I stumbled on a new struct last night. It doesn't really help this effort much, but it is probably worth noting for use later when we might be able to actually put it to use. There is a feature on Live that was in SoF as well, but not in Titanium. The new feature let's the client set certain spells to be blocked from hitting the client. This is for keeping buffs from overriding each other if you don't want them to.
The EQLive opcode for this is 0x0baa and I found the SoF opcode for it too. I built a struct for it with placeholders just to have something in place for it even though I don't know the values for it yet.
I also confirmed that EQLive now has 60 pages in the spell book as apposed to 50 in Titanium. This means that the MAX_PP_SPELLBOOK is now 480 in EQLive and probably in SoF as well. They had to add it when they upped player levels to 75, so I am sure it was in SoF, otherwise druids and maybe other classes could have overflowing spell books.
I am sure that most of my struct for SoF are correct or very close to it. I think I am just missing something minor that is keeping me from getting past this point I have been stuck at for the past couple of weeks. If I can just get pass that point, I feel that the rest will be much quicker and easier. My current guess is that I may not have all of the right opcodes being encoded on the way out that need to be for SoF. The client is expecting a 0 size opcode 0x1FA1, which is new since Titanium. Basically, it seems to be the same as SendExpZonein, accept instead of server sending that and getting it back from the client, it now sends this new opcode and waits for the SendExpZonein back from the client.
From looking at the EQLive logs, it looks like almost all packets are encoded now, at least while entering a zone. Maybe I have to set them all to be encoded for the client to get all of the info it needs for logging in. That is going to be a bit of a pain, because as far as I can tell, I have to create the handling stuff for each opcode that needs to be encoded. If there was a way for me to just set an opcode to be encoded in the Anniversary_ops.h and then only have to tell the Anniversary.cpp to use the structure for encoding, that would be pretty easy. But, it looks like I need to do something more like this for each one:
Code:
ENCODE(OP_ManaChange) {
ENCODE_LENGTH_EXACT(ManaChange_Struct);
SETUP_DIRECT_ENCODE(ManaChange_Struct, structs::ManaChange_Struct);
OUT(new_mana);
OUT(stamina);
OUT(spell_id);
FINISH_ENCODE();
}
I'm not exactly sure what the OUT stuff means, but I am guessing that all of the stuff set to go OUT is the stuff that gets encoded. If so, then I wonder what happens to stuff in the structure that isn't set to go OUT in the ENCODE. Does that stuff just get ignored?