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  1. #76
    Flowerew's Avatar Master Sergeant
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    Nesox, just a little note: WoWPoint seems to be 12bytes wide (vector3), but if you look at the original structure I posted I used a vector2 for direction, so either you do the same or you have to resize the 5th filler (Unk4) to 4*4bytes.

    p.s.: Oh and the last filler is 16 bytes not 20. Think it was my wrong comment in the old thread which mislead you (I also changed that).
    Last edited by Flowerew; 12-30-2009 at 10:15 AM.

    [WoW][3.3.0] Info Dump Thread
  2. #77
    !@^^@!'s Avatar Active Member
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    Originally Posted by lanman92 View Post
    Aye. (filler)
    Spanks
    (filler)

  3. #78
    lanman92's Avatar Active Member
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    Isn't the value after run speed walk speed?

  4. #79
    lwyjdgv's Avatar Member
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    how to use the idc script?
    i am a newbie.

  5. #80
    Flowerew's Avatar Master Sergeant
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    Code:
    // as of 3.3.0a (11159)
    struct QuestInfo {
      DWORD id;                     // 0x0000 - quest id
      DWORD unknown0;               // 0x0004 - 4 bytes
      DWORD level;                  // 0x0008 - quest level
      DWORD levelRequirement;       // 0x000C - minimum level requirement
      DWORD zoneId;                 // 0x0010 - zone the quest is related to
      DWORD isGroupQuest;           // 0x0014 - indicates group quests
      DWORD _filler_0[5];           // 0x0018 - 20 bytes
      DWORD followUp;               // 0x002C - follow-up quest
      DWORD unknown1;               // 0x0030 - 4 bytes
      DWORD money;                  // 0x0034 - monetary reward for the quest
      DWORD compensation;           // 0x0038 - compensation you receive on max level
      DWORD _filler_1[4];           // 0x003C - 16 bytes
      DWORD providedQuestItem;      // 0x004C - provided quest item
      DWORD unknownFlag;            // 0x0050 - probably flags like shareable and stuff
      DWORD reward[4];              // 0x0054 - rewards you receive anyway
      DWORD numReward[4];           // 0x0064 - number of times the item will be rewarded
      DWORD rewardChoice[6];        // 0x0074 - rewards you can choose from
      DWORD numRewardChoice[6];     // 0x008C - number of times the item will be rewarded
      DWORD _filler_2[4];           // 0x00A4 - 16 bytes
      char title[512];              // 0x00B4 - quest title
      char header[3000];            // 0x02B4 - quest header which give you a quick overview
      char description[3000];       // 0x0E6C - quest description
      DWORD _filler_3[128];         // 0x1A24 - 512 bytes
      DWORD objective[4];           // 0x1C24 - can be mobs or even places like in battle ground quests
      DWORD numObjective[4];        // 0x1C34 - number of times you need the objective
      DWORD questItems[6];          // 0x1C44 - quest items needed to complete the quest
      DWORD numQuestItems[6];       // 0x1C5C - amount of quest items
      DWORD _filler_4[8];           // 0x1C74 - 32 bytes
      char objectiveText0[256];     // 0x1C94 - optional objective text like "Mine Assaulted" in The Battle for Arathi Basin!
      char objectiveText1[256];     // 0x1D94 - see above
      char objectiveText2[256];     // 0x1E94 - see above
      char objectiveText3[256];     // 0x1F94 - see above
      DWORD _filler_5[4];           // 0x2094 - 16 bytes
      char turninText[3000];        // 0x20A4 - text which tells you where to turn in that quest
    };

  6. #81
    XTZGZoReX's Avatar Active Member
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    More like this:

    Code:
    #pragma pack(push, 1)
    struct QuestCache
    {
      int Id;
      int Method;
      int Level;
      int ZoneSort;
      int Type;
      int SuggestedPlayers;
      int RepFriendlyFaction;
      int RepFriendlyValue;
      int RepHostileFaction;
      int RepHostileValue;
      int NextChainQuest;
      int QuestXPId;
      int RewOrReqMoney;
      int RewMoneyMaxLvl;
      int RewSpell;
      int RewSpellCast;
      int RewardHonor;
      int SrcItemId;
      int Flags;
      int RewItemId[4];
      int RewItemCount[4];
      int RewChoiceItemId[6];
      int RewChoiceItemCount[6];
      int PointMapId;
      float PointX;
      float PointY;
      int PointOpt;
      char Title[512];
      char Objectives[3000];
      char Details[3000];
      char EndText[512];
      int ReqNpcGoId[4];
      int ReqNpcGoCount[4];
      int ReqSourceId[4];
      int ReqItemId[6];
      int ReqItemCount[6];
      char ObjectiveText[4][256];
      int CharTitleId;
      int ReqPlayersSlain;
      int RewBonusTalents;
      int RewBonusArenaPoints;
      char ReturnToText[2048];
      int RewReputationFactionId[5];
      int QuestFactionRewardIndex[5];
      int RewReputationOverride[5];
      int UnkInt;
    };
    #pragma pack(pop)

  7. #82
    Apoc's Avatar Angry Penguin
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    Originally Posted by XTZGZoReX View Post
    More like this:

    Code:
    #pragma pack(push, 1)
    struct QuestCache
    {
      int Id;
      int Method;
      int Level;
      int ZoneSort;
      int Type;
      int SuggestedPlayers;
      int RepFriendlyFaction;
      int RepFriendlyValue;
      int RepHostileFaction;
      int RepHostileValue;
      int NextChainQuest;
      int QuestXPId;
      int RewOrReqMoney;
      int RewMoneyMaxLvl;
      int RewSpell;
      int RewSpellCast;
      int RewardHonor;
      int SrcItemId;
      int Flags;
      int RewItemId[4];
      int RewItemCount[4];
      int RewChoiceItemId[6];
      int RewChoiceItemCount[6];
      int PointMapId;
      float PointX;
      float PointY;
      int PointOpt;
      char Title[512];
      char Objectives[3000];
      char Details[3000];
      char EndText[512];
      int ReqNpcGoId[4];
      int ReqNpcGoCount[4];
      int ReqSourceId[4];
      int ReqItemId[6];
      int ReqItemCount[6];
      char ObjectiveText[4][256];
      int CharTitleId;
      int ReqPlayersSlain;
      int RewBonusTalents;
      int RewBonusArenaPoints;
      char ReturnToText[2048];
      int RewReputationFactionId[5];
      int QuestFactionRewardIndex[5];
      int RewReputationOverride[5];
      int UnkInt;
    };
    #pragma pack(pop)
    Close. But you're missing some things.

    Code:
    struct QuestCacheEntry
    {
      int Id;
      int Method;
      int Level;
      int RequiredLevel;
      int AreaIdOrSortId;
      int InfoId;
      int SuggestedPlayers;
      int FriendlyFactionID;
      int FriendlyFactionAmount;
      int HostileFactionID;
      int HostileFactionAmount;
      int NextQuestId;
      int XPId;
      int RewardMoney;
      int RewardMoneyInsteadOfXp;
      int RewardSpellId;
      int EffectOnPlayer;
      int RewardHonor;
      float RewardHonorBonus;
      int StartingItemId;
      int Flags;
      int RewardItem[4];
      int RewardItemCount[4];
      int RewardChoiceItem[6];
      int RewardChoiceItemCount[6];
      int PointMapID;
      float PointX;
      float PointY;
      int PointOptional;
      char Name[512];
      char ObjectiveText[3000];
      char Description[3000];
      char EndText[512];
      int ObjectiveId[4];
      int ObjectiveRequiredCount[4];
      int CollectItemId[6];
      int CollectItemCount[6];
      int IntermediateItemId[4];
      int IntermediateItemCount[4];
      char ObjectiveText[4][256];
      int RewardTitleId;
      int RequiredPlayersKilled;
      int RewardTalentPoints;
      int RewardArenaPoints;
      char CompletionText[2048];
      int RewardReputationFaction[5];
      int FactionRewardID[5];
      int RewardReputationOverride[5];
      int Unk17;
    };
    Relevant cache reading code from WoW itself:

    Code:
    void __thiscall DbQuestCache__Unpack(QuestCacheEntry *this, CDataStore *msg)
    {
      int *v2; // ebx@1
      QuestCacheEntry *_this; // edi@1
      CDataStore *_msg; // esi@1
      int *v6; // ebx@3
      int *v8; // ebx@5
      int *v10; // ebx@7
      int *v12; // ebx@9
      int *v14; // ebx@11
      int *v16; // ebx@13
      signed int v18; // ebx@15
      char *v19; // edi@15
      signed int v20; // [sp+14h] [bp+8h]@1
      signed int v21; // [sp+14h] [bp+8h]@3
      signed int v22; // [sp+14h] [bp+8h]@5
      signed int v23; // [sp+14h] [bp+8h]@7
      signed int v24; // [sp+14h] [bp+8h]@9
      signed int v25; // [sp+14h] [bp+8h]@11
      signed int v26; // [sp+14h] [bp+8h]@13
    
      _msg = msg;
      _this = this;
      CDataStore__GetInt(msg, &this->Id);
      CDataStore__GetInt(msg, &_this->Method);
      CDataStore__GetInt(msg, &_this->Level);
      CDataStore__GetInt(msg, &_this->RequiredLevel);
      CDataStore__GetInt(msg, &_this->AreaIdOrSortId);
      CDataStore__GetInt(msg, &_this->InfoId);
      CDataStore__GetInt(msg, &_this->SuggestedPlayers);
      CDataStore__GetInt(msg, &_this->FriendlyFactionID);
      CDataStore__GetInt(msg, &_this->FriendlyFactionAmount);
      CDataStore__GetInt(msg, &_this->HostileFactionID);
      CDataStore__GetInt(msg, &_this->HostileFactionAmount);
      CDataStore__GetInt(msg, &_this->NextQuestId);
      CDataStore__GetInt(msg, &_this->XPId);
      CDataStore__GetInt(msg, &_this->RewardMoney);
      CDataStore__GetInt(msg, &_this->RewardMoneyInsteadOfXp);
      CDataStore__GetInt(msg, &_this->RewardSpellId);
      CDataStore__GetInt(msg, &_this->EffectOnPlayer);
      CDataStore__GetInt(msg, &_this->RewardHonor);
      CDataStore__GetFloat(msg, &_this->RewardHonorBonus);
      CDataStore__GetInt(msg, &_this->StartingItemId);
      CDataStore__GetInt(msg, &_this->Flags);
      CDataStore__GetInt(msg, &_this->RewardTitleId);
      CDataStore__GetInt(msg, &_this->RequiredPlayersKilled);
      CDataStore__GetInt(msg, &_this->RewardTalentPoints);
      CDataStore__GetInt(msg, &_this->RewardArenaPoints);
      CDataStore__GetInt(msg, &_this->Unk17);  // What the hell is this for?
      v2 = _this->RewardItemCount;
      v20 = 4;
      do
      {
        CDataStore__GetInt(_msg, v2 - 4);
        CDataStore__GetInt(_msg, v2);
        ++v2;
      }
      while ( v20-- != 1 );
      v6 = _this->RewardChoiceItemCount;
      v21 = 6;
      do
      {
        CDataStore__GetInt(_msg, v6 - 6);
        CDataStore__GetInt(_msg, v6);
        ++v6;
      }
      while ( v21-- != 1 );
      v8 = _this->RewardReputationFaction;
      v22 = 5;
      do
      {
        CDataStore__GetInt(_msg, v8);
        ++v8;
      }
      while ( v22-- != 1 );
      v10 = _this->FactionRewardID;
      v23 = 5;
      do
      {
        CDataStore__GetInt(_msg, v10);  
        ++v10;
      }
      while ( v23-- != 1 );
      v12 = _this->RewardReputationOverride;
      v24 = 5;
      do
      {
        CDataStore__GetInt(_msg, v12); 
        ++v12;
      }
      while ( v24-- != 1 );
      CDataStore__GetInt(_msg, &_this->PointMapID);
      CDataStore__GetFloat(_msg, &_this->PointX);
      CDataStore__GetFloat(_msg, &_this->PointY);
      CDataStore__GetInt(_msg, &_this->PointOptional);
      CDataStore__GetString(_msg, _this->Name, 512u);
      CDataStore__GetString(_msg, _this->ObjectiveText, 3000u);
      CDataStore__GetString(_msg, _this->Description, 3000u);
      CDataStore__GetString(_msg, _this->EndText, 512u);
      CDataStore__GetString(_msg, _this->CompletionText, 0x7FFFFFFFu);
      v14 = _this->ObjectiveRequiredCount;
      v25 = 4;
      do
      {
        CDataStore__GetInt(_msg, v14 - 4);
        CDataStore__GetInt(_msg, v14);
        CDataStore__GetInt(_msg, v14 + 16);
        CDataStore__GetInt(_msg, v14 + 20);
        ++v14;
      }
      while ( v25-- != 1 );
      v16 = _this->CollectItemCount;
      v26 = 6;
      do
      {
        CDataStore__GetInt(_msg, v16 - 6);
        CDataStore__GetInt(_msg, v16);
        ++v16;
      }
      while ( v26-- != 1 );
      v19 = (char *)_this->ObjectiveText;
      v18 = 4;
      do
      {
        CDataStore__GetString(_msg, v19, 0x7FFFFFFFu);
        v19 += 256;
        --v18;
      }
      while ( v18 );
    }

  8. #83
    Flowerew's Avatar Master Sergeant
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    Nice, thx apoc. Btw I didn't find any forum post dealing with quest cache, so may I ask if there's any reference thread or is that your personal work?

  9. #84
    Apoc's Avatar Angry Penguin
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    Originally Posted by Flowerew View Post
    Nice, thx apoc. Btw I didn't find any forum post dealing with quest cache, so may I ask if there's any reference thread or is that your personal work?
    Mostly personal.

    Though there isn't very much special about the entire cache system.

  10. #85
    Flowerew's Avatar Master Sergeant
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    I just wanted to know if I had missed any thread. Again thanks.

  11. #86
    JuJuBoSc's Avatar Banned for scamming CoreCoins Purchaser
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    LoginState = 0x00B02C10

    0x3 = CHAR_LIST_RETRIEVING
    0x2 = GAME_SERVER_LOGIN
    0xA = ENTERING_WORLD

  12. #87
    XTZGZoReX's Avatar Active Member
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    Close. But you're missing some things.
    Shit -- you're right. I must've been working against an older version without realizing it. Thanks for the remaining fields I was missing.

  13. #88
    qjlex's Avatar Member
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    Lua_GetState = 0x007F0AE0,
    Lua_GetLocalizedText = 0x006B5BD0;
    Game_offset = 0xCF7C00;
    Last edited by qjlex; 01-09-2010 at 01:30 AM.

  14. #89
    WannaBeProgrammer's Avatar Member
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    Is it possible to skip realm que with a PackageSend Function?

  15. #90
    lanman92's Avatar Active Member
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    Completely possible. But you may have a difficult time keeping your client up to date with what you're doing in the packets region. Might just be a FrameScript_Signal to make it work, might be more complex. Although, I'm sure there would be a simpler solution in the end.

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