Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Server Code Submissions

Reply
 
Thread Tools Display Modes
  #1  
Old 08-28-2014, 12:20 PM
Secrets's Avatar
Secrets
Demi-God
 
Join Date: May 2007
Location: b
Posts: 1,449
Default

Quote:
Originally Posted by noudess View Post
I'm still learning about the code base, so I tried to change as little as I could

When you say to use the eqstr_us.txt versions, is there a mechanism for that or are you just saying to go find those strings and put them into the code like the ones that were there (I didn't pick then strings, I used what was in the code already).

Do you want me to followup with guidance and resubmit, or am I stealing what you clean up?

Thank you.
If you could follow up yourself that'd probably do me a favor and you'd learn something in the process.

Take a look at zone/string_ids.h and the function Message_StringID. Each parameter is passed in the formatted message packet.

So when you have something like,

Quote:
1159 I don't have anything to do with %B3(13)..move along.
It references a file in the client, eqstr_us.txt - 1159 is the ID in the header, and the parameters that are in the function are directly taken from the packet.

So, instead of constructing a string, you can simply do something like this:

Code:
Message_StringID(MT_WornOff, SPELL_WORN_OFF_OF,
				spells[buffs[slot].spellid].name, GetCleanName());
which is an example of a spell <name> wearing off of a mob object with <name>

SPELL_WORN_OFF_OF is ID 436 in the eqstr_us.txt file, and looks like this for the data: Your %1 spell has worn off of %2.

%1 is a variable length null terminated parameter, as is %2, and these are filled in by the server.

Hopefully that explains a bit more in detail of what exactly to do.

Also, there's tons of areas in the code like this that are missing. General rule of thumb is check if it exists in eqstr_us.txt in some form, if not, do it manually like you were doing.

Note you cannot add entries to this file - we're using the stock version of it that is included with the box set or steam download. So it must exist there, and if it's missing from one client, you should probably go ahead and do it manually.

The reason behind this file was so SOE could conserve bytes on the wire in 1999. Still, it's good practice even in 2014 to do something like this and that's why I recommend it.
Reply With Quote
  #2  
Old 08-28-2014, 03:57 PM
noudess
Discordant
 
Join Date: Sep 2012
Location: Upstate NY
Posts: 274
Default

I'll look at that tomorrow and get back to you. I'll definitely do the work. I want to learn.

I'm working on some faction rework today.

I'll post it. Not sure if you'll want it or not. The changes are based in something i found earlier and wanted to fix.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 01:19 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3