fix(currency): SetCurrency names its source the way live did

Live filled SetCurrency's source fields per source type (16,816 decoded
live SetCurrency): pickups carry the position the client picked the
coins up at (the one in its PickupCurrency) and no source; mission,
achievement and activity rewards name the player (object and LOT 1);
vendor buys, sells and buybacks name the vendor and its LOT; trades
carry the trade ID; death, mail and everything else name nothing. No
live SetCurrency sets loot_type. DLU wrote a present source LOT of 0,
no object and a zero position for all of them.

The position is the one the client uses: for pickups it projects it to
the screen as the start of the coin counter animation
(LWOCharacterComponent::SetCurrency), so it started from the world
origin before. PickupCurrency now reads that position (the client
always sends it). The trade ID is an 8-byte object ID in the client;
DLU declared it 4 bytes, which only never broke because it was never
set.

Check: pick up coins and watch the coin counter animate from where the
coins were; buy and sell at a vendor, finish a mission and trade coins
with another player, and the coin total updates each time.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 02:55:26 -05:00
parent f7bb178c2d
commit 81db3a94ac
11 changed files with 148 additions and 28 deletions

View File

@@ -177,8 +177,8 @@ void Trade::Complete() {
// Now actually do the trade. Nothing is created or destroyed, so the economy ledger records transfers instead.
EconomyLedger::ScopedItemTransfer transfer;
characterA->SetCoins(characterA->GetCoins() - m_CoinsA + m_CoinsB, eLootSourceType::TRADE);
characterB->SetCoins(characterB->GetCoins() - m_CoinsB + m_CoinsA, eLootSourceType::TRADE);
characterA->SetCoins(characterA->GetCoins() - m_CoinsA + m_CoinsB, eLootSourceType::TRADE, CoinSource::Trade(m_TradeId));
characterB->SetCoins(characterB->GetCoins() - m_CoinsB + m_CoinsA, eLootSourceType::TRADE, CoinSource::Trade(m_TradeId));
const auto zone = Game::server ? Game::server->GetZoneID() : 0;
const auto recordCoins = [zone](const uint64_t coins, const LWOOBJID from, const LWOOBJID to) {