42 Commits

Author SHA1 Message Date
phredi
a628dee2b7 Merge branch 'master' into ConfigFileUpdate 2016-05-24 20:47:52 -05:00
Uleat
3031365e1f Moved struct Item_Struct into namespace EQEmu 2016-05-21 04:54:18 -04:00
phredi
b997a040d7 Config File Update Initial Update 2016-05-20 21:03:34 -05:00
Uleat
04f47f1e32 Formatting and GPL updates 2016-05-19 22:50:08 -04:00
Uleat
d61e7446bb Missed a couple of EQEmu::OutBuffer reference changes 2016-05-19 07:21:10 -04:00
Uleat
ffb88e0a8f Added EQEmu::OutBuffer() - stringstream-derived class with a few additional methods 2016-05-18 22:38:41 -04:00
Uleat
37b84c4db1 Reworked client translators' SerializeItem() to recursive, single buffer methodology 2016-05-10 20:16:27 -04:00
Uleat
1890d006a2 Delinked current inventory slot enumeration and constants from EQEmu::constants and global definition 2016-04-22 07:34:55 -04:00
Uleat
b3475d7b50 Reworked ClientVersion into EQEmu::versions; Added EQEmu::versions::InventoryVersion 2016-04-22 03:49:17 -04:00
Uleat
8edb6e9595 Eliminated the nested class design of recent EQEmu work; Some more inv2 convergence work 2016-04-19 04:02:53 -04:00
Uleat
e75a53b775 Rework of eq_dictionary 2016-04-07 17:21:55 -04:00
Natedog2012
2268e6ed34 Fix up Object packet for UF / RoF / RoF2. SolidType was incorrect as those fields are the XY tilt for the object. Need database values for these fields so they will actually be useful. 2016-02-27 01:42:07 -08:00
Natedog2012
3ce3f591a8 UF and ROF2 spawn packet packet for chests now working properly. 2016-01-28 13:26:15 -08:00
Tim DeLong
52541c6532 Item weight was being downcast to uint8 which impacted any item with weight over 255. For SoD, SoF, and UF, prior to sending item info to the client we now cap weight at 255 to ensure the item remains heavy instead of being made (in most cases), super light. 2016-01-26 16:44:11 -05:00
Natedog2012
acb1d14fbd Cap Underfoot material / IDFile in the spawn packet to 99,9999 MAX. Anything higher will crash client 2016-01-11 13:32:00 -08:00
Natedog2012
8133f5312f First step into implementing evolving items, added fields to database that were missing. 2015-12-21 05:39:39 -08:00
Michael Cook (mackal)
a4d0db8e0a Implement the extra Wild Rampage/Rampage message (SoD+) 2015-08-15 00:34:10 -04:00
Michael Cook (mackal)
cb525156ef Merge branch 'master' into aa 2015-06-26 02:04:48 -04:00
Michael Cook (mackal)
32e880f571 Identified the extra byte at the end of OP_TargetBuffs/OP_BuffCreate 2015-06-20 14:05:32 -04:00
KimLS
dd345c01de Activating AAs now works, don't have expend charges working quite yet so they can just be cast over and over. 2015-06-11 21:33:39 -07:00
KimLS
63928caace Removing cruft, patches should *all* work now even titanium, incrementaa has been implemented (untested atm) 2015-06-11 18:38:46 -07:00
KimLS
1589169200 AAs should load from character data now, though will be fucked up if you already had stacked aas. 2015-06-10 22:46:57 -07:00
KimLS
33c1c7c3e4 More packet figuring out... 2015-06-09 16:17:09 -07:00
KimLS
dbbe6b5a91 Experimenting with packets 2015-06-09 12:39:39 -07:00
KimLS
250d0cc903 More aa work, it actually loads yay 2015-06-08 20:06:14 -07:00
Michael Cook (mackal)
4bb2bb1438 AA packet work mostly and small fix to expendable AAs 2015-06-07 23:41:54 -04:00
Uleat
8922c72452 Added a name block memset to the server character select code and a few comments to the OP_CharInfo encodes 2015-05-23 18:59:03 -04:00
Uleat
351e63ae72 Possible fix for some 'random' character select crashes 2015-05-22 19:15:51 -04:00
Michael Cook (mackal)
7bcfaf60ab Save PlayerState server side
We now send the PlayerState in the spawn struct to allow clients
to see other bard animations with instrument to be played if they
zone in after the bard equipped the instrument

OP_WeaponEquip2 and OP_WeaponUnequip2 renamed to OP_PlayerStateAdd
and OP_PlayerStateRemove

Still needs work: Get AI controlled mobs sending the correct
PlayerStates. (stunned, attacking, etc)
2015-05-07 18:34:19 -04:00
SecretsOTheP
4a4a0c5e8b * -Exported additional entity IDs for dropped items to perl upon EVENT_CLICK_OBJECT (clicker_id) and EVENT_PLAYER_PICKUP ($picked_up_entity_id)
-Identified Size / SolidType fields in newer clients and properly exported it to EQEmu for use in UF, RoF, RoF2 via perl accessors. (Should work in LUA, no testing was done though for LUA)
-Added a sanity check for size to objects. Any size over 5000.f seems to crash the newer clients' graphical engines and PEQ has some containers filled in with bogus values.
-Added the ability to return a value on perl function EVENT_PLAYER_PICKUP which sends a fake dropped item ID to the client to generate the appropriate client response so the item can stay on the ground and not be 'picked up'. Should also work in LUA, didn't test LUA.
-Renamed unknown008 and unknown010 to size and solidtype respectively for objects.
2015-05-06 18:50:08 -04:00
Michael Cook (mackal)
06f4fd49ef Implement mob and client melee push
New rules:
Combat:MeleePush turns melee push on/off
Combat:MeleePushChance is the chance that an NPC will be pushed
Clients are pushed every successful hit, need to verify or disprove this
2015-04-30 19:36:21 -04:00
Michael Cook (mackal)
0d84ede3d6 Allow /pet attack by mob name to work
ex. /pet attack a_snake
2015-04-26 13:35:36 -04:00
Uleat
921a292f5b Fix for new Titanium to UF client accounts not allowing character creation 2015-02-19 21:56:14 -05:00
Uleat
766641cd15 Implemented per-client character creation limits 2015-02-17 13:58:27 -05:00
Uleat
e4be4d6895 Pre-purposed clean-up 2015-02-17 13:58:26 -05:00
Uleat
dedbb3f6c8 Implemented higher bandolier and potion belt counts 2015-02-17 13:58:24 -05:00
Uleat
5a3b10a11c Constant name re-alignments prior to extended bandolier/potion belt activation 2015-02-17 13:58:23 -05:00
Uleat
f1a25da065 Pre-purposed clean-up 2015-02-17 13:58:19 -05:00
KimLS
9a78bac0d0 Changed save items back to true to be like old encode, no point tempting fate on that not breaking anything 2015-02-14 18:46:03 -08:00
KimLS
f95e211d9b Fixes to OP_ZonePlayerToBind code, esp for RoF clients. 2015-02-14 18:32:49 -08:00
Michael Cook (mackal)
5be1bd2ffb Make items with long reuse timers show the timer after zone
This adds a new table to store the timers in. This may seem
odd but the timers are associated with the player, not the
item, they're just included in the item header in the packet

Currently trading still needs to be handled
2015-01-31 17:53:50 -05:00
Uleat
4832acde0b Finished ClientVersion naming conventions (don't forget to copy the renamed patch_UF.conf file) 2015-01-27 05:09:35 -05:00