0s
|
/*00628*/ EquipStruct equipment2[_MaterialCount]; // Appears to be Visible slots, but all 0s
|
||||||
/*00808*/ uint32 tint_count; // Seen 9
|
/*00808*/ uint32 tint_count; // Seen 9
|
||||||
/*00812*/ Color_Struct item_tint[9]; // RR GG BB 00
|
/*00812*/ Color_Struct item_tint[_MaterialCount]; // RR GG BB 00
|
||||||
/*00848*/ uint32 tint_count2; // Seen 9
|
/*00848*/ uint32 tint_count2; // Seen 9
|
||||||
/*00852*/ Color_Struct item_tint2[9]; // RR GG BB 00
|
/*00852*/ Color_Struct item_tint2[_MaterialCount]; // RR GG BB 00
|
||||||
/*00888*/ uint8 haircolor; // Player hair color
|
/*00888*/ uint8 haircolor; // Player hair color
|
||||||
/*00889*/ uint8 beardcolor; // Player beard color
|
/*00889*/ uint8 beardcolor; // Player beard color
|
||||||
/*00890*/ uint32 unknown_rof5; //
|
/*00890*/ uint32 unknown_rof5; //
|
||||||
@ -4504,10 +4501,10 @@ struct ItemBodyStruct
|
|||||||
uint32 Prestige; // New to March 21 2012 client
|
uint32 Prestige; // New to March 21 2012 client
|
||||||
uint8 ItemType;
|
uint8 ItemType;
|
||||||
uint32 Material;
|
uint32 Material;
|
||||||
uint32 unknown7;
|
uint32 MaterialUnknown1;
|
||||||
uint32 EliteMaterial;
|
uint32 EliteMaterial;
|
||||||
uint32 unknown_RoF23; // New to March 21 2012 client
|
uint32 HerosForgeModel; // New to March 21 2012 client
|
||||||
uint32 unknown_RoF24; // New to December 10th 2012 client - NEW
|
uint32 MaterialUnknown2; // New to December 10th 2012 client - NEW
|
||||||
float SellRate;
|
float SellRate;
|
||||||
int32 CombatEffects;
|
int32 CombatEffects;
|
||||||
int32 Shielding;
|
int32 Shielding;
|
||||||
|
|||||||
@ -161,12 +161,11 @@ struct Color_Struct
|
|||||||
};
|
};
|
||||||
|
|
||||||
struct CharSelectEquip {
|
struct CharSelectEquip {
|
||||||
//totally guessed;
|
uint32 material;
|
||||||
uint32 equip0;
|
uint32 unknown1;
|
||||||
uint32 equip1;
|
uint32 elitematerial;
|
||||||
uint32 equip2;
|
uint32 heroforgemodel;
|
||||||
uint32 itemid;
|
uint32 material2;
|
||||||
uint32 equip3;
|
|
||||||
Color_Struct color;
|
Color_Struct color;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -258,11 +257,11 @@ struct Membership_Struct
|
|||||||
* Size: 20 Octets
|
* Size: 20 Octets
|
||||||
*/
|
*/
|
||||||
struct EquipStruct {
|
struct EquipStruct {
|
||||||
/*00*/ uint32 equip0;
|
/*00*/ uint32 material;
|
||||||
/*04*/ uint32 equip1;
|
/*04*/ uint32 unknown1;
|
||||||
/*08*/ uint32 equip2;
|
/*08*/ uint32 elitematerial;
|
||||||
/*12*/ uint32 itemId;
|
/*12*/ uint32 heroforgemodel;
|
||||||
/*16*/ uint32 equip3; // Same as equip0?
|
/*16*/ uint32 material2; // Same as material?
|
||||||
/*20*/
|
/*20*/
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -4499,10 +4498,10 @@ struct ItemBodyStruct
|
|||||||
uint32 Prestige; // New to March 21 2012 client
|
uint32 Prestige; // New to March 21 2012 client
|
||||||
uint8 ItemType;
|
uint8 ItemType;
|
||||||
uint32 Material;
|
uint32 Material;
|
||||||
uint32 unknown7;
|
uint32 MaterialUnknown1;
|
||||||
uint32 EliteMaterial;
|
uint32 EliteMaterial;
|
||||||
uint32 unknown_RoF3; // New to March 21 2012 client
|
uint32 HerosForgeModel; // New to March 21 2012 client
|
||||||
uint32 unknown_RoF4; // New to December 10th 2012 client - NEW
|
uint32 MaterialUnknown2; // New to December 10th 2012 client - NEW
|
||||||
float SellRate;
|
float SellRate;
|
||||||
int32 CombatEffects;
|
int32 CombatEffects;
|
||||||
int32 Shielding;
|
int32 Shielding;
|
||||||
|
|||||||
@ -1429,9 +1429,9 @@ namespace SoD
|
|||||||
OUT(beard);
|
OUT(beard);
|
||||||
// OUT(unknown00178[10]);
|
// OUT(unknown00178[10]);
|
||||||
for (r = 0; r < 9; r++) {
|
for (r = 0; r < 9; r++) {
|
||||||
eq->equipment[r].equip0 = emu->item_material[r];
|
eq->equipment[r].material = emu->item_material[r];
|
||||||
eq->equipment[r].equip1 = 0;
|
eq->equipment[r].unknown1 = 0;
|
||||||
eq->equipment[r].itemId = 0;
|
eq->equipment[r].elitematerial = 0;
|
||||||
//eq->colors[r].color = emu->colors[r].color;
|
//eq->colors[r].color = emu->colors[r].color;
|
||||||
}
|
}
|
||||||
for (r = 0; r < 7; r++) {
|
for (r = 0; r < 7; r++) {
|
||||||
@ -1825,10 +1825,10 @@ namespace SoD
|
|||||||
eq2->face = emu->face[r];
|
eq2->face = emu->face[r];
|
||||||
int k;
|
int k;
|
||||||
for (k = 0; k < _MaterialCount; k++) {
|
for (k = 0; k < _MaterialCount; k++) {
|
||||||
eq2->equip[k].equip0 = emu->equip[r][k];
|
eq2->equip[k].material = emu->equip[r][k].material;
|
||||||
eq2->equip[k].equip1 = 0;
|
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
|
||||||
eq2->equip[k].itemid = 0;
|
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
|
||||||
eq2->equip[k].color.color = emu->cs_colors[r][k].color;
|
eq2->equip[k].color.color = emu->equip[r][k].color.color;
|
||||||
}
|
}
|
||||||
eq2->primary = emu->primary[r];
|
eq2->primary = emu->primary[r];
|
||||||
eq2->secondary = emu->secondary[r];
|
eq2->secondary = emu->secondary[r];
|
||||||
@ -2548,11 +2548,11 @@ namespace SoD
|
|||||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||||
|
|
||||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary]);
|
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].material);
|
||||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||||
|
|
||||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary]);
|
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].material);
|
||||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||||
}
|
}
|
||||||
@ -2563,9 +2563,9 @@ namespace SoD
|
|||||||
structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
|
structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
|
||||||
|
|
||||||
for (k = 0; k < 9; k++) {
|
for (k = 0; k < 9; k++) {
|
||||||
Equipment[k].equip0 = emu->equipment[k];
|
Equipment[k].material = emu->equipment[k].material;
|
||||||
Equipment[k].equip1 = 0;
|
Equipment[k].unknown1 = emu->equipment[k].unknown1;
|
||||||
Equipment[k].itemId = 0;
|
Equipment[k].elitematerial = emu->equipment[k].elitematerial;
|
||||||
}
|
}
|
||||||
|
|
||||||
Buffer += (sizeof(structs::EquipStruct) * 9);
|
Buffer += (sizeof(structs::EquipStruct) * 9);
|
||||||
|
|||||||
@ -118,9 +118,9 @@ struct Color_Struct
|
|||||||
|
|
||||||
struct CharSelectEquip {
|
struct CharSelectEquip {
|
||||||
//totally guessed;
|
//totally guessed;
|
||||||
uint32 equip0;
|
uint32 material;
|
||||||
uint32 equip1;
|
uint32 unknown1;
|
||||||
uint32 itemid;
|
uint32 elitematerial;
|
||||||
Color_Struct color;
|
Color_Struct color;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -169,9 +169,9 @@ struct CharacterSelect_Struct {
|
|||||||
* Size: 12 Octets
|
* Size: 12 Octets
|
||||||
*/
|
*/
|
||||||
struct EquipStruct {
|
struct EquipStruct {
|
||||||
/*00*/ uint32 equip0;
|
/*00*/ uint32 material;
|
||||||
/*04*/ uint32 equip1;
|
/*04*/ uint32 unknown1;
|
||||||
/*08*/ uint32 itemId;
|
/*08*/ uint32 elitematerial;
|
||||||
/*12*/
|
/*12*/
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@ -1087,9 +1087,9 @@ namespace SoF
|
|||||||
OUT(beard);
|
OUT(beard);
|
||||||
// OUT(unknown00178[10]);
|
// OUT(unknown00178[10]);
|
||||||
for (r = 0; r < 9; r++) {
|
for (r = 0; r < 9; r++) {
|
||||||
eq->equipment[r].equip0 = emu->item_material[r];
|
eq->equipment[r].material = emu->item_material[r];
|
||||||
eq->equipment[r].equip1 = 0;
|
eq->equipment[r].unknown1 = 0;
|
||||||
eq->equipment[r].itemId = 0;
|
eq->equipment[r].elitematerial = 0;
|
||||||
//eq->colors[r].color = emu->colors[r].color;
|
//eq->colors[r].color = emu->colors[r].color;
|
||||||
}
|
}
|
||||||
for (r = 0; r < 7; r++) {
|
for (r = 0; r < 7; r++) {
|
||||||
@ -1484,10 +1484,10 @@ namespace SoF
|
|||||||
eq2->face = emu->face[r];
|
eq2->face = emu->face[r];
|
||||||
int k;
|
int k;
|
||||||
for (k = 0; k < _MaterialCount; k++) {
|
for (k = 0; k < _MaterialCount; k++) {
|
||||||
eq2->equip[k].equip0 = emu->equip[r][k];
|
eq2->equip[k].material = emu->equip[r][k].material;
|
||||||
eq2->equip[k].equip1 = 0;
|
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
|
||||||
eq2->equip[k].itemid = 0;
|
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
|
||||||
eq2->equip[k].color.color = emu->cs_colors[r][k].color;
|
eq2->equip[k].color.color = emu->equip[r][k].color.color;
|
||||||
}
|
}
|
||||||
eq2->primary = emu->primary[r];
|
eq2->primary = emu->primary[r];
|
||||||
eq2->secondary = emu->secondary[r];
|
eq2->secondary = emu->secondary[r];
|
||||||
@ -1840,9 +1840,9 @@ namespace SoF
|
|||||||
eq->drakkin_heritage = emu->drakkin_heritage;
|
eq->drakkin_heritage = emu->drakkin_heritage;
|
||||||
eq->gender = emu->gender;
|
eq->gender = emu->gender;
|
||||||
for (k = 0; k < 9; k++) {
|
for (k = 0; k < 9; k++) {
|
||||||
eq->equipment[k].equip0 = emu->equipment[k];
|
eq->equipment[k].material = emu->equipment[k].material;
|
||||||
eq->equipment[k].equip1 = 0;
|
eq->equipment[k].unknown1 = emu->equipment[k].unknown1;
|
||||||
eq->equipment[k].itemId = 0;
|
eq->equipment[k].elitematerial = emu->equipment[k].elitematerial;
|
||||||
eq->colors[k].color = emu->colors[k].color;
|
eq->colors[k].color = emu->colors[k].color;
|
||||||
}
|
}
|
||||||
eq->StandState = emu->StandState;
|
eq->StandState = emu->StandState;
|
||||||
|
|||||||
@ -117,10 +117,9 @@ struct Color_Struct
|
|||||||
};
|
};
|
||||||
|
|
||||||
struct CharSelectEquip {
|
struct CharSelectEquip {
|
||||||
//totally guessed;
|
uint32 material;
|
||||||
uint32 equip0;
|
uint32 unknown1;
|
||||||
uint32 equip1;
|
uint32 elitematerial;
|
||||||
uint32 itemid;
|
|
||||||
Color_Struct color;
|
Color_Struct color;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -167,9 +166,9 @@ struct CharacterSelect_Struct {
|
|||||||
* Size: 12 Octets
|
* Size: 12 Octets
|
||||||
*/
|
*/
|
||||||
struct EquipStruct {
|
struct EquipStruct {
|
||||||
/*00*/ uint32 equip0;
|
/*00*/ uint32 material;
|
||||||
/*04*/ uint32 equip1;
|
/*04*/ uint32 unknown1;
|
||||||
/*08*/ uint32 itemId;
|
/*08*/ uint32 elitematerial;
|
||||||
/*12*/
|
/*12*/
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@ -1042,8 +1042,8 @@ namespace Titanium
|
|||||||
OUT(beard[r]);
|
OUT(beard[r]);
|
||||||
int k;
|
int k;
|
||||||
for (k = 0; k < 9; k++) {
|
for (k = 0; k < 9; k++) {
|
||||||
OUT(equip[r][k]);
|
eq->equip[r][k] = emu->equip[r][k].material;
|
||||||
OUT(cs_colors[r][k].color);
|
eq->cs_colors[r][k].color = emu->equip[r][k].color.color;
|
||||||
}
|
}
|
||||||
OUT(haircolor[r]);
|
OUT(haircolor[r]);
|
||||||
OUT(gohome[r]);
|
OUT(gohome[r]);
|
||||||
@ -1270,7 +1270,7 @@ namespace Titanium
|
|||||||
eq->guildrank = emu->guildrank;
|
eq->guildrank = emu->guildrank;
|
||||||
// eq->unknown0194[3] = emu->unknown0194[3];
|
// eq->unknown0194[3] = emu->unknown0194[3];
|
||||||
for (k = 0; k < 9; k++) {
|
for (k = 0; k < 9; k++) {
|
||||||
eq->equipment[k] = emu->equipment[k];
|
eq->equipment[k] = emu->equipment[k].material;
|
||||||
eq->colors[k].color = emu->colors[k].color;
|
eq->colors[k].color = emu->colors[k].color;
|
||||||
}
|
}
|
||||||
for (k = 0; k < 8; k++) {
|
for (k = 0; k < 8; k++) {
|
||||||
|
|||||||
@ -1702,9 +1702,9 @@ namespace Underfoot
|
|||||||
OUT(beard);
|
OUT(beard);
|
||||||
// OUT(unknown00178[10]);
|
// OUT(unknown00178[10]);
|
||||||
for (r = 0; r < 9; r++) {
|
for (r = 0; r < 9; r++) {
|
||||||
eq->equipment[r].equip0 = emu->item_material[r];
|
eq->equipment[r].material = emu->item_material[r];
|
||||||
eq->equipment[r].equip1 = 0;
|
eq->equipment[r].unknown1 = 0;
|
||||||
eq->equipment[r].itemId = 0;
|
eq->equipment[r].elitematerial = 0;
|
||||||
//eq->colors[r].color = emu->colors[r].color;
|
//eq->colors[r].color = emu->colors[r].color;
|
||||||
}
|
}
|
||||||
for (r = 0; r < 7; r++) {
|
for (r = 0; r < 7; r++) {
|
||||||
@ -2132,10 +2132,10 @@ namespace Underfoot
|
|||||||
eq2->face = emu->face[r];
|
eq2->face = emu->face[r];
|
||||||
int k;
|
int k;
|
||||||
for (k = 0; k < _MaterialCount; k++) {
|
for (k = 0; k < _MaterialCount; k++) {
|
||||||
eq2->equip[k].equip0 = emu->equip[r][k];
|
eq2->equip[k].material = emu->equip[r][k].material;
|
||||||
eq2->equip[k].equip1 = 0;
|
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
|
||||||
eq2->equip[k].itemid = 0;
|
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
|
||||||
eq2->equip[k].color.color = emu->cs_colors[r][k].color;
|
eq2->equip[k].color.color = emu->equip[r][k].color.color;
|
||||||
}
|
}
|
||||||
eq2->primary = emu->primary[r];
|
eq2->primary = emu->primary[r];
|
||||||
eq2->secondary = emu->secondary[r];
|
eq2->secondary = emu->secondary[r];
|
||||||
@ -2832,11 +2832,11 @@ namespace Underfoot
|
|||||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||||
|
|
||||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary]);
|
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].material);
|
||||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||||
|
|
||||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary]);
|
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].material);
|
||||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||||
}
|
}
|
||||||
@ -2846,9 +2846,9 @@ namespace Underfoot
|
|||||||
structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
|
structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
|
||||||
|
|
||||||
for (k = 0; k < 9; k++) {
|
for (k = 0; k < 9; k++) {
|
||||||
Equipment[k].equip0 = emu->equipment[k];
|
Equipment[k].material = emu->equipment[k].material;
|
||||||
Equipment[k].equip1 = 0;
|
Equipment[k].unknown1 = emu->equipment[k].unknown1;
|
||||||
Equipment[k].itemId = 0;
|
Equipment[k].elitematerial = emu->equipment[k].elitematerial;
|
||||||
}
|
}
|
||||||
|
|
||||||
Buffer += (sizeof(structs::EquipStruct) * 9);
|
Buffer += (sizeof(structs::EquipStruct) * 9);
|
||||||
|
|||||||
@ -117,10 +117,9 @@ struct Color_Struct
|
|||||||
};
|
};
|
||||||
|
|
||||||
struct CharSelectEquip {
|
struct CharSelectEquip {
|
||||||
//totally guessed;
|
uint32 material;
|
||||||
uint32 equip0;
|
uint32 unknown1;
|
||||||
uint32 equip1;
|
uint32 elitematerial;
|
||||||
uint32 itemid;
|
|
||||||
Color_Struct color;
|
Color_Struct color;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -169,9 +168,9 @@ struct CharacterSelect_Struct {
|
|||||||
* Size: 12 Octets
|
* Size: 12 Octets
|
||||||
*/
|
*/
|
||||||
struct EquipStruct {
|
struct EquipStruct {
|
||||||
/*00*/ uint32 equip0;
|
/*00*/ uint32 material;
|
||||||
/*04*/ uint32 equip1;
|
/*04*/ uint32 unknown1;
|
||||||
/*08*/ uint32 itemId;
|
/*08*/ uint32 elitematerial;
|
||||||
/*12*/
|
/*12*/
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@ -852,9 +852,26 @@ void SharedDatabase::LoadItems(void *data, uint32 size, int32 items, uint32 max_
|
|||||||
|
|
||||||
item.MaxCharges = (int16)atoi(row[ItemField::maxcharges]);
|
item.MaxCharges = (int16)atoi(row[ItemField::maxcharges]);
|
||||||
item.ItemType = (uint8)atoi(row[ItemField::itemtype]);
|
item.ItemType = (uint8)atoi(row[ItemField::itemtype]);
|
||||||
item.Material = (uint8)atoi(row[ItemField::material]);
|
item.Material = (uint8)atoi(row[ItemField::material]);
|
||||||
|
item.HerosForgeModel = (uint32)atoi(row[ItemField::herosforgemodel]);
|
||||||
|
if (item.HerosForgeModel > 0)
|
||||||
|
{
|
||||||
|
item.HerosForgeModel *= 100;
|
||||||
|
uint32 HeroSlot = 0;
|
||||||
|
switch (item.Slots)
|
||||||
|
{
|
||||||
|
case 4: { HeroSlot = 0; break; } // Head
|
||||||
|
case 131072: { HeroSlot = 1; break; } // Chest
|
||||||
|
case 128: { HeroSlot = 2; break; } // Arms
|
||||||
|
case 1536: { HeroSlot = 3; break; } // Bracers
|
||||||
|
case 4096: { HeroSlot = 4; break; } // Hands
|
||||||
|
case 262144: { HeroSlot = 5; break; } // Legs
|
||||||
|
case 524288: { HeroSlot = 6; break; } // Feet
|
||||||
|
default: { HeroSlot = 1; break; } // Chest
|
||||||
|
}
|
||||||
|
item.HerosForgeModel += HeroSlot;
|
||||||
|
}
|
||||||
item.SellRate = (float)atof(row[ItemField::sellrate]);
|
item.SellRate = (float)atof(row[ItemField::sellrate]);
|
||||||
|
|
||||||
item.CastTime = (uint32)atoul(row[ItemField::casttime]);
|
item.CastTime = (uint32)atoul(row[ItemField::casttime]);
|
||||||
item.EliteMaterial = (uint32)atoul(row[ItemField::elitematerial]);
|
item.EliteMaterial = (uint32)atoul(row[ItemField::elitematerial]);
|
||||||
item.ProcRate = (int32)atoi(row[ItemField::procrate]);
|
item.ProcRate = (int32)atoi(row[ItemField::procrate]);
|
||||||
|
|||||||
@ -313,6 +313,7 @@
|
|||||||
9057|2014_11_13_spells_new_updates.sql|SHOW COLUMNS FROM `spells_new` LIKE 'disallow_sit'|empty|
|
9057|2014_11_13_spells_new_updates.sql|SHOW COLUMNS FROM `spells_new` LIKE 'disallow_sit'|empty|
|
||||||
9058|2014_11_26_InventoryTableUpdate.sql|SHOW COLUMNS FROM `inventory` LIKE 'ornamenticon'|empty|
|
9058|2014_11_26_InventoryTableUpdate.sql|SHOW COLUMNS FROM `inventory` LIKE 'ornamenticon'|empty|
|
||||||
9059|2014_12_01_mercs_table_update.sql|SHOW COLUMNS FROM `mercs` LIKE 'MercSize'|empty|
|
9059|2014_12_01_mercs_table_update.sql|SHOW COLUMNS FROM `mercs` LIKE 'MercSize'|empty|
|
||||||
|
9060|2014_12_09_items_table_update.sql|SHOW COLUMNS FROM `items` LIKE 'herosforgemodel'|empty|
|
||||||
|
|
||||||
# Upgrade conditions:
|
# Upgrade conditions:
|
||||||
# This won't be needed after this system is implemented, but it is used database that are not
|
# This won't be needed after this system is implemented, but it is used database that are not
|
||||||
|
|||||||
1
utils/sql/git/required/2014_12_09_items_table_update.sql
Normal file
1
utils/sql/git/required/2014_12_09_items_table_update.sql
Normal file
@ -0,0 +1 @@
|
|||||||
|
ALTER TABLE `items` ADD `herosforgemodel` int( 11 ) NOT NULL DEFAULT '0' AFTER `material`;
|
||||||
@ -182,12 +182,16 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
|
|||||||
if (item == 0)
|
if (item == 0)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
cs->equip[char_num][material] = item->GetItem()->Material;
|
cs->equip[char_num][material].material = item->GetItem()->Material;
|
||||||
|
cs->equip[char_num][material].material = 0;
|
||||||
|
cs->equip[char_num][material].elitematerial = item->GetItem()->EliteMaterial;
|
||||||
|
cs->equip[char_num][material].heroforgemodel = item->GetItem()->HerosForgeModel;
|
||||||
|
cs->equip[char_num][material].material2 = item->GetItem()->Material;
|
||||||
|
|
||||||
if (pp.item_tint[material].rgb.use_tint){ color = pp.item_tint[material].color; }
|
if (pp.item_tint[material].rgb.use_tint){ color = pp.item_tint[material].color; }
|
||||||
else{ color = item->GetItem()->Color; }
|
else{ color = item->GetItem()->Color; }
|
||||||
|
|
||||||
cs->cs_colors[char_num][material].color = color;
|
cs->equip[char_num][material].color.color = color;
|
||||||
|
|
||||||
/* Weapons are handled a bit differently */
|
/* Weapons are handled a bit differently */
|
||||||
if ((material == MaterialPrimary) || (material == MaterialSecondary)) {
|
if ((material == MaterialPrimary) || (material == MaterialSecondary)) {
|
||||||
|
|||||||
121
zone/bot.cpp
121
zone/bot.cpp
@ -4361,7 +4361,8 @@ void Bot::SetLevel(uint8 in_level, bool command) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Bot::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
|
void Bot::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
|
||||||
if(ns) {
|
if(ns)
|
||||||
|
{
|
||||||
Mob::FillSpawnStruct(ns, ForWho);
|
Mob::FillSpawnStruct(ns, ForWho);
|
||||||
|
|
||||||
ns->spawn.afk = 0;
|
ns->spawn.afk = 0;
|
||||||
@ -4389,98 +4390,34 @@ void Bot::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
|
|||||||
uint32 spawnedbotid = 0;
|
uint32 spawnedbotid = 0;
|
||||||
spawnedbotid = this->GetBotID();
|
spawnedbotid = this->GetBotID();
|
||||||
|
|
||||||
inst = GetBotItem(MainHands);
|
for (i = 0; i < _MaterialCount; i++)
|
||||||
if(inst) {
|
{
|
||||||
item = inst->GetItem();
|
inst = GetBotItem(i);
|
||||||
if(item) {
|
if (inst)
|
||||||
ns->spawn.equipment[MaterialHands] = item->Material;
|
{
|
||||||
ns->spawn.colors[MaterialHands].color = GetEquipmentColor(MaterialHands);
|
item = inst->GetItem();
|
||||||
}
|
if (item != 0)
|
||||||
}
|
{
|
||||||
|
ns->spawn.equipment[i].material = item->Material;
|
||||||
|
ns->spawn.equipment[i].elitematerial = item->EliteMaterial;
|
||||||
|
ns->spawn.equipment[i].heroforgemodel = item->HerosForgeModel;
|
||||||
|
if (armor_tint[i])
|
||||||
|
{
|
||||||
|
ns->spawn.colors[i].color = armor_tint[i];
|
||||||
|
|
||||||
inst = GetBotItem(MainHead);
|
}
|
||||||
if(inst) {
|
else
|
||||||
item = inst->GetItem();
|
{
|
||||||
if(item) {
|
ns->spawn.colors[i].color = item->Color;
|
||||||
ns->spawn.equipment[MaterialHead] = item->Material;
|
}
|
||||||
ns->spawn.colors[MaterialHead].color = GetEquipmentColor(MaterialHead);
|
}
|
||||||
}
|
else
|
||||||
}
|
{
|
||||||
|
if (armor_tint[i])
|
||||||
inst = GetBotItem(MainArms);
|
{
|
||||||
if(inst) {
|
ns->spawn.colors[i].color = armor_tint[i];
|
||||||
item = inst->GetItem();
|
}
|
||||||
if(item) {
|
}
|
||||||
ns->spawn.equipment[MaterialArms] = item->Material;
|
|
||||||
ns->spawn.colors[MaterialArms].color = GetEquipmentColor(MaterialArms);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
inst = GetBotItem(MainWrist1);
|
|
||||||
if(inst) {
|
|
||||||
item = inst->GetItem();
|
|
||||||
if(item) {
|
|
||||||
ns->spawn.equipment[MaterialWrist] = item->Material;
|
|
||||||
ns->spawn.colors[MaterialWrist].color = GetEquipmentColor(MaterialWrist);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
|
||||||
// non-live behavior
|
|
||||||
inst = GetBotItem(MainWrist2);
|
|
||||||
if(inst) {
|
|
||||||
item = inst->GetItem();
|
|
||||||
if(item) {
|
|
||||||
ns->spawn.equipment[MaterialWrist] = item->Material;
|
|
||||||
ns->spawn.colors[MaterialWrist].color = GetEquipmentColor(MaterialWrist);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
|
|
||||||
inst = GetBotItem(MainChest);
|
|
||||||
if(inst) {
|
|
||||||
item = inst->GetItem();
|
|
||||||
if(item) {
|
|
||||||
ns->spawn.equipment[MaterialChest] = item->Material;
|
|
||||||
ns->spawn.colors[MaterialChest].color = GetEquipmentColor(MaterialChest);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
inst = GetBotItem(MainLegs);
|
|
||||||
if(inst) {
|
|
||||||
item = inst->GetItem();
|
|
||||||
if(item) {
|
|
||||||
ns->spawn.equipment[MaterialLegs] = item->Material;
|
|
||||||
ns->spawn.colors[MaterialLegs].color = GetEquipmentColor(MaterialLegs);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
inst = GetBotItem(MainFeet);
|
|
||||||
if(inst) {
|
|
||||||
item = inst->GetItem();
|
|
||||||
if(item) {
|
|
||||||
ns->spawn.equipment[MaterialFeet] = item->Material;
|
|
||||||
ns->spawn.colors[MaterialFeet].color = GetEquipmentColor(MaterialFeet);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
inst = GetBotItem(MainPrimary);
|
|
||||||
if(inst) {
|
|
||||||
item = inst->GetItem();
|
|
||||||
if(item) {
|
|
||||||
if(strlen(item->IDFile) > 2)
|
|
||||||
ns->spawn.equipment[MaterialPrimary] = atoi(&item->IDFile[2]);
|
|
||||||
ns->spawn.colors[MaterialPrimary].color = GetEquipmentColor(MaterialPrimary);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
inst = GetBotItem(MainSecondary);
|
|
||||||
if(inst) {
|
|
||||||
item = inst->GetItem();
|
|
||||||
if(item) {
|
|
||||||
if(strlen(item->IDFile) > 2)
|
|
||||||
ns->spawn.equipment[MaterialSecondary] = atoi(&item->IDFile[2]);
|
|
||||||
ns->spawn.colors[MaterialSecondary].color = GetEquipmentColor(MaterialSecondary);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
145
zone/client.cpp
145
zone/client.cpp
@ -1823,80 +1823,113 @@ void Client::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
|
|||||||
// (update: i think pp should do it, as this holds LoY dye - plus, this is ugly code with Inventory!)
|
// (update: i think pp should do it, as this holds LoY dye - plus, this is ugly code with Inventory!)
|
||||||
const Item_Struct* item = nullptr;
|
const Item_Struct* item = nullptr;
|
||||||
const ItemInst* inst = nullptr;
|
const ItemInst* inst = nullptr;
|
||||||
if ((inst = m_inv[MainHands]) && inst->IsType(ItemClassCommon)) {
|
|
||||||
item = inst->GetItem();
|
|
||||||
ns->spawn.equipment[MaterialHands] = item->Material;
|
|
||||||
ns->spawn.colors[MaterialHands].color = GetEquipmentColor(MaterialHands);
|
|
||||||
}
|
|
||||||
if ((inst = m_inv[MainHead]) && inst->IsType(ItemClassCommon)) {
|
|
||||||
item = inst->GetItem();
|
|
||||||
ns->spawn.equipment[MaterialHead] = item->Material;
|
|
||||||
ns->spawn.colors[MaterialHead].color = GetEquipmentColor(MaterialHead);
|
|
||||||
}
|
|
||||||
if ((inst = m_inv[MainArms]) && inst->IsType(ItemClassCommon)) {
|
|
||||||
item = inst->GetItem();
|
|
||||||
ns->spawn.equipment[MaterialArms] = item->Material;
|
|
||||||
ns->spawn.colors[MaterialArms].color = GetEquipmentColor(MaterialArms);
|
|
||||||
}
|
|
||||||
if ((inst = m_inv[MainWrist1]) && inst->IsType(ItemClassCommon)) {
|
|
||||||
item = inst->GetItem();
|
|
||||||
ns->spawn.equipment[MaterialWrist]= item->Material;
|
|
||||||
ns->spawn.colors[MaterialWrist].color = GetEquipmentColor(MaterialWrist);
|
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
// Only Player Races Wear Armor
|
||||||
// non-live behavior
|
if (IsPlayerRace(race))
|
||||||
if ((inst = m_inv[SLOT_BRACER02]) && inst->IsType(ItemClassCommon)) {
|
{
|
||||||
item = inst->GetItem();
|
if ((inst = m_inv[MainHands]) && inst->IsType(ItemClassCommon))
|
||||||
ns->spawn.equipment[MaterialWrist]= item->Material;
|
{
|
||||||
ns->spawn.colors[MaterialWrist].color = GetEquipmentColor(MaterialWrist);
|
item = inst->GetItem();
|
||||||
}
|
ns->spawn.equipment[MaterialHands].material = item->Material;
|
||||||
*/
|
ns->spawn.equipment[MaterialHands].elitematerial = item->EliteMaterial;
|
||||||
|
ns->spawn.equipment[MaterialHands].heroforgemodel = item->HerosForgeModel;
|
||||||
|
ns->spawn.colors[MaterialHands].color = m_pp.item_tint[MaterialHands].rgb.use_tint ? m_pp.item_tint[MaterialHands].color : item->Color;
|
||||||
|
}
|
||||||
|
if ((inst = m_inv[MainHead]) && inst->IsType(ItemClassCommon))
|
||||||
|
{
|
||||||
|
item = inst->GetItem();
|
||||||
|
ns->spawn.equipment[MaterialHead].material = item->Material;
|
||||||
|
ns->spawn.equipment[MaterialHead].elitematerial = item->EliteMaterial;
|
||||||
|
ns->spawn.equipment[MaterialHead].heroforgemodel = item->HerosForgeModel;
|
||||||
|
ns->spawn.colors[MaterialHead].color = m_pp.item_tint[MaterialHead].rgb.use_tint ? m_pp.item_tint[MaterialHead].color : item->Color;
|
||||||
|
}
|
||||||
|
if ((inst = m_inv[MainArms]) && inst->IsType(ItemClassCommon))
|
||||||
|
{
|
||||||
|
item = inst->GetItem();
|
||||||
|
ns->spawn.equipment[MaterialArms].material = item->Material;
|
||||||
|
ns->spawn.equipment[MaterialArms].elitematerial = item->EliteMaterial;
|
||||||
|
ns->spawn.equipment[MaterialArms].heroforgemodel = item->HerosForgeModel;
|
||||||
|
ns->spawn.colors[MaterialArms].color = m_pp.item_tint[MaterialArms].rgb.use_tint ? m_pp.item_tint[MaterialArms].color : item->Color;
|
||||||
|
}
|
||||||
|
if ((inst = m_inv[MainWrist1]) && inst->IsType(ItemClassCommon))
|
||||||
|
{
|
||||||
|
item = inst->GetItem();
|
||||||
|
ns->spawn.equipment[MaterialWrist].material = item->Material;
|
||||||
|
ns->spawn.equipment[MaterialWrist].elitematerial = item->EliteMaterial;
|
||||||
|
ns->spawn.equipment[MaterialWrist].heroforgemodel = item->HerosForgeModel;
|
||||||
|
ns->spawn.colors[MaterialWrist].color = m_pp.item_tint[MaterialWrist].rgb.use_tint ? m_pp.item_tint[MaterialWrist].color : item->Color;
|
||||||
|
}
|
||||||
|
|
||||||
if ((inst = m_inv[MainChest]) && inst->IsType(ItemClassCommon)) {
|
if ((inst = m_inv[MainChest]) && inst->IsType(ItemClassCommon))
|
||||||
item = inst->GetItem();
|
{
|
||||||
ns->spawn.equipment[MaterialChest] = item->Material;
|
item = inst->GetItem();
|
||||||
ns->spawn.colors[MaterialChest].color = GetEquipmentColor(MaterialChest);
|
ns->spawn.equipment[MaterialChest].material = item->Material;
|
||||||
}
|
ns->spawn.equipment[MaterialChest].elitematerial = item->EliteMaterial;
|
||||||
if ((inst = m_inv[MainLegs]) && inst->IsType(ItemClassCommon)) {
|
ns->spawn.equipment[MaterialChest].heroforgemodel = item->HerosForgeModel;
|
||||||
item = inst->GetItem();
|
ns->spawn.colors[MaterialChest].color = m_pp.item_tint[MaterialChest].rgb.use_tint ? m_pp.item_tint[MaterialChest].color : item->Color;
|
||||||
ns->spawn.equipment[MaterialLegs] = item->Material;
|
}
|
||||||
ns->spawn.colors[MaterialLegs].color = GetEquipmentColor(MaterialLegs);
|
if ((inst = m_inv[MainLegs]) && inst->IsType(ItemClassCommon))
|
||||||
}
|
{
|
||||||
if ((inst = m_inv[MainFeet]) && inst->IsType(ItemClassCommon)) {
|
item = inst->GetItem();
|
||||||
item = inst->GetItem();
|
ns->spawn.equipment[MaterialLegs].material = item->Material;
|
||||||
ns->spawn.equipment[MaterialFeet] = item->Material;
|
ns->spawn.equipment[MaterialLegs].elitematerial = item->EliteMaterial;
|
||||||
ns->spawn.colors[MaterialFeet].color = GetEquipmentColor(MaterialFeet);
|
ns->spawn.equipment[MaterialLegs].heroforgemodel = item->HerosForgeModel;
|
||||||
|
ns->spawn.colors[MaterialLegs].color = m_pp.item_tint[MaterialLegs].rgb.use_tint ? m_pp.item_tint[MaterialLegs].color : item->Color;
|
||||||
|
}
|
||||||
|
if ((inst = m_inv[MainFeet]) && inst->IsType(ItemClassCommon))
|
||||||
|
{
|
||||||
|
item = inst->GetItem();
|
||||||
|
ns->spawn.equipment[MaterialFeet].material = item->Material;
|
||||||
|
ns->spawn.equipment[MaterialFeet].elitematerial = item->EliteMaterial;
|
||||||
|
ns->spawn.equipment[MaterialFeet].heroforgemodel = item->HerosForgeModel;
|
||||||
|
ns->spawn.colors[MaterialFeet].color = m_pp.item_tint[MaterialFeet].rgb.use_tint ? m_pp.item_tint[MaterialFeet].color : item->Color;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
int ornamentationAugtype = RuleI(Character, OrnamentationAugmentType);
|
int ornamentationAugtype = RuleI(Character, OrnamentationAugmentType);
|
||||||
if ((inst = m_inv[MainPrimary]) && inst->IsType(ItemClassCommon)) {
|
if ((inst = m_inv[MainPrimary]) && inst->IsType(ItemClassCommon))
|
||||||
if (inst->GetOrnamentationAug(ornamentationAugtype)) {
|
{
|
||||||
|
if (inst->GetOrnamentationAug(ornamentationAugtype))
|
||||||
|
{
|
||||||
item = inst->GetOrnamentationAug(ornamentationAugtype)->GetItem();
|
item = inst->GetOrnamentationAug(ornamentationAugtype)->GetItem();
|
||||||
if (strlen(item->IDFile) > 2)
|
if (strlen(item->IDFile) > 2)
|
||||||
ns->spawn.equipment[MaterialPrimary] = atoi(&item->IDFile[2]);
|
{
|
||||||
|
ns->spawn.equipment[MaterialPrimary].material = atoi(&item->IDFile[2]);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else if (inst->GetOrnamentationIcon() && inst->GetOrnamentationIDFile()) {
|
else if (inst->GetOrnamentationIcon() && inst->GetOrnamentationIDFile())
|
||||||
ns->spawn.equipment[MaterialPrimary] = inst->GetOrnamentationIDFile();
|
{
|
||||||
|
ns->spawn.equipment[MaterialPrimary].material = inst->GetOrnamentationIDFile();
|
||||||
}
|
}
|
||||||
else {
|
else
|
||||||
|
{
|
||||||
item = inst->GetItem();
|
item = inst->GetItem();
|
||||||
if (strlen(item->IDFile) > 2)
|
if (strlen(item->IDFile) > 2)
|
||||||
ns->spawn.equipment[MaterialPrimary] = atoi(&item->IDFile[2]);
|
{
|
||||||
|
ns->spawn.equipment[MaterialPrimary].material = atoi(&item->IDFile[2]);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if ((inst = m_inv[MainSecondary]) && inst->IsType(ItemClassCommon)) {
|
if ((inst = m_inv[MainSecondary]) && inst->IsType(ItemClassCommon))
|
||||||
if (inst->GetOrnamentationAug(ornamentationAugtype)) {
|
{
|
||||||
|
if (inst->GetOrnamentationAug(ornamentationAugtype))
|
||||||
|
{
|
||||||
item = inst->GetOrnamentationAug(ornamentationAugtype)->GetItem();
|
item = inst->GetOrnamentationAug(ornamentationAugtype)->GetItem();
|
||||||
if (strlen(item->IDFile) > 2)
|
if (strlen(item->IDFile) > 2)
|
||||||
ns->spawn.equipment[MaterialSecondary] = atoi(&item->IDFile[2]);
|
{
|
||||||
|
ns->spawn.equipment[MaterialSecondary].material = atoi(&item->IDFile[2]);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else if (inst->GetOrnamentationIcon() && inst->GetOrnamentationIDFile()) {
|
else if (inst->GetOrnamentationIcon() && inst->GetOrnamentationIDFile())
|
||||||
ns->spawn.equipment[MaterialSecondary] = inst->GetOrnamentationIDFile();
|
{
|
||||||
|
ns->spawn.equipment[MaterialSecondary].material = inst->GetOrnamentationIDFile();
|
||||||
}
|
}
|
||||||
else {
|
else
|
||||||
|
{
|
||||||
item = inst->GetItem();
|
item = inst->GetItem();
|
||||||
if (strlen(item->IDFile) > 2)
|
if (strlen(item->IDFile) > 2)
|
||||||
ns->spawn.equipment[MaterialSecondary] = atoi(&item->IDFile[2]);
|
{
|
||||||
|
ns->spawn.equipment[MaterialSecondary].material = atoi(&item->IDFile[2]);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -8341,7 +8341,7 @@ void Client::Handle_OP_ItemPreview(const EQApplicationPacket *app)
|
|||||||
outapp->WriteUInt32(item->Material);
|
outapp->WriteUInt32(item->Material);
|
||||||
outapp->WriteUInt32(0); //unknown
|
outapp->WriteUInt32(0); //unknown
|
||||||
outapp->WriteUInt32(item->EliteMaterial);
|
outapp->WriteUInt32(item->EliteMaterial);
|
||||||
outapp->WriteUInt32(0); // unknown
|
outapp->WriteUInt32(item->HerosForgeModel);
|
||||||
outapp->WriteUInt32(0); // unknown
|
outapp->WriteUInt32(0); // unknown
|
||||||
outapp->WriteUInt32(0); //This is unknown057 from lucy
|
outapp->WriteUInt32(0); //This is unknown057 from lucy
|
||||||
for (spacer = 0; spacer < 77; spacer++) { //More Item stats, but some seem to be off based on packet check
|
for (spacer = 0; spacer < 77; spacer++) { //More Item stats, but some seem to be off based on packet check
|
||||||
|
|||||||
@ -5598,7 +5598,11 @@ void command_itemsearch(Client *c, const Seperator *sep)
|
|||||||
if (Seperator::IsNumber(search_criteria)) {
|
if (Seperator::IsNumber(search_criteria)) {
|
||||||
item = database.GetItem(atoi(search_criteria));
|
item = database.GetItem(atoi(search_criteria));
|
||||||
if (item)
|
if (item)
|
||||||
if (c->GetClientVersion() >= EQClientRoF)
|
if (c->GetClientVersion() >= EQClientRoF2)
|
||||||
|
{
|
||||||
|
c->Message(0, " %i: %c%06X00000000000000000000000000000000000000000000000000%s%c", (int)item->ID, 0x12, item->ID, item->Name, 0x12);
|
||||||
|
}
|
||||||
|
else if (c->GetClientVersion() >= EQClientRoF)
|
||||||
{
|
{
|
||||||
c->Message(0, " %i: %c%06X0000000000000000000000000000000000000000000000000%s%c",(int) item->ID,0x12, item->ID, item->Name, 0x12);
|
c->Message(0, " %i: %c%06X0000000000000000000000000000000000000000000000000%s%c",(int) item->ID,0x12, item->ID, item->Name, 0x12);
|
||||||
}
|
}
|
||||||
@ -5627,7 +5631,11 @@ void command_itemsearch(Client *c, const Seperator *sep)
|
|||||||
strupr(sName);
|
strupr(sName);
|
||||||
pdest = strstr(sName, sCriteria);
|
pdest = strstr(sName, sCriteria);
|
||||||
if (pdest != nullptr) {
|
if (pdest != nullptr) {
|
||||||
if (c->GetClientVersion() >= EQClientRoF)
|
if (c->GetClientVersion() >= EQClientRoF2)
|
||||||
|
{
|
||||||
|
c->Message(0, " %i: %c%06X00000000000000000000000000000000000000000000000000%s%c", (int)item->ID, 0x12, item->ID, item->Name, 0x12);
|
||||||
|
}
|
||||||
|
else if (c->GetClientVersion() >= EQClientRoF)
|
||||||
{
|
{
|
||||||
c->Message(0, " %i: %c%06X0000000000000000000000000000000000000000000000000%s%c",(int) item->ID,0x12, item->ID, item->Name, 0x12);
|
c->Message(0, " %i: %c%06X0000000000000000000000000000000000000000000000000%s%c",(int) item->ID,0x12, item->ID, item->Name, 0x12);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1196,18 +1196,32 @@ void Merc::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
|
|||||||
ns->spawn.NPC = 1; // 0=player,1=npc,2=pc corpse,3=npc corpse
|
ns->spawn.NPC = 1; // 0=player,1=npc,2=pc corpse,3=npc corpse
|
||||||
ns->spawn.IsMercenary = 1;
|
ns->spawn.IsMercenary = 1;
|
||||||
|
|
||||||
|
/*
|
||||||
|
// Wear Slots are not setup for Mercs yet
|
||||||
unsigned int i;
|
unsigned int i;
|
||||||
//should not include 21 (SLOT_AMMO)
|
for (i = 0; i < _MaterialCount; i++)
|
||||||
for (i = 0; i < MainAmmo; i++) {
|
{
|
||||||
if(equipment[i] == 0)
|
if (equipment[i] == 0)
|
||||||
|
{
|
||||||
continue;
|
continue;
|
||||||
|
}
|
||||||
const Item_Struct* item = database.GetItem(equipment[i]);
|
const Item_Struct* item = database.GetItem(equipment[i]);
|
||||||
if(item)
|
if(item)
|
||||||
{
|
{
|
||||||
ns->spawn.equipment[i] = item->Material;
|
ns->spawn.equipment[i].material = item->Material;
|
||||||
ns->spawn.colors[i].color = item->Color;
|
ns->spawn.equipment[i].elitematerial = item->EliteMaterial;
|
||||||
|
ns->spawn.equipment[i].heroforgemodel = item->HerosForgeModel;
|
||||||
|
if (armor_tint[i])
|
||||||
|
{
|
||||||
|
ns->spawn.colors[i].color = armor_tint[i];
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ns->spawn.colors[i].color = item->Color;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
73
zone/mob.cpp
73
zone/mob.cpp
@ -963,22 +963,44 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
|
|||||||
ns->spawn.flymode = FindType(SE_Levitate) ? 2 : 0;
|
ns->spawn.flymode = FindType(SE_Levitate) ? 2 : 0;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
ns->spawn.flymode = flymode;
|
ns->spawn.flymode = flymode;
|
||||||
|
}
|
||||||
|
|
||||||
ns->spawn.lastName[0] = '\0';
|
ns->spawn.lastName[0] = '\0';
|
||||||
|
|
||||||
strn0cpy(ns->spawn.lastName, lastname, sizeof(ns->spawn.lastName));
|
strn0cpy(ns->spawn.lastName, lastname, sizeof(ns->spawn.lastName));
|
||||||
|
|
||||||
for(i = 0; i < _MaterialCount; i++)
|
const Item_Struct *item;
|
||||||
|
|
||||||
|
for (i = 0; i < _MaterialCount; i++)
|
||||||
{
|
{
|
||||||
ns->spawn.equipment[i] = GetEquipmentMaterial(i);
|
// Only Player Races Wear Armor
|
||||||
if (armor_tint[i])
|
if (IsPlayerRace(race) || i > 6)
|
||||||
{
|
{
|
||||||
ns->spawn.colors[i].color = armor_tint[i];
|
ns->spawn.equipment[i].material = GetEquipmentMaterial(i);
|
||||||
}
|
|
||||||
else
|
item = database.GetItem(GetEquipment(i));
|
||||||
{
|
if (item != 0)
|
||||||
ns->spawn.colors[i].color = GetEquipmentColor(i);
|
{
|
||||||
|
ns->spawn.equipment[i].elitematerial = item->EliteMaterial;
|
||||||
|
ns->spawn.equipment[i].heroforgemodel = item->HerosForgeModel;
|
||||||
|
if (armor_tint[i])
|
||||||
|
{
|
||||||
|
ns->spawn.colors[i].color = armor_tint[i];
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ns->spawn.colors[i].color = item->Color;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (armor_tint[i])
|
||||||
|
{
|
||||||
|
ns->spawn.colors[i].color = armor_tint[i];
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -2601,8 +2623,20 @@ void Mob::SendWearChange(uint8 material_slot)
|
|||||||
|
|
||||||
wc->spawn_id = GetID();
|
wc->spawn_id = GetID();
|
||||||
wc->material = GetEquipmentMaterial(material_slot);
|
wc->material = GetEquipmentMaterial(material_slot);
|
||||||
wc->elite_material = IsEliteMaterialItem(material_slot);
|
const Item_Struct *item;
|
||||||
wc->color.color = GetEquipmentColor(material_slot);
|
item = database.GetItem(GetEquipment(material_slot));
|
||||||
|
if (item != 0)
|
||||||
|
{
|
||||||
|
wc->elite_material = item->EliteMaterial;
|
||||||
|
wc->hero_forge_model = item->HerosForgeModel;
|
||||||
|
wc->color.color = item->Color;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
wc->elite_material = 0;
|
||||||
|
wc->hero_forge_model = 0;
|
||||||
|
wc->color.color = 0;
|
||||||
|
}
|
||||||
wc->wear_slot_id = material_slot;
|
wc->wear_slot_id = material_slot;
|
||||||
|
|
||||||
entity_list.QueueClients(this, outapp);
|
entity_list.QueueClients(this, outapp);
|
||||||
@ -2646,6 +2680,7 @@ void Mob::SetSlotTint(uint8 material_slot, uint8 red_tint, uint8 green_tint, uin
|
|||||||
|
|
||||||
wc->spawn_id = this->GetID();
|
wc->spawn_id = this->GetID();
|
||||||
wc->material = GetEquipmentMaterial(material_slot);
|
wc->material = GetEquipmentMaterial(material_slot);
|
||||||
|
wc->hero_forge_model = GetHeroForgeModel(material_slot);
|
||||||
wc->color.color = color;
|
wc->color.color = color;
|
||||||
wc->wear_slot_id = material_slot;
|
wc->wear_slot_id = material_slot;
|
||||||
|
|
||||||
@ -2653,7 +2688,7 @@ void Mob::SetSlotTint(uint8 material_slot, uint8 red_tint, uint8 green_tint, uin
|
|||||||
safe_delete(outapp);
|
safe_delete(outapp);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Mob::WearChange(uint8 material_slot, uint16 texture, uint32 color)
|
void Mob::WearChange(uint8 material_slot, uint16 texture, uint32 color, uint32 hero_forge_model)
|
||||||
{
|
{
|
||||||
armor_tint[material_slot] = color;
|
armor_tint[material_slot] = color;
|
||||||
|
|
||||||
@ -2662,6 +2697,7 @@ void Mob::WearChange(uint8 material_slot, uint16 texture, uint32 color)
|
|||||||
|
|
||||||
wc->spawn_id = this->GetID();
|
wc->spawn_id = this->GetID();
|
||||||
wc->material = texture;
|
wc->material = texture;
|
||||||
|
wc->hero_forge_model = hero_forge_model;
|
||||||
wc->color.color = color;
|
wc->color.color = color;
|
||||||
wc->wear_slot_id = material_slot;
|
wc->wear_slot_id = material_slot;
|
||||||
|
|
||||||
@ -2741,6 +2777,19 @@ uint32 Mob::IsEliteMaterialItem(uint8 material_slot) const
|
|||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
uint32 Mob::GetHeroForgeModel(uint8 material_slot) const
|
||||||
|
{
|
||||||
|
const Item_Struct *item;
|
||||||
|
|
||||||
|
item = database.GetItem(GetEquipment(material_slot));
|
||||||
|
if (item != 0)
|
||||||
|
{
|
||||||
|
return item->HerosForgeModel;
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
// works just like a printf
|
// works just like a printf
|
||||||
void Mob::Say(const char *format, ...)
|
void Mob::Say(const char *format, ...)
|
||||||
{
|
{
|
||||||
@ -3797,6 +3846,8 @@ int32 Mob::GetItemStat(uint32 itemid, const char *identifier)
|
|||||||
stat = int32(item->CastTime);
|
stat = int32(item->CastTime);
|
||||||
if (id == "elitematerial")
|
if (id == "elitematerial")
|
||||||
stat = int32(item->EliteMaterial);
|
stat = int32(item->EliteMaterial);
|
||||||
|
if (id == "herosforgemodel")
|
||||||
|
stat = int32(item->HerosForgeModel);
|
||||||
if (id == "procrate")
|
if (id == "procrate")
|
||||||
stat = int32(item->ProcRate);
|
stat = int32(item->ProcRate);
|
||||||
if (id == "combateffects")
|
if (id == "combateffects")
|
||||||
|
|||||||
@ -171,7 +171,7 @@ public:
|
|||||||
virtual void SendTextureWC(uint8 slot, uint16 texture, uint32 hero_forge_model = 0, uint32 elite_material = 0,
|
virtual void SendTextureWC(uint8 slot, uint16 texture, uint32 hero_forge_model = 0, uint32 elite_material = 0,
|
||||||
uint32 unknown06 = 0, uint32 unknown18 = 0);
|
uint32 unknown06 = 0, uint32 unknown18 = 0);
|
||||||
virtual void SetSlotTint(uint8 material_slot, uint8 red_tint, uint8 green_tint, uint8 blue_tint);
|
virtual void SetSlotTint(uint8 material_slot, uint8 red_tint, uint8 green_tint, uint8 blue_tint);
|
||||||
virtual void WearChange(uint8 material_slot, uint16 texture, uint32 color);
|
virtual void WearChange(uint8 material_slot, uint16 texture, uint32 color, uint32 hero_forge_model = 0);
|
||||||
void DoAnim(const int animnum, int type=0, bool ackreq = true, eqFilterType filter = FilterNone);
|
void DoAnim(const int animnum, int type=0, bool ackreq = true, eqFilterType filter = FilterNone);
|
||||||
void ProjectileAnimation(Mob* to, int item_id, bool IsArrow = false, float speed = 0,
|
void ProjectileAnimation(Mob* to, int item_id, bool IsArrow = false, float speed = 0,
|
||||||
float angle = 0, float tilt = 0, float arc = 0, const char *IDFile = nullptr, SkillUseTypes skillInUse = SkillArchery);
|
float angle = 0, float tilt = 0, float arc = 0, const char *IDFile = nullptr, SkillUseTypes skillInUse = SkillArchery);
|
||||||
@ -314,6 +314,7 @@ public:
|
|||||||
virtual int32 GetEquipmentMaterial(uint8 material_slot) const;
|
virtual int32 GetEquipmentMaterial(uint8 material_slot) const;
|
||||||
virtual uint32 GetEquipmentColor(uint8 material_slot) const;
|
virtual uint32 GetEquipmentColor(uint8 material_slot) const;
|
||||||
virtual uint32 IsEliteMaterialItem(uint8 material_slot) const;
|
virtual uint32 IsEliteMaterialItem(uint8 material_slot) const;
|
||||||
|
virtual uint32 GetHeroForgeModel(uint8 material_slot) const;
|
||||||
bool AffectedBySpellExcludingSlot(int slot, int effect);
|
bool AffectedBySpellExcludingSlot(int slot, int effect);
|
||||||
virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillUseTypes attack_skill) = 0;
|
virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillUseTypes attack_skill) = 0;
|
||||||
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillUseTypes attack_skill,
|
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillUseTypes attack_skill,
|
||||||
|
|||||||
@ -7460,12 +7460,13 @@ XS(XS_Mob_WearChange)
|
|||||||
{
|
{
|
||||||
dXSARGS;
|
dXSARGS;
|
||||||
if (items < 3 || items > 4)
|
if (items < 3 || items > 4)
|
||||||
Perl_croak(aTHX_ "Usage: Mob::WearChange(THIS, material_slot, texture, color)");
|
Perl_croak(aTHX_ "Usage: Mob::WearChange(THIS, material_slot, texture, [color, hero_forge_model])");
|
||||||
{
|
{
|
||||||
Mob * THIS;
|
Mob * THIS;
|
||||||
uint8 material_slot = (uint8)SvIV(ST(1));
|
uint8 material_slot = (uint8)SvIV(ST(1));
|
||||||
uint16 texture = (uint16)SvUV(ST(2));
|
uint16 texture = (uint16)SvUV(ST(2));
|
||||||
uint32 color = 0;
|
uint32 color = 0;
|
||||||
|
uint32 hero_forge_model = 0;
|
||||||
|
|
||||||
if (sv_derived_from(ST(0), "Mob")) {
|
if (sv_derived_from(ST(0), "Mob")) {
|
||||||
IV tmp = SvIV((SV*)SvRV(ST(0)));
|
IV tmp = SvIV((SV*)SvRV(ST(0)));
|
||||||
@ -7479,8 +7480,11 @@ XS(XS_Mob_WearChange)
|
|||||||
if (items > 3) {
|
if (items > 3) {
|
||||||
color = (uint32)SvUV(ST(3));
|
color = (uint32)SvUV(ST(3));
|
||||||
}
|
}
|
||||||
|
if (items > 4) {
|
||||||
|
hero_forge_model = (uint32)SvUV(ST(3));
|
||||||
|
}
|
||||||
|
|
||||||
THIS->WearChange(material_slot, texture, color);
|
THIS->WearChange(material_slot, texture, color, hero_forge_model);
|
||||||
}
|
}
|
||||||
XSRETURN_EMPTY;
|
XSRETURN_EMPTY;
|
||||||
}
|
}
|
||||||
@ -8614,7 +8618,7 @@ XS(boot_Mob)
|
|||||||
newXSproto(strcpy(buf, "TarGlobal"), XS_Mob_TarGlobal, file, "$$$$$$$");
|
newXSproto(strcpy(buf, "TarGlobal"), XS_Mob_TarGlobal, file, "$$$$$$$");
|
||||||
newXSproto(strcpy(buf, "DelGlobal"), XS_Mob_DelGlobal, file, "$$");
|
newXSproto(strcpy(buf, "DelGlobal"), XS_Mob_DelGlobal, file, "$$");
|
||||||
newXSproto(strcpy(buf, "SetSlotTint"), XS_Mob_SetSlotTint, file, "$$$$$");
|
newXSproto(strcpy(buf, "SetSlotTint"), XS_Mob_SetSlotTint, file, "$$$$$");
|
||||||
newXSproto(strcpy(buf, "WearChange"), XS_Mob_WearChange, file, "$$$;$");
|
newXSproto(strcpy(buf, "WearChange"), XS_Mob_WearChange, file, "$$$;$$");
|
||||||
newXSproto(strcpy(buf, "DoKnockback"), XS_Mob_DoKnockback, file, "$$$$");
|
newXSproto(strcpy(buf, "DoKnockback"), XS_Mob_DoKnockback, file, "$$$$");
|
||||||
newXSproto(strcpy(buf, "RemoveNimbusEffect"), XS_Mob_RemoveNimbusEffect, file, "$$");
|
newXSproto(strcpy(buf, "RemoveNimbusEffect"), XS_Mob_RemoveNimbusEffect, file, "$$");
|
||||||
newXSproto(strcpy(buf, "IsRunning"), XS_Mob_IsRunning, file, "$");
|
newXSproto(strcpy(buf, "IsRunning"), XS_Mob_IsRunning, file, "$");
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user