mirror of
https://github.com/EQEmu/Server.git
synced 2026-09-08 18:36:37 +00:00
Updated Player Housing (markdown)
+33
-6
@@ -1,8 +1,35 @@
|
||||
Placeholder while I compile notes on current Live packet structure for Player Housing.
|
||||
Player Housing was introduced in the House of Thule expansion. It can be accessed from the Guild Lobby and allows for players to purchase houses and place items in their houses. Houses do require upkeep to maintain.
|
||||
|
||||
Current work is focused on detailing:
|
||||
* Probable opcodes
|
||||
* Packet structure for Neighborhood listing window
|
||||
* * This appears to be at least three packet formats for the initial list, request for details on a specific neighborhood, and a response containing names of guilds and players with property in that neighborhood.
|
||||
There is a single zone for all neighborhood instances (Sunrise Hills).
|
||||
|
||||
Should have the packet structure for the first three packets up in the next day or two.
|
||||
To my knowledge, no work has been done to add player housing to EQEMU. If it has, it hasn't been made public as no emu server has this capability as far as I am aware.
|
||||
|
||||
This page has packet information from Live as of 12/28/2018. While it is likely that the OpCodes have changed since House of Thule was released, my hope is that the structure of each packet has remained largely unchanged.
|
||||
|
||||
[TODO: Add image of neighborhood search window]
|
||||
|
||||
## Neighborhood List
|
||||
|
||||
| Name | Number of Bytes | Description |
|
||||
|------------------------------------|--------------------------|--------------------------------------------------------------------------|
|
||||
| Network OpCode | 2 | 0x0D |
|
||||
| Packet Sequence Number | 2 | Identifies order of fragments |
|
||||
| Total length of combined fragments | 3 | Total size of all fragments. This is only present in the first fragment. |
|
||||
| Application OpCode | 2 | 0x125c (Possibly?) |
|
||||
| Unknown | 4 | An id? Different across servers |
|
||||
| Unknown | 5 | Always 6,0,0,0,0 |
|
||||
| Total # of Neighborhoods | 2 | |
|
||||
| Unknown | 5 | Always 1,1,0,0,0 |
|
||||
| Neighborhood ID | 4 | |
|
||||
| Neighborhood Name Length | 4 | |
|
||||
| Neighborhood Name | Neighborhood Name Length | Not null terminated |
|
||||
| Guild ID | 4 | May be all 0s if no guild is associated with this neighborhood |
|
||||
| Unknown | 4 | If Guild ID is not 0,0,0,0 then this is always 147,0,0,0 |
|
||||
| Max Player Plots | 4 | 71 |
|
||||
| Used Player Plots | 4 | |
|
||||
| Max Guild Plots | 4 | 4 |
|
||||
| Used Guild Plots | 4 | |
|
||||
|
||||
Once the first neighborhood is parsed, the format repeats for the next Neighborhood ID -> Used Guild Plots. This continues until the last neighborhood is parsed.
|
||||
|
||||
TODO: Document click event that retrieves list, click to get neighborhood entry details, response to click on neighborhood entry (have it, need to write it up), plus ALL of the rest. =P
|
||||
Reference in New Issue
Block a user