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From: Chad M. <cmm...@us...> - 2005-10-28 06:25:54
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Update of /cvsroot/seq/showeq/src In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv11873/src Modified Files: everquest.h interface.cpp weapons29.h Log Message: Updated for live compatibility - 10/27/2005 Index: interface.cpp =================================================================== RCS file: /cvsroot/seq/showeq/src/interface.cpp,v retrieving revision 1.71 retrieving revision 1.72 diff -u -d -r1.71 -r1.72 --- interface.cpp 14 Sep 2005 04:15:03 -0000 1.71 +++ interface.cpp 28 Oct 2005 06:25:46 -0000 1.72 @@ -1994,9 +1994,6 @@ m_packet->connect2("OP_WearChange", SP_Zone, DIR_Server|DIR_Client, "SpawnUpdateStruct", SZC_Match, m_spawnShell, SLOT(updateSpawnInfo(const uint8_t*))); - m_packet->connect2("OP_InitialHPUpdate", SP_Zone, DIR_Server|DIR_Client, - "hpNpcUpdateStruct", SZC_Match, - m_spawnShell, SLOT(updateNpcHP(const uint8_t*))); m_packet->connect2("OP_HPUpdate", SP_Zone, DIR_Server|DIR_Client, "hpNpcUpdateStruct", SZC_Match, m_spawnShell, SLOT(updateNpcHP(const uint8_t*))); @@ -2084,9 +2081,6 @@ m_packet->connect2("OP_LevelUpdate", SP_Zone, DIR_Server, "levelUpUpdateStruct", SZC_Match, m_player, SLOT(updateLevel(const uint8_t*))); - m_packet->connect2("OP_InitialHPUpdate", SP_Zone, DIR_Server|DIR_Client, - "hpNpcUpdateStruct", SZC_Match, - m_player, SLOT(updateNpcHP(const uint8_t*))); m_packet->connect2("OP_HPUpdate", SP_Zone, DIR_Server|DIR_Client, "hpNpcUpdateStruct", SZC_Match, m_player, SLOT(updateNpcHP(const uint8_t*))); Index: weapons29.h =================================================================== RCS file: /cvsroot/seq/showeq/src/weapons29.h,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- weapons29.h 13 Sep 2005 15:23:14 -0000 1.2 +++ weapons29.h 28 Oct 2005 06:25:46 -0000 1.3 @@ -205,7 +205,7 @@ NULL, // 0xc4 NULL, // 0xc5 NULL, // 0xc6 - NULL, // 0xc7 + "IvoryBone", // 0xc7 NULL, // 0xc8 NULL, // 0xc9 NULL, // 0xca Index: everquest.h =================================================================== RCS file: /cvsroot/seq/showeq/src/everquest.h,v retrieving revision 1.83 retrieving revision 1.84 diff -u -d -r1.83 -r1.84 --- everquest.h 18 Sep 2005 04:10:16 -0000 1.83 +++ everquest.h 28 Oct 2005 06:25:46 -0000 1.84 @@ -583,7 +583,7 @@ /* ** Player Profile -** Length: 19584 Octets +** Length: 19592 Octets ** OpCode: CharProfileCode */ struct charProfileStruct @@ -725,8 +725,10 @@ /*19573*/ uint8_t raidAutoconsent; // 0=off, 1=on /*19574*/ uint8_t guildAutoconsent; // 0=off, 1=on /*19575*/ uint8_t unknown19575[5]; // ***Placeholder (6/29/2005) -/*19580*/ uint32_t unknown19580; // *** Placeholder -/*19584*/ +/*19580*/ uint32_t showhelm; // 0=no, 1=yes +/*19584*/ uint8_t unknown19584[4]; // ***Placeholder (10/27/2005) +/*19588*/ uint32_t unknown19588; // *** Placeholder +/*19584*/ }; #if 0 @@ -902,7 +904,7 @@ /* ** Generic Spawn Struct -** Length: 384 Octets +** Length: 385 Octets ** Used in: ** spawnZoneStruct ** dbSpawnStruct @@ -911,111 +913,116 @@ */ struct spawnStruct { -/*0000*/ uint8_t invis; // Invis (0=not, 1=invis) -/*0001*/ uint32_t spawnId; // Spawn Id -/*0005*/ uint8_t lfg; // 0=off, 1=lfg on -/*0006*/ uint8_t beard; // Beard style (not totally, sure but maybe!) -/*0007*/ uint8_t eyecolor1; // Player's left eye color -/*0008*/ uint8_t is_pet; // 0=no, 1=yes -/*0009*/ uint32_t petOwnerId; // If this is a pet, the spawn id of owner -/*0013*/ uint8_t unknown0013[23]; +/*0000*/ uint8_t gm; // 0=no, 1=gm %%% wrong but compile... +/*0001*/ uint8_t unknown0001[2]; +/*0003*/ int8_t aa_title; // 0=none, 1=general, 2=archtype, 3=class +/*0004*/ uint8_t unknown0004; +/*0005*/ uint8_t anon; // 0=normal, 1=anon, 2=roleplay +/*0006*/ uint8_t face; // Face id for players +/*0007*/ char name[64]; // Player's Name +/*0071*/ int16_t deity; // Player's Deity +/*0073*/ uint16_t unknown0073; +/*0075*/ float size; // Model size +/*0079*/ uint32_t unknown0079; +/*0083*/ uint8_t NPC; // 0=player,1=npc,2=pc corpse,3=npc corpse,a +/*0084*/ uint8_t invis; // Invis (0=not, 1=invis) +/*0085*/ uint8_t haircolor; // Hair color +/*0086*/ uint8_t curHp; // Current hp %%% wrong +/*0087*/ uint8_t max_hp; // (name prolly wrong)takes on the value 100 for players, 100 or 110 for NPCs and 120 for PC corpses... +/*0088*/ uint8_t findable; // 0=can't be found, 1=can be found +/*0089*/ uint8_t unknown0089[5]; +/*0094*/ signed deltaHeading:10;// change in heading + signed x:19; // x coord + signed padding0054:3; // ***Placeholder +/*0098*/ signed y:19; // y coord + signed animation:10; // animation + signed padding0058:3; // ***Placeholder +/*0102*/ signed z:19; // z coord + signed deltaY:13; // change in y +/*0106*/ signed deltaX:13; // change in x + unsigned heading:12; // heading + signed padding0066:7; // ***Placeholder +/*0110*/ signed deltaZ:13; // change in z + signed padding0070:19; // ***Placeholder +/*0114*/ uint8_t eyecolor1; // Player's left eye color +/*0115*/ uint8_t unknown0115[24]; +/*0139*/ uint8_t showhelm; // 0=no, 1=yes +/*0140*/ uint8_t unknown0140[4]; +/*0144*/ uint8_t is_npc; // 0=no, 1=yes +/*0145*/ uint8_t hairstyle; // Hair style +/*0146*/ uint8_t beard; // Beard style (not totally, sure but maybe!) +/*0147*/ uint8_t unknown0147[4]; +/*0151*/ uint8_t level; // Spawn Level +/*0152*/ uint8_t unknown0259[4]; // ***Placeholder +/*0156*/ uint8_t beardcolor; // Beard color +/*0157*/ char suffix[32]; // Player's suffix (of Veeshan, etc.) +/*0189*/ uint32_t petOwnerId; // If this is a pet, the spawn id of owner +/*0193*/ int8_t guildrank; // 0=normal, 1=officer, 2=leader +/*0194*/ uint8_t unknown0194[3]; +/*0197*/ union + { + struct + { + /*0197*/ uint32_t equip_helmet; // Equipment: Helmet Visual + /*0201*/ uint32_t equip_chest; // Equipment: Chest Visual + /*0205*/ uint32_t equip_arms; // Equipment: Arms Visual + /*0209*/ uint32_t equip_bracers; // Equipment: Bracers Visual + /*0213*/ uint32_t equip_hands; // Equipment: Hands Visual + /*0217*/ uint32_t equip_legs; // Equipment: Legs Visual + /*0221*/ uint32_t equip_feet; // Equipment: Feet Visual + /*0225*/ uint32_t equip_primary; // Equipment: Primary Visual + /*0229*/ uint32_t equip_secondary; // Equipment: Secondary Visual + } equip; + /*0197*/ uint32_t equipment[9]; // Array elements correspond to struct equipment above + }; +/*0233*/ float runspeed; // Speed when running /*0036*/ uint8_t afk; // 0=no, 1=afk -/*0037*/ uint8_t eyecolor2; // Left eye color -/*0038*/ uint8_t NPC; // 0=player,1=npc,2=pc corpse,3=npc corpse,a -/*0039*/ uint8_t anon; // 0=normal, 1=anon, 2=roleplay -/*0040*/ uint32_t race; // Spawn race -/*0044*/ uint8_t unknown0040[5]; -/*0049*/ uint8_t bodytype; // Bodytype -/*0050*/ uint8_t unknown0050[3]; -/*0053*/ uint8_t max_hp; // (name prolly wrong)takes on the value 100 for players, 100 or 110 for NPCs and 120 for PC corpses... -/*0054*/ uint8_t is_npc; // 0=no, 1=yes -/*0055*/ uint8_t class_; // Player's class -/*0056*/ char suffix[32]; // Player's suffix (of Veeshan, etc.) -/*0088*/ uint8_t haircolor; // Hair color -/*0089*/ int16_t deity; // Player's Deity -/*0091*/ uint8_t unknown0091[2]; -/*0093*/ uint8_t face; // Face id for players -/*0094*/ uint8_t unknown0094[2]; -/*0096*/ uint8_t light; // Spawn's lightsource -/*0097*/ uint8_t curHp; // Current hp -/*0098*/ char lastName[32]; // Player's Lastname -/*0130*/ uint8_t beardcolor; // Beard color -/*0131*/ uint8_t unknown0131; -/*0132*/ float size; // Model size -/*0136*/ int8_t aa_title; // 0=none, 1=general, 2=archtype, 3=class -/*0137*/ uint8_t gender; // Gender (0=male, 1=female) -/*0138*/ uint8_t unknown0138[7]; -/*0145*/ uint32_t guildID; // Current guild -/*0149*/ uint8_t unknown149[4]; -/*0153*/ float walkspeed; // Speed when walking -/*0157*/ uint8_t hairstyle; // Hair style -/*0158*/ uint8_t unknown0157[6]; -/*0164*/ int8_t guildrank; // 0=normal, 1=officer, 2=leader -/*0165*/ uint8_t unknown0165[4]; -/*0169*/ uint8_t gm; // 0=no, 1=gm -/*0170*/ uint8_t unknown0170[5]; +/*0238*/ uint32_t guildID; // Current guild +/*0242*/ char title[32]; // Title +/*0274*/ uint8_t unknown0274; +/*0275*/ uint8_t set_to_0xFF[8]; // ***Placeholder (all ff) +/*0283*/ uint8_t helm; // Helm texture +/*0284*/ uint32_t race; // Spawn race +/*0288*/ uint32_t unknown0288; +/*0292*/ char lastName[32]; // Player's Lastname +/*0324*/ float walkspeed; // Speed when walking +/*0328*/ uint8_t unknown0328; +/*0329*/ uint8_t is_pet; // 0=no, 1=yes +/*0330*/ uint8_t light; // Spawn's lightsource %%% wrong +/*0331*/ uint8_t class_; // Player's class +/*0332*/ uint8_t eyecolor2; // Left eye color +/*0333*/ uint8_t unknown0333; +/*0334*/ uint8_t gender; // Gender (0=male, 1=female) +/*0335*/ uint8_t bodytype; // Bodytype +/*0336*/ uint8_t unknown0336[3]; union { -/*0175*/ int8_t equip_chest2; // Second place in packet for chest texture (usually 0xFF in live packets) +/*0339*/ int8_t equip_chest2; // Second place in packet for chest texture (usually 0xFF in live packets) // Not sure why there are 2 of them, but it effects chest texture! -/*0175*/ int8_t mount_color; // drogmor: 0=white, 1=black, 2=green, 3=red +/*0339*/ int8_t mount_color; // drogmor: 0=white, 1=black, 2=green, 3=red // horse: 0=brown, 1=white, 2=black, 3=tan }; -/*0176*/ float runspeed; // Speed when running -/*0180*/ union +/*0340*/ uint32_t spawnId; // Spawn Id +/*0344*/ uint8_t unknown0344[4]; +/*0348*/ union { struct { - /*0180*/ Color_Struct color_helmet; // Color of helmet item - /*0184*/ Color_Struct color_chest; // Color of chest item - /*0188*/ Color_Struct color_arms; // Color of arms item - /*0192*/ Color_Struct color_bracers; // Color of bracers item - /*0196*/ Color_Struct color_hands; // Color of hands item - /*0200*/ Color_Struct color_legs; // Color of legs item - /*0204*/ Color_Struct color_feet; // Color of feet item - /*0208*/ Color_Struct color_primary; // Color of primary item - /*0212*/ Color_Struct color_secondary; // Color of secondary item + /*0348*/ Color_Struct color_helmet; // Color of helmet item + /*0352*/ Color_Struct color_chest; // Color of chest item + /*0356*/ Color_Struct color_arms; // Color of arms item + /*0360*/ Color_Struct color_bracers; // Color of bracers item + /*0364*/ Color_Struct color_hands; // Color of hands item + /*0368*/ Color_Struct color_legs; // Color of legs item + /*0372*/ Color_Struct color_feet; // Color of feet item + /*0376*/ Color_Struct color_primary; // Color of primary item + /*0380*/ Color_Struct color_secondary; // Color of secondary item } equipment_colors; - /*0180*/ Color_Struct colors[9]; // Array elements correspond to struct equipment_colors above - }; -/*0216*/ uint8_t findable; // 0=can't be found, 1=can be found -/*0217*/ union - { - struct - { - /*0217*/ uint32_t equip_helmet; // Equipment: Helmet Visual - /*0221*/ uint32_t equip_chest; // Equipment: Chest Visual - /*0225*/ uint32_t equip_arms; // Equipment: Arms Visual - /*0229*/ uint32_t equip_bracers; // Equipment: Bracers Visual - /*0233*/ uint32_t equip_hands; // Equipment: Hands Visual - /*0237*/ uint32_t equip_legs; // Equipment: Legs Visual - /*0241*/ uint32_t equip_feet; // Equipment: Feet Visual - /*0245*/ uint32_t equip_primary; // Equipment: Primary Visual - /*0249*/ uint32_t equip_secondary; // Equipment: Secondary Visual - } equip; - /*0217*/ uint32_t equipment[9]; // Array elements correspond to struct equipment above + /*0348*/ Color_Struct colors[9]; // Array elements correspond to struct equipment_colors above }; -/*0253*/ uint8_t set_to_0xFF[8]; // ***Placeholder (all ff) -/*0261*/ uint8_t level; // Spawn Level -/*0262*/ uint8_t unknown0262; -/*0263*/ char title[32]; // Title -/*0295*/ char name[64]; // Player's Name -/*0359*/ uint8_t unknown0259[4]; // ***Placeholder -/*0363*/ uint8_t helm; // Helm texture -/*0364*/ signed deltaHeading:10;// change in heading - signed x:19; // x coord - signed padding0054:3; // ***Placeholder -/*0368*/ signed y:19; // y coord - signed animation:10; // animation - signed padding0058:3; // ***Placeholder -/*0372*/ signed z:19; // z coord - signed deltaY:13; // change in y -/*0376*/ signed deltaX:13; // change in x - unsigned heading:12; // heading - signed padding0066:7; // ***Placeholder -/*0380*/ signed deltaZ:13; // change in z - signed padding0070:19; // ***Placeholder -}; /*0384*/ +/*0384*/ uint8_t lfg; // 0=off, 1=lfg on +/*0385*/ +}; #if 0 /*122*/ uint8_t pvp; // 0=Not pvp,1=pvp |