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  #1  
Old 01-02-2011, 05:55 AM
trevius's Avatar
trevius
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Well, I had another chance to look into this a bit further to find a way to do this that I think would be good enough to make it into the SVN and I think I found it!

I had a feeling that there may be some existing way to let aug pool windows work from inventory and was about to start experimenting with some ideas. First, I figured I would look into what it is that causes the different existing containers like Collapsible Spit to bring up a tradeskill window. The answer is simple; bagtype. So, I checked the wiki page here:

http://www.eqemulator.net/wiki/wikka...uDBSchemaitems

Under Bagtype there, it lists each type. One of them happens to be:

Quote:
53 = Augmentation Sealer (for applying augments)
So, searching the DB for an item with that bagtype yielded this:

66180 - Augmentation Sealer

Checking that item out looks like it should be fairly simple to implement a fully functional aug pool that works from inventory.

I don't really have the time to work on the code for it, but I think implementing support for bagtype 53 to act as an aug pool in the inventory would be perfectly acceptable.

You won't need a rule for setting item ID of the item, just need to have it only work from bagtype 53 items.

Also, I don't think you really need to worry about doing things that aren't already done in the current aug pool code. Stuff like the extra lore conflict checking shouldn't be necessary. Though, since the existing aug pool code probably isn't perfect, I don't think some adjustments here and there would be bad if they make sense to do.

I am still a fairly novice to intermediate coder myself. I don't know how best to put it, but if I am finding issues with your code like the previous stuff, it concerns me a bit. So, if you do make another rewrite and submit it here, I will have to make sure I fully understand everything in it 100% before I will consider committing it. Otherwise, I may have to defer to one of the more experienced devs to commit it if it passes their inspection.
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  #2  
Old 01-02-2011, 06:16 PM
l0stmancd
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Hi Trevius,

I see what you mean by the bagtype change. Just started working on it here. Changing the bagtype to 53 has given a lot of things by default but there still needs to be a code change. Looking into this now.

Thanks!
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  #3  
Old 01-02-2011, 08:20 PM
l0stmancd
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This is actually a pretty clean change. Still working through it but I think the only really odd part is in the slot numbering. The client is sending slots for the "container" that appear to be shifted. IE: Sending slot 30 for container slot 8 in inventory (29). Consistent in SoD inventory, havent tested bank yet...

Will see if we are handling this in a consistent way in the code already...
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  #4  
Old 01-03-2011, 03:38 AM
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It is normal for all SoF+ clients to send shifted slot IDs for all slots over slot 21, since Power Source replaced the Titanium Ammo slot and bumped them all up by 1. This is all handled directly in the <patch>.cpp files near the top such as in this file for SoD:

http://code.google.com/p/projecteqem...atches/SoD.cpp

I made slot converting functions that adjusts Titanium slots to later clients slots and visa versa.

So, even though you see it sending slot 30 (cursor slot in Titanium), when it is in slot 29, it is actually converted back to slot 29 before it is actually handled in any way.

If something is making it into the handling without being converted, it is most likely due to us missing an encode/decode in that .cpp file for that particular packet type. It is pretty easy to add encodes/decodes if needed, we just need to know which packet it is that isn't in there already.
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  #5  
Old 01-03-2011, 04:06 AM
l0stmancd
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Hey folks,

Rewrote the code submission based on Trevius's recommendation. Turns out it was a fairly simple change with a -lot- less code than before.

The only "interesting" part of it was that I had to add decode functions to the expansion patch files to allow us to shift the slot numbers to the titanium slot numbers. This is done following the same logic as the tradeskill decode functions for the same reason. As I mentioned above, the slot numbers were incorrect between Titanium and SoD due to them using different slightly different slot numbers.

Tested this with ItemID 66180 and also a custom container I created for it - works fine.

Tests ran:
1. Validated that I could still augment slots without issue in aug pool.
2. Validated that I could still remove augments without issue in aug pool.
3. Validated that I could still delete augments without issue in aug pool..
4. Validated that I could agument slots with bags of type 53.
5. Validated that I could remove augments with bags of type 53 (and select which one to remove).
6. Validate that I could delete augments with bags of type 53 (and select which one to remove).
7. Validated that after a successful augmentation, deaugmentation, or augment deletion that the items in your tradeskill container are wiped and the new items are still pushed onto your cursor.
8. Validated all of the above on both Titanium and SoD clients.
9. Validated that items are not lost on zone crash.

You can use the following item ids to test this: 69312, 60332, 47013, 66180

No new logic was added - for the most part this is using the exact same logic that the augmentation pool is using.

Hah - just noticed you responded to my statement - yeah, was testing other things before posting it. Thanks man...

Code:
Index: common/patches/HoT.cpp
===================================================================
--- common/patches/HoT.cpp	(revision 1798)
+++ common/patches/HoT.cpp	(working copy)
@@ -3105,6 +3105,16 @@
 	FINISH_DIRECT_DECODE();
 }
 
+DECODE(OP_AugmentItem) {
+	DECODE_LENGTH_EXACT(structs::AugmentItem_Struct);
+	SETUP_DIRECT_DECODE(AugmentItem_Struct, structs::AugmentItem_Struct);
+
+	emu->container_slot = HoTToTitaniumSlot(eq->container_slot);
+	emu->augment_slot = eq->augment_slot;
+
+	FINISH_DIRECT_DECODE();
+}
+
 DECODE(OP_TradeSkillCombine) {
 	DECODE_LENGTH_EXACT(structs::NewCombine_Struct);
 	SETUP_DIRECT_DECODE(NewCombine_Struct, structs::NewCombine_Struct);
Index: common/patches/HoT_ops.h
===================================================================
--- common/patches/HoT_ops.h	(revision 1798)
+++ common/patches/HoT_ops.h	(working copy)
@@ -114,5 +114,6 @@
 D(OP_ChannelMessage)
 D(OP_DeleteItem)
 D(OP_ZoneChange)
+D(OP_AugmentItem)
 #undef E
 #undef D
Index: common/patches/SoD.cpp
===================================================================
--- common/patches/SoD.cpp	(revision 1798)
+++ common/patches/SoD.cpp	(working copy)
@@ -2771,6 +2771,16 @@
 	FINISH_DIRECT_DECODE();
 }
 
+DECODE(OP_AugmentItem) {
+	DECODE_LENGTH_EXACT(structs::AugmentItem_Struct);
+	SETUP_DIRECT_DECODE(AugmentItem_Struct, structs::AugmentItem_Struct);
+
+	emu->container_slot = SoDToTitaniumSlot(eq->container_slot);
+	emu->augment_slot = eq->augment_slot;
+
+	FINISH_DIRECT_DECODE();
+}
+
 DECODE(OP_TradeSkillCombine) {
 	DECODE_LENGTH_EXACT(structs::NewCombine_Struct);
 	SETUP_DIRECT_DECODE(NewCombine_Struct, structs::NewCombine_Struct);
Index: common/patches/SoD_ops.h
===================================================================
--- common/patches/SoD_ops.h	(revision 1798)
+++ common/patches/SoD_ops.h	(working copy)
@@ -104,5 +104,6 @@
 D(OP_LoadSpellSet)
 D(OP_ApplyPoison)
 D(OP_DeleteItem)
+D(OP_AugmentItem)
 #undef E
 #undef D
Index: common/patches/SoF.cpp
===================================================================
--- common/patches/SoF.cpp	(revision 1798)
+++ common/patches/SoF.cpp	(working copy)
@@ -2269,6 +2269,16 @@
 	FINISH_DIRECT_DECODE();
 }
 
+DECODE(OP_AugmentItem) {
+	DECODE_LENGTH_EXACT(structs::AugmentItem_Struct);
+	SETUP_DIRECT_DECODE(AugmentItem_Struct, structs::AugmentItem_Struct);
+
+	emu->container_slot = SoFToTitaniumSlot(eq->container_slot);
+	emu->augment_slot = eq->augment_slot;
+
+	FINISH_DIRECT_DECODE();
+}
+
 DECODE(OP_TradeSkillCombine) {
 	DECODE_LENGTH_EXACT(structs::NewCombine_Struct);
 	SETUP_DIRECT_DECODE(NewCombine_Struct, structs::NewCombine_Struct);
Index: common/patches/SoF_ops.h
===================================================================
--- common/patches/SoF_ops.h	(revision 1798)
+++ common/patches/SoF_ops.h	(working copy)
@@ -88,5 +88,6 @@
 D(OP_InspectAnswer)
 D(OP_ApplyPoison)
 D(OP_DeleteItem)
+D(OP_AugmentItem)
 #undef E
 #undef D
Index: common/patches/Underfoot.cpp
===================================================================
--- common/patches/Underfoot.cpp	(revision 1798)
+++ common/patches/Underfoot.cpp	(working copy)
@@ -3000,6 +3000,16 @@
 	FINISH_DIRECT_DECODE();
 }
 
+DECODE(OP_AugmentItem) {
+	DECODE_LENGTH_EXACT(structs::AugmentItem_Struct);
+	SETUP_DIRECT_DECODE(AugmentItem_Struct, structs::AugmentItem_Struct);
+
+	emu->container_slot = UnderfootToTitaniumSlot(eq->container_slot);
+	emu->augment_slot = eq->augment_slot;
+
+	FINISH_DIRECT_DECODE();
+}
+
 DECODE(OP_TradeSkillCombine) {
 	DECODE_LENGTH_EXACT(structs::NewCombine_Struct);
 	SETUP_DIRECT_DECODE(NewCombine_Struct, structs::NewCombine_Struct);
Index: common/patches/Underfoot_ops.h
===================================================================
--- common/patches/Underfoot_ops.h	(revision 1798)
+++ common/patches/Underfoot_ops.h	(working copy)
@@ -113,5 +113,6 @@
 D(OP_ChannelMessage)
 D(OP_DeleteItem)
 D(OP_PetCommands)
+D(OP_AugmentItem)
 #undef E
 #undef D
Index: zone/tradeskills.cpp
===================================================================
--- zone/tradeskills.cpp	(revision 1798)
+++ zone/tradeskills.cpp	(working copy)
@@ -45,16 +45,48 @@
 		LogFile->write(EQEMuLog::Error, "Client or AugmentItem_Struct not set in Object::HandleAugmentation");
 		return;
 	}
+	
+	ItemInst* container = NULL;
 
-	if(!worldo)
-	{
+	if (worldo) {
+		container = worldo->m_inst;
+	} 
+	else {
+		// Check to see if they have an inventory container type 53 that is used for this.
+		Inventory& user_inv = user->GetInv();
+		ItemInst* inst = NULL;
+		
+		inst = user_inv.GetItem(in_augment->container_slot);
+		if (inst) {
+			const Item_Struct* item = inst->GetItem();
+			if (item && inst->IsType(ItemClassContainer) && item->BagType == 53) {
+				// We have found an appropriate inventory augmentation sealer
+				container = inst;
+
+				// Verify that no more than two items are in container to guarantee no inadvertant wipes.
+				uint8 itemsFound = 0;
+				for (uint8 i=0; i<10; i++){
+					const ItemInst* inst = container->GetItem(i);
+					if (inst) {
+						itemsFound++;
+					}
+				}
+
+				if (itemsFound != 2) {
+					user->Message(13, "Error:  Too many/few items in augmentation container.");
+					return;
+				}
+			}
+		}
+	}
+
+	if(!container) {
 		LogFile->write(EQEMuLog::Error, "Player tried to augment an item without a world object set.");
 		return;
 	}
 	
 	ItemInst *tobe_auged, *auged_with = NULL;
 	sint8 slot=-1;
-	ItemInst* container = worldo->m_inst;
 
 	if (!container) {
 		user->Message(13, "Error: This item is not a container!");
@@ -78,18 +110,14 @@
 		}
 	}
 
+	bool deleteItems = false;
+
 	// Adding augment
 	if (in_augment->augment_slot == -1) {
 		if (((slot=tobe_auged->AvailableAugmentSlot(auged_with->GetAugmentType()))!=-1) && (tobe_auged->AvailableWearSlot(auged_with->GetItem()->Slots))) {
 			tobe_auged->PutAugment(slot,*auged_with);
 			user->PushItemOnCursor(*tobe_auged,true);
-			container->Clear();
-			EQApplicationPacket* outapp = new EQApplicationPacket(OP_ClearObject, sizeof(ClearObject_Struct));
-			ClearObject_Struct *cos = (ClearObject_Struct *)outapp->pBuffer;
-			cos->Clear = 1;
-			user->QueuePacket(outapp);
-			safe_delete(outapp);
-			database.DeleteWorldContainer(worldo->m_id, zone->GetZoneID());
+			deleteItems = true;
 		} else {
 			user->Message(13, "Error: No available slot for augment");
 		}
@@ -104,14 +132,31 @@
 		user->PushItemOnCursor(*tobe_auged,true);
 		if (old_aug)
 			user->PushItemOnCursor(*old_aug,true);
-		container->Clear();
-		EQApplicationPacket* outapp = new EQApplicationPacket(OP_ClearObject, sizeof(ClearObject_Struct));
-		ClearObject_Struct *cos = (ClearObject_Struct *)outapp->pBuffer;
-		cos->Clear = 1;
-		user->QueuePacket(outapp);
-		safe_delete(outapp);
-		database.DeleteWorldContainer(worldo->m_id, zone->GetZoneID());
+		deleteItems = true;
 	}
+
+	if (deleteItems) {
+		if (worldo) {
+			container->Clear();
+			EQApplicationPacket* outapp = new EQApplicationPacket(OP_ClearObject, sizeof(ClearObject_Struct));
+			ClearObject_Struct *cos = (ClearObject_Struct *)outapp->pBuffer;
+			cos->Clear = 1;
+			user->QueuePacket(outapp);
+			safe_delete(outapp);
+			database.DeleteWorldContainer(worldo->m_id, zone->GetZoneID());
+		}
+		else {
+			// Delete items in our inventory container... 
+			for (uint8 i=0; i<10; i++){
+				const ItemInst* inst = container->GetItem(i);
+				if (inst) {
+					user->DeleteItemInInventory(Inventory::CalcSlotId(in_augment->container_slot,i),0,true);
+				}
+			}
+			// Explicitly mark container as cleared.
+			container->Clear();
+		}
+	}
 }
 
 // Perform tradeskill combine
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  #6  
Old 01-03-2011, 05:01 AM
trevius's Avatar
trevius
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Excellent work! That looks much better to me

Unless anyone sees issues with this last submission, I will get it committed as soon as I have a chance.

I will be making use of it right away as well, so it should get some good testing fairly quickly. Currently, I have a custom collapsible aug pool item that I have cast a spell and spawn an aug pool on the spot. It works well enough, but is a bit of a pain since it requires code in all zones player.pl to make sure the aug pool gets removed when the zone is emptied. It also causes aug pools to become permanent in zones that crash or if the server is shut down with one in a zone. Your new aug container will be a MUCH better permanent solution. Not only does it mean portable augmenting, but means 100% (or close) safe aug combines without item loss.

Sorry I had to give you so much hassle with the original code submission, but I think it resulted in a great solution in the end
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  #7  
Old 01-03-2011, 06:19 AM
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Quote:
Originally Posted by trevius View Post
Excellent work! That looks much better to me

Unless anyone sees issues with this last submission, I will get it committed as soon as I have a chance.

I will be making use of it right away as well, so it should get some good testing fairly quickly. Currently, I have a custom collapsible aug pool item that I have cast a spell and spawn an aug pool on the spot. It works well enough, but is a bit of a pain since it requires code in all zones player.pl to make sure the aug pool gets removed when the zone is emptied. It also causes aug pools to become permanent in zones that crash or if the server is shut down with one in a zone. Your new aug container will be a MUCH better permanent solution. Not only does it mean portable augmenting, but means 100% (or close) safe aug combines without item loss.

Sorry I had to give you so much hassle with the original code submission, but I think it resulted in a great solution in the end
Why don't you have all of your player.pl's reference a plugin/sub routine for each player.pl subroutine so you don't have to go back through all of those files to make any global changes like that again.
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  #8  
Old 01-03-2011, 01:13 PM
l0stmancd
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Quote:
Originally Posted by trevius View Post
Sorry I had to give you so much hassle with the original code submission, but I think it resulted in a great solution in the end
Don't worry about it in the slightest. You took the time to review, found a few issues, and suggested a better way that works perfectly.

Appreciate the help Trevius.
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