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codepig666
05-19-2003, 08:21 PM
Here is a better version than I last posted.

This should address guilds,z axis, gods and a couple other minor things. And I formatted spawnStruct properly this time. Much more readable. Still plenty of unknowns tho.

Post your bugs here so I can poke at the most popular stuff. I basically stopped when everything I used worked. I don't mind workin more out if needed tho.

-piggy

quackrabbit
05-19-2003, 09:38 PM
Body type doesn't seem to jive, I'll see if I can isolate it, but I'm not very good at working with this stuff at all.

codepig666
05-19-2003, 10:10 PM
This version has the bodytype in the right spot.
sorry.


struct spawnStruct
{
/*000*/ int32_t race; // race
/*004*/ char unknown004[4];
/*008*/ uint8_t class_; // class
/*009*/ uint16_t level;
/*011*/ char unknown011[1];
/*012*/ int8_t curHp;
/*013*/ char unknown013[2];
/*015*/ uint8_t NPC; // 0=player,1=npc,2=pc corpse,3=npc corpse,4=???,5=unknown spawn,10=self
/*016*/ char unknown016[6];
/*022*/ int32_t maxHp; // max hp
/*026*/ uint8_t gender; // 0=male, 1=female, 2=other
/*027*/ unsigned heading:12;
signed deltaHeading:10;
unsigned animation:10;
signed deltaX:13;
/*xxx*/ signed x:19;
/*xxx*/ signed y:19;
signed deltaY:13;
signed deltaZ:13;
/*031*/ signed z:19;
/*043*/ char unknown043[2];
/*045*/ uint16_t spawnId; // Id of spawn
/*047*/ char unknown047[3];
/*050*/ char lastName[20]; // lastname
/*070*/ char unknown070[8];
/*078*/ int32_t equipment[9]; // 0=helm, 1=chest, 2=arm, 3=bracer
// 4=hand, 5=leg 6=boot, 7=melee1, 8=melee2
/*114*/ char unknown114[4];
/*118*/ char name[64]; // name
/*182*/ int32_t dyergb[7]; // armor dye colors
/*210*/ char unknown210;
/*211*/ uint8_t light;
/*212*/ char unknown212[20];
/*232*/ int32_t guildID; // GuildID
/*236*/ char unknown236[1];
/*237*/ uint32_t typeflag; // Bodytype
/*241*/ char unknown241[4];
/*245*/ uint16_t petOwnerId;
/*247*/ char unknown247[2];
/*249*/ int16_t deity; // deity
/*251*/ char unknown251[2];
}; // 253 bytes



-piggy

Amadeus
05-19-2003, 11:13 PM
Can you confirm whether or not the CVS includes these changes Codepig?

Actually, a new thread saying "these are the updates beyond what's in the CVS" would be quite helpful :)

Catt
05-20-2003, 12:52 AM
Originally posted by Amadeus
Can you confirm whether or not the CVS includes these changes Codepig?

Actually, a new thread saying "these are the updates beyond what's in the CVS" would be quite helpful :)

Yes, that is in CVS, all it takes is a little looking to be sure.

Amadeus
05-20-2003, 03:06 AM
Not exactly true. I did look and the spawnstruct update in this thread is VERY different from what is in the CVS. Also, the newest CVS files are 36 hours old (as of when I checked a little bit ago) and Codepig has posted here numerous times in the past couple days.

My thought was that perhaps we could consolidate into one thread the stuff that is post-CVS-update so that we can manually edit our source as time goes.


/sigh ....it never fails, there always has to be a negative response to every request....


EDIT: I just rechecked the CVS and everquest.h and opcodes.h was modified between the time that I posted my first request in this thread and this time. So....just for that clarification that I havn't completely lost my mind.