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https://github.com/EQEmu/Server.git
synced 2026-01-08 11:23:51 +00:00
heading, x_pos, y_pos, and z_pos replaced with m_Position in Mob
This commit is contained in:
parent
640aea24bc
commit
53602e3c61
@ -58,10 +58,10 @@ Beacon::Beacon(Mob *at_mob, int lifetime)
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caster_id = 0;
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// copy location
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x_pos = at_mob->GetX();
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y_pos = at_mob->GetY();
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z_pos = at_mob->GetZ();
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heading = at_mob->GetHeading();
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m_Position.m_X = at_mob->GetX();
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m_Position.m_Y = at_mob->GetY();
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m_Position.m_Z = at_mob->GetZ();
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m_Position.m_Heading = at_mob->GetHeading();
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if(lifetime)
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{
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@ -4122,9 +4122,9 @@ void Bot::Spawn(Client* botCharacterOwner, std::string* errorMessage) {
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this->GetBotOwner()->CastToClient()->Message(13, "%s save failed!", this->GetCleanName());
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// Spawn the bot at the bow owner's loc
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this->x_pos = botCharacterOwner->GetX();
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this->y_pos = botCharacterOwner->GetY();
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this->z_pos = botCharacterOwner->GetZ();
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this->m_Position.m_X = botCharacterOwner->GetX();
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this->m_Position.m_Y = botCharacterOwner->GetY();
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this->m_Position.m_Z = botCharacterOwner->GetZ();
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// Make the bot look at the bot owner
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FaceTarget(botCharacterOwner);
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@ -399,9 +399,9 @@ Client::~Client() {
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{
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m_pp.zone_id = m_pp.binds[0].zoneId;
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m_pp.zoneInstance = m_pp.binds[0].instance_id;
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x_pos = m_pp.binds[0].x;
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y_pos = m_pp.binds[0].y;
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z_pos = m_pp.binds[0].z;
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m_Position.m_X = m_pp.binds[0].x;
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m_Position.m_Y = m_pp.binds[0].y;
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m_Position.m_Z = m_pp.binds[0].z;
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}
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// we save right now, because the client might be zoning and the world
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@ -525,11 +525,11 @@ bool Client::Save(uint8 iCommitNow) {
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return false;
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/* Wrote current basics to PP for saves */
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m_pp.x = x_pos;
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m_pp.y = y_pos;
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m_pp.z = z_pos;
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m_pp.x = m_Position.m_X;
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m_pp.y = m_Position.m_Y;
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m_pp.z = m_Position.m_Z;
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m_pp.guildrank = guildrank;
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m_pp.heading = heading;
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m_pp.heading = m_Position.m_Heading;
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/* Mana and HP */
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if (GetHP() <= 0) {
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@ -3820,7 +3820,7 @@ void Client::Sacrifice(Client *caster)
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void Client::SendOPTranslocateConfirm(Mob *Caster, uint16 SpellID) {
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if(!Caster || PendingTranslocate)
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if(!Caster || PendingTranslocate)
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return;
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const SPDat_Spell_Struct &Spell = spells[SpellID];
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@ -4273,7 +4273,7 @@ bool Client::GroupFollow(Client* inviter) {
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{
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GetMerc()->MercJoinClientGroup();
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}
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if (inviter->IsLFP())
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{
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// If the player who invited us to a group is LFP, have them update world now that we have joined their group.
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@ -5832,7 +5832,7 @@ void Client::ProcessInspectRequest(Client* requestee, Client* requester) {
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const Item_Struct *aug_weap = inst->GetOrnamentationAug(ornamentationAugtype)->GetItem();
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strcpy(insr->itemnames[L], item->Name);
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insr->itemicons[L] = aug_weap->Icon;
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}
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}
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else {
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strcpy(insr->itemnames[L], item->Name);
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insr->itemicons[L] = item->Icon;
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@ -7460,7 +7460,7 @@ void Client::SendMercPersonalInfo()
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uint32 altCurrentType = 19; //TODO: Implement alternate currency purchases involving mercs!
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MercTemplate *mercData = &zone->merc_templates[GetMercInfo().MercTemplateID];
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int stancecount = 0;
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stancecount += zone->merc_stance_list[GetMercInfo().MercTemplateID].size();
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if(stancecount > MAX_MERC_STANCES || mercCount > MAX_MERC || mercTypeCount > MAX_MERC_GRADES)
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@ -7562,7 +7562,7 @@ void Client::SendMercPersonalInfo()
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}
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if (MERC_DEBUG > 0)
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Message(7, "Mercenary Debug: SendMercPersonalInfo Send Successful");
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SendMercMerchantResponsePacket(0);
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}
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else
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@ -1472,10 +1472,10 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app)
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/* Set Mob variables for spawn */
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class_ = m_pp.class_;
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level = m_pp.level;
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x_pos = m_pp.x;
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y_pos = m_pp.y;
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z_pos = m_pp.z;
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heading = m_pp.heading;
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m_Position.m_X = m_pp.x;
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m_Position.m_Y = m_pp.y;
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m_Position.m_Z = m_pp.z;
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m_Position.m_Heading = m_pp.heading;
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race = m_pp.race;
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base_race = m_pp.race;
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gender = m_pp.gender;
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@ -4380,9 +4380,9 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
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float dist = 0;
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float tmp;
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tmp = x_pos - ppu->x_pos;
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tmp = m_Position.m_X - ppu->x_pos;
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dist += tmp*tmp;
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tmp = y_pos - ppu->y_pos;
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tmp = m_Position.m_Y - ppu->y_pos;
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dist += tmp*tmp;
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dist = sqrt(dist);
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@ -4534,9 +4534,9 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
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//If the player has moved more than units for x or y, then we'll store
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//his pre-PPU x and y for /rewind, in case he gets stuck.
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if ((rewind_x_diff > 750) || (rewind_y_diff > 750)) {
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rewind_x = x_pos;
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rewind_y = y_pos;
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rewind_z = z_pos;
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rewind_x = m_Position.m_X;
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rewind_y = m_Position.m_Y;
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rewind_z = m_Position.m_Z;
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}
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//If the PPU was a large jump, such as a cross zone gate or Call of Hero,
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@ -4563,13 +4563,13 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
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delta_z = ppu->delta_z;
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delta_heading = ppu->delta_heading;
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if(IsTracking() && ((x_pos!=ppu->x_pos) || (y_pos!=ppu->y_pos))){
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if(IsTracking() && ((m_Position.m_X!=ppu->x_pos) || (m_Position.m_Y!=ppu->y_pos))){
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if(MakeRandomFloat(0, 100) < 70)//should be good
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CheckIncreaseSkill(SkillTracking, nullptr, -20);
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}
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// Break Hide if moving without sneaking and set rewind timer if moved
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if(ppu->y_pos != y_pos || ppu->x_pos != x_pos){
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if(ppu->y_pos != m_Position.m_Y || ppu->x_pos != m_Position.m_X){
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if((hidden || improved_hidden) && !sneaking){
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hidden = false;
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improved_hidden = false;
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@ -4589,13 +4589,14 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
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// Outgoing client packet
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float tmpheading = EQ19toFloat(ppu->heading);
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if (!FCMP(ppu->y_pos, y_pos) || !FCMP(ppu->x_pos, x_pos) || !FCMP(tmpheading, heading) || ppu->animation != animation)
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if (!FCMP(ppu->y_pos, m_Position.m_Y) || !FCMP(ppu->x_pos, m_Position.m_X) || !FCMP(tmpheading, m_Position.m_Heading) || ppu->animation != animation)
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{
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x_pos = ppu->x_pos;
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y_pos = ppu->y_pos;
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z_pos = ppu->z_pos;
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animation = ppu->animation;
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heading = tmpheading;
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m_Position.m_X = ppu->x_pos;
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m_Position.m_Y = ppu->y_pos;
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m_Position.m_Z = ppu->z_pos;
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m_Position.m_Heading = tmpheading;
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animation = ppu->animation;
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EQApplicationPacket* outapp = new EQApplicationPacket(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
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PlayerPositionUpdateServer_Struct* ppu = (PlayerPositionUpdateServer_Struct*)outapp->pBuffer;
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@ -4609,7 +4610,7 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
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if(zone->watermap)
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{
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if(zone->watermap->InLiquid(x_pos, y_pos, z_pos))
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if(zone->watermap->InLiquid(m_Position.m_X, m_Position.m_Y, m_Position.m_Z))
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{
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CheckIncreaseSkill(SkillSwimming, nullptr, -17);
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}
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@ -6607,7 +6608,7 @@ void Client::Handle_OP_GroupFollow2(const EQApplicationPacket *app)
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GroupGeneric_Struct* gf = (GroupGeneric_Struct*)app->pBuffer;
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Mob* inviter = entity_list.GetClientByName(gf->name1);
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// Inviter and Invitee are in the same zone
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if (inviter != nullptr && inviter->IsClient())
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{
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@ -6622,7 +6623,7 @@ void Client::Handle_OP_GroupFollow2(const EQApplicationPacket *app)
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{
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// Inviter is in another zone - Remove merc from group now if any
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LeaveGroup();
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ServerPacket* pack = new ServerPacket(ServerOP_GroupFollow, sizeof(ServerGroupFollow_Struct));
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ServerGroupFollow_Struct *sgfs = (ServerGroupFollow_Struct *)pack->pBuffer;
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sgfs->CharacterID = CharacterID();
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@ -8019,7 +8020,7 @@ void Client::Handle_OP_InspectAnswer(const EQApplicationPacket *app)
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InspectResponse_Struct* insr = (InspectResponse_Struct*)outapp->pBuffer;
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Mob* tmp = entity_list.GetMob(insr->TargetID);
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const Item_Struct* item = nullptr;
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int ornamentationAugtype = RuleI(Character, OrnamentationAugmentType);
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for (int16 L = EmuConstants::EQUIPMENT_BEGIN; L <= MainWaist; L++) {
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const ItemInst* inst = GetInv().GetItem(L);
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@ -12807,9 +12808,9 @@ void Client::Handle_OP_SwapSpell(const EQApplicationPacket *app)
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m_pp.spell_book[swapspell->from_slot] = m_pp.spell_book[swapspell->to_slot];
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m_pp.spell_book[swapspell->to_slot] = swapspelltemp;
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/* Save Spell Swaps */
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/* Save Spell Swaps */
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if (!database.SaveCharacterSpell(this->CharacterID(), m_pp.spell_book[swapspell->from_slot], swapspell->from_slot)){
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database.DeleteCharacterSpell(this->CharacterID(), m_pp.spell_book[swapspell->from_slot], swapspell->from_slot);
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database.DeleteCharacterSpell(this->CharacterID(), m_pp.spell_book[swapspell->from_slot], swapspell->from_slot);
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}
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if (!database.SaveCharacterSpell(this->CharacterID(), swapspelltemp, swapspell->to_slot)){
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database.DeleteCharacterSpell(this->CharacterID(), swapspelltemp, swapspell->to_slot);
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@ -13595,7 +13596,7 @@ void Client::Handle_OP_Translocate(const EQApplicationPacket *app)
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}
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Translocate_Struct *its = (Translocate_Struct*)app->pBuffer;
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if (!PendingTranslocate)
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if (!PendingTranslocate)
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return;
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if ((RuleI(Spells, TranslocateTimeLimit) > 0) && (time(nullptr) > (TranslocateTime + RuleI(Spells, TranslocateTimeLimit)))) {
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@ -13616,7 +13617,7 @@ void Client::Handle_OP_Translocate(const EQApplicationPacket *app)
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// to the bind coords it has from the PlayerProfile, but with the X and Y reversed. I suspect they are
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// reversed in the pp, and since spells like Gate are handled serverside, this has not mattered before.
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if (((SpellID == 1422) || (SpellID == 1334) || (SpellID == 3243)) &&
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(zone->GetZoneID() == PendingTranslocateData.zone_id &&
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(zone->GetZoneID() == PendingTranslocateData.zone_id &&
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zone->GetInstanceID() == PendingTranslocateData.instance_id))
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{
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PendingTranslocate = false;
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@ -13627,7 +13628,7 @@ void Client::Handle_OP_Translocate(const EQApplicationPacket *app)
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////Was sending the packet back to initiate client zone...
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////but that could be abusable, so lets go through proper channels
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MovePC(PendingTranslocateData.zone_id, PendingTranslocateData.instance_id,
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PendingTranslocateData.x, PendingTranslocateData.y,
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PendingTranslocateData.x, PendingTranslocateData.y,
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PendingTranslocateData.z, PendingTranslocateData.heading, 0, ZoneSolicited);
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}
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}
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@ -188,7 +188,7 @@ bool Client::Process() {
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GetMerc()->Save();
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GetMerc()->Depop();
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}
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Raid *myraid = entity_list.GetRaidByClient(this);
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if (myraid)
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{
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@ -581,7 +581,7 @@ bool Client::Process() {
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if(projectile_timer.Check())
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SpellProjectileEffect();
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if(spellbonuses.GravityEffect == 1) {
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if(gravity_timer.Check())
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DoGravityEffect();
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@ -800,32 +800,32 @@ void Client::OnDisconnect(bool hard_disconnect) {
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if (MyRaid)
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MyRaid->MemberZoned(this);
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parse->EventPlayer(EVENT_DISCONNECT, this, "", 0);
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parse->EventPlayer(EVENT_DISCONNECT, this, "", 0);
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/* QS: PlayerLogConnectDisconnect */
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if (RuleB(QueryServ, PlayerLogConnectDisconnect)){
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std::string event_desc = StringFormat("Disconnect :: in zoneid:%i instid:%i", this->GetZoneID(), this->GetInstanceID());
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QServ->PlayerLogEvent(Player_Log_Connect_State, this->CharacterID(), event_desc);
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}
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}
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}
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Mob *Other = trade->With();
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Mob *Other = trade->With();
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if(Other)
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{
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mlog(TRADING__CLIENT, "Client disconnected during a trade. Returning their items.");
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mlog(TRADING__CLIENT, "Client disconnected during a trade. Returning their items.");
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FinishTrade(this);
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if(Other->IsClient())
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Other->CastToClient()->FinishTrade(Other);
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/* Reset both sides of the trade */
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trade->Reset();
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trade->Reset();
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Other->trade->Reset();
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}
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database.SetFirstLogon(CharacterID(), 0); //We change firstlogon status regardless of if a player logs out to zone or not, because we only want to trigger it on their first login from world.
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/* Remove ourself from all proximities */
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/* Remove ourself from all proximities */
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ClearAllProximities();
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EQApplicationPacket *outapp = new EQApplicationPacket(OP_LogoutReply);
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@ -1570,7 +1570,7 @@ void Client::OPMoveCoin(const EQApplicationPacket* app)
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if (from_bucket == &m_pp.platinum_shared)
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amount_to_add = 0 - amount_to_take;
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database.SetSharedPlatinum(AccountID(),amount_to_add);
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database.SetSharedPlatinum(AccountID(),amount_to_add);
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}
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}
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else{
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@ -1756,7 +1756,7 @@ void Client::OPGMTrainSkill(const EQApplicationPacket *app)
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}
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SetSkill(skill, t_level);
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} else {
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} else {
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switch(skill) {
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case SkillBrewing:
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case SkillMakePoison:
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@ -1958,7 +1958,7 @@ void Client::DoEnduranceUpkeep() {
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int upkeep_sum = 0;
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int cost_redux = spellbonuses.EnduranceReduction + itembonuses.EnduranceReduction + aabonuses.EnduranceReduction;
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bool has_effect = false;
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uint32 buffs_i;
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uint32 buff_count = GetMaxTotalSlots();
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@ -2144,9 +2144,9 @@ void Client::HandleRespawnFromHover(uint32 Option)
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if (corpse)
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{
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x_pos = corpse->GetX();
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y_pos = corpse->GetY();
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z_pos = corpse->GetZ();
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m_Position.m_X = corpse->GetX();
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m_Position.m_Y = corpse->GetY();
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m_Position.m_Z = corpse->GetZ();
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}
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EQApplicationPacket* outapp = new EQApplicationPacket(OP_ZonePlayerToBind, sizeof(ZonePlayerToBind_Struct) + 10);
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@ -2199,10 +2199,10 @@ void Client::HandleRespawnFromHover(uint32 Option)
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SetMana(GetMaxMana());
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SetEndurance(GetMaxEndurance());
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x_pos = chosen->x;
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y_pos = chosen->y;
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z_pos = chosen->z;
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heading = chosen->heading;
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m_Position.m_X = chosen->x;
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m_Position.m_Y = chosen->y;
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m_Position.m_Z = chosen->z;
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m_Position.m_Heading = chosen->heading;
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ClearHover();
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entity_list.RefreshClientXTargets(this);
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@ -2212,7 +2212,7 @@ void Client::HandleRespawnFromHover(uint32 Option)
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//After they've respawned into the same zone, trigger EVENT_RESPAWN
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parse->EventPlayer(EVENT_RESPAWN, this, static_cast<std::string>(itoa(Option)), is_rez ? 1 : 0);
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//Pop Rez option from the respawn options list;
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//Pop Rez option from the respawn options list;
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//easiest way to make sure it stays at the end and
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//doesn't disrupt adding/removing scripted options
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respawn_options.pop_back();
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@ -249,15 +249,15 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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0, // uint8 in_qglobal,
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0, // uint8 in_maxlevel,
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0 // uint32 in_scalerate
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),
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),
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corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)),
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corpse_res_timer(RuleI(Character, CorpseResTimeMS)),
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corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
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corpse_graveyard_timer(RuleI(Zone, GraveyardTimeMS)),
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loot_cooldown_timer(10)
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loot_cooldown_timer(10)
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{
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int i;
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PlayerProfile_Struct *pp = &client->GetPP();
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ItemInst *item;
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|
||||
@ -287,7 +287,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
|
||||
platinum = 0;
|
||||
|
||||
strcpy(orgname, pp->name);
|
||||
strcpy(name, pp->name);
|
||||
strcpy(name, pp->name);
|
||||
|
||||
/* become_npc was not being initialized which led to some pretty funky things with newly created corpses */
|
||||
become_npc = false;
|
||||
@ -295,8 +295,8 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
|
||||
SetPKItem(0);
|
||||
|
||||
/* Check Rule to see if we can leave corpses */
|
||||
if(!RuleB(Character, LeaveNakedCorpses) ||
|
||||
RuleB(Character, LeaveCorpses) &&
|
||||
if(!RuleB(Character, LeaveNakedCorpses) ||
|
||||
RuleB(Character, LeaveCorpses) &&
|
||||
GetLevel() >= RuleI(Character, DeathItemLossLevel)) {
|
||||
// cash
|
||||
// Let's not move the cash when 'RespawnFromHover = true' && 'client->GetClientVersion() < EQClientSoF' since the client doesn't.
|
||||
@ -589,7 +589,7 @@ bool Corpse::Save() {
|
||||
ItemList::iterator cur, end;
|
||||
cur = itemlist.begin();
|
||||
end = itemlist.end();
|
||||
for (; cur != end; ++cur) {
|
||||
for (; cur != end; ++cur) {
|
||||
ServerLootItem_Struct* item = *cur;
|
||||
item->equip_slot = ServerToCorpseSlot(item->equip_slot); // temp hack until corpse blobs are removed
|
||||
memcpy((char*)&dbpc->items[x++], (char*)item, sizeof(ServerLootItem_Struct));
|
||||
@ -597,11 +597,11 @@ bool Corpse::Save() {
|
||||
|
||||
/* Create New Corpse*/
|
||||
if (corpse_db_id == 0) {
|
||||
corpse_db_id = database.SaveCharacterCorpse(char_id, orgname, zone->GetZoneID(), zone->GetInstanceID(), dbpc, x_pos, y_pos, z_pos, heading);
|
||||
corpse_db_id = database.SaveCharacterCorpse(char_id, orgname, zone->GetZoneID(), zone->GetInstanceID(), dbpc, m_Position.m_X, m_Position.m_Y, m_Position.m_Z, m_Position.m_Heading);
|
||||
}
|
||||
/* Update Corpse Data */
|
||||
else{
|
||||
corpse_db_id = database.UpdateCharacterCorpse(corpse_db_id, char_id, orgname, zone->GetZoneID(), zone->GetInstanceID(), dbpc, x_pos, y_pos, z_pos, heading, IsRezzed());
|
||||
corpse_db_id = database.UpdateCharacterCorpse(corpse_db_id, char_id, orgname, zone->GetZoneID(), zone->GetInstanceID(), dbpc, m_Position.m_X, m_Position.m_Y, m_Position.m_Z, m_Position.m_Heading, IsRezzed());
|
||||
}
|
||||
|
||||
safe_delete_array(dbpc);
|
||||
@ -611,8 +611,8 @@ bool Corpse::Save() {
|
||||
|
||||
void Corpse::Delete() {
|
||||
if (IsPlayerCorpse() && corpse_db_id != 0)
|
||||
database.DeleteCharacterCorpse(corpse_db_id);
|
||||
|
||||
database.DeleteCharacterCorpse(corpse_db_id);
|
||||
|
||||
corpse_db_id = 0;
|
||||
player_corpse_depop = true;
|
||||
}
|
||||
@ -717,7 +717,7 @@ void Corpse::RemoveItem(uint16 lootslot) {
|
||||
}
|
||||
|
||||
void Corpse::RemoveItem(ServerLootItem_Struct* item_data){
|
||||
uint8 material;
|
||||
uint8 material;
|
||||
ItemList::iterator cur,end;
|
||||
cur = itemlist.begin();
|
||||
end = itemlist.end();
|
||||
@ -925,7 +925,7 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
|
||||
}
|
||||
|
||||
RemoveCash();
|
||||
Save();
|
||||
Save();
|
||||
}
|
||||
|
||||
outapp->priority = 6;
|
||||
@ -1081,7 +1081,7 @@ void Corpse::LootItem(Client* client, const EQApplicationPacket* app) {
|
||||
}
|
||||
|
||||
if (item != 0) {
|
||||
if (item_data){
|
||||
if (item_data){
|
||||
inst = database.CreateItem(item, item_data ? item_data->charges : 0, item_data->aug_1, item_data->aug_2, item_data->aug_3, item_data->aug_4, item_data->aug_5);
|
||||
}
|
||||
else {
|
||||
@ -1156,7 +1156,7 @@ void Corpse::LootItem(Client* client, const EQApplicationPacket* app) {
|
||||
/* Delete needs to be before RemoveItem because its deletes the pointer for item_data/bag_item_data */
|
||||
database.DeleteItemOffCharacterCorpse(this->corpse_db_id, item_data->equip_slot, item_data->item_id);
|
||||
/* Delete Item Instance */
|
||||
RemoveItem(item_data->lootslot);
|
||||
RemoveItem(item_data->lootslot);
|
||||
}
|
||||
|
||||
/* Remove Bag Contents */
|
||||
@ -1164,9 +1164,9 @@ void Corpse::LootItem(Client* client, const EQApplicationPacket* app) {
|
||||
for (int i = SUB_BEGIN; i < EmuConstants::ITEM_CONTAINER_SIZE; i++) {
|
||||
if (bag_item_data[i]) {
|
||||
/* Delete needs to be before RemoveItem because its deletes the pointer for item_data/bag_item_data */
|
||||
database.DeleteItemOffCharacterCorpse(this->corpse_db_id, bag_item_data[i]->equip_slot, bag_item_data[i]->item_id);
|
||||
database.DeleteItemOffCharacterCorpse(this->corpse_db_id, bag_item_data[i]->equip_slot, bag_item_data[i]->item_id);
|
||||
/* Delete Item Instance */
|
||||
RemoveItem(bag_item_data[i]);
|
||||
RemoveItem(bag_item_data[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1241,7 +1241,7 @@ void Corpse::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
|
||||
ns->spawn.NPC = 2;
|
||||
}
|
||||
|
||||
void Corpse::QueryLoot(Client* to) {
|
||||
void Corpse::QueryLoot(Client* to) {
|
||||
int x = 0, y = 0; // x = visible items, y = total items
|
||||
to->Message(0, "Coin: %ip, %ig, %is, %ic", platinum, gold, silver, copper);
|
||||
|
||||
@ -1415,10 +1415,10 @@ void Corpse::LoadPlayerCorpseDecayTime(uint32 corpse_db_id){
|
||||
|
||||
/*
|
||||
** Corpse slot translations are needed until corpse database blobs are converted
|
||||
**
|
||||
**
|
||||
** To account for the addition of MainPowerSource, MainGeneral9 and MainGeneral10 into
|
||||
** the contiguous possessions slot enumeration, the following designations will be used:
|
||||
**
|
||||
**
|
||||
** Designatiom Server Corpse Offset
|
||||
** --------------------------------------------------
|
||||
** MainCharm 0 0 0
|
||||
@ -1518,4 +1518,4 @@ int16 Corpse::CorpseToServerSlot(int16 corpse_slot)
|
||||
return corpse_slot;
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
@ -225,15 +225,15 @@ bool Client::CanFish() {
|
||||
HeadingDegrees = (int) ((GetHeading()*360)/256);
|
||||
HeadingDegrees = HeadingDegrees % 360;
|
||||
|
||||
RodX = x_pos + RodLength * sin(HeadingDegrees * M_PI/180.0f);
|
||||
RodY = y_pos + RodLength * cos(HeadingDegrees * M_PI/180.0f);
|
||||
RodX = m_Position.m_X + RodLength * sin(HeadingDegrees * M_PI/180.0f);
|
||||
RodY = m_Position.m_Y + RodLength * cos(HeadingDegrees * M_PI/180.0f);
|
||||
|
||||
// Do BestZ to find where the line hanging from the rod intersects the water (if it is water).
|
||||
// and go 1 unit into the water.
|
||||
Map::Vertex dest;
|
||||
dest.x = RodX;
|
||||
dest.y = RodY;
|
||||
dest.z = z_pos+10;
|
||||
dest.z = m_Position.m_Z+10;
|
||||
|
||||
RodZ = zone->zonemap->FindBestZ(dest, nullptr) + 4;
|
||||
bool in_lava = zone->watermap->InLava(RodX, RodY, RodZ);
|
||||
@ -243,7 +243,7 @@ bool Client::CanFish() {
|
||||
Message_StringID(MT_Skills, FISHING_LAVA); //Trying to catch a fire elemental or something?
|
||||
return false;
|
||||
}
|
||||
if((!in_water) || (z_pos-RodZ)>LineLength) { //Didn't hit the water OR the water is too far below us
|
||||
if((!in_water) || (m_Position.m_Z-RodZ)>LineLength) { //Didn't hit the water OR the water is too far below us
|
||||
Message_StringID(MT_Skills, FISHING_LAND); //Trying to catch land sharks perhaps?
|
||||
return false;
|
||||
}
|
||||
|
||||
102
zone/mob.cpp
102
zone/mob.cpp
@ -157,10 +157,10 @@ Mob::Mob(const char* in_name,
|
||||
if (runspeed < 0 || runspeed > 20)
|
||||
runspeed = 1.25f;
|
||||
|
||||
heading = in_heading;
|
||||
x_pos = in_x_pos;
|
||||
y_pos = in_y_pos;
|
||||
z_pos = in_z_pos;
|
||||
m_Position.m_Heading = in_heading;
|
||||
m_Position.m_X = in_x_pos;
|
||||
m_Position.m_Y = in_y_pos;
|
||||
m_Position.m_Z = in_z_pos;
|
||||
light = in_light;
|
||||
texture = in_texture;
|
||||
helmtexture = in_helmtexture;
|
||||
@ -373,7 +373,7 @@ Mob::Mob(const char* in_name,
|
||||
m_targetable = true;
|
||||
|
||||
targetring_x = 0.0f;
|
||||
targetring_y = 0.0f;
|
||||
targetring_y = 0.0f;
|
||||
targetring_z = 0.0f;
|
||||
|
||||
flymode = FlyMode3;
|
||||
@ -882,10 +882,10 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
|
||||
strn0cpy(ns->spawn.lastName, lastname, sizeof(ns->spawn.lastName));
|
||||
}
|
||||
|
||||
ns->spawn.heading = FloatToEQ19(heading);
|
||||
ns->spawn.x = FloatToEQ19(x_pos);//((int32)x_pos)<<3;
|
||||
ns->spawn.y = FloatToEQ19(y_pos);//((int32)y_pos)<<3;
|
||||
ns->spawn.z = FloatToEQ19(z_pos);//((int32)z_pos)<<3;
|
||||
ns->spawn.heading = FloatToEQ19(m_Position.m_Heading);
|
||||
ns->spawn.x = FloatToEQ19(m_Position.m_X);//((int32)x_pos)<<3;
|
||||
ns->spawn.y = FloatToEQ19(m_Position.m_Y);//((int32)y_pos)<<3;
|
||||
ns->spawn.z = FloatToEQ19(m_Position.m_Z);//((int32)z_pos)<<3;
|
||||
ns->spawn.spawnId = GetID();
|
||||
ns->spawn.curHp = static_cast<uint8>(GetHPRatio());
|
||||
ns->spawn.max_hp = 100; //this field needs a better name
|
||||
@ -1211,13 +1211,13 @@ void Mob::SendPosUpdate(uint8 iSendToSelf) {
|
||||
void Mob::MakeSpawnUpdateNoDelta(PlayerPositionUpdateServer_Struct *spu){
|
||||
memset(spu,0xff,sizeof(PlayerPositionUpdateServer_Struct));
|
||||
spu->spawn_id = GetID();
|
||||
spu->x_pos = FloatToEQ19(x_pos);
|
||||
spu->y_pos = FloatToEQ19(y_pos);
|
||||
spu->z_pos = FloatToEQ19(z_pos);
|
||||
spu->x_pos = FloatToEQ19(m_Position.m_X);
|
||||
spu->y_pos = FloatToEQ19(m_Position.m_Y);
|
||||
spu->z_pos = FloatToEQ19(m_Position.m_Z);
|
||||
spu->delta_x = NewFloatToEQ13(0);
|
||||
spu->delta_y = NewFloatToEQ13(0);
|
||||
spu->delta_z = NewFloatToEQ13(0);
|
||||
spu->heading = FloatToEQ19(heading);
|
||||
spu->heading = FloatToEQ19(m_Position.m_Heading);
|
||||
spu->animation = 0;
|
||||
spu->delta_heading = NewFloatToEQ13(0);
|
||||
spu->padding0002 =0;
|
||||
@ -1230,13 +1230,13 @@ void Mob::MakeSpawnUpdateNoDelta(PlayerPositionUpdateServer_Struct *spu){
|
||||
// this is for SendPosUpdate()
|
||||
void Mob::MakeSpawnUpdate(PlayerPositionUpdateServer_Struct* spu) {
|
||||
spu->spawn_id = GetID();
|
||||
spu->x_pos = FloatToEQ19(x_pos);
|
||||
spu->y_pos = FloatToEQ19(y_pos);
|
||||
spu->z_pos = FloatToEQ19(z_pos);
|
||||
spu->x_pos = FloatToEQ19(m_Position.m_X);
|
||||
spu->y_pos = FloatToEQ19(m_Position.m_Y);
|
||||
spu->z_pos = FloatToEQ19(m_Position.m_Z);
|
||||
spu->delta_x = NewFloatToEQ13(delta_x);
|
||||
spu->delta_y = NewFloatToEQ13(delta_y);
|
||||
spu->delta_z = NewFloatToEQ13(delta_z);
|
||||
spu->heading = FloatToEQ19(heading);
|
||||
spu->heading = FloatToEQ19(m_Position.m_Heading);
|
||||
spu->padding0002 =0;
|
||||
spu->padding0006 =7;
|
||||
spu->padding0014 =0x7f;
|
||||
@ -1361,11 +1361,11 @@ void Mob::GMMove(float x, float y, float z, float heading, bool SendUpdate) {
|
||||
entity_list.ProcessMove(CastToNPC(), x, y, z);
|
||||
}
|
||||
|
||||
x_pos = x;
|
||||
y_pos = y;
|
||||
z_pos = z;
|
||||
if (heading != 0.01)
|
||||
this->heading = heading;
|
||||
m_Position.m_X = x;
|
||||
m_Position.m_Y = y;
|
||||
m_Position.m_Z = z;
|
||||
if (m_Position.m_Heading != 0.01)
|
||||
this->m_Position.m_Heading = heading;
|
||||
if(IsNPC())
|
||||
CastToNPC()->SaveGuardSpot(true);
|
||||
if(SendUpdate)
|
||||
@ -2062,9 +2062,9 @@ bool Mob::CanThisClassBlock(void) const
|
||||
}
|
||||
|
||||
float Mob::Dist(const Mob &other) const {
|
||||
float xDiff = other.x_pos - x_pos;
|
||||
float yDiff = other.y_pos - y_pos;
|
||||
float zDiff = other.z_pos - z_pos;
|
||||
float xDiff = other.m_Position.m_X - m_Position.m_X;
|
||||
float yDiff = other.m_Position.m_Y - m_Position.m_Y;
|
||||
float zDiff = other.m_Position.m_Z - m_Position.m_Z;
|
||||
|
||||
return sqrtf( (xDiff * xDiff)
|
||||
+ (yDiff * yDiff)
|
||||
@ -2072,17 +2072,17 @@ float Mob::Dist(const Mob &other) const {
|
||||
}
|
||||
|
||||
float Mob::DistNoZ(const Mob &other) const {
|
||||
float xDiff = other.x_pos - x_pos;
|
||||
float yDiff = other.y_pos - y_pos;
|
||||
float xDiff = other.m_Position.m_X - m_Position.m_X;
|
||||
float yDiff = other.m_Position.m_Y - m_Position.m_Y;
|
||||
|
||||
return sqrtf( (xDiff * xDiff)
|
||||
+ (yDiff * yDiff) );
|
||||
}
|
||||
|
||||
float Mob::DistNoRoot(const Mob &other) const {
|
||||
float xDiff = other.x_pos - x_pos;
|
||||
float yDiff = other.y_pos - y_pos;
|
||||
float zDiff = other.z_pos - z_pos;
|
||||
float xDiff = other.m_Position.m_X - m_Position.m_X;
|
||||
float yDiff = other.m_Position.m_Y - m_Position.m_Y;
|
||||
float zDiff = other.m_Position.m_Z - m_Position.m_Z;
|
||||
|
||||
return ( (xDiff * xDiff)
|
||||
+ (yDiff * yDiff)
|
||||
@ -2090,9 +2090,9 @@ float Mob::DistNoRoot(const Mob &other) const {
|
||||
}
|
||||
|
||||
float Mob::DistNoRoot(float x, float y, float z) const {
|
||||
float xDiff = x - x_pos;
|
||||
float yDiff = y - y_pos;
|
||||
float zDiff = z - z_pos;
|
||||
float xDiff = x - m_Position.m_X;
|
||||
float yDiff = y - m_Position.m_Y;
|
||||
float zDiff = z - m_Position.m_Z;
|
||||
|
||||
return ( (xDiff * xDiff)
|
||||
+ (yDiff * yDiff)
|
||||
@ -2100,15 +2100,15 @@ float Mob::DistNoRoot(float x, float y, float z) const {
|
||||
}
|
||||
|
||||
float Mob::DistNoRootNoZ(float x, float y) const {
|
||||
float xDiff = x - x_pos;
|
||||
float yDiff = y - y_pos;
|
||||
float xDiff = x - m_Position.m_X;
|
||||
float yDiff = y - m_Position.m_Y;
|
||||
|
||||
return ( (xDiff * xDiff) + (yDiff * yDiff) );
|
||||
}
|
||||
|
||||
float Mob::DistNoRootNoZ(const Mob &other) const {
|
||||
float xDiff = other.x_pos - x_pos;
|
||||
float yDiff = other.y_pos - y_pos;
|
||||
float xDiff = other.m_Position.m_X - m_Position.m_X;
|
||||
float yDiff = other.m_Position.m_Y - m_Position.m_Y;
|
||||
|
||||
return ( (xDiff * xDiff) + (yDiff * yDiff) );
|
||||
}
|
||||
@ -2253,7 +2253,7 @@ bool Mob::HateSummon() {
|
||||
entity_list.MessageClose(this, true, 500, MT_Say, "%s says,'You will not evade me, %s!' ", GetCleanName(), target->GetCleanName() );
|
||||
|
||||
if (target->IsClient()) {
|
||||
target->CastToClient()->MovePC(zone->GetZoneID(), zone->GetInstanceID(), x_pos, y_pos, z_pos, target->GetHeading(), 0, SummonPC);
|
||||
target->CastToClient()->MovePC(zone->GetZoneID(), zone->GetInstanceID(), m_Position.m_X, m_Position.m_Y, m_Position.m_Z, target->GetHeading(), 0, SummonPC);
|
||||
}
|
||||
else {
|
||||
#ifdef BOTS
|
||||
@ -2266,7 +2266,7 @@ bool Mob::HateSummon() {
|
||||
|
||||
}
|
||||
#endif //BOTS
|
||||
target->GMMove(x_pos, y_pos, z_pos, target->GetHeading());
|
||||
target->GMMove(m_Position.m_X, m_Position.m_Y, m_Position.m_Z, target->GetHeading());
|
||||
}
|
||||
|
||||
return true;
|
||||
@ -2614,9 +2614,9 @@ void Mob::Warp( float x, float y, float z )
|
||||
entity_list.ProcessMove(CastToNPC(), x, y, z);
|
||||
}
|
||||
|
||||
x_pos = x;
|
||||
y_pos = y;
|
||||
z_pos = z;
|
||||
m_Position.m_X = x;
|
||||
m_Position.m_Y = y;
|
||||
m_Position.m_Z = z;
|
||||
|
||||
Mob* target = GetTarget();
|
||||
if (target) {
|
||||
@ -2829,9 +2829,9 @@ float Mob::FindGroundZ(float new_x, float new_y, float z_offset)
|
||||
if (zone->zonemap != nullptr)
|
||||
{
|
||||
Map::Vertex me;
|
||||
me.x = new_x;
|
||||
me.y = new_y;
|
||||
me.z = z_pos+z_offset;
|
||||
me.x = m_Position.m_X;
|
||||
me.y = m_Position.m_Y;
|
||||
me.z = m_Position.m_Z + z_offset;
|
||||
Map::Vertex hit;
|
||||
float best_z = zone->zonemap->FindBestZ(me, &hit);
|
||||
if (best_z != -999999)
|
||||
@ -2849,9 +2849,9 @@ float Mob::GetGroundZ(float new_x, float new_y, float z_offset)
|
||||
if (zone->zonemap != 0)
|
||||
{
|
||||
Map::Vertex me;
|
||||
me.x = new_x;
|
||||
me.y = new_y;
|
||||
me.z = z_pos+z_offset;
|
||||
me.x = m_Position.m_X;
|
||||
me.y = m_Position.m_Y;
|
||||
me.z = m_Position.m_Z+z_offset;
|
||||
Map::Vertex hit;
|
||||
float best_z = zone->zonemap->FindBestZ(me, &hit);
|
||||
if (best_z != -999999)
|
||||
@ -3068,7 +3068,7 @@ bool Mob::TrySpellTrigger(Mob *target, uint32 spell_id, int effect)
|
||||
{
|
||||
if(!target || !IsValidSpell(spell_id))
|
||||
return false;
|
||||
|
||||
|
||||
int spell_trig = 0;
|
||||
// Count all the percentage chances to trigger for all effects
|
||||
for(int i = 0; i < EFFECT_COUNT; i++)
|
||||
@ -5060,7 +5060,7 @@ int32 Mob::GetSpellStat(uint32 spell_id, const char *identifier, uint8 slot)
|
||||
|
||||
if (slot < 4){
|
||||
if (id == "components") { spells[spell_id].components[slot];}
|
||||
else if (id == "component_counts") {spells[spell_id].component_counts[slot];}
|
||||
else if (id == "component_counts") {spells[spell_id].component_counts[slot];}
|
||||
else if (id == "NoexpendReagent") {spells[spell_id].NoexpendReagent[slot];}
|
||||
}
|
||||
|
||||
@ -5138,7 +5138,7 @@ int32 Mob::GetSpellStat(uint32 spell_id, const char *identifier, uint8 slot)
|
||||
else if (id == "max_dist") {stat = static_cast<int32>(spells[spell_id].max_dist); }
|
||||
else if (id == "min_range") {stat = static_cast<int32>(spells[spell_id].min_range); }
|
||||
else if (id == "DamageShieldType") {stat = spells[spell_id].DamageShieldType; }
|
||||
|
||||
|
||||
return stat;
|
||||
}
|
||||
|
||||
|
||||
42
zone/mob.h
42
zone/mob.h
@ -23,6 +23,7 @@
|
||||
#include "entity.h"
|
||||
#include "hate_list.h"
|
||||
#include "pathing.h"
|
||||
#include "position.h"
|
||||
#include <set>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
@ -176,7 +177,7 @@ public:
|
||||
bool IsInvisible(Mob* other = 0) const;
|
||||
void SetInvisible(uint8 state);
|
||||
bool AttackAnimation(SkillUseTypes &skillinuse, int Hand, const ItemInst* weapon);
|
||||
|
||||
|
||||
//Song
|
||||
bool UseBardSpellLogic(uint16 spell_id = 0xffff, int slot = -1);
|
||||
bool ApplyNextBardPulse(uint16 spell_id, Mob *spell_target, uint16 slot);
|
||||
@ -392,10 +393,10 @@ public:
|
||||
((static_cast<float>(cur_mana) / max_mana) * 100); }
|
||||
virtual int32 CalcMaxMana();
|
||||
uint32 GetNPCTypeID() const { return npctype_id; }
|
||||
inline const float GetX() const { return x_pos; }
|
||||
inline const float GetY() const { return y_pos; }
|
||||
inline const float GetZ() const { return z_pos; }
|
||||
inline const float GetHeading() const { return heading; }
|
||||
inline const float GetX() const { return m_Position.m_X; }
|
||||
inline const float GetY() const { return m_Position.m_Y; }
|
||||
inline const float GetZ() const { return m_Position.m_Z; }
|
||||
inline const float GetHeading() const { return m_Position.m_Heading; }
|
||||
inline const float GetSize() const { return size; }
|
||||
inline const float GetBaseSize() const { return base_size; }
|
||||
inline const float GetTarX() const { return tarx; }
|
||||
@ -437,8 +438,8 @@ public:
|
||||
void MakeSpawnUpdate(PlayerPositionUpdateServer_Struct* spu);
|
||||
void SendPosition();
|
||||
void SetFlyMode(uint8 flymode);
|
||||
inline void Teleport(Map::Vertex NewPosition) { x_pos = NewPosition.x; y_pos = NewPosition.y;
|
||||
z_pos = NewPosition.z; };
|
||||
inline void Teleport(Map::Vertex NewPosition) { m_Position.m_X = NewPosition.x; m_Position.m_Y = NewPosition.y;
|
||||
m_Position.m_Z = NewPosition.z; };
|
||||
|
||||
//AI
|
||||
static uint32 GetLevelCon(uint8 mylevel, uint8 iOtherLevel);
|
||||
@ -459,8 +460,8 @@ public:
|
||||
bool IsEngaged() { return(!hate_list.IsEmpty()); }
|
||||
bool HateSummon();
|
||||
void FaceTarget(Mob* MobToFace = 0);
|
||||
void SetHeading(float iHeading) { if(heading != iHeading) { pLastChange = Timer::GetCurrentTime();
|
||||
heading = iHeading; } }
|
||||
void SetHeading(float iHeading) { if(m_Position.m_Heading != iHeading) { pLastChange = Timer::GetCurrentTime();
|
||||
m_Position.m_Heading = iHeading; } }
|
||||
void WipeHateList();
|
||||
void AddFeignMemory(Client* attacker);
|
||||
void RemoveFromFeignMemory(Client* attacker);
|
||||
@ -566,10 +567,10 @@ public:
|
||||
|
||||
int16 CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, bool best_focus=false);
|
||||
uint8 IsFocusEffect(uint16 spellid, int effect_index, bool AA=false,uint32 aa_effect=0);
|
||||
void SendIllusionPacket(uint16 in_race, uint8 in_gender = 0xFF, uint8 in_texture = 0xFF, uint8 in_helmtexture = 0xFF,
|
||||
uint8 in_haircolor = 0xFF, uint8 in_beardcolor = 0xFF, uint8 in_eyecolor1 = 0xFF, uint8 in_eyecolor2 = 0xFF,
|
||||
uint8 in_hairstyle = 0xFF, uint8 in_luclinface = 0xFF, uint8 in_beard = 0xFF, uint8 in_aa_title = 0xFF,
|
||||
uint32 in_drakkin_heritage = 0xFFFFFFFF, uint32 in_drakkin_tattoo = 0xFFFFFFFF,
|
||||
void SendIllusionPacket(uint16 in_race, uint8 in_gender = 0xFF, uint8 in_texture = 0xFF, uint8 in_helmtexture = 0xFF,
|
||||
uint8 in_haircolor = 0xFF, uint8 in_beardcolor = 0xFF, uint8 in_eyecolor1 = 0xFF, uint8 in_eyecolor2 = 0xFF,
|
||||
uint8 in_hairstyle = 0xFF, uint8 in_luclinface = 0xFF, uint8 in_beard = 0xFF, uint8 in_aa_title = 0xFF,
|
||||
uint32 in_drakkin_heritage = 0xFFFFFFFF, uint32 in_drakkin_tattoo = 0xFFFFFFFF,
|
||||
uint32 in_drakkin_details = 0xFFFFFFFF, float in_size = -1.0f);
|
||||
virtual void Stun(int duration);
|
||||
virtual void UnStun();
|
||||
@ -617,7 +618,7 @@ public:
|
||||
bool CanBlockSpell() const { return(spellbonuses.BlockNextSpell); }
|
||||
bool DoHPToManaCovert(uint16 mana_cost = 0);
|
||||
int32 ApplySpellEffectiveness(Mob* caster, int16 spell_id, int32 value, bool IsBard = false);
|
||||
int8 GetDecayEffectValue(uint16 spell_id, uint16 spelleffect);
|
||||
int8 GetDecayEffectValue(uint16 spell_id, uint16 spelleffect);
|
||||
int32 GetExtraSpellAmt(uint16 spell_id, int32 extra_spell_amt, int32 base_spell_dmg);
|
||||
void MeleeLifeTap(int32 damage);
|
||||
bool PassCastRestriction(bool UseCastRestriction = true, int16 value = 0, bool IsDamage = true);
|
||||
@ -678,9 +679,9 @@ public:
|
||||
inline int16 GetTempPetCount() const { return count_TempPet; }
|
||||
inline void SetTempPetCount(int16 i) { count_TempPet = i; }
|
||||
bool HasPetAffinity() { if (aabonuses.GivePetGroupTarget || itembonuses.GivePetGroupTarget || spellbonuses.GivePetGroupTarget) return true; return false; }
|
||||
inline bool IsPetOwnerClient() const { return pet_owner_client; }
|
||||
inline bool IsPetOwnerClient() const { return pet_owner_client; }
|
||||
inline void SetPetOwnerClient(bool value) { pet_owner_client = value; }
|
||||
inline bool IsTempPet() const { return _IsTempPet; }
|
||||
inline bool IsTempPet() const { return _IsTempPet; }
|
||||
inline void SetTempPet(bool value) { _IsTempPet = value; }
|
||||
|
||||
inline const bodyType GetBodyType() const { return bodytype; }
|
||||
@ -806,7 +807,7 @@ public:
|
||||
void SetDontCureMeBefore(uint32 time) { pDontCureMeBefore = time; }
|
||||
|
||||
// calculate interruption of spell via movement of mob
|
||||
void SaveSpellLoc() {spell_x = x_pos; spell_y = y_pos; spell_z = z_pos; }
|
||||
void SaveSpellLoc() {spell_x = m_Position.m_X; spell_y = m_Position.m_Y; spell_z = m_Position.m_Z; }
|
||||
inline float GetSpellX() const {return spell_x;}
|
||||
inline float GetSpellY() const {return spell_y;}
|
||||
inline float GetSpellZ() const {return spell_z;}
|
||||
@ -860,7 +861,7 @@ public:
|
||||
|
||||
Shielders_Struct shielder[MAX_SHIELDERS];
|
||||
Trade* trade;
|
||||
|
||||
|
||||
inline float GetCWPX() const { return(cur_wp_x); }
|
||||
inline float GetCWPY() const { return(cur_wp_y); }
|
||||
inline float GetCWPZ() const { return(cur_wp_z); }
|
||||
@ -998,10 +999,7 @@ protected:
|
||||
uint8 level;
|
||||
uint8 orig_level;
|
||||
uint32 npctype_id;
|
||||
float x_pos;
|
||||
float y_pos;
|
||||
float z_pos;
|
||||
float heading;
|
||||
xyz_heading m_Position;
|
||||
uint16 animation;
|
||||
float base_size;
|
||||
float size;
|
||||
|
||||
@ -1792,7 +1792,7 @@ void NPC::AI_DoMovement() {
|
||||
CP2Moved = CalculateNewPosition2(guard_x, guard_y, guard_z, walksp);
|
||||
else
|
||||
{
|
||||
if(!((x_pos == guard_x) && (y_pos == guard_y) && (z_pos == guard_z)))
|
||||
if(!((m_Position.m_X == guard_x) && (m_Position.m_Y == guard_y) && (m_Position.m_Z == guard_z)))
|
||||
{
|
||||
bool WaypointChanged, NodeReached;
|
||||
Map::Vertex Goal = UpdatePath(guard_x, guard_y, guard_z, walksp, WaypointChanged, NodeReached);
|
||||
|
||||
@ -297,7 +297,7 @@ bool Mob::CastSpell(uint16 spell_id, uint16 target_id, uint16 slot,
|
||||
sprintf(temp, "%d", spell_id);
|
||||
parse->EventNPC(EVENT_CAST_BEGIN, CastToNPC(), nullptr, temp, 0);
|
||||
}
|
||||
|
||||
|
||||
//To prevent NPC ghosting when spells are cast from scripts
|
||||
if (IsNPC() && IsMoving() && cast_time > 0)
|
||||
SendPosition();
|
||||
@ -1607,7 +1607,7 @@ bool Mob::DetermineSpellTargets(uint16 spell_id, Mob *&spell_target, Mob *&ae_ce
|
||||
{
|
||||
if(!spell_target)
|
||||
return false;
|
||||
|
||||
|
||||
ae_center = spell_target;
|
||||
CastAction = AETarget;
|
||||
}
|
||||
@ -1626,7 +1626,7 @@ bool Mob::DetermineSpellTargets(uint16 spell_id, Mob *&spell_target, Mob *&ae_ce
|
||||
{
|
||||
if(!spell_target)
|
||||
return false;
|
||||
|
||||
|
||||
ae_center = spell_target;
|
||||
CastAction = AETarget;
|
||||
}
|
||||
@ -2072,7 +2072,7 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
|
||||
} else {
|
||||
// regular PB AE or targeted AE spell - spell_target is null if PB
|
||||
if(spell_target) // this must be an AETarget spell
|
||||
{
|
||||
{
|
||||
bool cast_on_target = true;
|
||||
if (spells[spell_id].targettype == ST_TargetAENoPlayersPets && spell_target->IsPetOwnerClient())
|
||||
cast_on_target = false;
|
||||
@ -2181,7 +2181,7 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
|
||||
ConeDirectional(spell_id, resist_adjust);
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
case Beam:
|
||||
{
|
||||
BeamDirectional(spell_id, resist_adjust);
|
||||
@ -3704,7 +3704,7 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
|
||||
|
||||
if (IsValidSpell(spells[spell_id].RecourseLink))
|
||||
SpellFinished(spells[spell_id].RecourseLink, this, 10, 0, -1, spells[spells[spell_id].RecourseLink].ResistDiff);
|
||||
|
||||
|
||||
if (IsDetrimentalSpell(spell_id)) {
|
||||
|
||||
CheckNumHitsRemaining(NUMHIT_OutgoingSpells);
|
||||
@ -3831,9 +3831,9 @@ void Corpse::CastRezz(uint16 spellid, Mob* Caster)
|
||||
rezz->zone_id = zone->GetZoneID();
|
||||
rezz->instance_id = zone->GetInstanceID();
|
||||
rezz->spellid = spellid;
|
||||
rezz->x = this->x_pos;
|
||||
rezz->y = this->y_pos;
|
||||
rezz->z = this->z_pos;
|
||||
rezz->x = this->m_Position.m_X;
|
||||
rezz->y = this->m_Position.m_Y;
|
||||
rezz->z = this->m_Position.m_Z;
|
||||
rezz->unknown000 = 0x00000000;
|
||||
rezz->unknown020 = 0x00000000;
|
||||
rezz->unknown088 = 0x00000000;
|
||||
@ -4495,7 +4495,7 @@ float Mob::ResistSpell(uint8 resist_type, uint16 spell_id, Mob *caster, bool use
|
||||
if(partial_modifier <= 0)
|
||||
{
|
||||
return 100;
|
||||
}
|
||||
}
|
||||
else if(partial_modifier >= 100)
|
||||
{
|
||||
return 0;
|
||||
@ -4816,7 +4816,7 @@ void Client::UnmemSpell(int slot, bool update_client)
|
||||
m_pp.mem_spells[slot] = 0xFFFFFFFF;
|
||||
|
||||
database.DeleteCharacterMemorizedSpell(this->CharacterID(), m_pp.mem_spells[slot], slot);
|
||||
|
||||
|
||||
if(update_client)
|
||||
{
|
||||
MemorizeSpell(slot, m_pp.mem_spells[slot], memSpellForget);
|
||||
@ -4860,8 +4860,8 @@ void Client::UnscribeSpell(int slot, bool update_client)
|
||||
|
||||
mlog(CLIENT__SPELLS, "Spell %d erased from spell book slot %d", m_pp.spell_book[slot], slot);
|
||||
m_pp.spell_book[slot] = 0xFFFFFFFF;
|
||||
|
||||
database.DeleteCharacterSpell(this->CharacterID(), m_pp.spell_book[slot], slot);
|
||||
|
||||
database.DeleteCharacterSpell(this->CharacterID(), m_pp.spell_book[slot], slot);
|
||||
if(update_client)
|
||||
{
|
||||
EQApplicationPacket* outapp = new EQApplicationPacket(OP_DeleteSpell, sizeof(DeleteSpell_Struct));
|
||||
@ -4889,7 +4889,7 @@ void Client::UntrainDisc(int slot, bool update_client)
|
||||
if(slot >= MAX_PP_DISCIPLINES || slot < 0)
|
||||
return;
|
||||
|
||||
mlog(CLIENT__SPELLS, "Discipline %d untrained from slot %d", m_pp.disciplines.values[slot], slot);
|
||||
mlog(CLIENT__SPELLS, "Discipline %d untrained from slot %d", m_pp.disciplines.values[slot], slot);
|
||||
m_pp.disciplines.values[slot] = 0;
|
||||
database.DeleteCharacterDisc(this->CharacterID(), slot);
|
||||
|
||||
@ -5438,27 +5438,27 @@ void Mob::BeamDirectional(uint16 spell_id, int16 resist_adjust)
|
||||
|
||||
if (IsBeneficialSpell(spell_id) && IsClient())
|
||||
beneficial_targets = true;
|
||||
|
||||
|
||||
std::list<Mob*> targets_in_range;
|
||||
std::list<Mob*>::iterator iter;
|
||||
|
||||
entity_list.GetTargetsForConeArea(this, spells[spell_id].min_range, spells[spell_id].range, spells[spell_id].range / 2, targets_in_range);
|
||||
iter = targets_in_range.begin();
|
||||
|
||||
|
||||
float dX = 0;
|
||||
float dY = 0;
|
||||
float dZ = 0;
|
||||
|
||||
|
||||
CalcDestFromHeading(GetHeading(), spells[spell_id].range, 5, GetX(), GetY(), dX, dY, dZ);
|
||||
dZ = GetZ();
|
||||
|
||||
|
||||
//FIND SLOPE: Put it into the form y = mx + b
|
||||
float m = (dY - GetY()) / (dX - GetX());
|
||||
float b = (GetY() * dX - dY * GetX()) / (dX - GetX());
|
||||
|
||||
|
||||
while(iter != targets_in_range.end())
|
||||
{
|
||||
if (!(*iter) || (beneficial_targets && ((*iter)->IsNPC() && !(*iter)->IsPetOwnerClient()))
|
||||
if (!(*iter) || (beneficial_targets && ((*iter)->IsNPC() && !(*iter)->IsPetOwnerClient()))
|
||||
|| (*iter)->BehindMob(this, (*iter)->GetX(),(*iter)->GetY())){
|
||||
++iter;
|
||||
continue;
|
||||
@ -5466,7 +5466,7 @@ void Mob::BeamDirectional(uint16 spell_id, int16 resist_adjust)
|
||||
|
||||
//# shortest distance from line to target point
|
||||
float d = abs( (*iter)->GetY() - m * (*iter)->GetX() - b) / sqrt(m * m + 1);
|
||||
|
||||
|
||||
if (d <= spells[spell_id].aoerange)
|
||||
{
|
||||
if(CheckLosFN((*iter)) || spells[spell_id].npc_no_los) {
|
||||
@ -5513,7 +5513,7 @@ void Mob::ConeDirectional(uint16 spell_id, int16 resist_adjust)
|
||||
}
|
||||
|
||||
float heading_to_target = (CalculateHeadingToTarget((*iter)->GetX(), (*iter)->GetY()) * 360.0f / 256.0f);
|
||||
|
||||
|
||||
while(heading_to_target < 0.0f)
|
||||
heading_to_target += 360.0f;
|
||||
|
||||
@ -5544,4 +5544,4 @@ void Mob::ConeDirectional(uint16 spell_id, int16 resist_adjust)
|
||||
|
||||
++iter;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -437,10 +437,10 @@ void NPC::SaveGuardSpot(bool iClearGuardSpot) {
|
||||
guard_heading = 0;
|
||||
}
|
||||
else {
|
||||
guard_x = x_pos;
|
||||
guard_y = y_pos;
|
||||
guard_z = z_pos;
|
||||
guard_heading = heading;
|
||||
guard_x = m_Position.m_X;
|
||||
guard_y = m_Position.m_Y;
|
||||
guard_z = m_Position.m_Z;
|
||||
guard_heading = m_Position.m_Heading;
|
||||
if(guard_heading == 0)
|
||||
guard_heading = 0.0001; //hack to make IsGuarding simpler
|
||||
mlog(AI__WAYPOINTS, "Setting guard position to (%.3f, %.3f, %.3f)", guard_x, guard_y, guard_z);
|
||||
@ -452,7 +452,7 @@ void NPC::NextGuardPosition() {
|
||||
SetHeading(guard_heading);
|
||||
mlog(AI__WAYPOINTS, "Unable to move to next guard position. Probably rooted.");
|
||||
}
|
||||
else if((x_pos == guard_x) && (y_pos == guard_y) && (z_pos == guard_z))
|
||||
else if((m_Position.m_X == guard_x) && (m_Position.m_Y == guard_y) && (m_Position.m_Z == guard_z))
|
||||
{
|
||||
if(moved)
|
||||
{
|
||||
@ -480,7 +480,7 @@ void Mob::SaveSpawnSpot() {
|
||||
}*/
|
||||
|
||||
float Mob::CalculateDistance(float x, float y, float z) {
|
||||
return (float)sqrtf( ((x_pos-x)*(x_pos-x)) + ((y_pos-y)*(y_pos-y)) + ((z_pos-z)*(z_pos-z)) );
|
||||
return (float)sqrtf( ((m_Position.m_X-x)*(m_Position.m_X-x)) + ((m_Position.m_Y-y)*(m_Position.m_Y-y)) + ((m_Position.m_Z-z)*(m_Position.m_Z-z)) );
|
||||
}
|
||||
|
||||
/*
|
||||
@ -491,13 +491,13 @@ uint8 NPC::CalculateHeadingToNextWaypoint() {
|
||||
float Mob::CalculateHeadingToTarget(float in_x, float in_y) {
|
||||
float angle;
|
||||
|
||||
if (in_x-x_pos > 0)
|
||||
angle = - 90 + atan((float)(in_y-y_pos) / (float)(in_x-x_pos)) * 180 / M_PI;
|
||||
else if (in_x-x_pos < 0)
|
||||
angle = + 90 + atan((float)(in_y-y_pos) / (float)(in_x-x_pos)) * 180 / M_PI;
|
||||
if (in_x-m_Position.m_X > 0)
|
||||
angle = - 90 + atan((float)(in_y-m_Position.m_Y) / (float)(in_x-m_Position.m_X)) * 180 / M_PI;
|
||||
else if (in_x-m_Position.m_X < 0)
|
||||
angle = + 90 + atan((float)(in_y-m_Position.m_Y) / (float)(in_x-m_Position.m_X)) * 180 / M_PI;
|
||||
else // Added?
|
||||
{
|
||||
if (in_y-y_pos > 0)
|
||||
if (in_y-m_Position.m_Y > 0)
|
||||
angle = 0;
|
||||
else
|
||||
angle = 180;
|
||||
@ -513,16 +513,16 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
|
||||
if(GetID()==0)
|
||||
return true;
|
||||
|
||||
if ((x_pos-x == 0) && (y_pos-y == 0)) {//spawn is at target coords
|
||||
if(z_pos-z != 0) {
|
||||
z_pos = z;
|
||||
if ((m_Position.m_X-x == 0) && (m_Position.m_Y-y == 0)) {//spawn is at target coords
|
||||
if(m_Position.m_Z-z != 0) {
|
||||
m_Position.m_Z = z;
|
||||
mlog(AI__WAYPOINTS, "Calc Position2 (%.3f, %.3f, %.3f): Jumping pure Z.", x, y, z);
|
||||
return true;
|
||||
}
|
||||
mlog(AI__WAYPOINTS, "Calc Position2 (%.3f, %.3f, %.3f) inWater=%d: We are there.", x, y, z, inWater);
|
||||
return false;
|
||||
}
|
||||
else if ((ABS(x_pos - x) < 0.1) && (ABS(y_pos - y) < 0.1))
|
||||
else if ((ABS(m_Position.m_X - x) < 0.1) && (ABS(m_Position.m_Y - y) < 0.1))
|
||||
{
|
||||
mlog(AI__WAYPOINTS, "Calc Position2 (%.3f, %.3f, %.3f): X/Y difference <0.1, Jumping to target.", x, y, z);
|
||||
|
||||
@ -530,25 +530,25 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
|
||||
entity_list.ProcessMove(CastToNPC(), x, y, z);
|
||||
}
|
||||
|
||||
x_pos = x;
|
||||
y_pos = y;
|
||||
z_pos = z;
|
||||
m_Position.m_X = x;
|
||||
m_Position.m_Y = y;
|
||||
m_Position.m_Z = z;
|
||||
return true;
|
||||
}
|
||||
|
||||
int compare_steps = IsBoat() ? 1 : 20;
|
||||
if(tar_ndx < compare_steps && tarx==x && tary==y) {
|
||||
|
||||
float new_x = x_pos + tar_vx*tar_vector;
|
||||
float new_y = y_pos + tar_vy*tar_vector;
|
||||
float new_z = z_pos + tar_vz*tar_vector;
|
||||
float new_x = m_Position.m_X + tar_vx*tar_vector;
|
||||
float new_y = m_Position.m_Y + tar_vy*tar_vector;
|
||||
float new_z = m_Position.m_Z + tar_vz*tar_vector;
|
||||
if(IsNPC()) {
|
||||
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
|
||||
}
|
||||
|
||||
x_pos = new_x;
|
||||
y_pos = new_y;
|
||||
z_pos = new_z;
|
||||
m_Position.m_X = new_x;
|
||||
m_Position.m_Y = new_y;
|
||||
m_Position.m_Z = new_z;
|
||||
|
||||
mlog(AI__WAYPOINTS, "Calculating new position2 to (%.3f, %.3f, %.3f), old vector (%.3f, %.3f, %.3f)", x, y, z, tar_vx, tar_vy, tar_vz);
|
||||
|
||||
@ -563,25 +563,25 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
|
||||
if(!NPCFlyMode && checkZ && zone->HasMap() && RuleB(Map, FixPathingZWhenMoving))
|
||||
{
|
||||
if(!RuleB(Watermap, CheckForWaterWhenMoving) || !zone->HasWaterMap() ||
|
||||
(zone->HasWaterMap() && !zone->watermap->InWater(x_pos, y_pos, z_pos)))
|
||||
(zone->HasWaterMap() && !zone->watermap->InWater(m_Position.m_X, m_Position.m_Y, m_Position.m_Z)))
|
||||
{
|
||||
Map::Vertex dest(x_pos, y_pos, z_pos);
|
||||
Map::Vertex dest(m_Position.m_X, m_Position.m_Y, m_Position.m_Z);
|
||||
|
||||
float newz = zone->zonemap->FindBestZ(dest, nullptr) + 2.0f;
|
||||
|
||||
mlog(AI__WAYPOINTS, "BestZ returned %4.3f at %4.3f, %4.3f, %4.3f", newz,x_pos,y_pos,z_pos);
|
||||
mlog(AI__WAYPOINTS, "BestZ returned %4.3f at %4.3f, %4.3f, %4.3f", newz,m_Position.m_X,m_Position.m_Y,m_Position.m_Z);
|
||||
|
||||
if( (newz > -2000) && ABS(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaMoving)) // Sanity check.
|
||||
{
|
||||
if((ABS(x - x_pos) < 0.5) && (ABS(y - y_pos) < 0.5))
|
||||
if((ABS(x - m_Position.m_X) < 0.5) && (ABS(y - m_Position.m_Y) < 0.5))
|
||||
{
|
||||
if(ABS(z-z_pos) <= RuleR(Map, FixPathingZMaxDeltaMoving))
|
||||
z_pos = z;
|
||||
if(ABS(z-m_Position.m_Z) <= RuleR(Map, FixPathingZMaxDeltaMoving))
|
||||
m_Position.m_Z = z;
|
||||
else
|
||||
z_pos = newz + 1;
|
||||
m_Position.m_Z = newz + 1;
|
||||
}
|
||||
else
|
||||
z_pos = newz + 1;
|
||||
m_Position.m_Z = newz + 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -600,9 +600,9 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
|
||||
tary=y;
|
||||
tarz=z;
|
||||
|
||||
float nx = this->x_pos;
|
||||
float ny = this->y_pos;
|
||||
float nz = this->z_pos;
|
||||
float nx = this->m_Position.m_X;
|
||||
float ny = this->m_Position.m_Y;
|
||||
float nz = this->m_Position.m_Z;
|
||||
// float nh = this->heading;
|
||||
|
||||
tar_vx = x - nx;
|
||||
@ -635,19 +635,19 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
|
||||
tar_vy = tar_vy/numsteps;
|
||||
tar_vz = tar_vz/numsteps;
|
||||
|
||||
float new_x = x_pos + tar_vx;
|
||||
float new_y = y_pos + tar_vy;
|
||||
float new_z = z_pos + tar_vz;
|
||||
float new_x = m_Position.m_X + tar_vx;
|
||||
float new_y = m_Position.m_Y + tar_vy;
|
||||
float new_z = m_Position.m_Z + tar_vz;
|
||||
if(IsNPC()) {
|
||||
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
|
||||
}
|
||||
|
||||
x_pos = new_x;
|
||||
y_pos = new_y;
|
||||
z_pos = new_z;
|
||||
m_Position.m_X = new_x;
|
||||
m_Position.m_Y = new_y;
|
||||
m_Position.m_Z = new_z;
|
||||
m_Position.m_Heading = CalculateHeadingToTarget(x, y);
|
||||
tar_ndx=22-numsteps;
|
||||
heading = CalculateHeadingToTarget(x, y);
|
||||
mlog(AI__WAYPOINTS, "Next position2 (%.3f, %.3f, %.3f) (%d steps)", x_pos, y_pos, z_pos, numsteps);
|
||||
mlog(AI__WAYPOINTS, "Next position2 (%.3f, %.3f, %.3f) (%d steps)", m_Position.m_X, m_Position.m_Y, m_Position.m_Z, numsteps);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -655,9 +655,9 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
|
||||
entity_list.ProcessMove(CastToNPC(), x, y, z);
|
||||
}
|
||||
|
||||
x_pos = x;
|
||||
y_pos = y;
|
||||
z_pos = z;
|
||||
m_Position.m_X = x;
|
||||
m_Position.m_Y = y;
|
||||
m_Position.m_Z = z;
|
||||
|
||||
mlog(AI__WAYPOINTS, "Only a single step to get there... jumping.");
|
||||
|
||||
@ -667,18 +667,18 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
|
||||
else {
|
||||
tar_vector/=20;
|
||||
|
||||
float new_x = x_pos + tar_vx*tar_vector;
|
||||
float new_y = y_pos + tar_vy*tar_vector;
|
||||
float new_z = z_pos + tar_vz*tar_vector;
|
||||
float new_x = m_Position.m_X + tar_vx*tar_vector;
|
||||
float new_y = m_Position.m_Y + tar_vy*tar_vector;
|
||||
float new_z = m_Position.m_Z + tar_vz*tar_vector;
|
||||
if(IsNPC()) {
|
||||
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
|
||||
}
|
||||
|
||||
x_pos = new_x;
|
||||
y_pos = new_y;
|
||||
z_pos = new_z;
|
||||
heading = CalculateHeadingToTarget(x, y);
|
||||
mlog(AI__WAYPOINTS, "Next position2 (%.3f, %.3f, %.3f) (%d steps)", x_pos, y_pos, z_pos, numsteps);
|
||||
m_Position.m_X = new_x;
|
||||
m_Position.m_Y = new_y;
|
||||
m_Position.m_Z = new_z;
|
||||
m_Position.m_Heading = CalculateHeadingToTarget(x, y);
|
||||
mlog(AI__WAYPOINTS, "Next position2 (%.3f, %.3f, %.3f) (%d steps)", m_Position.m_X, m_Position.m_Y, m_Position.m_Z, numsteps);
|
||||
}
|
||||
|
||||
uint8 NPCFlyMode = 0;
|
||||
@ -692,25 +692,25 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
|
||||
if(!NPCFlyMode && checkZ && zone->HasMap() && RuleB(Map, FixPathingZWhenMoving)) {
|
||||
|
||||
if(!RuleB(Watermap, CheckForWaterWhenMoving) || !zone->HasWaterMap() ||
|
||||
(zone->HasWaterMap() && !zone->watermap->InWater(x_pos, y_pos, z_pos)))
|
||||
(zone->HasWaterMap() && !zone->watermap->InWater(m_Position.m_X, m_Position.m_Y, m_Position.m_Z)))
|
||||
{
|
||||
Map::Vertex dest(x_pos, y_pos, z_pos);
|
||||
Map::Vertex dest(m_Position.m_X, m_Position.m_Y, m_Position.m_Z);
|
||||
|
||||
float newz = zone->zonemap->FindBestZ(dest, nullptr); + 2.0f;
|
||||
|
||||
mlog(AI__WAYPOINTS, "BestZ returned %4.3f at %4.3f, %4.3f, %4.3f", newz,x_pos,y_pos,z_pos);
|
||||
mlog(AI__WAYPOINTS, "BestZ returned %4.3f at %4.3f, %4.3f, %4.3f", newz,m_Position.m_X,m_Position.m_Y,m_Position.m_Z);
|
||||
|
||||
if( (newz > -2000) && ABS(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaMoving)) // Sanity check.
|
||||
{
|
||||
if(ABS(x - x_pos) < 0.5 && ABS(y - y_pos) < 0.5)
|
||||
if(ABS(x - m_Position.m_X) < 0.5 && ABS(y - m_Position.m_Y) < 0.5)
|
||||
{
|
||||
if(ABS(z - z_pos) <= RuleR(Map, FixPathingZMaxDeltaMoving))
|
||||
z_pos = z;
|
||||
if(ABS(z - m_Position.m_Z) <= RuleR(Map, FixPathingZMaxDeltaMoving))
|
||||
m_Position.m_Z = z;
|
||||
else
|
||||
z_pos = newz + 1;
|
||||
m_Position.m_Z = newz + 1;
|
||||
}
|
||||
else
|
||||
z_pos = newz+1;
|
||||
m_Position.m_Z = newz+1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -718,9 +718,9 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
|
||||
SetMoving(true);
|
||||
moved=true;
|
||||
|
||||
delta_x=x_pos-nx;
|
||||
delta_y=y_pos-ny;
|
||||
delta_z=z_pos-nz;
|
||||
delta_x=m_Position.m_X-nx;
|
||||
delta_y=m_Position.m_Y-ny;
|
||||
delta_z=m_Position.m_Z-nz;
|
||||
delta_heading=0;
|
||||
|
||||
if (IsClient())
|
||||
@ -746,9 +746,9 @@ bool Mob::CalculateNewPosition(float x, float y, float z, float speed, bool chec
|
||||
if(GetID()==0)
|
||||
return true;
|
||||
|
||||
float nx = x_pos;
|
||||
float ny = y_pos;
|
||||
float nz = z_pos;
|
||||
float nx = m_Position.m_X;
|
||||
float ny = m_Position.m_Y;
|
||||
float nz = m_Position.m_Z;
|
||||
|
||||
// if NPC is rooted
|
||||
if (speed == 0.0) {
|
||||
@ -780,30 +780,30 @@ bool Mob::CalculateNewPosition(float x, float y, float z, float speed, bool chec
|
||||
// --------------------------------------------------------------------------
|
||||
test_vector=sqrtf (x*x + y*y + z*z);
|
||||
tar_vector = speed / sqrtf (tar_vx*tar_vx + tar_vy*tar_vy + tar_vz*tar_vz);
|
||||
heading = CalculateHeadingToTarget(x, y);
|
||||
m_Position.m_Heading = CalculateHeadingToTarget(x, y);
|
||||
|
||||
if (tar_vector >= 1.0) {
|
||||
if(IsNPC()) {
|
||||
entity_list.ProcessMove(CastToNPC(), x, y, z);
|
||||
}
|
||||
|
||||
x_pos = x;
|
||||
y_pos = y;
|
||||
z_pos = z;
|
||||
m_Position.m_X = x;
|
||||
m_Position.m_Y = y;
|
||||
m_Position.m_Z = z;
|
||||
mlog(AI__WAYPOINTS, "Close enough, jumping to waypoint");
|
||||
}
|
||||
else {
|
||||
float new_x = x_pos + tar_vx*tar_vector;
|
||||
float new_y = y_pos + tar_vy*tar_vector;
|
||||
float new_z = z_pos + tar_vz*tar_vector;
|
||||
float new_x = m_Position.m_X + tar_vx*tar_vector;
|
||||
float new_y = m_Position.m_Y + tar_vy*tar_vector;
|
||||
float new_z = m_Position.m_Z + tar_vz*tar_vector;
|
||||
if(IsNPC()) {
|
||||
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
|
||||
}
|
||||
|
||||
x_pos = new_x;
|
||||
y_pos = new_y;
|
||||
z_pos = new_z;
|
||||
mlog(AI__WAYPOINTS, "Next position (%.3f, %.3f, %.3f)", x_pos, y_pos, z_pos);
|
||||
m_Position.m_X = new_x;
|
||||
m_Position.m_Y = new_y;
|
||||
m_Position.m_Z = new_z;
|
||||
mlog(AI__WAYPOINTS, "Next position (%.3f, %.3f, %.3f)", m_Position.m_X, m_Position.m_Y, m_Position.m_Z);
|
||||
}
|
||||
|
||||
uint8 NPCFlyMode = 0;
|
||||
@ -817,25 +817,25 @@ bool Mob::CalculateNewPosition(float x, float y, float z, float speed, bool chec
|
||||
if(!NPCFlyMode && checkZ && zone->HasMap() && RuleB(Map, FixPathingZWhenMoving))
|
||||
{
|
||||
if(!RuleB(Watermap, CheckForWaterWhenMoving) || !zone->HasWaterMap() ||
|
||||
(zone->HasWaterMap() && !zone->watermap->InWater(x_pos, y_pos, z_pos)))
|
||||
(zone->HasWaterMap() && !zone->watermap->InWater(m_Position.m_X, m_Position.m_Y, m_Position.m_Z)))
|
||||
{
|
||||
Map::Vertex dest(x_pos, y_pos, z_pos);
|
||||
Map::Vertex dest(m_Position.m_X, m_Position.m_Y, m_Position.m_Z);
|
||||
|
||||
float newz = zone->zonemap->FindBestZ(dest, nullptr) + 2.0f;
|
||||
|
||||
mlog(AI__WAYPOINTS, "BestZ returned %4.3f at %4.3f, %4.3f, %4.3f", newz,x_pos,y_pos,z_pos);
|
||||
mlog(AI__WAYPOINTS, "BestZ returned %4.3f at %4.3f, %4.3f, %4.3f", newz,m_Position.m_X,m_Position.m_Y,m_Position.m_Z);
|
||||
|
||||
if( (newz > -2000) && ABS(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaMoving)) // Sanity check.
|
||||
{
|
||||
if(ABS(x - x_pos) < 0.5 && ABS(y - y_pos) < 0.5)
|
||||
if(ABS(x - m_Position.m_X) < 0.5 && ABS(y - m_Position.m_Y) < 0.5)
|
||||
{
|
||||
if(ABS(z - z_pos) <= RuleR(Map, FixPathingZMaxDeltaMoving))
|
||||
z_pos = z;
|
||||
if(ABS(z - m_Position.m_Z) <= RuleR(Map, FixPathingZMaxDeltaMoving))
|
||||
m_Position.m_Z = z;
|
||||
else
|
||||
z_pos = newz + 1;
|
||||
m_Position.m_Z = newz + 1;
|
||||
}
|
||||
else
|
||||
z_pos = newz+1;
|
||||
m_Position.m_Z = newz+1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -845,9 +845,9 @@ bool Mob::CalculateNewPosition(float x, float y, float z, float speed, bool chec
|
||||
tar_ndx=0;
|
||||
this->SetMoving(true);
|
||||
moved=true;
|
||||
delta_x=(x_pos-nx);
|
||||
delta_y=(y_pos-ny);
|
||||
delta_z=(z_pos-nz);
|
||||
delta_x=(m_Position.m_X-nx);
|
||||
delta_y=(m_Position.m_Y-ny);
|
||||
delta_z=(m_Position.m_Z-nz);
|
||||
delta_heading=0;//(heading-nh)*8;
|
||||
SendPosUpdate();
|
||||
}
|
||||
@ -948,9 +948,9 @@ void Mob::SendTo(float new_x, float new_y, float new_z) {
|
||||
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
|
||||
}
|
||||
|
||||
x_pos = new_x;
|
||||
y_pos = new_y;
|
||||
z_pos = new_z;
|
||||
m_Position.m_X = new_x;
|
||||
m_Position.m_Y = new_y;
|
||||
m_Position.m_Z = new_z;
|
||||
mlog(AI__WAYPOINTS, "Sent To (%.3f, %.3f, %.3f)", new_x, new_y, new_z);
|
||||
|
||||
if(flymode == FlyMode1)
|
||||
@ -961,20 +961,20 @@ void Mob::SendTo(float new_x, float new_y, float new_z) {
|
||||
if(zone->HasMap() && RuleB(Map, FixPathingZOnSendTo) )
|
||||
{
|
||||
if(!RuleB(Watermap, CheckForWaterOnSendTo) || !zone->HasWaterMap() ||
|
||||
(zone->HasWaterMap() && !zone->watermap->InWater(x_pos, y_pos, z_pos)))
|
||||
(zone->HasWaterMap() && !zone->watermap->InWater(m_Position.m_X, m_Position.m_Y, m_Position.m_Z)))
|
||||
{
|
||||
Map::Vertex dest(x_pos, y_pos, z_pos);
|
||||
Map::Vertex dest(m_Position.m_X, m_Position.m_Y, m_Position.m_Z);
|
||||
|
||||
float newz = zone->zonemap->FindBestZ(dest, nullptr);
|
||||
|
||||
mlog(AI__WAYPOINTS, "BestZ returned %4.3f at %4.3f, %4.3f, %4.3f", newz,x_pos,y_pos,z_pos);
|
||||
mlog(AI__WAYPOINTS, "BestZ returned %4.3f at %4.3f, %4.3f, %4.3f", newz,m_Position.m_X,m_Position.m_Y,m_Position.m_Z);
|
||||
|
||||
if( (newz > -2000) && ABS(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaSendTo)) // Sanity check.
|
||||
z_pos = newz + 1;
|
||||
m_Position.m_Z = newz + 1;
|
||||
}
|
||||
}
|
||||
else
|
||||
z_pos += 0.1;
|
||||
m_Position.m_Z += 0.1;
|
||||
}
|
||||
|
||||
void Mob::SendToFixZ(float new_x, float new_y, float new_z) {
|
||||
@ -982,9 +982,9 @@ void Mob::SendToFixZ(float new_x, float new_y, float new_z) {
|
||||
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z + 0.1);
|
||||
}
|
||||
|
||||
x_pos = new_x;
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||||
y_pos = new_y;
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||||
z_pos = new_z + 0.1;
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||||
m_Position.m_X = new_x;
|
||||
m_Position.m_Y = new_y;
|
||||
m_Position.m_Z = new_z + 0.1;
|
||||
|
||||
//fix up pathing Z, this shouldent be needed IF our waypoints
|
||||
//are corrected instead
|
||||
@ -992,16 +992,16 @@ void Mob::SendToFixZ(float new_x, float new_y, float new_z) {
|
||||
if(zone->HasMap() && RuleB(Map, FixPathingZOnSendTo))
|
||||
{
|
||||
if(!RuleB(Watermap, CheckForWaterOnSendTo) || !zone->HasWaterMap() ||
|
||||
(zone->HasWaterMap() && !zone->watermap->InWater(x_pos, y_pos, z_pos)))
|
||||
(zone->HasWaterMap() && !zone->watermap->InWater(m_Position.m_X, m_Position.m_Y, m_Position.m_Z)))
|
||||
{
|
||||
Map::Vertex dest(x_pos, y_pos, z_pos);
|
||||
Map::Vertex dest(m_Position.m_X, m_Position.m_Y, m_Position.m_Z);
|
||||
|
||||
float newz = zone->zonemap->FindBestZ(dest, nullptr);
|
||||
|
||||
mlog(AI__WAYPOINTS, "BestZ returned %4.3f at %4.3f, %4.3f, %4.3f", newz,x_pos,y_pos,z_pos);
|
||||
mlog(AI__WAYPOINTS, "BestZ returned %4.3f at %4.3f, %4.3f, %4.3f", newz,m_Position.m_X,m_Position.m_Y,m_Position.m_Z);
|
||||
|
||||
if( (newz > -2000) && ABS(newz-dest.z) < RuleR(Map, FixPathingZMaxDeltaSendTo)) // Sanity check.
|
||||
z_pos = newz + 1;
|
||||
m_Position.m_Z = newz + 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -347,16 +347,16 @@ void Client::DoZoneSuccess(ZoneChange_Struct *zc, uint16 zone_id, uint32 instanc
|
||||
|
||||
//set the player's coordinates in the new zone so they have them
|
||||
//when they zone into it
|
||||
x_pos = dest_x; //these coordinates will now be saved when ~client is called
|
||||
y_pos = dest_y;
|
||||
z_pos = dest_z;
|
||||
heading = dest_h; // Cripp: fix for zone heading
|
||||
m_Position.m_X = dest_x; //these coordinates will now be saved when ~client is called
|
||||
m_Position.m_Y = dest_y;
|
||||
m_Position.m_Z = dest_z;
|
||||
m_Position.m_Heading = dest_h; // Cripp: fix for zone heading
|
||||
m_pp.heading = dest_h;
|
||||
m_pp.zone_id = zone_id;
|
||||
m_pp.zoneInstance = instance_id;
|
||||
|
||||
//Force a save so its waiting for them when they zone
|
||||
Save(2);
|
||||
Save(2);
|
||||
|
||||
if (zone_id == zone->GetZoneID() && instance_id == zone->GetInstanceID()) {
|
||||
// No need to ask worldserver if we're zoning to ourselves (most
|
||||
@ -500,9 +500,9 @@ void Client::ZonePC(uint32 zoneID, uint32 instance_id, float x, float y, float z
|
||||
SetHeading(heading);
|
||||
break;
|
||||
case GMSummon:
|
||||
zonesummon_x = x_pos = x;
|
||||
zonesummon_y = y_pos = y;
|
||||
zonesummon_z = z_pos = z;
|
||||
zonesummon_x = m_Position.m_X = x;
|
||||
zonesummon_y = m_Position.m_Y = y;
|
||||
zonesummon_z = m_Position.m_Z = z;
|
||||
SetHeading(heading);
|
||||
|
||||
zonesummon_id = zoneID;
|
||||
@ -518,31 +518,31 @@ void Client::ZonePC(uint32 zoneID, uint32 instance_id, float x, float y, float z
|
||||
zonesummon_ignorerestrictions = ignorerestrictions;
|
||||
break;
|
||||
case GateToBindPoint:
|
||||
x = x_pos = m_pp.binds[0].x;
|
||||
y = y_pos = m_pp.binds[0].y;
|
||||
z = z_pos = m_pp.binds[0].z;
|
||||
x = m_Position.m_X = m_pp.binds[0].x;
|
||||
y = m_Position.m_Y = m_pp.binds[0].y;
|
||||
z = m_Position.m_Z = m_pp.binds[0].z;
|
||||
heading = m_pp.binds[0].heading;
|
||||
break;
|
||||
case ZoneToBindPoint:
|
||||
x = x_pos = m_pp.binds[0].x;
|
||||
y = y_pos = m_pp.binds[0].y;
|
||||
z = z_pos = m_pp.binds[0].z;
|
||||
x = m_Position.m_X = m_pp.binds[0].x;
|
||||
y = m_Position.m_Y = m_pp.binds[0].y;
|
||||
z = m_Position.m_Z = m_pp.binds[0].z;
|
||||
heading = m_pp.binds[0].heading;
|
||||
|
||||
zonesummon_ignorerestrictions = 1;
|
||||
LogFile->write(EQEMuLog::Debug, "Player %s has died and will be zoned to bind point in zone: %s at LOC x=%f, y=%f, z=%f, heading=%f", GetName(), pZoneName, m_pp.binds[0].x, m_pp.binds[0].y, m_pp.binds[0].z, m_pp.binds[0].heading);
|
||||
break;
|
||||
case SummonPC:
|
||||
zonesummon_x = x_pos = x;
|
||||
zonesummon_y = y_pos = y;
|
||||
zonesummon_z = z_pos = z;
|
||||
zonesummon_x = m_Position.m_X = x;
|
||||
zonesummon_y = m_Position.m_Y = y;
|
||||
zonesummon_z = m_Position.m_Z = z;
|
||||
SetHeading(heading);
|
||||
break;
|
||||
case Rewind:
|
||||
LogFile->write(EQEMuLog::Debug, "%s has requested a /rewind from %f, %f, %f, to %f, %f, %f in %s", GetName(), x_pos, y_pos, z_pos, rewind_x, rewind_y, rewind_z, zone->GetShortName());
|
||||
zonesummon_x = x_pos = x;
|
||||
zonesummon_y = y_pos = y;
|
||||
zonesummon_z = z_pos = z;
|
||||
LogFile->write(EQEMuLog::Debug, "%s has requested a /rewind from %f, %f, %f, to %f, %f, %f in %s", GetName(), m_Position.m_X, m_Position.m_Y, m_Position.m_Z, rewind_x, rewind_y, rewind_z, zone->GetShortName());
|
||||
zonesummon_x = m_Position.m_X = x;
|
||||
zonesummon_y = m_Position.m_Y = y;
|
||||
zonesummon_z = m_Position.m_Z = z;
|
||||
SetHeading(heading);
|
||||
break;
|
||||
default:
|
||||
@ -652,10 +652,10 @@ void Client::ZonePC(uint32 zoneID, uint32 instance_id, float x, float y, float z
|
||||
else {
|
||||
if(zoneID == GetZoneID()) {
|
||||
//properly handle proximities
|
||||
entity_list.ProcessMove(this, x_pos, y_pos, z_pos);
|
||||
proximity_x = x_pos;
|
||||
proximity_y = y_pos;
|
||||
proximity_z = z_pos;
|
||||
entity_list.ProcessMove(this, m_Position.m_X, m_Position.m_Y, m_Position.m_Z);
|
||||
proximity_x = m_Position.m_X;
|
||||
proximity_y = m_Position.m_Y;
|
||||
proximity_z = m_Position.m_Z;
|
||||
|
||||
//send out updates to people in zone.
|
||||
SendPosition();
|
||||
@ -723,9 +723,9 @@ void Client::SetBindPoint(int to_zone, int to_instance, float new_x, float new_y
|
||||
if (to_zone == -1) {
|
||||
m_pp.binds[0].zoneId = zone->GetZoneID();
|
||||
m_pp.binds[0].instance_id = (zone->GetInstanceID() != 0 && zone->IsInstancePersistent()) ? zone->GetInstanceID() : 0;
|
||||
m_pp.binds[0].x = x_pos;
|
||||
m_pp.binds[0].y = y_pos;
|
||||
m_pp.binds[0].z = z_pos;
|
||||
m_pp.binds[0].x = m_Position.m_X;
|
||||
m_pp.binds[0].y = m_Position.m_Y;
|
||||
m_pp.binds[0].z = m_Position.m_Z;
|
||||
}
|
||||
else {
|
||||
m_pp.binds[0].zoneId = to_zone;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user