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[Crash] Resolve crash due to uninitialized pointer. (#3271)
This commit is contained in:
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25b527156c
commit
647bcce30b
@ -355,181 +355,186 @@ namespace EQ
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struct ItemData {
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// Non packet based fields
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uint8 MinStatus;
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uint8 MinStatus {};
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// Packet based fields
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uint8 ItemClass; // Item Type: 0=common, 1=container, 2=book
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char Name[64]; // Name
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char Lore[80]; // Lore Name: *=lore, &=summoned, #=artifact, ~=pending lore
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char IDFile[30]; // Visible model
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uint32 ID; // Unique ID (also PK for DB)
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int32 Weight; // Item weight * 10
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uint8 NoRent; // No Rent: 0=norent, 255=not norent
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uint8 NoDrop; // No Drop: 0=nodrop, 255=not nodrop
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uint8 Size; // Size: 0=tiny, 1=small, 2=medium, 3=large, 4=giant
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uint32 Slots; // Bitfield for which slots this item can be used in
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uint32 Price; // Item cost (?)
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uint32 Icon; // Icon Number
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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)
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bool LoreFlag; // This will be true if LoreGroup is non-zero
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bool PendingLoreFlag;
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bool ArtifactFlag;
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bool SummonedFlag;
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uint8 FVNoDrop; // Firiona Vie nodrop flag
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uint32 Favor; // Individual favor
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uint32 GuildFavor; // Guild favor
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uint32 PointType;
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uint8 ItemClass {}; // Item Type: 0=common, 1=container, 2=book
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char Name[64] {}; // Name
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char Lore[80] {}; // Lore Name: *=lore, &=summoned, #=artifact, ~=pending lore
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char IDFile[30] {}; // Visible model
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uint32 ID {}; // Unique ID (also PK for DB)
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int32 Weight {}; // Item weight * 10
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uint8 NoRent{} ; // No Rent: 0=norent, 255=not norent
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uint8 NoDrop {}; // No Drop: 0=nodrop, 255=not nodrop
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uint8 Size {}; // Size: 0=tiny, 1=small, 2=medium, 3=large, 4=giant
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uint32 Slots {}; // Bitfield for which slots this item can be used in
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uint32 Price {}; // Item cost (?)
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uint32 Icon {}; // Icon Number
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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)
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bool LoreFlag {}; // This will be true if LoreGroup is non-zero
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bool PendingLoreFlag {};
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bool ArtifactFlag {};
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bool SummonedFlag {};
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uint8 FVNoDrop {}; // Firiona Vie nodrop flag
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uint32 Favor {}; // Individual favor
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uint32 GuildFavor {}; // Guild favor
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uint32 PointType {};
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//uint32 Unk117;
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//uint32 Unk118;
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//uint32 Unk121;
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//uint32 Unk124;
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uint8 BagType; // 0:Small Bag, 1:Large Bag, 2:Quiver, 3:Belt Pouch ... there are 50 types
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uint8 BagSlots; // Number of slots: can only be 2, 4, 6, 8, or 10
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uint8 BagSize; // 0:TINY, 1:SMALL, 2:MEDIUM, 3:LARGE, 4:GIANT
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uint8 BagWR; // 0->100
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uint8 BagType {}; // 0:Small Bag, 1:Large Bag, 2:Quiver, 3:Belt Pouch ... there are 50 types
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uint8 BagSlots {}; // Number of slots: can only be 2, 4, 6, 8, or 10
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uint8 BagSize {}; // 0:TINY, 1:SMALL, 2:MEDIUM, 3:LARGE, 4:GIANT
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uint8 BagWR {}; // 0->100
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bool BenefitFlag;
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bool Tradeskills; // Is this a tradeskill item?
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int8 CR; // Save vs Cold
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int8 DR; // Save vs Disease
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int8 PR; // Save vs Poison
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int8 MR; // Save vs Magic
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int8 FR; // Save vs Fire
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int8 AStr; // Strength
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int8 ASta; // Stamina
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int8 AAgi; // Agility
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int8 ADex; // Dexterity
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int8 ACha; // Charisma
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int8 AInt; // Intelligence
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int8 AWis; // Wisdom
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int32 HP; // HP
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int32 Mana; // Mana
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int32 AC; // AC
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uint32 Deity; // Bitmask of Deities that can equip this item
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bool BenefitFlag {};
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bool Tradeskills {}; // Is this a tradeskill item?
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int8 CR {}; // Save vs Cold
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int8 DR {}; // Save vs Disease
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int8 PR {}; // Save vs Poison
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int8 MR {}; // Save vs Magic
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int8 FR {}; // Save vs Fire
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int8 AStr {}; // Strength
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int8 ASta {}; // Stamina
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int8 AAgi {}; // Agility
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int8 ADex {}; // Dexterity
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int8 ACha {}; // Charisma
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int8 AInt {}; // Intelligence
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int8 AWis {}; // Wisdom
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int32 HP {}; // HP
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int32 Mana {}; // Mana
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int32 AC {}; // AC
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uint32 Deity {}; // Bitmask of Deities that can equip this item
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//uint32 Unk033
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int32 SkillModValue; // % Mod to skill specified in SkillModType
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int32 SkillModMax; // Max skill point modification
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uint32 SkillModType; // Type of skill for SkillModValue to apply to
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uint32 BaneDmgRace; // Bane Damage Race
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int32 BaneDmgAmt; // Bane Damage Body Amount
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uint32 BaneDmgBody; // Bane Damage Body
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bool Magic; // True=Magic Item, False=not
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int32 CastTime_;
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uint8 ReqLevel; // Required Level to use item
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uint32 BardType; // Bard Skill Type
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int32 BardValue; // Bard Skill Amount
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int8 Light; // Light
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uint8 Delay; // Delay * 10
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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 ElemDmgType; // Elemental Damage Type (1=magic, 2=fire)
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uint8 ElemDmgAmt; // Elemental Damage
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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 Color; // RR GG BB 00 <-- as it appears in pc
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uint32 Classes; // Bitfield of classes that can equip item (1 << class#)
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uint32 Races; // Bitfield of races that can equip item (1 << race#)
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//uint32 Unk054;
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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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int32 SubType; // Some items have sub types that can be used for other things (unbreakable fishing poles, SE_FFItemClass)
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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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//uint32 Unk059;
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int32 SkillModValue {}; // % Mod to skill specified in SkillModType
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int32 SkillModMax {}; // Max skill point modification
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uint32 SkillModType {}; // Type of skill for SkillModValue to apply to
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uint32 BaneDmgRace {}; // Bane Damage Race
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int32 BaneDmgAmt {}; // Bane Damage Body Amount
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uint32 BaneDmgBody {}; // Bane Damage Body
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bool Magic {}; // True=Magic Item, False=not
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int32 CastTime_ {};
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uint8 ReqLevel {}; // Required Level to use item
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uint32 BardType {}; // Bard Skill Type
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int32 BardValue {}; // Bard Skill Amount
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int8 Light {}; // Light
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uint8 Delay {}; // Delay * 10
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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 ElemDmgType {}; // Elemental Damage Type (1=magic, 2=fire)
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uint8 ElemDmgAmt {}; // Elemental Damage
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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 Color {}; // RR GG BB 00 <-- as it appears in pc
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uint32 Classes {}; // Bitfield of classes that can equip item (1 << class#)
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uint32 Races {}; // Bitfield of races that can equip item (1 << race#)
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//uint32 Unk054 {};
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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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int32 SubType {}; // Some items have sub types that can be used for other things (unbreakable fishing poles, SE_FFItemClass)
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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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//uint32 Unk059 {};
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union {
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uint32 Fulfilment; // Food fulfilment (How long it lasts)
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uint32 CastTime; // Cast Time for clicky effects, in milliseconds
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};
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uint32 EliteMaterial;
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int32 ProcRate;
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int8 CombatEffects; // PoP: Combat Effects +
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int8 Shielding; // PoP: Shielding %
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int8 StunResist; // PoP: Stun Resist %
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int8 StrikeThrough; // PoP: Strike Through %
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int32 ExtraDmgSkill;
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int32 ExtraDmgAmt;
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int8 SpellShield; // PoP: Spell Shield %
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int8 Avoidance; // PoP: Avoidance +
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int8 Accuracy; // PoP: Accuracy +
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uint32 CharmFileID;
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int32 FactionMod1; // Faction Mod 1
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int32 FactionMod2; // Faction Mod 2
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int32 FactionMod3; // Faction Mod 3
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int32 FactionMod4; // Faction Mod 4
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int32 FactionAmt1; // Faction Amt 1
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int32 FactionAmt2; // Faction Amt 2
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int32 FactionAmt3; // Faction Amt 3
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int32 FactionAmt4; // Faction Amt 4
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char CharmFile[32]; // ?
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uint32 AugType;
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uint8 AugSlotType[invaug::SOCKET_COUNT]; // RoF: Augment Slot 1-6 Type
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uint8 AugSlotVisible[invaug::SOCKET_COUNT]; // RoF: Augment Slot 1-6 Visible
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uint8 AugSlotUnk2[invaug::SOCKET_COUNT]; // RoF: Augment Slot 1-6 Unknown Most likely Powersource related
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uint32 LDoNTheme;
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uint32 LDoNPrice;
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uint32 LDoNSold;
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uint32 BaneDmgRaceAmt;
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uint32 AugRestrict;
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int32 Endur;
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int32 DotShielding;
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int32 Attack;
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int32 Regen;
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int32 ManaRegen;
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int32 EnduranceRegen;
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int32 Haste;
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int32 DamageShield;
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uint32 RecastDelay;
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int RecastType;
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uint32 AugDistiller;
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bool Attuneable;
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bool NoPet;
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bool PotionBelt;
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bool Stackable;
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bool NoTransfer;
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bool QuestItemFlag;
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int16 StackSize;
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uint8 PotionBeltSlots;
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item::ItemEffect_Struct Click, Proc, Worn, Focus, Scroll, Bard;
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uint32 EliteMaterial {};
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int32 ProcRate {};
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int8 CombatEffects {}; // PoP: Combat Effects +
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int8 Shielding {}; // PoP: Shielding %
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int8 StunResist {}; // PoP: Stun Resist %
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int8 StrikeThrough {}; // PoP: Strike Through %
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int32 ExtraDmgSkill {};
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int32 ExtraDmgAmt {};
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int8 SpellShield {}; // PoP: Spell Shield %
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int8 Avoidance {}; // PoP: Avoidance +
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int8 Accuracy {}; // PoP: Accuracy +
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uint32 CharmFileID {};
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int32 FactionMod1 {}; // Faction Mod 1
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int32 FactionMod2 {}; // Faction Mod 2
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int32 FactionMod3 {}; // Faction Mod 3
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int32 FactionMod4 {}; // Faction Mod 4
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int32 FactionAmt1 {}; // Faction Amt 1
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int32 FactionAmt2 {}; // Faction Amt 2
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int32 FactionAmt3 {}; // Faction Amt 3
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int32 FactionAmt4 {}; // Faction Amt 4
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char CharmFile[32] {}; // ?
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uint32 AugType {};
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uint8 AugSlotType[invaug::SOCKET_COUNT] {}; // RoF: Augment Slot 1-6 Type
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uint8 AugSlotVisible[invaug::SOCKET_COUNT] {}; // RoF: Augment Slot 1-6 Visible
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uint8 AugSlotUnk2[invaug::SOCKET_COUNT] {}; // RoF: Augment Slot 1-6 Unknown Most likely Powersource related
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uint32 LDoNTheme {};
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uint32 LDoNPrice {};
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uint32 LDoNSold {};
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uint32 BaneDmgRaceAmt {};
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uint32 AugRestrict {};
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int32 Endur {};
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int32 DotShielding {};
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int32 Attack {};
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int32 Regen {};
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int32 ManaRegen {};
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int32 EnduranceRegen {};
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int32 Haste {};
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int32 DamageShield {};
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uint32 RecastDelay {};
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int RecastType {};
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uint32 AugDistiller {};
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bool Attuneable {};
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bool NoPet {};
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bool PotionBelt {};
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bool Stackable {};
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bool NoTransfer {};
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bool QuestItemFlag {};
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int16 StackSize {};
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uint8 PotionBeltSlots {};
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item::ItemEffect_Struct Click {};
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item::ItemEffect_Struct Proc {};
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item::ItemEffect_Struct Worn {};
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item::ItemEffect_Struct Focus {};
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item::ItemEffect_Struct Scroll {};
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item::ItemEffect_Struct Bard {};
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uint8 Book; // 0=Not book, 1=Book
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uint32 BookType;
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char Filename[33]; // Filename for book data
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uint8 Book {}; // 0=Not book, 1=Book
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uint32 BookType {};
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char Filename[33] {}; // Filename for book data
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// Begin SoF Fields
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int32 SVCorruption;
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uint32 Purity;
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uint8 EvolvingItem;
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uint32 EvolvingID;
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uint8 EvolvingLevel;
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uint8 EvolvingMax;
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uint32 BackstabDmg;
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uint32 DSMitigation;
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int32 HeroicStr;
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int32 HeroicInt;
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int32 HeroicWis;
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int32 HeroicAgi;
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int32 HeroicDex;
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int32 HeroicSta;
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int32 HeroicCha;
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int32 HeroicMR;
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int32 HeroicFR;
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int32 HeroicCR;
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int32 HeroicDR;
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int32 HeroicPR;
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int32 HeroicSVCorrup;
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int32 HealAmt;
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int32 SpellDmg;
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uint32 LDoNSellBackRate;
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uint32 ScriptFileID;
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uint16 ExpendableArrow;
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uint32 Clairvoyance;
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char ClickName[65];
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char ProcName[65];
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char WornName[65];
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char FocusName[65];
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char ScrollName[65];
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int32 SVCorruption {};
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uint32 Purity {};
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uint8 EvolvingItem {};
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uint32 EvolvingID {};
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uint8 EvolvingLevel {};
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uint8 EvolvingMax {};
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uint32 BackstabDmg {};
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uint32 DSMitigation {};
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int32 HeroicStr {};
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int32 HeroicInt {};
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int32 HeroicWis {};
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int32 HeroicAgi {};
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int32 HeroicDex {};
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int32 HeroicSta {};
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int32 HeroicCha {};
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int32 HeroicMR {};
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int32 HeroicFR {};
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int32 HeroicCR {};
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int32 HeroicDR {};
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int32 HeroicPR {};
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int32 HeroicSVCorrup {};
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int32 HealAmt {};
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int32 SpellDmg {};
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uint32 LDoNSellBackRate {};
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uint32 ScriptFileID {};
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uint16 ExpendableArrow {};
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uint32 Clairvoyance {};
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char ClickName[65] {};
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char ProcName[65] {};
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char WornName[65] {};
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char FocusName[65] {};
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char ScrollName[65] {};
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//BardName
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bool IsEquipable(uint16 Race, uint16 Class) const;
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@ -304,34 +304,33 @@ namespace EQ
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void _PutItem(uint8 index, ItemInstance* inst) { m_contents[index] = inst; }
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ItemInstTypes m_use_type; // Usage type for item
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const ItemData* m_item; // Ptr to item data
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int16 m_charges; // # of charges for chargeable items
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uint32 m_price; // Bazaar /trader price
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uint32 m_color;
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uint32 m_merchantslot;
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int16 m_currentslot;
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bool m_attuned;
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int32 m_merchantcount; //number avaliable on the merchant, -1=unlimited
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int32 m_SerialNumber; // Unique identifier for this instance of an item. Needed for Bazaar.
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uint32 m_exp;
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int8 m_evolveLvl;
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bool m_activated;
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ItemData* m_scaledItem;
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::EvolveInfo* m_evolveInfo;
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bool m_scaling;
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uint32 m_ornamenticon;
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uint32 m_ornamentidfile;
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uint32 m_new_id_file;
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uint32 m_ornament_hero_model;
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uint32 m_recast_timestamp;
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int m_task_delivered_count = 0;
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ItemInstTypes m_use_type {}; // Usage type for item
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const ItemData* m_item {}; // Ptr to item data
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int16 m_charges {}; // # of charges for chargeable items
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uint32 m_price {}; // Bazaar /trader price
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uint32 m_color {};
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uint32 m_merchantslot {};
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int16 m_currentslot {};
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bool m_attuned {};
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int32 m_merchantcount {}; //number avaliable on the merchant, -1=unlimited
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int32 m_SerialNumber {}; // Unique identifier for this instance of an item. Needed for Bazaar.
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uint32 m_exp {};
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int8 m_evolveLvl {};
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bool m_activated {};
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ItemData* m_scaledItem {};
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::EvolveInfo* m_evolveInfo {};
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bool m_scaling {};
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uint32 m_ornamenticon {};
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uint32 m_ornamentidfile {};
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uint32 m_new_id_file {};
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uint32 m_ornament_hero_model {};
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uint32 m_recast_timestamp {};
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int m_task_delivered_count {};
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//
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// Items inside of this item (augs or contents);
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std::map<uint8, ItemInstance*> m_contents; // Zero-based index: min=0, max=9
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std::map<std::string, std::string> m_custom_data;
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std::map<std::string, ::Timer> m_timers;
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// Items inside of this item (augs or contents) {};
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std::map<uint8, ItemInstance*> m_contents {}; // Zero-based index: min=0, max=9
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std::map<std::string, std::string> m_custom_data {};
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std::map<std::string, ::Timer> m_timers {};
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};
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}
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