Merge remote-tracking branch 'remotes/origin/master' into web_interface

Conflicts:
	common/shareddb.cpp
	zone/attack.cpp
This commit is contained in:
akkadius 2014-12-11 22:22:34 -06:00
commit cb009aba7c
38 changed files with 560 additions and 487 deletions

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@ -1,5 +1,9 @@
EQEMu Changelog (Started on Sept 24, 2003 15:50)
-------------------------------------------------------
== 12/09/2014 ==
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).
demonstar55: SoF+ swarm pets will no longer be F8able (without a hack!)
== 12/08/2014 ==
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
};
};
/*
* 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 {
uint32 material;
uint32 unknown1;
uint32 elitematerial;
uint32 heroforgemodel;
uint32 material2;
Color_Struct color;
};
/*
** Character Selection Struct
** Length: 1704 Bytes
@ -152,10 +174,11 @@ struct Color_Struct
*/
struct CharacterSelect_Struct {
/*0000*/ uint32 race[10]; // Characters Race
/*0040*/ Color_Struct cs_colors[10][9]; // Characters Equipment Colors
/*0040*/ //Color_Struct cs_colors[10][9]; // Characters Equipment Colors
/*0400*/ uint8 beardcolor[10]; // Characters beard Color
/*0410*/ uint8 hairstyle[10]; // Characters hair style
/*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)
/*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)
/*0000*/ CharSelectEquip equip[10][9];
/*0780*/ uint32 secondary[10]; // Characters secondary IDFile number
/*0820*/ uint32 drakkin_heritage[10]; // added for SoF
/*0860*/ uint32 drakkin_tattoo[10]; // added for SoF
@ -258,21 +281,21 @@ struct Spawn_Struct {
/*0193*/ uint8 guildrank; // 0=normal, 1=officer, 2=leader
/*0194*/ uint8 unknown0194[3];
/*0197*/ union
{
{
struct
{
/*0197*/ uint32 equip_helmet; // Equipment: Helmet Visual
/*0201*/ uint32 equip_chest; // Equipment: Chest Visual
/*0205*/ uint32 equip_arms; // Equipment: Arms Visual
/*0209*/ uint32 equip_bracers; // Equipment: Bracers Visual
/*0213*/ uint32 equip_hands; // Equipment: Hands Visual
/*0217*/ uint32 equip_legs; // Equipment: Legs Visual
/*0221*/ uint32 equip_feet; // Equipment: Feet Visual
/*0225*/ uint32 equip_primary; // Equipment: Primary Visual
/*0229*/ uint32 equip_secondary; // Equipment: Secondary Visual
/*0000*/ EquipStruct equip_helmet; // Equipment: Helmet visual
/*0000*/ EquipStruct equip_chest; // Equipment: Chest visual
/*0000*/ EquipStruct equip_arms; // Equipment: Arms visual
/*0000*/ EquipStruct equip_bracers; // Equipment: Wrist visual
/*0000*/ EquipStruct equip_hands; // Equipment: Hands visual
/*0000*/ EquipStruct equip_legs; // Equipment: Legs visual
/*0000*/ EquipStruct equip_feet; // Equipment: Boots visual
/*0000*/ EquipStruct equip_primary; // Equipment: Main visual
/*0000*/ EquipStruct equip_secondary; // Equipment: Off visual
} equip;
/*0197*/ uint32 equipment[_MaterialCount]; // Array elements correspond to struct equipment above
};
/*0000*/ EquipStruct equipment[_MaterialCount];
};
/*0233*/ float runspeed; // Speed when running
/*0036*/ uint8 afk; // 0=no, 1=afk
/*0238*/ uint32 guildID; // Current guild
@ -340,6 +363,7 @@ union
uint32 DestructibleUnk7;
uint8 DestructibleUnk8;
uint32 DestructibleUnk9;
bool targetable_with_hotkey;
};

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@ -291,7 +291,7 @@ Timer DecayTimer(20);
//bullshit checking, to see if this is really happening, GDB seems to think so...
if(stream_itr->second == nullptr) {
fprintf(stderr, "ERROR: nullptr Stream encountered in EQStreamFactory::WriterLoop for: %i", stream_itr->first.first, stream_itr->first.second);
fprintf(stderr, "ERROR: nullptr Stream encountered in EQStreamFactory::WriterLoop for: %i:%i", stream_itr->first.first, stream_itr->first.second);
continue;
}

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@ -65,6 +65,7 @@ F(UNK054)
F(maxcharges)
F(itemtype)
F(material)
F(herosforgemodel)
F(sellrate)
F(UNK059)
F(casttime)

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@ -154,6 +154,7 @@ struct Item_Struct {
int16 MaxCharges; // Maximum charges items can hold: -1 if not a chargeable item
uint8 ItemType; // Item Type/Skill (itemClass* from above)
uint8 Material; // Item material type
uint32 HerosForgeModel;// Hero's Forge Armor Model Type (2-13?)
float SellRate; // Sell rate
//uint32 Unk059;
union {

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@ -546,6 +546,7 @@ namespace Client62
for (r = 0; r < 9; r++) {
OUT(item_material[r]);
OUT(item_tint[r].color);
}
for (r = 0; r < structs::MAX_PP_AA_ARRAY; r++) {
OUT(aa_array[r].AA);
@ -785,8 +786,8 @@ namespace Client62
OUT(beard[r]);
int k;
for (k = 0; k < 9; k++) {
OUT(equip[r][k]);
OUT(cs_colors[r][k].color);
eq->equip[r][k] = emu->equip[r][k].material;
eq->cs_colors[r][k].color = emu->equip[r][k].color.color;
}
OUT(haircolor[r]);
OUT(gohome[r]);
@ -934,7 +935,7 @@ namespace Client62
eq->petOwnerId = emu->petOwnerId;
eq->guildrank = emu->guildrank;
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;
}
for (k = 0; k < 8; k++) {

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@ -2874,12 +2874,12 @@ namespace RoF
eq2->face = emu->face[r];
int k;
for (k = 0; k < _MaterialCount; k++) {
eq2->equip[k].equip0 = emu->equip[r][k];
eq2->equip[k].equip1 = 0;
eq2->equip[k].equip2 = 0;
eq2->equip[k].itemid = 0;
eq2->equip[k].equip3 = emu->equip[r][k];
eq2->equip[k].color.color = emu->cs_colors[r][k].color;
eq2->equip[k].material = emu->equip[r][k].material;
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
eq2->equip[k].heroforgemodel = emu->equip[r][k].heroforgemodel;
eq2->equip[k].material2 = emu->equip[r][k].material2;
eq2->equip[k].color.color = emu->equip[r][k].color.color;
}
eq2->u15 = 0xff;
eq2->u19 = 0xFF;
@ -3706,7 +3706,7 @@ namespace RoF
Bitfields->showhelm = emu->showhelm;
Bitfields->trader = 0;
Bitfields->targetable = 1;
Bitfields->targetable_with_hotkey = (emu->IsMercenary ? 0 : 1);
Bitfields->targetable_with_hotkey = emu->targetable_with_hotkey ? 1 : 0;
Bitfields->showname = ShowName;
// Not currently found
@ -3809,11 +3809,11 @@ namespace RoF
structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
for (k = 0; k < 9; k++) {
Equipment[k].equip0 = emu->equipment[k];
Equipment[k].equip1 = 0;
Equipment[k].equip2 = 0;
Equipment[k].equip3 = 0;
Equipment[k].itemId = 0;
Equipment[k].material = emu->equipment[k].material;
Equipment[k].unknown1 = emu->equipment[k].unknown1;
Equipment[k].elitematerial = emu->equipment[k].elitematerial;
Equipment[k].material2 = emu->equipment[k].heroforgemodel;
Equipment[k].elitematerial = emu->equipment[k].material2;
}
Buffer += (sizeof(structs::EquipStruct) * 9);
@ -3826,13 +3826,13 @@ namespace RoF
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);
@ -5017,10 +5017,10 @@ namespace RoF
ibs.Prestige = 0;
ibs.ItemType = item->ItemType;
ibs.Material = item->Material;
ibs.unknown7 = 0;
ibs.MaterialUnknown1 = 0;
ibs.EliteMaterial = item->EliteMaterial;
ibs.unknown_RoF3 = 0;
ibs.unknown_RoF4 = 0;
ibs.HerosForgeModel = item->HerosForgeModel;
ibs.MaterialUnknown2 = 0;
ibs.SellRate = item->SellRate;
ibs.CombatEffects = item->CombatEffects;
ibs.Shielding = item->Shielding;

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@ -2874,12 +2874,12 @@ namespace RoF2
eq2->face = emu->face[r];
int k;
for (k = 0; k < _MaterialCount; k++) {
eq2->equip[k].equip0 = emu->equip[r][k];
eq2->equip[k].equip1 = 0;
eq2->equip[k].equip2 = 0;
eq2->equip[k].itemid = 0;
eq2->equip[k].equip3 = emu->equip[r][k];
eq2->equip[k].color.color = emu->cs_colors[r][k].color;
eq2->equip[k].material = emu->equip[r][k].material;
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
eq2->equip[k].heroforgemodel = emu->equip[r][k].heroforgemodel;
eq2->equip[k].material2 = emu->equip[r][k].material2;
eq2->equip[k].color.color = emu->equip[r][k].color.color;
}
eq2->u15 = 0xff;
eq2->u19 = 0xFF;
@ -3706,7 +3706,7 @@ namespace RoF2
Bitfields->showhelm = emu->showhelm;
Bitfields->trader = 0;
Bitfields->targetable = 1;
Bitfields->targetable_with_hotkey = (emu->IsMercenary ? 0 : 1);
Bitfields->targetable_with_hotkey = emu->targetable_with_hotkey ? 1 : 0;
Bitfields->showname = ShowName;
// Not currently found
@ -3813,11 +3813,11 @@ namespace RoF2
structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
for (k = 0; k < 9; k++) {
Equipment[k].equip0 = emu->equipment[k];
Equipment[k].equip1 = 0;
Equipment[k].equip2 = 0;
Equipment[k].equip3 = 0;
Equipment[k].itemId = 0;
Equipment[k].material = emu->equipment[k].material;
Equipment[k].unknown1 = emu->equipment[k].unknown1;
Equipment[k].elitematerial = emu->equipment[k].elitematerial;
Equipment[k].material2 = emu->equipment[k].heroforgemodel;
Equipment[k].elitematerial = emu->equipment[k].material2;
}
Buffer += (sizeof(structs::EquipStruct) * 9);
@ -3830,13 +3830,13 @@ namespace RoF2
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);
@ -5021,10 +5021,10 @@ namespace RoF2
ibs.Prestige = 0;
ibs.ItemType = item->ItemType;
ibs.Material = item->Material;
ibs.unknown7 = 0;
ibs.MaterialUnknown1 = 0;
ibs.EliteMaterial = item->EliteMaterial;
ibs.unknown_RoF23 = 0;
ibs.unknown_RoF24 = 0;
ibs.HerosForgeModel = item->HerosForgeModel;
ibs.MaterialUnknown2 = 0;
ibs.SellRate = item->SellRate;
ibs.CombatEffects = item->CombatEffects;
ibs.Shielding = item->Shielding;

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@ -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 {
//totally guessed;
uint32 equip0;
uint32 equip1;
uint32 equip2;
uint32 itemid;
uint32 equip3;
uint32 material;
uint32 unknown1;
uint32 elitematerial;
uint32 heroforgemodel;
uint32 material2;
Color_Struct color;
};
@ -252,21 +264,6 @@ struct Membership_Struct
/*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
** Length: 897 Octets
@ -1018,38 +1015,38 @@ union
{
struct
{
/*00184*/ EquipStruct equip_helmet; // Equiptment: Helmet visual
/*00204*/ EquipStruct equip_chest; // Equiptment: Chest visual
/*00224*/ EquipStruct equip_arms; // Equiptment: Arms visual
/*00244*/ EquipStruct equip_bracers; // Equiptment: Wrist visual
/*00264*/ EquipStruct equip_hands; // Equiptment: Hands visual
/*00284*/ EquipStruct equip_legs; // Equiptment: Legs visual
/*00304*/ EquipStruct equip_feet; // Equiptment: Boots visual
/*00324*/ EquipStruct equip_primary; // Equiptment: Main visual
/*00344*/ EquipStruct equip_secondary; // Equiptment: Off visual
/*00184*/ EquipStruct equip_helmet; // Equipment: Helmet visual
/*00204*/ EquipStruct equip_chest; // Equipment: Chest visual
/*00224*/ EquipStruct equip_arms; // Equipment: Arms visual
/*00244*/ EquipStruct equip_bracers; // Equipment: Wrist visual
/*00264*/ EquipStruct equip_hands; // Equipment: Hands visual
/*00284*/ EquipStruct equip_legs; // Equipment: Legs visual
/*00304*/ EquipStruct equip_feet; // Equipment: Boots visual
/*00324*/ EquipStruct equip_primary; // Equipment: Main visual
/*00344*/ EquipStruct equip_secondary; // Equipment: Off visual
// Below slots are just guesses, but all 0s anyway...
/*00364*/ EquipStruct equip_charm; // Equiptment: Non-visual
/*00384*/ EquipStruct equip_ear1; // Equiptment: Non-visual
/*00404*/ EquipStruct equip_ear2; // Equiptment: Non-visual
/*00424*/ EquipStruct equip_face; // Equiptment: Non-visual
/*00444*/ EquipStruct equip_neck; // Equiptment: Non-visual
/*00464*/ EquipStruct equip_shoulder; // Equiptment: Non-visual
/*00484*/ EquipStruct equip_bracer2; // Equiptment: Non-visual
/*00504*/ EquipStruct equip_range; // Equiptment: Non-visual
/*00524*/ EquipStruct equip_ring1; // Equiptment: Non-visual
/*00544*/ EquipStruct equip_ring2; // Equiptment: Non-visual
/*00564*/ EquipStruct equip_waist; // Equiptment: Non-visual
/*00584*/ EquipStruct equip_powersource; // Equiptment: Non-visual
/*00604*/ EquipStruct equip_ammo; // Equiptment: Non-visual
/*00364*/ EquipStruct equip_charm; // Equipment: Non-visual
/*00384*/ EquipStruct equip_ear1; // Equipment: Non-visual
/*00404*/ EquipStruct equip_ear2; // Equipment: Non-visual
/*00424*/ EquipStruct equip_face; // Equipment: Non-visual
/*00444*/ EquipStruct equip_neck; // Equipment: Non-visual
/*00464*/ EquipStruct equip_shoulder; // Equipment: Non-visual
/*00484*/ EquipStruct equip_bracer2; // Equipment: Non-visual
/*00504*/ EquipStruct equip_range; // Equipment: Non-visual
/*00524*/ EquipStruct equip_ring1; // Equipment: Non-visual
/*00544*/ EquipStruct equip_ring2; // Equipment: Non-visual
/*00564*/ EquipStruct equip_waist; // Equipment: Non-visual
/*00584*/ EquipStruct equip_powersource;// Equipment: Non-visual
/*00604*/ EquipStruct equip_ammo; // Equipment: Non-visual
} equip;
/*00184*/ EquipStruct equipment[22];
/*00184*/ EquipStruct equipment[22]; // Total Slots
};
/*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
/*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
/*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
/*00889*/ uint8 beardcolor; // Player beard color
/*00890*/ uint32 unknown_rof5; //
@ -4504,10 +4501,10 @@ struct ItemBodyStruct
uint32 Prestige; // New to March 21 2012 client
uint8 ItemType;
uint32 Material;
uint32 unknown7;
uint32 MaterialUnknown1;
uint32 EliteMaterial;
uint32 unknown_RoF23; // New to March 21 2012 client
uint32 unknown_RoF24; // New to December 10th 2012 client - NEW
uint32 HerosForgeModel; // New to March 21 2012 client
uint32 MaterialUnknown2; // New to December 10th 2012 client - NEW
float SellRate;
int32 CombatEffects;
int32 Shielding;

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@ -161,12 +161,11 @@ struct Color_Struct
};
struct CharSelectEquip {
//totally guessed;
uint32 equip0;
uint32 equip1;
uint32 equip2;
uint32 itemid;
uint32 equip3;
uint32 material;
uint32 unknown1;
uint32 elitematerial;
uint32 heroforgemodel;
uint32 material2;
Color_Struct color;
};
@ -258,11 +257,11 @@ struct Membership_Struct
* Size: 20 Octets
*/
struct EquipStruct {
/*00*/ uint32 equip0;
/*04*/ uint32 equip1;
/*08*/ uint32 equip2;
/*12*/ uint32 itemId;
/*16*/ uint32 equip3; // Same as equip0?
/*00*/ uint32 material;
/*04*/ uint32 unknown1;
/*08*/ uint32 elitematerial;
/*12*/ uint32 heroforgemodel;
/*16*/ uint32 material2; // Same as material?
/*20*/
};
@ -4499,10 +4498,10 @@ struct ItemBodyStruct
uint32 Prestige; // New to March 21 2012 client
uint8 ItemType;
uint32 Material;
uint32 unknown7;
uint32 MaterialUnknown1;
uint32 EliteMaterial;
uint32 unknown_RoF3; // New to March 21 2012 client
uint32 unknown_RoF4; // New to December 10th 2012 client - NEW
uint32 HerosForgeModel; // New to March 21 2012 client
uint32 MaterialUnknown2; // New to December 10th 2012 client - NEW
float SellRate;
int32 CombatEffects;
int32 Shielding;

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@ -1429,9 +1429,9 @@ namespace SoD
OUT(beard);
// OUT(unknown00178[10]);
for (r = 0; r < 9; r++) {
eq->equipment[r].equip0 = emu->item_material[r];
eq->equipment[r].equip1 = 0;
eq->equipment[r].itemId = 0;
eq->equipment[r].material = emu->item_material[r];
eq->equipment[r].unknown1 = 0;
eq->equipment[r].elitematerial = 0;
//eq->colors[r].color = emu->colors[r].color;
}
for (r = 0; r < 7; r++) {
@ -1825,10 +1825,10 @@ namespace SoD
eq2->face = emu->face[r];
int k;
for (k = 0; k < _MaterialCount; k++) {
eq2->equip[k].equip0 = emu->equip[r][k];
eq2->equip[k].equip1 = 0;
eq2->equip[k].itemid = 0;
eq2->equip[k].color.color = emu->cs_colors[r][k].color;
eq2->equip[k].material = emu->equip[r][k].material;
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
eq2->equip[k].color.color = emu->equip[r][k].color.color;
}
eq2->primary = emu->primary[r];
eq2->secondary = emu->secondary[r];
@ -2383,7 +2383,7 @@ namespace SoD
Bitfields->anon = emu->anon;
Bitfields->showhelm = emu->showhelm;
Bitfields->targetable = 1;
Bitfields->targetable_with_hotkey = (emu->IsMercenary ? 0 : 1);
Bitfields->targetable_with_hotkey = emu->targetable_with_hotkey ? 1 : 0;
Bitfields->statue = 0;
Bitfields->trader = 0;
Bitfields->buyer = 0;
@ -2548,11 +2548,11 @@ namespace SoD
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, emu->equipment[MaterialSecondary]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].material);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
}
@ -2563,9 +2563,9 @@ namespace SoD
structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
for (k = 0; k < 9; k++) {
Equipment[k].equip0 = emu->equipment[k];
Equipment[k].equip1 = 0;
Equipment[k].itemId = 0;
Equipment[k].material = emu->equipment[k].material;
Equipment[k].unknown1 = emu->equipment[k].unknown1;
Equipment[k].elitematerial = emu->equipment[k].elitematerial;
}
Buffer += (sizeof(structs::EquipStruct) * 9);

View File

@ -118,9 +118,9 @@ struct Color_Struct
struct CharSelectEquip {
//totally guessed;
uint32 equip0;
uint32 equip1;
uint32 itemid;
uint32 material;
uint32 unknown1;
uint32 elitematerial;
Color_Struct color;
};
@ -169,9 +169,9 @@ struct CharacterSelect_Struct {
* Size: 12 Octets
*/
struct EquipStruct {
/*00*/ uint32 equip0;
/*04*/ uint32 equip1;
/*08*/ uint32 itemId;
/*00*/ uint32 material;
/*04*/ uint32 unknown1;
/*08*/ uint32 elitematerial;
/*12*/
};

View File

@ -1087,9 +1087,9 @@ namespace SoF
OUT(beard);
// OUT(unknown00178[10]);
for (r = 0; r < 9; r++) {
eq->equipment[r].equip0 = emu->item_material[r];
eq->equipment[r].equip1 = 0;
eq->equipment[r].itemId = 0;
eq->equipment[r].material = emu->item_material[r];
eq->equipment[r].unknown1 = 0;
eq->equipment[r].elitematerial = 0;
//eq->colors[r].color = emu->colors[r].color;
}
for (r = 0; r < 7; r++) {
@ -1484,10 +1484,10 @@ namespace SoF
eq2->face = emu->face[r];
int k;
for (k = 0; k < _MaterialCount; k++) {
eq2->equip[k].equip0 = emu->equip[r][k];
eq2->equip[k].equip1 = 0;
eq2->equip[k].itemid = 0;
eq2->equip[k].color.color = emu->cs_colors[r][k].color;
eq2->equip[k].material = emu->equip[r][k].material;
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
eq2->equip[k].color.color = emu->equip[r][k].color.color;
}
eq2->primary = emu->primary[r];
eq2->secondary = emu->secondary[r];
@ -1840,9 +1840,9 @@ namespace SoF
eq->drakkin_heritage = emu->drakkin_heritage;
eq->gender = emu->gender;
for (k = 0; k < 9; k++) {
eq->equipment[k].equip0 = emu->equipment[k];
eq->equipment[k].equip1 = 0;
eq->equipment[k].itemId = 0;
eq->equipment[k].material = emu->equipment[k].material;
eq->equipment[k].unknown1 = emu->equipment[k].unknown1;
eq->equipment[k].elitematerial = emu->equipment[k].elitematerial;
eq->colors[k].color = emu->colors[k].color;
}
eq->StandState = emu->StandState;
@ -1889,7 +1889,7 @@ namespace SoF
eq->beard = emu->beard;
eq->targetable = 1; //New Field - Toggle Targetable on or off - 0 = off, 1 = on
eq->NPC = emu->NPC;
eq->targetable_with_hotkey = 1;//New Field - Toggle Targetable on or off - 0 = off, 1 = on
eq->targetable_with_hotkey = emu->targetable_with_hotkey ? 1 : 0; //New Field - Toggle Targetable on or off - 0 = off, 1 = on
eq->x = emu->x;
eq->deltaX = emu->deltaX;
eq->deltaY = emu->deltaY;

View File

@ -117,10 +117,9 @@ struct Color_Struct
};
struct CharSelectEquip {
//totally guessed;
uint32 equip0;
uint32 equip1;
uint32 itemid;
uint32 material;
uint32 unknown1;
uint32 elitematerial;
Color_Struct color;
};
@ -167,9 +166,9 @@ struct CharacterSelect_Struct {
* Size: 12 Octets
*/
struct EquipStruct {
/*00*/ uint32 equip0;
/*04*/ uint32 equip1;
/*08*/ uint32 itemId;
/*00*/ uint32 material;
/*04*/ uint32 unknown1;
/*08*/ uint32 elitematerial;
/*12*/
};

View File

@ -1042,8 +1042,8 @@ namespace Titanium
OUT(beard[r]);
int k;
for (k = 0; k < 9; k++) {
OUT(equip[r][k]);
OUT(cs_colors[r][k].color);
eq->equip[r][k] = emu->equip[r][k].material;
eq->cs_colors[r][k].color = emu->equip[r][k].color.color;
}
OUT(haircolor[r]);
OUT(gohome[r]);
@ -1270,7 +1270,7 @@ namespace Titanium
eq->guildrank = emu->guildrank;
// eq->unknown0194[3] = emu->unknown0194[3];
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;
}
for (k = 0; k < 8; k++) {

View File

@ -1702,9 +1702,9 @@ namespace Underfoot
OUT(beard);
// OUT(unknown00178[10]);
for (r = 0; r < 9; r++) {
eq->equipment[r].equip0 = emu->item_material[r];
eq->equipment[r].equip1 = 0;
eq->equipment[r].itemId = 0;
eq->equipment[r].material = emu->item_material[r];
eq->equipment[r].unknown1 = 0;
eq->equipment[r].elitematerial = 0;
//eq->colors[r].color = emu->colors[r].color;
}
for (r = 0; r < 7; r++) {
@ -2132,10 +2132,10 @@ namespace Underfoot
eq2->face = emu->face[r];
int k;
for (k = 0; k < _MaterialCount; k++) {
eq2->equip[k].equip0 = emu->equip[r][k];
eq2->equip[k].equip1 = 0;
eq2->equip[k].itemid = 0;
eq2->equip[k].color.color = emu->cs_colors[r][k].color;
eq2->equip[k].material = emu->equip[r][k].material;
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
eq2->equip[k].color.color = emu->equip[r][k].color.color;
}
eq2->primary = emu->primary[r];
eq2->secondary = emu->secondary[r];
@ -2668,7 +2668,7 @@ namespace Underfoot
Bitfields->anon = emu->anon;
Bitfields->showhelm = emu->showhelm;
Bitfields->targetable = 1;
Bitfields->targetable_with_hotkey = (emu->IsMercenary ? 0 : 1);
Bitfields->targetable_with_hotkey = emu->targetable_with_hotkey ? 1 : 0;
Bitfields->statue = 0;
Bitfields->trader = 0;
Bitfields->buyer = 0;
@ -2832,11 +2832,11 @@ namespace Underfoot
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, emu->equipment[MaterialSecondary]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].material);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
}
@ -2846,9 +2846,9 @@ namespace Underfoot
structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
for (k = 0; k < 9; k++) {
Equipment[k].equip0 = emu->equipment[k];
Equipment[k].equip1 = 0;
Equipment[k].itemId = 0;
Equipment[k].material = emu->equipment[k].material;
Equipment[k].unknown1 = emu->equipment[k].unknown1;
Equipment[k].elitematerial = emu->equipment[k].elitematerial;
}
Buffer += (sizeof(structs::EquipStruct) * 9);

View File

@ -117,10 +117,9 @@ struct Color_Struct
};
struct CharSelectEquip {
//totally guessed;
uint32 equip0;
uint32 equip1;
uint32 itemid;
uint32 material;
uint32 unknown1;
uint32 elitematerial;
Color_Struct color;
};
@ -169,9 +168,9 @@ struct CharacterSelect_Struct {
* Size: 12 Octets
*/
struct EquipStruct {
/*00*/ uint32 equip0;
/*04*/ uint32 equip1;
/*08*/ uint32 itemId;
/*00*/ uint32 material;
/*04*/ uint32 unknown1;
/*08*/ uint32 elitematerial;
/*12*/
};

View File

@ -136,7 +136,6 @@ RULE_CATEGORY_END()
RULE_CATEGORY( Pets )
RULE_REAL( Pets, AttackCommandRange, 150 )
RULE_BOOL( Pets, UnTargetableSwarmPet, false )
RULE_BOOL( Pets, SwarmPetNotTargetableWithHotKey, false ) //On SOF+ clients this a semi-hack to make swarm pets not F8 targetable.
RULE_CATEGORY_END()
RULE_CATEGORY( GM )

View File

@ -853,8 +853,25 @@ void SharedDatabase::LoadItems(void *data, uint32 size, int32 items, uint32 max_
item.MaxCharges = (int16)atoi(row[ItemField::maxcharges]);
item.ItemType = (uint8)atoi(row[ItemField::itemtype]);
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.CastTime = (uint32)atoul(row[ItemField::casttime]);
item.EliteMaterial = (uint32)atoul(row[ItemField::elitematerial]);
item.ProcRate = (int32)atoi(row[ItemField::procrate]);

View File

@ -896,7 +896,7 @@ bool IsHealOverTimeSpell(uint16 spell_id)
bool IsCompleteHealSpell(uint16 spell_id)
{
if (spell_id == 13 || IsEffectInSpell(spell_id, SE_CompleteHeal) ||
IsPercentalHealSpell(spell_id) && !IsGroupSpell(spell_id))
(IsPercentalHealSpell(spell_id) && !IsGroupSpell(spell_id)))
return true;
return false;

View File

@ -30,7 +30,7 @@
Manifest: https://github.com/EQEmu/Server/blob/master/utils/sql/db_update_manifest.txt
*/
#define CURRENT_BINARY_DATABASE_VERSION 9059
#define CURRENT_BINARY_DATABASE_VERSION 9060
#define COMPILE_DATE __DATE__
#define COMPILE_TIME __TIME__
#ifndef WIN32

View File

@ -313,6 +313,7 @@
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|
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:
# This won't be needed after this system is implemented, but it is used database that are not

View File

@ -0,0 +1 @@
ALTER TABLE `items` ADD `herosforgemodel` int( 11 ) NOT NULL DEFAULT '0' AFTER `material`;

View File

@ -547,7 +547,7 @@ void ClientList::SendWhoAll(uint32 fromid,const char* to, int16 admin, Who_All_S
if(totalusers<=20 || admin>=100)
totallength=totallength+strlen(countcle->name())+strlen(countcle->AccountName())+strlen(guild_mgr.GetGuildName(countcle->GuildID()))+5;
}
else if((countcle->Anon()>0 && admin<=countcle->Admin()) || countcle->Anon()==0 && !countcle->GetGM()){
else if((countcle->Anon()>0 && admin<=countcle->Admin()) || (countcle->Anon()==0 && !countcle->GetGM())) {
totalusers++;
if(totalusers<=20 || admin>=100)
totallength=totallength+strlen(countcle->name())+strlen(guild_mgr.GetGuildName(countcle->GuildID()))+5;

View File

@ -182,12 +182,16 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
if (item == 0)
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; }
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 */
if ((material == MaterialPrimary) || (material == MaterialSecondary)) {

View File

@ -893,7 +893,7 @@ void Mob::WakeTheDead(uint16 spell_id, Mob *target, uint32 duration)
//turn on an AA effect
//duration == 0 means no time limit, used for one-shot deals, etc..
void Client::EnableAAEffect(aaEffectType type, uint32 duration) {
if(type > 32)
if(type > _maxaaEffectType)
return; //for now, special logic needed.
m_epp.aa_effects |= 1 << (type-1);
@ -905,7 +905,7 @@ void Client::EnableAAEffect(aaEffectType type, uint32 duration) {
}
void Client::DisableAAEffect(aaEffectType type) {
if(type > 32)
if(type > _maxaaEffectType)
return; //for now, special logic needed.
uint32 bit = 1 << (type-1);
if(m_epp.aa_effects & bit) {
@ -919,7 +919,7 @@ By default an AA effect is a one shot deal, unless
a duration timer is set.
*/
bool Client::CheckAAEffect(aaEffectType type) {
if(type > 32)
if(type > _maxaaEffectType)
return(false); //for now, special logic needed.
if(m_epp.aa_effects & (1 << (type-1))) { //is effect enabled?
//has our timer expired?

View File

@ -51,7 +51,8 @@ typedef enum { //AA Effect IDs
aaEffectFrostArrows,
aaEffectWarcry,
aaEffectLeechTouch,
aaEffectProjectIllusion // unused - Handled via spell effect
aaEffectProjectIllusion, // unused - Handled via spell effect
_maxaaEffectType = 32
} aaEffectType;

View File

@ -294,7 +294,6 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
attacker->spellbonuses.HitChanceEffect[HIGHEST_SKILL+1] +
attacker->aabonuses.HitChanceEffect[HIGHEST_SKILL+1];
//Accuracy = Spell Effect , HitChance = 'Accuracy' from Item Effect
//Only AA derived accuracy can be skill limited. ie (Precision of the Pathfinder, Dead Aim)
hitBonus += (attacker->itembonuses.Accuracy[HIGHEST_SKILL+1] +
@ -331,7 +330,6 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
//I dont know the best way to handle a garunteed hit discipline being used
//agains a garunteed riposte (for example) discipline... for now, garunteed hit wins
#if EQDEBUG>=11
LogFile->write(EQEMuLog::Debug, "3 FINAL calculated chance to hit is: %5.2f", chancetohit);
#endif
@ -347,7 +345,6 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
return(tohit_roll <= chancetohit);
}
bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
{
/* solar: called when a mob is attacked, does the checks to see if it's a hit
@ -1165,7 +1162,6 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
if (GetFeigned())
return false; // Rogean: How can you attack while feigned? Moved up from Aggro Code.
ItemInst* weapon;
if (Hand == MainSecondary){ // Kaiyodo - Pick weapon from the attacking hand
weapon = GetInv().GetItem(MainSecondary);
@ -1226,7 +1222,6 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
CheckIncreaseSkill(skillinuse, other, -15);
CheckIncreaseSkill(SkillOffense, other, -15);
// ***************************************************************
// *** Calculate the damage bonus, if applicable, for this hit ***
// ***************************************************************
@ -1523,7 +1518,6 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
hate_list.RemoveEnt(this);
RemoveAutoXTargets();
//remove ourself from all proximities
ClearAllProximities();
@ -1599,7 +1593,7 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
else
UnmemSpellAll(false);
if(RuleB(Character, LeaveCorpses) && GetLevel() >= RuleI(Character, DeathItemLossLevel) || RuleB(Character, LeaveNakedCorpses))
if((RuleB(Character, LeaveCorpses) && GetLevel() >= RuleI(Character, DeathItemLossLevel)) || RuleB(Character, LeaveNakedCorpses))
{
// creating the corpse takes the cash/items off the player too
Corpse *new_corpse = new Corpse(this, exploss);
@ -1837,7 +1831,6 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
else
damage = zone->random.Int((min_dmg+eleBane),(max_dmg+eleBane));
//check if we're hitting above our max or below it.
if((min_dmg+eleBane) != 0 && damage < (min_dmg+eleBane)) {
mlog(COMBAT__DAMAGE, "Damage (%d) is below min (%d). Setting to min.", damage, (min_dmg+eleBane));
@ -2003,8 +1996,7 @@ void NPC::Damage(Mob* other, int32 damage, uint16 spell_id, SkillUseTypes attack
bool NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes attack_skill) {
mlog(COMBAT__HITS, "Fatal blow dealt by %s with %d damage, spell %d, skill %d", killerMob->GetName(), damage, spell, attack_skill);
bool MadeCorpse = false;
uint16 OrigEntID = this->GetID();
Mob *oos = nullptr;
if(killerMob) {
oos = killerMob->GetOwnerOrSelf();
@ -2510,7 +2502,6 @@ void Mob::AddToHateList(Mob* other, int32 hate, int32 damage, bool iYellForHelp,
}
#endif //BOTS
// if other is a merc, add the merc client to the hate list
if(other->IsMerc()) {
if(other->CastToMerc()->GetMercOwner() && other->CastToMerc()->GetMercOwner()->CastToClient()->GetFeigned()) {
@ -2649,7 +2640,6 @@ uint8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
// This function calculates and returns the damage bonus for the weapon identified by the parameter "Weapon".
// Modified 9/21/2008 by Cantus
// Assert: This function should only be called for hits by the mainhand, as damage bonuses apply only to the
// weapon in the primary slot. Be sure to check that Hand == MainPrimary before calling.
@ -2661,7 +2651,6 @@ uint8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
// Assert: This function should not be called unless the player is a melee class, as casters do not receive a damage bonus.
if( Weapon == nullptr || Weapon->ItemType == ItemType1HSlash || Weapon->ItemType == ItemType1HBlunt || Weapon->ItemType == ItemTypeMartial || Weapon->ItemType == ItemType1HPiercing )
{
// The weapon in the player's main (primary) hand is a one-handed weapon, or there is no item equipped at all.
@ -2689,7 +2678,6 @@ uint8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
// as I suspect, then please feel free to delete the following line, and replace all occurences of "ucPlayerLevel" with "GetLevel()".
uint8 ucPlayerLevel = (uint8) GetLevel();
// The following may look cleaner, and would certainly be easier to understand, if it was
// a simple 53x150 cell matrix.
//
@ -2707,7 +2695,6 @@ uint8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
// lookup table. In cases where a formula is the best bet, I use a formula. In other places
// where a formula would be ugly, I use a lookup table in the interests of speed.
if( Weapon->Delay <= 27 )
{
// Damage Bonuses for all 2H weapons with delays of 27 or less are identical.
@ -2719,7 +2706,6 @@ uint8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
return (ucPlayerLevel - 22) / 3;
}
if( ucPlayerLevel == 65 && Weapon->Delay <= 59 )
{
// Consider these two facts:
@ -2738,7 +2724,6 @@ uint8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
return ucLevel65DamageBonusesForDelays28to59[Weapon->Delay-28];
}
if( ucPlayerLevel > 65 )
{
if( ucPlayerLevel > 80 )
@ -2877,7 +2862,6 @@ uint8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
}
}
// If we've gotten to this point in the function without hitting a return statement,
// we know that the character's level is between 28 and 65, and that the 2H weapon's
// delay is 28 or higher.
@ -3123,7 +3107,6 @@ int Mob::GetMonkHandToHandDelay(void)
}
}
int32 Mob::ReduceDamage(int32 damage)
{
if(damage <= 0)
@ -3174,7 +3157,6 @@ int32 Mob::ReduceDamage(int32 damage)
}
}
if (spellbonuses.MitigateMeleeRune[0] && !DisableMeleeRune){
slot = spellbonuses.MitigateMeleeRune[1];
if(slot >= 0)
@ -3278,7 +3260,6 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
// Reduce damage by the Spell Shielding first so that the runes don't take the raw damage.
damage -= (damage * itembonuses.SpellShield / 100);
//Only mitigate if damage is above the minimium specified.
if (spellbonuses.SpellThresholdGuard[0]){
slot = spellbonuses.SpellThresholdGuard[1];
@ -3301,7 +3282,6 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
}
}
// Do runes now.
if (spellbonuses.MitigateSpellRune[0] && !DisableSpellRune){
slot = spellbonuses.MitigateSpellRune[1];
@ -3734,18 +3714,15 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
//if the attacker is a client, try them with the correct filter
if(attacker && attacker->IsClient()) {
if (((spell_id != SPELL_UNKNOWN)||(FromDamageShield)) && damage>0) {
if ((spell_id != SPELL_UNKNOWN || FromDamageShield) && damage > 0) {
//special crap for spell damage, looks hackish to me
char val1[20]={0};
if (FromDamageShield)
{
if(!attacker->CastToClient()->GetFilter(FilterDamageShields) == FilterHide)
{
attacker->Message_StringID(MT_DS,OTHER_HIT_NONMELEE,GetCleanName(),ConvertArray(damage,val1));
char val1[20] = {0};
if (FromDamageShield) {
if (attacker->CastToClient()->GetFilter(FilterDamageShields) != FilterHide)
attacker->Message_StringID(MT_DS,OTHER_HIT_NONMELEE, GetCleanName(), ConvertArray(damage, val1));
} else {
entity_list.MessageClose_StringID(this, true, 100, MT_NonMelee, HIT_NON_MELEE, attacker->GetCleanName(), GetCleanName(), ConvertArray(damage, val1));
}
}
else
entity_list.MessageClose_StringID(this, true, 100, MT_NonMelee,HIT_NON_MELEE,attacker->GetCleanName(),GetCleanName(),ConvertArray(damage,val1));
} else {
if(damage > 0) {
if(spell_id != SPELL_UNKNOWN)
@ -3803,7 +3780,6 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
}
void Mob::HealDamage(uint32 amount, Mob *caster, uint16 spell_id)
{
int32 maxhp = GetMaxHP();
@ -4203,7 +4179,7 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
// decided to branch this into it's own function since it's going to be duplicating a lot of the
// code in here, but could lead to some confusion otherwise
if (IsPet() && GetOwner()->IsClient() || (IsNPC() && CastToNPC()->GetSwarmOwner())) {
if ((IsPet() && GetOwner()->IsClient()) || (IsNPC() && CastToNPC()->GetSwarmOwner())) {
TryPetCriticalHit(defender,skill,damage);
return;
}
@ -4348,7 +4324,6 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
}
}
bool Mob::TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse)
{
if (defender && !defender->IsClient() && defender->GetHPRatio() < 10){
@ -4516,8 +4491,8 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
for(int e = 0; e < MAX_SKILL_PROCS; e++){
if (CanProc &&
(!Success && spellbonuses.SkillProc[e] && IsValidSpell(spellbonuses.SkillProc[e]))
|| (Success && spellbonuses.SkillProcSuccess[e] && IsValidSpell(spellbonuses.SkillProcSuccess[e]))) {
((!Success && spellbonuses.SkillProc[e] && IsValidSpell(spellbonuses.SkillProc[e]))
|| (Success && spellbonuses.SkillProcSuccess[e] && IsValidSpell(spellbonuses.SkillProcSuccess[e])))) {
if (Success)
base_spell_id = spellbonuses.SkillProcSuccess[e];
@ -4560,8 +4535,8 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
CanProc = true;
for(int e = 0; e < MAX_SKILL_PROCS; e++){
if (CanProc &&
(!Success && itembonuses.SkillProc[e] && IsValidSpell(itembonuses.SkillProc[e]))
|| (Success && itembonuses.SkillProcSuccess[e] && IsValidSpell(itembonuses.SkillProcSuccess[e]))) {
((!Success && itembonuses.SkillProc[e] && IsValidSpell(itembonuses.SkillProc[e]))
|| (Success && itembonuses.SkillProcSuccess[e] && IsValidSpell(itembonuses.SkillProcSuccess[e])))) {
if (Success)
base_spell_id = itembonuses.SkillProcSuccess[e];
@ -4607,8 +4582,8 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
for(int e = 0; e < MAX_SKILL_PROCS; e++){
if (CanProc &&
(!Success && aabonuses.SkillProc[e])
|| (Success && aabonuses.SkillProcSuccess[e])){
((!Success && aabonuses.SkillProc[e])
|| (Success && aabonuses.SkillProcSuccess[e]))) {
int aaid = 0;
if (Success)
@ -4752,7 +4727,6 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
}
}
else{
for(uint32 slot = 0; slot < buff_max; slot++) {
if(slot == spellbonuses.AbsorbMagicAtt[1] && spellbonuses.AbsorbMagicAtt[0] && buffs[slot].magic_rune && IsValidSpell(buffs[slot].spellid)){

View File

@ -4361,7 +4361,8 @@ void Bot::SetLevel(uint8 in_level, bool command) {
}
void Bot::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
if(ns) {
if(ns)
{
Mob::FillSpawnStruct(ns, ForWho);
ns->spawn.afk = 0;
@ -4389,98 +4390,34 @@ void Bot::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
uint32 spawnedbotid = 0;
spawnedbotid = this->GetBotID();
inst = GetBotItem(MainHands);
if(inst) {
for (int i = 0; i < _MaterialCount; i++)
{
inst = GetBotItem(i);
if (inst)
{
item = inst->GetItem();
if(item) {
ns->spawn.equipment[MaterialHands] = item->Material;
ns->spawn.colors[MaterialHands].color = GetEquipmentColor(MaterialHands);
}
}
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) {
item = inst->GetItem();
if(item) {
ns->spawn.equipment[MaterialHead] = item->Material;
ns->spawn.colors[MaterialHead].color = GetEquipmentColor(MaterialHead);
}
else
{
ns->spawn.colors[i].color = item->Color;
}
}
inst = GetBotItem(MainArms);
if(inst) {
item = inst->GetItem();
if(item) {
ns->spawn.equipment[MaterialArms] = item->Material;
ns->spawn.colors[MaterialArms].color = GetEquipmentColor(MaterialArms);
else
{
if (armor_tint[i])
{
ns->spawn.colors[i].color = armor_tint[i];
}
}
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);
}
}
}

View File

@ -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!)
const Item_Struct* item = nullptr;
const ItemInst* inst = nullptr;
if ((inst = m_inv[MainHands]) && inst->IsType(ItemClassCommon)) {
// Only Player Races Wear Armor
if (IsPlayerRace(race))
{
if ((inst = m_inv[MainHands]) && inst->IsType(ItemClassCommon))
{
item = inst->GetItem();
ns->spawn.equipment[MaterialHands] = item->Material;
ns->spawn.colors[MaterialHands].color = GetEquipmentColor(MaterialHands);
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)) {
if ((inst = m_inv[MainHead]) && inst->IsType(ItemClassCommon))
{
item = inst->GetItem();
ns->spawn.equipment[MaterialHead] = item->Material;
ns->spawn.colors[MaterialHead].color = GetEquipmentColor(MaterialHead);
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)) {
if ((inst = m_inv[MainArms]) && inst->IsType(ItemClassCommon))
{
item = inst->GetItem();
ns->spawn.equipment[MaterialArms] = item->Material;
ns->spawn.colors[MaterialArms].color = GetEquipmentColor(MaterialArms);
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)) {
if ((inst = m_inv[MainWrist1]) && inst->IsType(ItemClassCommon))
{
item = inst->GetItem();
ns->spawn.equipment[MaterialWrist]= item->Material;
ns->spawn.colors[MaterialWrist].color = GetEquipmentColor(MaterialWrist);
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;
}
/*
// non-live behavior
if ((inst = m_inv[SLOT_BRACER02]) && inst->IsType(ItemClassCommon)) {
if ((inst = m_inv[MainChest]) && inst->IsType(ItemClassCommon))
{
item = inst->GetItem();
ns->spawn.equipment[MaterialWrist]= item->Material;
ns->spawn.colors[MaterialWrist].color = GetEquipmentColor(MaterialWrist);
ns->spawn.equipment[MaterialChest].material = item->Material;
ns->spawn.equipment[MaterialChest].elitematerial = item->EliteMaterial;
ns->spawn.equipment[MaterialChest].heroforgemodel = item->HerosForgeModel;
ns->spawn.colors[MaterialChest].color = m_pp.item_tint[MaterialChest].rgb.use_tint ? m_pp.item_tint[MaterialChest].color : item->Color;
}
*/
if ((inst = m_inv[MainChest]) && inst->IsType(ItemClassCommon)) {
if ((inst = m_inv[MainLegs]) && inst->IsType(ItemClassCommon))
{
item = inst->GetItem();
ns->spawn.equipment[MaterialChest] = item->Material;
ns->spawn.colors[MaterialChest].color = GetEquipmentColor(MaterialChest);
ns->spawn.equipment[MaterialLegs].material = item->Material;
ns->spawn.equipment[MaterialLegs].elitematerial = item->EliteMaterial;
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[MainLegs]) && inst->IsType(ItemClassCommon)) {
if ((inst = m_inv[MainFeet]) && inst->IsType(ItemClassCommon))
{
item = inst->GetItem();
ns->spawn.equipment[MaterialLegs] = item->Material;
ns->spawn.colors[MaterialLegs].color = GetEquipmentColor(MaterialLegs);
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;
}
if ((inst = m_inv[MainFeet]) && inst->IsType(ItemClassCommon)) {
item = inst->GetItem();
ns->spawn.equipment[MaterialFeet] = item->Material;
ns->spawn.colors[MaterialFeet].color = GetEquipmentColor(MaterialFeet);
}
int ornamentationAugtype = RuleI(Character, OrnamentationAugmentType);
if ((inst = m_inv[MainPrimary]) && inst->IsType(ItemClassCommon)) {
if (inst->GetOrnamentationAug(ornamentationAugtype)) {
if ((inst = m_inv[MainPrimary]) && inst->IsType(ItemClassCommon))
{
if (inst->GetOrnamentationAug(ornamentationAugtype))
{
item = inst->GetOrnamentationAug(ornamentationAugtype)->GetItem();
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()) {
ns->spawn.equipment[MaterialPrimary] = inst->GetOrnamentationIDFile();
}
else {
else if (inst->GetOrnamentationIcon() && inst->GetOrnamentationIDFile())
{
ns->spawn.equipment[MaterialPrimary].material = inst->GetOrnamentationIDFile();
}
else
{
item = inst->GetItem();
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->GetOrnamentationAug(ornamentationAugtype)) {
}
if ((inst = m_inv[MainSecondary]) && inst->IsType(ItemClassCommon))
{
if (inst->GetOrnamentationAug(ornamentationAugtype))
{
item = inst->GetOrnamentationAug(ornamentationAugtype)->GetItem();
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()) {
ns->spawn.equipment[MaterialSecondary] = inst->GetOrnamentationIDFile();
}
else {
else if (inst->GetOrnamentationIcon() && inst->GetOrnamentationIDFile())
{
ns->spawn.equipment[MaterialSecondary].material = inst->GetOrnamentationIDFile();
}
else
{
item = inst->GetItem();
if (strlen(item->IDFile) > 2)
ns->spawn.equipment[MaterialSecondary] = atoi(&item->IDFile[2]);
{
ns->spawn.equipment[MaterialSecondary].material = atoi(&item->IDFile[2]);
}
}
}

View File

@ -8372,7 +8372,7 @@ void Client::Handle_OP_ItemPreview(const EQApplicationPacket *app)
outapp->WriteUInt32(item->Material);
outapp->WriteUInt32(0); //unknown
outapp->WriteUInt32(item->EliteMaterial);
outapp->WriteUInt32(0); // unknown
outapp->WriteUInt32(item->HerosForgeModel);
outapp->WriteUInt32(0); // unknown
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

View File

@ -5598,7 +5598,11 @@ void command_itemsearch(Client *c, const Seperator *sep)
if (Seperator::IsNumber(search_criteria)) {
item = database.GetItem(atoi(search_criteria));
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);
}
@ -5627,7 +5631,11 @@ void command_itemsearch(Client *c, const Seperator *sep)
strupr(sName);
pdest = strstr(sName, sCriteria);
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);
}

View File

@ -1196,19 +1196,33 @@ void Merc::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
ns->spawn.NPC = 1; // 0=player,1=npc,2=pc corpse,3=npc corpse
ns->spawn.IsMercenary = 1;
/*
// Wear Slots are not setup for Mercs yet
unsigned int i;
//should not include 21 (SLOT_AMMO)
for (i = 0; i < MainAmmo; i++) {
if(equipment[i] == 0)
for (i = 0; i < _MaterialCount; i++)
{
if (equipment[i] == 0)
{
continue;
}
const Item_Struct* item = database.GetItem(equipment[i]);
if(item)
{
ns->spawn.equipment[i] = item->Material;
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];
}
else
{
ns->spawn.colors[i].color = item->Color;
}
}
}
*/
}
}
bool Merc::Process()
@ -4758,6 +4772,7 @@ Merc* Merc::LoadMerc(Client *c, MercTemplate* merc_template, uint32 merchant_id,
npc_type->npc_id = 0; //NPC ID has to be 0, otherwise db gets all confuzzled.
npc_type->class_ = merc_template->ClassID;
npc_type->maxlevel = 0; //We should hard-set this to override scalerate's functionality in the NPC class when it is constructed.
npc_type->no_target_hotkey = 1;
Merc* merc = new Merc(npc_type, c->GetX(), c->GetY(), c->GetZ(), 0);

View File

@ -923,7 +923,8 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
ns->spawn.invis = (invisible || hidden) ? 1 : 0; // TODO: load this before spawning players
ns->spawn.NPC = IsClient() ? 0 : 1;
ns->spawn.IsMercenary = (IsMerc() || no_target_hotkey) ? 1 : 0;
ns->spawn.IsMercenary = IsMerc() ? 1 : 0;
ns->spawn.targetable_with_hotkey = no_target_hotkey ? 0 : 1; // opposite logic!
ns->spawn.petOwnerId = ownerid;
@ -963,22 +964,44 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
ns->spawn.flymode = FindType(SE_Levitate) ? 2 : 0;
}
else
{
ns->spawn.flymode = flymode;
}
ns->spawn.lastName[0] = '\0';
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 (IsPlayerRace(race) || i > 6)
{
ns->spawn.equipment[i].material = GetEquipmentMaterial(i);
item = database.GetItem(GetEquipment(i));
if (item != 0)
{
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 = GetEquipmentColor(i);
ns->spawn.colors[i].color = item->Color;
}
}
else
{
if (armor_tint[i])
{
ns->spawn.colors[i].color = armor_tint[i];
}
}
}
}
@ -2617,8 +2640,20 @@ void Mob::SendWearChange(uint8 material_slot)
wc->spawn_id = GetID();
wc->material = GetEquipmentMaterial(material_slot);
wc->elite_material = IsEliteMaterialItem(material_slot);
wc->color.color = GetEquipmentColor(material_slot);
const Item_Struct *item;
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;
entity_list.QueueClients(this, outapp);
@ -2662,6 +2697,7 @@ void Mob::SetSlotTint(uint8 material_slot, uint8 red_tint, uint8 green_tint, uin
wc->spawn_id = this->GetID();
wc->material = GetEquipmentMaterial(material_slot);
wc->hero_forge_model = GetHeroForgeModel(material_slot);
wc->color.color = color;
wc->wear_slot_id = material_slot;
@ -2669,7 +2705,7 @@ void Mob::SetSlotTint(uint8 material_slot, uint8 red_tint, uint8 green_tint, uin
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;
@ -2678,6 +2714,7 @@ void Mob::WearChange(uint8 material_slot, uint16 texture, uint32 color)
wc->spawn_id = this->GetID();
wc->material = texture;
wc->hero_forge_model = hero_forge_model;
wc->color.color = color;
wc->wear_slot_id = material_slot;
@ -2757,6 +2794,19 @@ uint32 Mob::IsEliteMaterialItem(uint8 material_slot) const
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
void Mob::Say(const char *format, ...)
{
@ -3813,6 +3863,8 @@ int32 Mob::GetItemStat(uint32 itemid, const char *identifier)
stat = int32(item->CastTime);
if (id == "elitematerial")
stat = int32(item->EliteMaterial);
if (id == "herosforgemodel")
stat = int32(item->HerosForgeModel);
if (id == "procrate")
stat = int32(item->ProcRate);
if (id == "combateffects")

View File

@ -171,7 +171,7 @@ public:
virtual void SendTextureWC(uint8 slot, uint16 texture, uint32 hero_forge_model = 0, uint32 elite_material = 0,
uint32 unknown06 = 0, uint32 unknown18 = 0);
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 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);
@ -314,6 +314,7 @@ public:
virtual int32 GetEquipmentMaterial(uint8 material_slot) const;
virtual uint32 GetEquipmentColor(uint8 material_slot) const;
virtual uint32 IsEliteMaterialItem(uint8 material_slot) const;
virtual uint32 GetHeroForgeModel(uint8 material_slot) const;
bool AffectedBySpellExcludingSlot(int slot, int effect);
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,

View File

@ -1861,14 +1861,15 @@ void NPC::PetOnSpawn(NewSpawn_Struct* ns)
{
SetPetOwnerClient(true); //Simple flag to determine if pet belongs to a client
SetAllowBeneficial(1);//Allow temp pets to receive buffs and heals if owner is client.
//This is a hack to allow CLIENT swarm pets NOT to be targeted with F8. Warning: Will turn name 'Yellow'!
if (RuleB(Pets, SwarmPetNotTargetableWithHotKey))
ns->spawn.IsMercenary = 1;
//This will allow CLIENT swarm pets NOT to be targeted with F8.
ns->spawn.targetable_with_hotkey = 0;
no_target_hotkey = 1;
}
else
{
//NPC cast swarm pets should still be targetable with F8.
ns->spawn.IsMercenary = 0;
ns->spawn.targetable_with_hotkey = 1;
no_target_hotkey = 0;
}
SetTempPet(true); //Simple mob flag for checking if temp pet

View File

@ -269,7 +269,7 @@ public:
void AddLootDrop(const Item_Struct*dbitem, ItemList* itemlistconst, int16 charges, uint8 minlevel, uint8 maxlevel, bool equipit, bool wearchange = false);
virtual void DoClassAttacks(Mob *target);
void CheckSignal();
inline bool IsTargetableWithHotkey() const { return no_target_hotkey; }
inline bool IsNotTargetableWithHotkey() const { return no_target_hotkey; }
int32 GetNPCHPRegen() const { return hp_regen + itembonuses.HPRegen + spellbonuses.HPRegen; }
inline const char* GetAmmoIDfile() const { return ammo_idfile; }

View File

@ -7460,12 +7460,13 @@ XS(XS_Mob_WearChange)
{
dXSARGS;
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;
uint8 material_slot = (uint8)SvIV(ST(1));
uint16 texture = (uint16)SvUV(ST(2));
uint32 color = 0;
uint32 hero_forge_model = 0;
if (sv_derived_from(ST(0), "Mob")) {
IV tmp = SvIV((SV*)SvRV(ST(0)));
@ -7479,8 +7480,11 @@ XS(XS_Mob_WearChange)
if (items > 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;
}
@ -8614,7 +8618,7 @@ XS(boot_Mob)
newXSproto(strcpy(buf, "TarGlobal"), XS_Mob_TarGlobal, file, "$$$$$$$");
newXSproto(strcpy(buf, "DelGlobal"), XS_Mob_DelGlobal, file, "$$");
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, "$$$$");
newXSproto(strcpy(buf, "RemoveNimbusEffect"), XS_Mob_RemoveNimbusEffect, file, "$$");
newXSproto(strcpy(buf, "IsRunning"), XS_Mob_IsRunning, file, "$");