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  #1  
Old 12-29-2006, 08:32 PM
Aerewen
Hill Giant
 
Join Date: Dec 2006
Posts: 110
Default

lol wish i knew how :p

even if i did find a way to fix it... i dont have a clue how to make those little add/subtract files that i see people posting... im not a cbase programmer... i do php/mysql/perl etc all the web based crap but never learned any actual programming :(
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  #2  
Old 12-29-2006, 09:35 PM
Aerewen
Hill Giant
 
Join Date: Dec 2006
Posts: 110
Default

GRRRRRRR i wish i learned c++ lol

i've been staring at the code now for like well... since i made the last post on here so an hour?

as far as i can tell it should work

from client_process.cpp... looks like it is pulling the items from the tmpmerchanttable[] array properly and sending them to the client when the merchant is browsed...
Code:
void Client::BulkSendMerchantInventory(int merchant_id, int16 npcid) {
	const Item_Struct* handyitem = NULL;
	int32 numItemSlots=80;  //The max number of items passed in the transaction.
	const Item_Struct *item;
	std::list<MerchantList> merlist = zone->merchanttable[merchant_id];
	std::list<MerchantList>::const_iterator itr;
	if(merlist.size()==0){ //Attempt to load the data, it might have been missed if someone spawned the merchant after the zone was loaded
		zone->LoadNewMerchantData(merchant_id);
		merlist = zone->merchanttable[merchant_id];
		if(merlist.size()==0)
			return;
	}
	std::list<TempMerchantList> tmp_merlist = zone->tmpmerchanttable[npcid];
	std::list<TempMerchantList>::iterator tmp_itr;

	int32 i=1;
	int8 handychance = 0;
	for(itr = merlist.begin();itr != merlist.end() && i<numItemSlots;itr++){
		MerchantList ml = *itr;
		handychance = MakeRandomInt(0, merlist.size() + tmp_merlist.size() - 1 );
		
		item = database.GetItem(ml.item);
		if(item) {
			if(handychance==0)
				handyitem=item;
			else
				handychance--;
			int charges=1;
			if(item->ItemClass==ItemClassCommon)
				charges=item->MaxCharges;
			ItemInst* inst = database.CreateItem(item, charges);
			if (inst) {
				inst->SetPrice(item->Price*127/100);
				inst->SetMerchantSlot(ml.slot);
				inst->SetMerchantCount(-1);		//unlimited
				if(charges > 0)
					inst->SetCharges(charges);
				else
					inst->SetCharges(1);
				SendItemPacket(ml.slot-1, inst, ItemPacketMerchant);
				safe_delete(inst);
			}
		}
		i++;
	}
	std::list<TempMerchantList> origtmp_merlist = zone->tmpmerchanttable[npcid];
	tmp_merlist.clear();
	for(tmp_itr = origtmp_merlist.begin();tmp_itr != origtmp_merlist.end() && i<numItemSlots;tmp_itr++){
		TempMerchantList ml = *tmp_itr;
		item=database.GetItem(ml.item);
		ml.slot=i;
		if (item) {
			if(handychance==0)
				handyitem=item;
			else
				handychance--;
			int charges=1;
			if(item->ItemClass==ItemClassCommon && (sint16)ml.charges <= item->MaxCharges)
				charges=ml.charges;
			else
				charges = item->MaxCharges;
			ItemInst* inst = database.CreateItem(item, charges);
			if (inst) {
				inst->SetPrice(item->Price*127/100);
				inst->SetMerchantSlot(ml.slot);
				inst->SetMerchantCount(1);
				if(charges > 0)
					inst->SetCharges(charges);
				else
					inst->SetCharges(1);
				SendItemPacket(ml.slot-1, inst, ItemPacketMerchant);
				safe_delete(inst);
			}
		}
		tmp_merlist.push_back(ml);
		i++;
	}
	//this resets the slot
	zone->tmpmerchanttable[npcid] = tmp_merlist;
	Mob* merch = entity_list.GetMobByNpcTypeID(npcid);
	if(merch != NULL && handyitem){
		char handy_id[8]={0};
		int greeting=rand()%5;
		int greet_id=0;
		switch(greeting){
			case 1:
				greet_id=MERCHANT_GREETING;
				break;
			case 2:
				greet_id=MERCHANT_HANDY_ITEM1;
				break;
			case 3:
				greet_id=MERCHANT_HANDY_ITEM2;
				break;
			case 4:
				greet_id=MERCHANT_HANDY_ITEM3;
				break;
			default:
				greet_id=MERCHANT_HANDY_ITEM4;
        }
		sprintf(handy_id,"%i",greet_id);
		char merchantname[64]={0};
		strncpy(merchantname,merch->GetName(),strlen(merch->GetName())-2);
		if(greet_id!=MERCHANT_GREETING){
			Message_StringID(10,GENERIC_STRINGID_SAY,merchantname,handy_id,this->GetName(),handyitem->Name);
		
        }
        else
			Message_StringID(10,GENERIC_STRINGID_SAY,merchantname,handy_id,this->GetName());
		
		merch->CastToNPC()->FaceTarget(this->CastToMob());
    }
		
//		safe_delete_array(cpi);
}
and the code for when a player sells an item to the npc... is below... and it also looks as if it is adding the item to both the database and the tmpmerchanttable[] array properly...

from zone.cpp

Code:
int Zone::SaveTempItem(int32 merchantid, int32 npcid, int32 item, sint32 charges, bool sold){
	int freeslot = 0;
	
	std::list<MerchantList> merlist = merchanttable[merchantid];
	std::list<MerchantList>::const_iterator itr;
	int32 i = 1;
	for(itr = merlist.begin();itr != merlist.end();itr++){
		MerchantList ml = *itr;
		if(ml.item == item)
			return 0;
		else
			i++;
	}
	std::list<TempMerchantList> tmp_merlist = tmpmerchanttable[npcid];
	std::list<TempMerchantList>::const_iterator tmp_itr;
	bool update_charges = false;
	TempMerchantList ml;
	while(freeslot == 0 && !update_charges){
		freeslot = i;
		for(tmp_itr = tmp_merlist.begin();tmp_itr != tmp_merlist.end();tmp_itr++){
			ml = *tmp_itr;
			if(ml.item == item){
				update_charges = true;
				freeslot = 0;
				break;
			}
			if(ml.origslot==i)
				freeslot=0;
		}
		i++;
	}
	if(update_charges){
		tmp_merlist.clear();
		std::list<TempMerchantList> oldtmp_merlist = tmpmerchanttable[npcid];
		for(tmp_itr = oldtmp_merlist.begin();tmp_itr != oldtmp_merlist.end();tmp_itr++){
			TempMerchantList ml2 = *tmp_itr;
			if(ml2.item != item)
				tmp_merlist.push_back(ml2);
		}
		if(sold)
			ml.charges = ml.charges + charges;
		else
			ml.charges = charges;
		if(!ml.origslot)
			ml.origslot = ml.slot;
		if(charges>0){
			database.SaveMerchantTemp(npcid, ml.origslot, item, ml.charges);
			tmp_merlist.push_back(ml);
		}
		else{
			database.DeleteMerchantTemp(npcid,ml.origslot);
		}
		tmpmerchanttable[npcid] = tmp_merlist;
		
	}
	if(freeslot){
		if(charges<0) //sanity check only, shouldnt happen
			charges = 255;
		database.SaveMerchantTemp(npcid, freeslot, item, charges);
		tmp_merlist = tmpmerchanttable[npcid];
		TempMerchantList ml2;
		ml2.charges = charges;
		ml2.item = item;
		ml2.npcid = npcid;
		ml2.slot = freeslot;
		ml2.origslot = ml2.slot;
		tmp_merlist.push_back(ml2);
		tmpmerchanttable[npcid] = tmp_merlist;
	}
	return freeslot;
}
so as far as i can tell it should be displaying the items that were sold to the merchant unless im missing something somewhere...
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  #3  
Old 01-02-2007, 05:53 AM
ArChron
Fire Beetle
 
Join Date: Dec 2006
Location: Vienna
Posts: 28
Default

In response to:

"Ok, to end this senseless speculating... I am on Live right now, 2 chars, same merchant. I sold a Meat to the merchant, and without doing anything, it appeared magically on the second toons open merchant window - no closing, no reopening. That's what I expected to see.

The guy who sold it can buy it back immediately. And, it vanishes from the second guys merchant window - dynamically, like I said. Furthermore, the second guy could buy it if he wanted, and it also vanishes from the first guys window immediately. So, no risk of dupe items - on LIVE."

-------------------------------------------------------------

What this seems to infer in Live is that each NPC 'knows' which clients are looking at its inventory, and can push state changes in its inventory list out to those clients. Coupled with some rudimentary semaphore logic (a vendor handles only 1 transaction at a time), this prevents the possibility of a duplicated item. NOTE: This is all conjecture as I'm sitting at work, eating my lunch, browsing the forums...

Can the Emu do this? I have no idea, as I haven't started delving into the emulator code yet... I'm still trying to make sense out of the database and the field definitions... but that's another forum...
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  #4  
Old 01-03-2007, 02:34 AM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

Welcome aboard, ArChron

It is my best guess that the Live servers do more of a polling cycle that updates the clients as things are added or subtracted. I am confident the Emulator does not do this for various reasons; one being bandwidth. Not sure the original designers wanted their servers spewing tons of updates per second for merchants. I also haven't looked directly at merchant code, but I am sure it could be done. There are plenty of other things in the Emu that send updates to the client when things happen (like your buddy dying).

Maybe it's something we just haven't gotten to yet.
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  #5  
Old 01-03-2007, 05:51 AM
Aerewen
Hill Giant
 
Join Date: Dec 2006
Posts: 110
Default

Could be done fairly easy considering the opcodes...

theres an opcode for adding an item to a merchant, subtracting one, opening a merchant window and closing a merchant window.

so the basic framework needed to track what clients are browsing what merchants is there.
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  #6  
Old 01-04-2007, 07:11 AM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

Just a thought, maybe it was there, and is now broken? I rarely see devs chiming in on our speculations.
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  #7  
Old 04-11-2007, 07:35 PM
Dr Zauis's Avatar
Dr Zauis
I know how to fix that!
 
Join Date: May 2005
Posts: 447
Default Does it work yet???

Sooo...I would really love to have this feature. Has this been fixed yet/ Does the code posted work? Has anyone tried it(The code)?

If devs have already fixed..What version was it fixed?
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