[Crash] Resolve crash due to uninitialized pointer. (#3271)

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Aeadoin 2023-04-08 17:21:53 -04:00 committed by GitHub
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commit 647bcce30b
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2 changed files with 190 additions and 186 deletions

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@ -355,181 +355,186 @@ namespace EQ
struct ItemData {
// Non packet based fields
uint8 MinStatus;
uint8 MinStatus {};
// Packet based fields
uint8 ItemClass; // Item Type: 0=common, 1=container, 2=book
char Name[64]; // Name
char Lore[80]; // Lore Name: *=lore, &=summoned, #=artifact, ~=pending lore
char IDFile[30]; // Visible model
uint32 ID; // Unique ID (also PK for DB)
int32 Weight; // Item weight * 10
uint8 NoRent; // No Rent: 0=norent, 255=not norent
uint8 NoDrop; // No Drop: 0=nodrop, 255=not nodrop
uint8 Size; // Size: 0=tiny, 1=small, 2=medium, 3=large, 4=giant
uint32 Slots; // Bitfield for which slots this item can be used in
uint32 Price; // Item cost (?)
uint32 Icon; // Icon Number
int32 LoreGroup; // Later items use LoreGroup instead of LoreFlag. we might want to see about changing this to int32 since it is commonly -1 and is constantly being cast from signed (-1) to unsigned (4294967295)
bool LoreFlag; // This will be true if LoreGroup is non-zero
bool PendingLoreFlag;
bool ArtifactFlag;
bool SummonedFlag;
uint8 FVNoDrop; // Firiona Vie nodrop flag
uint32 Favor; // Individual favor
uint32 GuildFavor; // Guild favor
uint32 PointType;
uint8 ItemClass {}; // Item Type: 0=common, 1=container, 2=book
char Name[64] {}; // Name
char Lore[80] {}; // Lore Name: *=lore, &=summoned, #=artifact, ~=pending lore
char IDFile[30] {}; // Visible model
uint32 ID {}; // Unique ID (also PK for DB)
int32 Weight {}; // Item weight * 10
uint8 NoRent{} ; // No Rent: 0=norent, 255=not norent
uint8 NoDrop {}; // No Drop: 0=nodrop, 255=not nodrop
uint8 Size {}; // Size: 0=tiny, 1=small, 2=medium, 3=large, 4=giant
uint32 Slots {}; // Bitfield for which slots this item can be used in
uint32 Price {}; // Item cost (?)
uint32 Icon {}; // Icon Number
int32 LoreGroup {}; // Later items use LoreGroup instead of LoreFlag. we might want to see about changing this to int32 since it is commonly -1 and is constantly being cast from signed (-1) to unsigned (4294967295)
bool LoreFlag {}; // This will be true if LoreGroup is non-zero
bool PendingLoreFlag {};
bool ArtifactFlag {};
bool SummonedFlag {};
uint8 FVNoDrop {}; // Firiona Vie nodrop flag
uint32 Favor {}; // Individual favor
uint32 GuildFavor {}; // Guild favor
uint32 PointType {};
//uint32 Unk117;
//uint32 Unk118;
//uint32 Unk121;
//uint32 Unk124;
uint8 BagType; // 0:Small Bag, 1:Large Bag, 2:Quiver, 3:Belt Pouch ... there are 50 types
uint8 BagSlots; // Number of slots: can only be 2, 4, 6, 8, or 10
uint8 BagSize; // 0:TINY, 1:SMALL, 2:MEDIUM, 3:LARGE, 4:GIANT
uint8 BagWR; // 0->100
uint8 BagType {}; // 0:Small Bag, 1:Large Bag, 2:Quiver, 3:Belt Pouch ... there are 50 types
uint8 BagSlots {}; // Number of slots: can only be 2, 4, 6, 8, or 10
uint8 BagSize {}; // 0:TINY, 1:SMALL, 2:MEDIUM, 3:LARGE, 4:GIANT
uint8 BagWR {}; // 0->100
bool BenefitFlag;
bool Tradeskills; // Is this a tradeskill item?
int8 CR; // Save vs Cold
int8 DR; // Save vs Disease
int8 PR; // Save vs Poison
int8 MR; // Save vs Magic
int8 FR; // Save vs Fire
int8 AStr; // Strength
int8 ASta; // Stamina
int8 AAgi; // Agility
int8 ADex; // Dexterity
int8 ACha; // Charisma
int8 AInt; // Intelligence
int8 AWis; // Wisdom
int32 HP; // HP
int32 Mana; // Mana
int32 AC; // AC
uint32 Deity; // Bitmask of Deities that can equip this item
bool BenefitFlag {};
bool Tradeskills {}; // Is this a tradeskill item?
int8 CR {}; // Save vs Cold
int8 DR {}; // Save vs Disease
int8 PR {}; // Save vs Poison
int8 MR {}; // Save vs Magic
int8 FR {}; // Save vs Fire
int8 AStr {}; // Strength
int8 ASta {}; // Stamina
int8 AAgi {}; // Agility
int8 ADex {}; // Dexterity
int8 ACha {}; // Charisma
int8 AInt {}; // Intelligence
int8 AWis {}; // Wisdom
int32 HP {}; // HP
int32 Mana {}; // Mana
int32 AC {}; // AC
uint32 Deity {}; // Bitmask of Deities that can equip this item
//uint32 Unk033
int32 SkillModValue; // % Mod to skill specified in SkillModType
int32 SkillModMax; // Max skill point modification
uint32 SkillModType; // Type of skill for SkillModValue to apply to
uint32 BaneDmgRace; // Bane Damage Race
int32 BaneDmgAmt; // Bane Damage Body Amount
uint32 BaneDmgBody; // Bane Damage Body
bool Magic; // True=Magic Item, False=not
int32 CastTime_;
uint8 ReqLevel; // Required Level to use item
uint32 BardType; // Bard Skill Type
int32 BardValue; // Bard Skill Amount
int8 Light; // Light
uint8 Delay; // Delay * 10
uint8 RecLevel; // Recommended level to use item
uint8 RecSkill; // Recommended skill to use item (refers to primary skill of item)
uint8 ElemDmgType; // Elemental Damage Type (1=magic, 2=fire)
uint8 ElemDmgAmt; // Elemental Damage
uint8 Range; // Range of item
uint32 Damage; // Delay between item usage (in 0.1 sec increments)
uint32 Color; // RR GG BB 00 <-- as it appears in pc
uint32 Classes; // Bitfield of classes that can equip item (1 << class#)
uint32 Races; // Bitfield of races that can equip item (1 << race#)
//uint32 Unk054;
int16 MaxCharges; // Maximum charges items can hold: -1 if not a chargeable item
uint8 ItemType; // Item Type/Skill (itemClass* from above)
int32 SubType; // Some items have sub types that can be used for other things (unbreakable fishing poles, SE_FFItemClass)
uint8 Material; // Item material type
uint32 HerosForgeModel;// Hero's Forge Armor Model Type (2-13?)
float SellRate; // Sell rate
//uint32 Unk059;
int32 SkillModValue {}; // % Mod to skill specified in SkillModType
int32 SkillModMax {}; // Max skill point modification
uint32 SkillModType {}; // Type of skill for SkillModValue to apply to
uint32 BaneDmgRace {}; // Bane Damage Race
int32 BaneDmgAmt {}; // Bane Damage Body Amount
uint32 BaneDmgBody {}; // Bane Damage Body
bool Magic {}; // True=Magic Item, False=not
int32 CastTime_ {};
uint8 ReqLevel {}; // Required Level to use item
uint32 BardType {}; // Bard Skill Type
int32 BardValue {}; // Bard Skill Amount
int8 Light {}; // Light
uint8 Delay {}; // Delay * 10
uint8 RecLevel {}; // Recommended level to use item
uint8 RecSkill {}; // Recommended skill to use item (refers to primary skill of item)
uint8 ElemDmgType {}; // Elemental Damage Type (1=magic, 2=fire)
uint8 ElemDmgAmt {}; // Elemental Damage
uint8 Range {}; // Range of item
uint32 Damage {}; // Delay between item usage (in 0.1 sec increments)
uint32 Color {}; // RR GG BB 00 <-- as it appears in pc
uint32 Classes {}; // Bitfield of classes that can equip item (1 << class#)
uint32 Races {}; // Bitfield of races that can equip item (1 << race#)
//uint32 Unk054 {};
int16 MaxCharges {}; // Maximum charges items can hold: -1 if not a chargeable item
uint8 ItemType {}; // Item Type/Skill (itemClass* from above)
int32 SubType {}; // Some items have sub types that can be used for other things (unbreakable fishing poles, SE_FFItemClass)
uint8 Material {}; // Item material type
uint32 HerosForgeModel {};// Hero's Forge Armor Model Type (2-13?)
float SellRate {}; // Sell rate
//uint32 Unk059 {};
union {
uint32 Fulfilment; // Food fulfilment (How long it lasts)
uint32 CastTime; // Cast Time for clicky effects, in milliseconds
};
uint32 EliteMaterial;
int32 ProcRate;
int8 CombatEffects; // PoP: Combat Effects +
int8 Shielding; // PoP: Shielding %
int8 StunResist; // PoP: Stun Resist %
int8 StrikeThrough; // PoP: Strike Through %
int32 ExtraDmgSkill;
int32 ExtraDmgAmt;
int8 SpellShield; // PoP: Spell Shield %
int8 Avoidance; // PoP: Avoidance +
int8 Accuracy; // PoP: Accuracy +
uint32 CharmFileID;
int32 FactionMod1; // Faction Mod 1
int32 FactionMod2; // Faction Mod 2
int32 FactionMod3; // Faction Mod 3
int32 FactionMod4; // Faction Mod 4
int32 FactionAmt1; // Faction Amt 1
int32 FactionAmt2; // Faction Amt 2
int32 FactionAmt3; // Faction Amt 3
int32 FactionAmt4; // Faction Amt 4
char CharmFile[32]; // ?
uint32 AugType;
uint8 AugSlotType[invaug::SOCKET_COUNT]; // RoF: Augment Slot 1-6 Type
uint8 AugSlotVisible[invaug::SOCKET_COUNT]; // RoF: Augment Slot 1-6 Visible
uint8 AugSlotUnk2[invaug::SOCKET_COUNT]; // RoF: Augment Slot 1-6 Unknown Most likely Powersource related
uint32 LDoNTheme;
uint32 LDoNPrice;
uint32 LDoNSold;
uint32 BaneDmgRaceAmt;
uint32 AugRestrict;
int32 Endur;
int32 DotShielding;
int32 Attack;
int32 Regen;
int32 ManaRegen;
int32 EnduranceRegen;
int32 Haste;
int32 DamageShield;
uint32 RecastDelay;
int RecastType;
uint32 AugDistiller;
bool Attuneable;
bool NoPet;
bool PotionBelt;
bool Stackable;
bool NoTransfer;
bool QuestItemFlag;
int16 StackSize;
uint8 PotionBeltSlots;
item::ItemEffect_Struct Click, Proc, Worn, Focus, Scroll, Bard;
uint32 EliteMaterial {};
int32 ProcRate {};
int8 CombatEffects {}; // PoP: Combat Effects +
int8 Shielding {}; // PoP: Shielding %
int8 StunResist {}; // PoP: Stun Resist %
int8 StrikeThrough {}; // PoP: Strike Through %
int32 ExtraDmgSkill {};
int32 ExtraDmgAmt {};
int8 SpellShield {}; // PoP: Spell Shield %
int8 Avoidance {}; // PoP: Avoidance +
int8 Accuracy {}; // PoP: Accuracy +
uint32 CharmFileID {};
int32 FactionMod1 {}; // Faction Mod 1
int32 FactionMod2 {}; // Faction Mod 2
int32 FactionMod3 {}; // Faction Mod 3
int32 FactionMod4 {}; // Faction Mod 4
int32 FactionAmt1 {}; // Faction Amt 1
int32 FactionAmt2 {}; // Faction Amt 2
int32 FactionAmt3 {}; // Faction Amt 3
int32 FactionAmt4 {}; // Faction Amt 4
char CharmFile[32] {}; // ?
uint32 AugType {};
uint8 AugSlotType[invaug::SOCKET_COUNT] {}; // RoF: Augment Slot 1-6 Type
uint8 AugSlotVisible[invaug::SOCKET_COUNT] {}; // RoF: Augment Slot 1-6 Visible
uint8 AugSlotUnk2[invaug::SOCKET_COUNT] {}; // RoF: Augment Slot 1-6 Unknown Most likely Powersource related
uint32 LDoNTheme {};
uint32 LDoNPrice {};
uint32 LDoNSold {};
uint32 BaneDmgRaceAmt {};
uint32 AugRestrict {};
int32 Endur {};
int32 DotShielding {};
int32 Attack {};
int32 Regen {};
int32 ManaRegen {};
int32 EnduranceRegen {};
int32 Haste {};
int32 DamageShield {};
uint32 RecastDelay {};
int RecastType {};
uint32 AugDistiller {};
bool Attuneable {};
bool NoPet {};
bool PotionBelt {};
bool Stackable {};
bool NoTransfer {};
bool QuestItemFlag {};
int16 StackSize {};
uint8 PotionBeltSlots {};
item::ItemEffect_Struct Click {};
item::ItemEffect_Struct Proc {};
item::ItemEffect_Struct Worn {};
item::ItemEffect_Struct Focus {};
item::ItemEffect_Struct Scroll {};
item::ItemEffect_Struct Bard {};
uint8 Book; // 0=Not book, 1=Book
uint32 BookType;
char Filename[33]; // Filename for book data
uint8 Book {}; // 0=Not book, 1=Book
uint32 BookType {};
char Filename[33] {}; // Filename for book data
// Begin SoF Fields
int32 SVCorruption;
uint32 Purity;
uint8 EvolvingItem;
uint32 EvolvingID;
uint8 EvolvingLevel;
uint8 EvolvingMax;
uint32 BackstabDmg;
uint32 DSMitigation;
int32 HeroicStr;
int32 HeroicInt;
int32 HeroicWis;
int32 HeroicAgi;
int32 HeroicDex;
int32 HeroicSta;
int32 HeroicCha;
int32 HeroicMR;
int32 HeroicFR;
int32 HeroicCR;
int32 HeroicDR;
int32 HeroicPR;
int32 HeroicSVCorrup;
int32 HealAmt;
int32 SpellDmg;
uint32 LDoNSellBackRate;
uint32 ScriptFileID;
uint16 ExpendableArrow;
uint32 Clairvoyance;
char ClickName[65];
char ProcName[65];
char WornName[65];
char FocusName[65];
char ScrollName[65];
int32 SVCorruption {};
uint32 Purity {};
uint8 EvolvingItem {};
uint32 EvolvingID {};
uint8 EvolvingLevel {};
uint8 EvolvingMax {};
uint32 BackstabDmg {};
uint32 DSMitigation {};
int32 HeroicStr {};
int32 HeroicInt {};
int32 HeroicWis {};
int32 HeroicAgi {};
int32 HeroicDex {};
int32 HeroicSta {};
int32 HeroicCha {};
int32 HeroicMR {};
int32 HeroicFR {};
int32 HeroicCR {};
int32 HeroicDR {};
int32 HeroicPR {};
int32 HeroicSVCorrup {};
int32 HealAmt {};
int32 SpellDmg {};
uint32 LDoNSellBackRate {};
uint32 ScriptFileID {};
uint16 ExpendableArrow {};
uint32 Clairvoyance {};
char ClickName[65] {};
char ProcName[65] {};
char WornName[65] {};
char FocusName[65] {};
char ScrollName[65] {};
//BardName
bool IsEquipable(uint16 Race, uint16 Class) const;

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@ -304,34 +304,33 @@ namespace EQ
void _PutItem(uint8 index, ItemInstance* inst) { m_contents[index] = inst; }
ItemInstTypes m_use_type; // Usage type for item
const ItemData* m_item; // Ptr to item data
int16 m_charges; // # of charges for chargeable items
uint32 m_price; // Bazaar /trader price
uint32 m_color;
uint32 m_merchantslot;
int16 m_currentslot;
bool m_attuned;
int32 m_merchantcount; //number avaliable on the merchant, -1=unlimited
int32 m_SerialNumber; // Unique identifier for this instance of an item. Needed for Bazaar.
uint32 m_exp;
int8 m_evolveLvl;
bool m_activated;
ItemData* m_scaledItem;
::EvolveInfo* m_evolveInfo;
bool m_scaling;
uint32 m_ornamenticon;
uint32 m_ornamentidfile;
uint32 m_new_id_file;
uint32 m_ornament_hero_model;
uint32 m_recast_timestamp;
int m_task_delivered_count = 0;
ItemInstTypes m_use_type {}; // Usage type for item
const ItemData* m_item {}; // Ptr to item data
int16 m_charges {}; // # of charges for chargeable items
uint32 m_price {}; // Bazaar /trader price
uint32 m_color {};
uint32 m_merchantslot {};
int16 m_currentslot {};
bool m_attuned {};
int32 m_merchantcount {}; //number avaliable on the merchant, -1=unlimited
int32 m_SerialNumber {}; // Unique identifier for this instance of an item. Needed for Bazaar.
uint32 m_exp {};
int8 m_evolveLvl {};
bool m_activated {};
ItemData* m_scaledItem {};
::EvolveInfo* m_evolveInfo {};
bool m_scaling {};
uint32 m_ornamenticon {};
uint32 m_ornamentidfile {};
uint32 m_new_id_file {};
uint32 m_ornament_hero_model {};
uint32 m_recast_timestamp {};
int m_task_delivered_count {};
//
// Items inside of this item (augs or contents);
std::map<uint8, ItemInstance*> m_contents; // Zero-based index: min=0, max=9
std::map<std::string, std::string> m_custom_data;
std::map<std::string, ::Timer> m_timers;
// Items inside of this item (augs or contents) {};
std::map<uint8, ItemInstance*> m_contents {}; // Zero-based index: min=0, max=9
std::map<std::string, std::string> m_custom_data {};
std::map<std::string, ::Timer> m_timers {};
};
}