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https://github.com/EQEmu/Server.git
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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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caster_id = 0;
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// copy location
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// copy location
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x_pos = at_mob->GetX();
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m_Position.m_X = at_mob->GetX();
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y_pos = at_mob->GetY();
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m_Position.m_Y = at_mob->GetY();
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z_pos = at_mob->GetZ();
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m_Position.m_Z = at_mob->GetZ();
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heading = at_mob->GetHeading();
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m_Position.m_Heading = at_mob->GetHeading();
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if(lifetime)
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if(lifetime)
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{
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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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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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// Spawn the bot at the bow owner's loc
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this->x_pos = botCharacterOwner->GetX();
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this->m_Position.m_X = botCharacterOwner->GetX();
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this->y_pos = botCharacterOwner->GetY();
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this->m_Position.m_Y = botCharacterOwner->GetY();
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this->z_pos = botCharacterOwner->GetZ();
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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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// Make the bot look at the bot owner
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FaceTarget(botCharacterOwner);
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FaceTarget(botCharacterOwner);
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@ -399,9 +399,9 @@ Client::~Client() {
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{
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{
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m_pp.zone_id = m_pp.binds[0].zoneId;
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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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m_pp.zoneInstance = m_pp.binds[0].instance_id;
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x_pos = m_pp.binds[0].x;
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m_Position.m_X = m_pp.binds[0].x;
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y_pos = m_pp.binds[0].y;
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m_Position.m_Y = m_pp.binds[0].y;
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z_pos = m_pp.binds[0].z;
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m_Position.m_Z = m_pp.binds[0].z;
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}
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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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// 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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return false;
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/* Wrote current basics to PP for saves */
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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.x = m_Position.m_X;
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m_pp.y = y_pos;
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m_pp.y = m_Position.m_Y;
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m_pp.z = z_pos;
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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.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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/* Mana and HP */
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if (GetHP() <= 0) {
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if (GetHP() <= 0) {
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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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/* Set Mob variables for spawn */
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class_ = m_pp.class_;
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class_ = m_pp.class_;
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level = m_pp.level;
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level = m_pp.level;
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x_pos = m_pp.x;
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m_Position.m_X = m_pp.x;
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y_pos = m_pp.y;
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m_Position.m_Y = m_pp.y;
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z_pos = m_pp.z;
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m_Position.m_Z = m_pp.z;
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heading = m_pp.heading;
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m_Position.m_Heading = m_pp.heading;
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race = m_pp.race;
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race = m_pp.race;
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base_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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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 dist = 0;
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float tmp;
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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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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 += tmp*tmp;
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dist = sqrt(dist);
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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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//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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//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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if ((rewind_x_diff > 750) || (rewind_y_diff > 750)) {
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rewind_x = x_pos;
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rewind_x = m_Position.m_X;
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rewind_y = y_pos;
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rewind_y = m_Position.m_Y;
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rewind_z = z_pos;
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rewind_z = m_Position.m_Z;
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}
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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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//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_z = ppu->delta_z;
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delta_heading = ppu->delta_heading;
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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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if(MakeRandomFloat(0, 100) < 70)//should be good
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CheckIncreaseSkill(SkillTracking, nullptr, -20);
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CheckIncreaseSkill(SkillTracking, nullptr, -20);
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}
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}
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// Break Hide if moving without sneaking and set rewind timer if moved
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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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if((hidden || improved_hidden) && !sneaking){
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hidden = false;
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hidden = false;
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improved_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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// Outgoing client packet
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float tmpheading = EQ19toFloat(ppu->heading);
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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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{
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x_pos = ppu->x_pos;
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m_Position.m_X = ppu->x_pos;
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y_pos = ppu->y_pos;
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m_Position.m_Y = ppu->y_pos;
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z_pos = ppu->z_pos;
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m_Position.m_Z = ppu->z_pos;
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animation = ppu->animation;
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m_Position.m_Heading = tmpheading;
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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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EQApplicationPacket* outapp = new EQApplicationPacket(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
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PlayerPositionUpdateServer_Struct* ppu = (PlayerPositionUpdateServer_Struct*)outapp->pBuffer;
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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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if(zone->watermap)
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{
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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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{
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CheckIncreaseSkill(SkillSwimming, nullptr, -17);
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CheckIncreaseSkill(SkillSwimming, nullptr, -17);
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}
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}
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@ -2144,9 +2144,9 @@ void Client::HandleRespawnFromHover(uint32 Option)
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if (corpse)
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if (corpse)
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{
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{
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x_pos = corpse->GetX();
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m_Position.m_X = corpse->GetX();
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y_pos = corpse->GetY();
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m_Position.m_Y = corpse->GetY();
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z_pos = corpse->GetZ();
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m_Position.m_Z = corpse->GetZ();
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}
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}
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EQApplicationPacket* outapp = new EQApplicationPacket(OP_ZonePlayerToBind, sizeof(ZonePlayerToBind_Struct) + 10);
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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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SetMana(GetMaxMana());
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SetEndurance(GetMaxEndurance());
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SetEndurance(GetMaxEndurance());
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x_pos = chosen->x;
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m_Position.m_X = chosen->x;
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y_pos = chosen->y;
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m_Position.m_Y = chosen->y;
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z_pos = chosen->z;
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m_Position.m_Z = chosen->z;
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heading = chosen->heading;
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m_Position.m_Heading = chosen->heading;
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ClearHover();
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ClearHover();
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entity_list.RefreshClientXTargets(this);
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entity_list.RefreshClientXTargets(this);
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@ -597,11 +597,11 @@ bool Corpse::Save() {
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/* Create New Corpse*/
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/* Create New Corpse*/
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if (corpse_db_id == 0) {
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if (corpse_db_id == 0) {
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corpse_db_id = database.SaveCharacterCorpse(char_id, orgname, zone->GetZoneID(), zone->GetInstanceID(), dbpc, x_pos, y_pos, z_pos, heading);
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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);
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}
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}
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/* Update Corpse Data */
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/* Update Corpse Data */
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else{
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else{
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corpse_db_id = database.UpdateCharacterCorpse(corpse_db_id, char_id, orgname, zone->GetZoneID(), zone->GetInstanceID(), dbpc, x_pos, y_pos, z_pos, heading, IsRezzed());
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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());
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}
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}
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safe_delete_array(dbpc);
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safe_delete_array(dbpc);
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@ -225,15 +225,15 @@ bool Client::CanFish() {
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HeadingDegrees = (int) ((GetHeading()*360)/256);
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HeadingDegrees = (int) ((GetHeading()*360)/256);
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HeadingDegrees = HeadingDegrees % 360;
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HeadingDegrees = HeadingDegrees % 360;
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RodX = x_pos + RodLength * sin(HeadingDegrees * M_PI/180.0f);
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RodX = m_Position.m_X + RodLength * sin(HeadingDegrees * M_PI/180.0f);
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RodY = y_pos + RodLength * cos(HeadingDegrees * M_PI/180.0f);
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RodY = m_Position.m_Y + RodLength * cos(HeadingDegrees * M_PI/180.0f);
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// Do BestZ to find where the line hanging from the rod intersects the water (if it is water).
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// Do BestZ to find where the line hanging from the rod intersects the water (if it is water).
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// and go 1 unit into the water.
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// and go 1 unit into the water.
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Map::Vertex dest;
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Map::Vertex dest;
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dest.x = RodX;
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dest.x = RodX;
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dest.y = RodY;
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dest.y = RodY;
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dest.z = z_pos+10;
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dest.z = m_Position.m_Z+10;
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RodZ = zone->zonemap->FindBestZ(dest, nullptr) + 4;
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RodZ = zone->zonemap->FindBestZ(dest, nullptr) + 4;
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bool in_lava = zone->watermap->InLava(RodX, RodY, RodZ);
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bool in_lava = zone->watermap->InLava(RodX, RodY, RodZ);
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@ -243,7 +243,7 @@ bool Client::CanFish() {
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Message_StringID(MT_Skills, FISHING_LAVA); //Trying to catch a fire elemental or something?
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Message_StringID(MT_Skills, FISHING_LAVA); //Trying to catch a fire elemental or something?
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return false;
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return false;
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}
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}
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if((!in_water) || (z_pos-RodZ)>LineLength) { //Didn't hit the water OR the water is too far below us
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if((!in_water) || (m_Position.m_Z-RodZ)>LineLength) { //Didn't hit the water OR the water is too far below us
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Message_StringID(MT_Skills, FISHING_LAND); //Trying to catch land sharks perhaps?
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Message_StringID(MT_Skills, FISHING_LAND); //Trying to catch land sharks perhaps?
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return false;
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return false;
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}
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}
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94
zone/mob.cpp
94
zone/mob.cpp
@ -157,10 +157,10 @@ Mob::Mob(const char* in_name,
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if (runspeed < 0 || runspeed > 20)
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if (runspeed < 0 || runspeed > 20)
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runspeed = 1.25f;
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runspeed = 1.25f;
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heading = in_heading;
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m_Position.m_Heading = in_heading;
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x_pos = in_x_pos;
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m_Position.m_X = in_x_pos;
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y_pos = in_y_pos;
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m_Position.m_Y = in_y_pos;
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z_pos = in_z_pos;
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m_Position.m_Z = in_z_pos;
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light = in_light;
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light = in_light;
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texture = in_texture;
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texture = in_texture;
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helmtexture = in_helmtexture;
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helmtexture = in_helmtexture;
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@ -882,10 +882,10 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
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strn0cpy(ns->spawn.lastName, lastname, sizeof(ns->spawn.lastName));
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strn0cpy(ns->spawn.lastName, lastname, sizeof(ns->spawn.lastName));
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}
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}
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ns->spawn.heading = FloatToEQ19(heading);
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ns->spawn.heading = FloatToEQ19(m_Position.m_Heading);
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ns->spawn.x = FloatToEQ19(x_pos);//((int32)x_pos)<<3;
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ns->spawn.x = FloatToEQ19(m_Position.m_X);//((int32)x_pos)<<3;
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ns->spawn.y = FloatToEQ19(y_pos);//((int32)y_pos)<<3;
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ns->spawn.y = FloatToEQ19(m_Position.m_Y);//((int32)y_pos)<<3;
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ns->spawn.z = FloatToEQ19(z_pos);//((int32)z_pos)<<3;
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ns->spawn.z = FloatToEQ19(m_Position.m_Z);//((int32)z_pos)<<3;
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ns->spawn.spawnId = GetID();
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ns->spawn.spawnId = GetID();
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ns->spawn.curHp = static_cast<uint8>(GetHPRatio());
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ns->spawn.curHp = static_cast<uint8>(GetHPRatio());
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ns->spawn.max_hp = 100; //this field needs a better name
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ns->spawn.max_hp = 100; //this field needs a better name
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@ -1211,13 +1211,13 @@ void Mob::SendPosUpdate(uint8 iSendToSelf) {
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void Mob::MakeSpawnUpdateNoDelta(PlayerPositionUpdateServer_Struct *spu){
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void Mob::MakeSpawnUpdateNoDelta(PlayerPositionUpdateServer_Struct *spu){
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memset(spu,0xff,sizeof(PlayerPositionUpdateServer_Struct));
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memset(spu,0xff,sizeof(PlayerPositionUpdateServer_Struct));
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spu->spawn_id = GetID();
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spu->spawn_id = GetID();
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spu->x_pos = FloatToEQ19(x_pos);
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spu->x_pos = FloatToEQ19(m_Position.m_X);
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spu->y_pos = FloatToEQ19(y_pos);
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spu->y_pos = FloatToEQ19(m_Position.m_Y);
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spu->z_pos = FloatToEQ19(z_pos);
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spu->z_pos = FloatToEQ19(m_Position.m_Z);
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spu->delta_x = NewFloatToEQ13(0);
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spu->delta_x = NewFloatToEQ13(0);
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spu->delta_y = NewFloatToEQ13(0);
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spu->delta_y = NewFloatToEQ13(0);
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spu->delta_z = NewFloatToEQ13(0);
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spu->delta_z = NewFloatToEQ13(0);
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spu->heading = FloatToEQ19(heading);
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spu->heading = FloatToEQ19(m_Position.m_Heading);
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spu->animation = 0;
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spu->animation = 0;
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spu->delta_heading = NewFloatToEQ13(0);
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spu->delta_heading = NewFloatToEQ13(0);
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spu->padding0002 =0;
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spu->padding0002 =0;
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@ -1230,13 +1230,13 @@ void Mob::MakeSpawnUpdateNoDelta(PlayerPositionUpdateServer_Struct *spu){
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// this is for SendPosUpdate()
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// this is for SendPosUpdate()
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void Mob::MakeSpawnUpdate(PlayerPositionUpdateServer_Struct* spu) {
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void Mob::MakeSpawnUpdate(PlayerPositionUpdateServer_Struct* spu) {
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spu->spawn_id = GetID();
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spu->spawn_id = GetID();
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spu->x_pos = FloatToEQ19(x_pos);
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spu->x_pos = FloatToEQ19(m_Position.m_X);
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spu->y_pos = FloatToEQ19(y_pos);
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spu->y_pos = FloatToEQ19(m_Position.m_Y);
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spu->z_pos = FloatToEQ19(z_pos);
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spu->z_pos = FloatToEQ19(m_Position.m_Z);
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spu->delta_x = NewFloatToEQ13(delta_x);
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spu->delta_x = NewFloatToEQ13(delta_x);
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spu->delta_y = NewFloatToEQ13(delta_y);
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spu->delta_y = NewFloatToEQ13(delta_y);
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spu->delta_z = NewFloatToEQ13(delta_z);
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spu->delta_z = NewFloatToEQ13(delta_z);
|
||||||
spu->heading = FloatToEQ19(heading);
|
spu->heading = FloatToEQ19(m_Position.m_Heading);
|
||||||
spu->padding0002 =0;
|
spu->padding0002 =0;
|
||||||
spu->padding0006 =7;
|
spu->padding0006 =7;
|
||||||
spu->padding0014 =0x7f;
|
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);
|
entity_list.ProcessMove(CastToNPC(), x, y, z);
|
||||||
}
|
}
|
||||||
|
|
||||||
x_pos = x;
|
m_Position.m_X = x;
|
||||||
y_pos = y;
|
m_Position.m_Y = y;
|
||||||
z_pos = z;
|
m_Position.m_Z = z;
|
||||||
if (heading != 0.01)
|
if (m_Position.m_Heading != 0.01)
|
||||||
this->heading = heading;
|
this->m_Position.m_Heading = heading;
|
||||||
if(IsNPC())
|
if(IsNPC())
|
||||||
CastToNPC()->SaveGuardSpot(true);
|
CastToNPC()->SaveGuardSpot(true);
|
||||||
if(SendUpdate)
|
if(SendUpdate)
|
||||||
@ -2062,9 +2062,9 @@ bool Mob::CanThisClassBlock(void) const
|
|||||||
}
|
}
|
||||||
|
|
||||||
float Mob::Dist(const Mob &other) const {
|
float Mob::Dist(const Mob &other) const {
|
||||||
float xDiff = other.x_pos - x_pos;
|
float xDiff = other.m_Position.m_X - m_Position.m_X;
|
||||||
float yDiff = other.y_pos - y_pos;
|
float yDiff = other.m_Position.m_Y - m_Position.m_Y;
|
||||||
float zDiff = other.z_pos - z_pos;
|
float zDiff = other.m_Position.m_Z - m_Position.m_Z;
|
||||||
|
|
||||||
return sqrtf( (xDiff * xDiff)
|
return sqrtf( (xDiff * xDiff)
|
||||||
+ (yDiff * yDiff)
|
+ (yDiff * yDiff)
|
||||||
@ -2072,17 +2072,17 @@ float Mob::Dist(const Mob &other) const {
|
|||||||
}
|
}
|
||||||
|
|
||||||
float Mob::DistNoZ(const Mob &other) const {
|
float Mob::DistNoZ(const Mob &other) const {
|
||||||
float xDiff = other.x_pos - x_pos;
|
float xDiff = other.m_Position.m_X - m_Position.m_X;
|
||||||
float yDiff = other.y_pos - y_pos;
|
float yDiff = other.m_Position.m_Y - m_Position.m_Y;
|
||||||
|
|
||||||
return sqrtf( (xDiff * xDiff)
|
return sqrtf( (xDiff * xDiff)
|
||||||
+ (yDiff * yDiff) );
|
+ (yDiff * yDiff) );
|
||||||
}
|
}
|
||||||
|
|
||||||
float Mob::DistNoRoot(const Mob &other) const {
|
float Mob::DistNoRoot(const Mob &other) const {
|
||||||
float xDiff = other.x_pos - x_pos;
|
float xDiff = other.m_Position.m_X - m_Position.m_X;
|
||||||
float yDiff = other.y_pos - y_pos;
|
float yDiff = other.m_Position.m_Y - m_Position.m_Y;
|
||||||
float zDiff = other.z_pos - z_pos;
|
float zDiff = other.m_Position.m_Z - m_Position.m_Z;
|
||||||
|
|
||||||
return ( (xDiff * xDiff)
|
return ( (xDiff * xDiff)
|
||||||
+ (yDiff * yDiff)
|
+ (yDiff * yDiff)
|
||||||
@ -2090,9 +2090,9 @@ float Mob::DistNoRoot(const Mob &other) const {
|
|||||||
}
|
}
|
||||||
|
|
||||||
float Mob::DistNoRoot(float x, float y, float z) const {
|
float Mob::DistNoRoot(float x, float y, float z) const {
|
||||||
float xDiff = x - x_pos;
|
float xDiff = x - m_Position.m_X;
|
||||||
float yDiff = y - y_pos;
|
float yDiff = y - m_Position.m_Y;
|
||||||
float zDiff = z - z_pos;
|
float zDiff = z - m_Position.m_Z;
|
||||||
|
|
||||||
return ( (xDiff * xDiff)
|
return ( (xDiff * xDiff)
|
||||||
+ (yDiff * yDiff)
|
+ (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 Mob::DistNoRootNoZ(float x, float y) const {
|
||||||
float xDiff = x - x_pos;
|
float xDiff = x - m_Position.m_X;
|
||||||
float yDiff = y - y_pos;
|
float yDiff = y - m_Position.m_Y;
|
||||||
|
|
||||||
return ( (xDiff * xDiff) + (yDiff * yDiff) );
|
return ( (xDiff * xDiff) + (yDiff * yDiff) );
|
||||||
}
|
}
|
||||||
|
|
||||||
float Mob::DistNoRootNoZ(const Mob &other) const {
|
float Mob::DistNoRootNoZ(const Mob &other) const {
|
||||||
float xDiff = other.x_pos - x_pos;
|
float xDiff = other.m_Position.m_X - m_Position.m_X;
|
||||||
float yDiff = other.y_pos - y_pos;
|
float yDiff = other.m_Position.m_Y - m_Position.m_Y;
|
||||||
|
|
||||||
return ( (xDiff * xDiff) + (yDiff * yDiff) );
|
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() );
|
entity_list.MessageClose(this, true, 500, MT_Say, "%s says,'You will not evade me, %s!' ", GetCleanName(), target->GetCleanName() );
|
||||||
|
|
||||||
if (target->IsClient()) {
|
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 {
|
else {
|
||||||
#ifdef BOTS
|
#ifdef BOTS
|
||||||
@ -2266,7 +2266,7 @@ bool Mob::HateSummon() {
|
|||||||
|
|
||||||
}
|
}
|
||||||
#endif //BOTS
|
#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;
|
return true;
|
||||||
@ -2614,9 +2614,9 @@ void Mob::Warp( float x, float y, float z )
|
|||||||
entity_list.ProcessMove(CastToNPC(), x, y, z);
|
entity_list.ProcessMove(CastToNPC(), x, y, z);
|
||||||
}
|
}
|
||||||
|
|
||||||
x_pos = x;
|
m_Position.m_X = x;
|
||||||
y_pos = y;
|
m_Position.m_Y = y;
|
||||||
z_pos = z;
|
m_Position.m_Z = z;
|
||||||
|
|
||||||
Mob* target = GetTarget();
|
Mob* target = GetTarget();
|
||||||
if (target) {
|
if (target) {
|
||||||
@ -2829,9 +2829,9 @@ float Mob::FindGroundZ(float new_x, float new_y, float z_offset)
|
|||||||
if (zone->zonemap != nullptr)
|
if (zone->zonemap != nullptr)
|
||||||
{
|
{
|
||||||
Map::Vertex me;
|
Map::Vertex me;
|
||||||
me.x = new_x;
|
me.x = m_Position.m_X;
|
||||||
me.y = new_y;
|
me.y = m_Position.m_Y;
|
||||||
me.z = z_pos+z_offset;
|
me.z = m_Position.m_Z + z_offset;
|
||||||
Map::Vertex hit;
|
Map::Vertex hit;
|
||||||
float best_z = zone->zonemap->FindBestZ(me, &hit);
|
float best_z = zone->zonemap->FindBestZ(me, &hit);
|
||||||
if (best_z != -999999)
|
if (best_z != -999999)
|
||||||
@ -2849,9 +2849,9 @@ float Mob::GetGroundZ(float new_x, float new_y, float z_offset)
|
|||||||
if (zone->zonemap != 0)
|
if (zone->zonemap != 0)
|
||||||
{
|
{
|
||||||
Map::Vertex me;
|
Map::Vertex me;
|
||||||
me.x = new_x;
|
me.x = m_Position.m_X;
|
||||||
me.y = new_y;
|
me.y = m_Position.m_Y;
|
||||||
me.z = z_pos+z_offset;
|
me.z = m_Position.m_Z+z_offset;
|
||||||
Map::Vertex hit;
|
Map::Vertex hit;
|
||||||
float best_z = zone->zonemap->FindBestZ(me, &hit);
|
float best_z = zone->zonemap->FindBestZ(me, &hit);
|
||||||
if (best_z != -999999)
|
if (best_z != -999999)
|
||||||
|
|||||||
24
zone/mob.h
24
zone/mob.h
@ -23,6 +23,7 @@
|
|||||||
#include "entity.h"
|
#include "entity.h"
|
||||||
#include "hate_list.h"
|
#include "hate_list.h"
|
||||||
#include "pathing.h"
|
#include "pathing.h"
|
||||||
|
#include "position.h"
|
||||||
#include <set>
|
#include <set>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include <string>
|
#include <string>
|
||||||
@ -392,10 +393,10 @@ public:
|
|||||||
((static_cast<float>(cur_mana) / max_mana) * 100); }
|
((static_cast<float>(cur_mana) / max_mana) * 100); }
|
||||||
virtual int32 CalcMaxMana();
|
virtual int32 CalcMaxMana();
|
||||||
uint32 GetNPCTypeID() const { return npctype_id; }
|
uint32 GetNPCTypeID() const { return npctype_id; }
|
||||||
inline const float GetX() const { return x_pos; }
|
inline const float GetX() const { return m_Position.m_X; }
|
||||||
inline const float GetY() const { return y_pos; }
|
inline const float GetY() const { return m_Position.m_Y; }
|
||||||
inline const float GetZ() const { return z_pos; }
|
inline const float GetZ() const { return m_Position.m_Z; }
|
||||||
inline const float GetHeading() const { return heading; }
|
inline const float GetHeading() const { return m_Position.m_Heading; }
|
||||||
inline const float GetSize() const { return size; }
|
inline const float GetSize() const { return size; }
|
||||||
inline const float GetBaseSize() const { return base_size; }
|
inline const float GetBaseSize() const { return base_size; }
|
||||||
inline const float GetTarX() const { return tarx; }
|
inline const float GetTarX() const { return tarx; }
|
||||||
@ -437,8 +438,8 @@ public:
|
|||||||
void MakeSpawnUpdate(PlayerPositionUpdateServer_Struct* spu);
|
void MakeSpawnUpdate(PlayerPositionUpdateServer_Struct* spu);
|
||||||
void SendPosition();
|
void SendPosition();
|
||||||
void SetFlyMode(uint8 flymode);
|
void SetFlyMode(uint8 flymode);
|
||||||
inline void Teleport(Map::Vertex NewPosition) { x_pos = NewPosition.x; y_pos = NewPosition.y;
|
inline void Teleport(Map::Vertex NewPosition) { m_Position.m_X = NewPosition.x; m_Position.m_Y = NewPosition.y;
|
||||||
z_pos = NewPosition.z; };
|
m_Position.m_Z = NewPosition.z; };
|
||||||
|
|
||||||
//AI
|
//AI
|
||||||
static uint32 GetLevelCon(uint8 mylevel, uint8 iOtherLevel);
|
static uint32 GetLevelCon(uint8 mylevel, uint8 iOtherLevel);
|
||||||
@ -459,8 +460,8 @@ public:
|
|||||||
bool IsEngaged() { return(!hate_list.IsEmpty()); }
|
bool IsEngaged() { return(!hate_list.IsEmpty()); }
|
||||||
bool HateSummon();
|
bool HateSummon();
|
||||||
void FaceTarget(Mob* MobToFace = 0);
|
void FaceTarget(Mob* MobToFace = 0);
|
||||||
void SetHeading(float iHeading) { if(heading != iHeading) { pLastChange = Timer::GetCurrentTime();
|
void SetHeading(float iHeading) { if(m_Position.m_Heading != iHeading) { pLastChange = Timer::GetCurrentTime();
|
||||||
heading = iHeading; } }
|
m_Position.m_Heading = iHeading; } }
|
||||||
void WipeHateList();
|
void WipeHateList();
|
||||||
void AddFeignMemory(Client* attacker);
|
void AddFeignMemory(Client* attacker);
|
||||||
void RemoveFromFeignMemory(Client* attacker);
|
void RemoveFromFeignMemory(Client* attacker);
|
||||||
@ -806,7 +807,7 @@ public:
|
|||||||
void SetDontCureMeBefore(uint32 time) { pDontCureMeBefore = time; }
|
void SetDontCureMeBefore(uint32 time) { pDontCureMeBefore = time; }
|
||||||
|
|
||||||
// calculate interruption of spell via movement of mob
|
// 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 GetSpellX() const {return spell_x;}
|
||||||
inline float GetSpellY() const {return spell_y;}
|
inline float GetSpellY() const {return spell_y;}
|
||||||
inline float GetSpellZ() const {return spell_z;}
|
inline float GetSpellZ() const {return spell_z;}
|
||||||
@ -998,10 +999,7 @@ protected:
|
|||||||
uint8 level;
|
uint8 level;
|
||||||
uint8 orig_level;
|
uint8 orig_level;
|
||||||
uint32 npctype_id;
|
uint32 npctype_id;
|
||||||
float x_pos;
|
xyz_heading m_Position;
|
||||||
float y_pos;
|
|
||||||
float z_pos;
|
|
||||||
float heading;
|
|
||||||
uint16 animation;
|
uint16 animation;
|
||||||
float base_size;
|
float base_size;
|
||||||
float size;
|
float size;
|
||||||
|
|||||||
@ -1792,7 +1792,7 @@ void NPC::AI_DoMovement() {
|
|||||||
CP2Moved = CalculateNewPosition2(guard_x, guard_y, guard_z, walksp);
|
CP2Moved = CalculateNewPosition2(guard_x, guard_y, guard_z, walksp);
|
||||||
else
|
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;
|
bool WaypointChanged, NodeReached;
|
||||||
Map::Vertex Goal = UpdatePath(guard_x, guard_y, guard_z, walksp, WaypointChanged, NodeReached);
|
Map::Vertex Goal = UpdatePath(guard_x, guard_y, guard_z, walksp, WaypointChanged, NodeReached);
|
||||||
|
|||||||
@ -3831,9 +3831,9 @@ void Corpse::CastRezz(uint16 spellid, Mob* Caster)
|
|||||||
rezz->zone_id = zone->GetZoneID();
|
rezz->zone_id = zone->GetZoneID();
|
||||||
rezz->instance_id = zone->GetInstanceID();
|
rezz->instance_id = zone->GetInstanceID();
|
||||||
rezz->spellid = spellid;
|
rezz->spellid = spellid;
|
||||||
rezz->x = this->x_pos;
|
rezz->x = this->m_Position.m_X;
|
||||||
rezz->y = this->y_pos;
|
rezz->y = this->m_Position.m_Y;
|
||||||
rezz->z = this->z_pos;
|
rezz->z = this->m_Position.m_Z;
|
||||||
rezz->unknown000 = 0x00000000;
|
rezz->unknown000 = 0x00000000;
|
||||||
rezz->unknown020 = 0x00000000;
|
rezz->unknown020 = 0x00000000;
|
||||||
rezz->unknown088 = 0x00000000;
|
rezz->unknown088 = 0x00000000;
|
||||||
|
|||||||
@ -437,10 +437,10 @@ void NPC::SaveGuardSpot(bool iClearGuardSpot) {
|
|||||||
guard_heading = 0;
|
guard_heading = 0;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
guard_x = x_pos;
|
guard_x = m_Position.m_X;
|
||||||
guard_y = y_pos;
|
guard_y = m_Position.m_Y;
|
||||||
guard_z = z_pos;
|
guard_z = m_Position.m_Z;
|
||||||
guard_heading = heading;
|
guard_heading = m_Position.m_Heading;
|
||||||
if(guard_heading == 0)
|
if(guard_heading == 0)
|
||||||
guard_heading = 0.0001; //hack to make IsGuarding simpler
|
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);
|
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);
|
SetHeading(guard_heading);
|
||||||
mlog(AI__WAYPOINTS, "Unable to move to next guard position. Probably rooted.");
|
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)
|
if(moved)
|
||||||
{
|
{
|
||||||
@ -480,7 +480,7 @@ void Mob::SaveSpawnSpot() {
|
|||||||
}*/
|
}*/
|
||||||
|
|
||||||
float Mob::CalculateDistance(float x, float y, float z) {
|
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 Mob::CalculateHeadingToTarget(float in_x, float in_y) {
|
||||||
float angle;
|
float angle;
|
||||||
|
|
||||||
if (in_x-x_pos > 0)
|
if (in_x-m_Position.m_X > 0)
|
||||||
angle = - 90 + atan((float)(in_y-y_pos) / (float)(in_x-x_pos)) * 180 / M_PI;
|
angle = - 90 + atan((float)(in_y-m_Position.m_Y) / (float)(in_x-m_Position.m_X)) * 180 / M_PI;
|
||||||
else if (in_x-x_pos < 0)
|
else if (in_x-m_Position.m_X < 0)
|
||||||
angle = + 90 + atan((float)(in_y-y_pos) / (float)(in_x-x_pos)) * 180 / M_PI;
|
angle = + 90 + atan((float)(in_y-m_Position.m_Y) / (float)(in_x-m_Position.m_X)) * 180 / M_PI;
|
||||||
else // Added?
|
else // Added?
|
||||||
{
|
{
|
||||||
if (in_y-y_pos > 0)
|
if (in_y-m_Position.m_Y > 0)
|
||||||
angle = 0;
|
angle = 0;
|
||||||
else
|
else
|
||||||
angle = 180;
|
angle = 180;
|
||||||
@ -513,16 +513,16 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
|
|||||||
if(GetID()==0)
|
if(GetID()==0)
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
if ((x_pos-x == 0) && (y_pos-y == 0)) {//spawn is at target coords
|
if ((m_Position.m_X-x == 0) && (m_Position.m_Y-y == 0)) {//spawn is at target coords
|
||||||
if(z_pos-z != 0) {
|
if(m_Position.m_Z-z != 0) {
|
||||||
z_pos = z;
|
m_Position.m_Z = z;
|
||||||
mlog(AI__WAYPOINTS, "Calc Position2 (%.3f, %.3f, %.3f): Jumping pure Z.", x, y, z);
|
mlog(AI__WAYPOINTS, "Calc Position2 (%.3f, %.3f, %.3f): Jumping pure Z.", x, y, z);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
mlog(AI__WAYPOINTS, "Calc Position2 (%.3f, %.3f, %.3f) inWater=%d: We are there.", x, y, z, inWater);
|
mlog(AI__WAYPOINTS, "Calc Position2 (%.3f, %.3f, %.3f) inWater=%d: We are there.", x, y, z, inWater);
|
||||||
return false;
|
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);
|
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);
|
entity_list.ProcessMove(CastToNPC(), x, y, z);
|
||||||
}
|
}
|
||||||
|
|
||||||
x_pos = x;
|
m_Position.m_X = x;
|
||||||
y_pos = y;
|
m_Position.m_Y = y;
|
||||||
z_pos = z;
|
m_Position.m_Z = z;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
int compare_steps = IsBoat() ? 1 : 20;
|
int compare_steps = IsBoat() ? 1 : 20;
|
||||||
if(tar_ndx < compare_steps && tarx==x && tary==y) {
|
if(tar_ndx < compare_steps && tarx==x && tary==y) {
|
||||||
|
|
||||||
float new_x = x_pos + tar_vx*tar_vector;
|
float new_x = m_Position.m_X + tar_vx*tar_vector;
|
||||||
float new_y = y_pos + tar_vy*tar_vector;
|
float new_y = m_Position.m_Y + tar_vy*tar_vector;
|
||||||
float new_z = z_pos + tar_vz*tar_vector;
|
float new_z = m_Position.m_Z + tar_vz*tar_vector;
|
||||||
if(IsNPC()) {
|
if(IsNPC()) {
|
||||||
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
|
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
|
||||||
}
|
}
|
||||||
|
|
||||||
x_pos = new_x;
|
m_Position.m_X = new_x;
|
||||||
y_pos = new_y;
|
m_Position.m_Y = new_y;
|
||||||
z_pos = new_z;
|
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);
|
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(!NPCFlyMode && checkZ && zone->HasMap() && RuleB(Map, FixPathingZWhenMoving))
|
||||||
{
|
{
|
||||||
if(!RuleB(Watermap, CheckForWaterWhenMoving) || !zone->HasWaterMap() ||
|
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;
|
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( (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))
|
if(ABS(z-m_Position.m_Z) <= RuleR(Map, FixPathingZMaxDeltaMoving))
|
||||||
z_pos = z;
|
m_Position.m_Z = z;
|
||||||
else
|
else
|
||||||
z_pos = newz + 1;
|
m_Position.m_Z = newz + 1;
|
||||||
}
|
}
|
||||||
else
|
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;
|
tary=y;
|
||||||
tarz=z;
|
tarz=z;
|
||||||
|
|
||||||
float nx = this->x_pos;
|
float nx = this->m_Position.m_X;
|
||||||
float ny = this->y_pos;
|
float ny = this->m_Position.m_Y;
|
||||||
float nz = this->z_pos;
|
float nz = this->m_Position.m_Z;
|
||||||
// float nh = this->heading;
|
// float nh = this->heading;
|
||||||
|
|
||||||
tar_vx = x - nx;
|
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_vy = tar_vy/numsteps;
|
||||||
tar_vz = tar_vz/numsteps;
|
tar_vz = tar_vz/numsteps;
|
||||||
|
|
||||||
float new_x = x_pos + tar_vx;
|
float new_x = m_Position.m_X + tar_vx;
|
||||||
float new_y = y_pos + tar_vy;
|
float new_y = m_Position.m_Y + tar_vy;
|
||||||
float new_z = z_pos + tar_vz;
|
float new_z = m_Position.m_Z + tar_vz;
|
||||||
if(IsNPC()) {
|
if(IsNPC()) {
|
||||||
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
|
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
|
||||||
}
|
}
|
||||||
|
|
||||||
x_pos = new_x;
|
m_Position.m_X = new_x;
|
||||||
y_pos = new_y;
|
m_Position.m_Y = new_y;
|
||||||
z_pos = new_z;
|
m_Position.m_Z = new_z;
|
||||||
|
m_Position.m_Heading = CalculateHeadingToTarget(x, y);
|
||||||
tar_ndx=22-numsteps;
|
tar_ndx=22-numsteps;
|
||||||
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);
|
||||||
mlog(AI__WAYPOINTS, "Next position2 (%.3f, %.3f, %.3f) (%d steps)", x_pos, y_pos, z_pos, numsteps);
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@ -655,9 +655,9 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
|
|||||||
entity_list.ProcessMove(CastToNPC(), x, y, z);
|
entity_list.ProcessMove(CastToNPC(), x, y, z);
|
||||||
}
|
}
|
||||||
|
|
||||||
x_pos = x;
|
m_Position.m_X = x;
|
||||||
y_pos = y;
|
m_Position.m_Y = y;
|
||||||
z_pos = z;
|
m_Position.m_Z = z;
|
||||||
|
|
||||||
mlog(AI__WAYPOINTS, "Only a single step to get there... jumping.");
|
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 {
|
else {
|
||||||
tar_vector/=20;
|
tar_vector/=20;
|
||||||
|
|
||||||
float new_x = x_pos + tar_vx*tar_vector;
|
float new_x = m_Position.m_X + tar_vx*tar_vector;
|
||||||
float new_y = y_pos + tar_vy*tar_vector;
|
float new_y = m_Position.m_Y + tar_vy*tar_vector;
|
||||||
float new_z = z_pos + tar_vz*tar_vector;
|
float new_z = m_Position.m_Z + tar_vz*tar_vector;
|
||||||
if(IsNPC()) {
|
if(IsNPC()) {
|
||||||
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
|
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
|
||||||
}
|
}
|
||||||
|
|
||||||
x_pos = new_x;
|
m_Position.m_X = new_x;
|
||||||
y_pos = new_y;
|
m_Position.m_Y = new_y;
|
||||||
z_pos = new_z;
|
m_Position.m_Z = new_z;
|
||||||
heading = CalculateHeadingToTarget(x, y);
|
m_Position.m_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);
|
||||||
}
|
}
|
||||||
|
|
||||||
uint8 NPCFlyMode = 0;
|
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(!NPCFlyMode && checkZ && zone->HasMap() && RuleB(Map, FixPathingZWhenMoving)) {
|
||||||
|
|
||||||
if(!RuleB(Watermap, CheckForWaterWhenMoving) || !zone->HasWaterMap() ||
|
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;
|
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( (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))
|
if(ABS(z - m_Position.m_Z) <= RuleR(Map, FixPathingZMaxDeltaMoving))
|
||||||
z_pos = z;
|
m_Position.m_Z = z;
|
||||||
else
|
else
|
||||||
z_pos = newz + 1;
|
m_Position.m_Z = newz + 1;
|
||||||
}
|
}
|
||||||
else
|
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);
|
SetMoving(true);
|
||||||
moved=true;
|
moved=true;
|
||||||
|
|
||||||
delta_x=x_pos-nx;
|
delta_x=m_Position.m_X-nx;
|
||||||
delta_y=y_pos-ny;
|
delta_y=m_Position.m_Y-ny;
|
||||||
delta_z=z_pos-nz;
|
delta_z=m_Position.m_Z-nz;
|
||||||
delta_heading=0;
|
delta_heading=0;
|
||||||
|
|
||||||
if (IsClient())
|
if (IsClient())
|
||||||
@ -746,9 +746,9 @@ bool Mob::CalculateNewPosition(float x, float y, float z, float speed, bool chec
|
|||||||
if(GetID()==0)
|
if(GetID()==0)
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
float nx = x_pos;
|
float nx = m_Position.m_X;
|
||||||
float ny = y_pos;
|
float ny = m_Position.m_Y;
|
||||||
float nz = z_pos;
|
float nz = m_Position.m_Z;
|
||||||
|
|
||||||
// if NPC is rooted
|
// if NPC is rooted
|
||||||
if (speed == 0.0) {
|
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);
|
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);
|
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 (tar_vector >= 1.0) {
|
||||||
if(IsNPC()) {
|
if(IsNPC()) {
|
||||||
entity_list.ProcessMove(CastToNPC(), x, y, z);
|
entity_list.ProcessMove(CastToNPC(), x, y, z);
|
||||||
}
|
}
|
||||||
|
|
||||||
x_pos = x;
|
m_Position.m_X = x;
|
||||||
y_pos = y;
|
m_Position.m_Y = y;
|
||||||
z_pos = z;
|
m_Position.m_Z = z;
|
||||||
mlog(AI__WAYPOINTS, "Close enough, jumping to waypoint");
|
mlog(AI__WAYPOINTS, "Close enough, jumping to waypoint");
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
float new_x = x_pos + tar_vx*tar_vector;
|
float new_x = m_Position.m_X + tar_vx*tar_vector;
|
||||||
float new_y = y_pos + tar_vy*tar_vector;
|
float new_y = m_Position.m_Y + tar_vy*tar_vector;
|
||||||
float new_z = z_pos + tar_vz*tar_vector;
|
float new_z = m_Position.m_Z + tar_vz*tar_vector;
|
||||||
if(IsNPC()) {
|
if(IsNPC()) {
|
||||||
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
|
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
|
||||||
}
|
}
|
||||||
|
|
||||||
x_pos = new_x;
|
m_Position.m_X = new_x;
|
||||||
y_pos = new_y;
|
m_Position.m_Y = new_y;
|
||||||
z_pos = new_z;
|
m_Position.m_Z = new_z;
|
||||||
mlog(AI__WAYPOINTS, "Next position (%.3f, %.3f, %.3f)", x_pos, y_pos, z_pos);
|
mlog(AI__WAYPOINTS, "Next position (%.3f, %.3f, %.3f)", m_Position.m_X, m_Position.m_Y, m_Position.m_Z);
|
||||||
}
|
}
|
||||||
|
|
||||||
uint8 NPCFlyMode = 0;
|
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(!NPCFlyMode && checkZ && zone->HasMap() && RuleB(Map, FixPathingZWhenMoving))
|
||||||
{
|
{
|
||||||
if(!RuleB(Watermap, CheckForWaterWhenMoving) || !zone->HasWaterMap() ||
|
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;
|
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( (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))
|
if(ABS(z - m_Position.m_Z) <= RuleR(Map, FixPathingZMaxDeltaMoving))
|
||||||
z_pos = z;
|
m_Position.m_Z = z;
|
||||||
else
|
else
|
||||||
z_pos = newz + 1;
|
m_Position.m_Z = newz + 1;
|
||||||
}
|
}
|
||||||
else
|
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;
|
tar_ndx=0;
|
||||||
this->SetMoving(true);
|
this->SetMoving(true);
|
||||||
moved=true;
|
moved=true;
|
||||||
delta_x=(x_pos-nx);
|
delta_x=(m_Position.m_X-nx);
|
||||||
delta_y=(y_pos-ny);
|
delta_y=(m_Position.m_Y-ny);
|
||||||
delta_z=(z_pos-nz);
|
delta_z=(m_Position.m_Z-nz);
|
||||||
delta_heading=0;//(heading-nh)*8;
|
delta_heading=0;//(heading-nh)*8;
|
||||||
SendPosUpdate();
|
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);
|
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
|
||||||
}
|
}
|
||||||
|
|
||||||
x_pos = new_x;
|
m_Position.m_X = new_x;
|
||||||
y_pos = new_y;
|
m_Position.m_Y = new_y;
|
||||||
z_pos = new_z;
|
m_Position.m_Z = new_z;
|
||||||
mlog(AI__WAYPOINTS, "Sent To (%.3f, %.3f, %.3f)", new_x, new_y, new_z);
|
mlog(AI__WAYPOINTS, "Sent To (%.3f, %.3f, %.3f)", new_x, new_y, new_z);
|
||||||
|
|
||||||
if(flymode == FlyMode1)
|
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(zone->HasMap() && RuleB(Map, FixPathingZOnSendTo) )
|
||||||
{
|
{
|
||||||
if(!RuleB(Watermap, CheckForWaterOnSendTo) || !zone->HasWaterMap() ||
|
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);
|
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.
|
if( (newz > -2000) && ABS(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaSendTo)) // Sanity check.
|
||||||
z_pos = newz + 1;
|
m_Position.m_Z = newz + 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
z_pos += 0.1;
|
m_Position.m_Z += 0.1;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Mob::SendToFixZ(float new_x, float new_y, float new_z) {
|
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);
|
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z + 0.1);
|
||||||
}
|
}
|
||||||
|
|
||||||
x_pos = new_x;
|
m_Position.m_X = new_x;
|
||||||
y_pos = new_y;
|
m_Position.m_Y = new_y;
|
||||||
z_pos = new_z + 0.1;
|
m_Position.m_Z = new_z + 0.1;
|
||||||
|
|
||||||
//fix up pathing Z, this shouldent be needed IF our waypoints
|
//fix up pathing Z, this shouldent be needed IF our waypoints
|
||||||
//are corrected instead
|
//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(zone->HasMap() && RuleB(Map, FixPathingZOnSendTo))
|
||||||
{
|
{
|
||||||
if(!RuleB(Watermap, CheckForWaterOnSendTo) || !zone->HasWaterMap() ||
|
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);
|
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.
|
if( (newz > -2000) && ABS(newz-dest.z) < RuleR(Map, FixPathingZMaxDeltaSendTo)) // Sanity check.
|
||||||
z_pos = newz + 1;
|
m_Position.m_Z = newz + 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -347,10 +347,10 @@ void Client::DoZoneSuccess(ZoneChange_Struct *zc, uint16 zone_id, uint32 instanc
|
|||||||
|
|
||||||
//set the player's coordinates in the new zone so they have them
|
//set the player's coordinates in the new zone so they have them
|
||||||
//when they zone into it
|
//when they zone into it
|
||||||
x_pos = dest_x; //these coordinates will now be saved when ~client is called
|
m_Position.m_X = dest_x; //these coordinates will now be saved when ~client is called
|
||||||
y_pos = dest_y;
|
m_Position.m_Y = dest_y;
|
||||||
z_pos = dest_z;
|
m_Position.m_Z = dest_z;
|
||||||
heading = dest_h; // Cripp: fix for zone heading
|
m_Position.m_Heading = dest_h; // Cripp: fix for zone heading
|
||||||
m_pp.heading = dest_h;
|
m_pp.heading = dest_h;
|
||||||
m_pp.zone_id = zone_id;
|
m_pp.zone_id = zone_id;
|
||||||
m_pp.zoneInstance = instance_id;
|
m_pp.zoneInstance = instance_id;
|
||||||
@ -500,9 +500,9 @@ void Client::ZonePC(uint32 zoneID, uint32 instance_id, float x, float y, float z
|
|||||||
SetHeading(heading);
|
SetHeading(heading);
|
||||||
break;
|
break;
|
||||||
case GMSummon:
|
case GMSummon:
|
||||||
zonesummon_x = x_pos = x;
|
zonesummon_x = m_Position.m_X = x;
|
||||||
zonesummon_y = y_pos = y;
|
zonesummon_y = m_Position.m_Y = y;
|
||||||
zonesummon_z = z_pos = z;
|
zonesummon_z = m_Position.m_Z = z;
|
||||||
SetHeading(heading);
|
SetHeading(heading);
|
||||||
|
|
||||||
zonesummon_id = zoneID;
|
zonesummon_id = zoneID;
|
||||||
@ -518,31 +518,31 @@ void Client::ZonePC(uint32 zoneID, uint32 instance_id, float x, float y, float z
|
|||||||
zonesummon_ignorerestrictions = ignorerestrictions;
|
zonesummon_ignorerestrictions = ignorerestrictions;
|
||||||
break;
|
break;
|
||||||
case GateToBindPoint:
|
case GateToBindPoint:
|
||||||
x = x_pos = m_pp.binds[0].x;
|
x = m_Position.m_X = m_pp.binds[0].x;
|
||||||
y = y_pos = m_pp.binds[0].y;
|
y = m_Position.m_Y = m_pp.binds[0].y;
|
||||||
z = z_pos = m_pp.binds[0].z;
|
z = m_Position.m_Z = m_pp.binds[0].z;
|
||||||
heading = m_pp.binds[0].heading;
|
heading = m_pp.binds[0].heading;
|
||||||
break;
|
break;
|
||||||
case ZoneToBindPoint:
|
case ZoneToBindPoint:
|
||||||
x = x_pos = m_pp.binds[0].x;
|
x = m_Position.m_X = m_pp.binds[0].x;
|
||||||
y = y_pos = m_pp.binds[0].y;
|
y = m_Position.m_Y = m_pp.binds[0].y;
|
||||||
z = z_pos = m_pp.binds[0].z;
|
z = m_Position.m_Z = m_pp.binds[0].z;
|
||||||
heading = m_pp.binds[0].heading;
|
heading = m_pp.binds[0].heading;
|
||||||
|
|
||||||
zonesummon_ignorerestrictions = 1;
|
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);
|
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;
|
break;
|
||||||
case SummonPC:
|
case SummonPC:
|
||||||
zonesummon_x = x_pos = x;
|
zonesummon_x = m_Position.m_X = x;
|
||||||
zonesummon_y = y_pos = y;
|
zonesummon_y = m_Position.m_Y = y;
|
||||||
zonesummon_z = z_pos = z;
|
zonesummon_z = m_Position.m_Z = z;
|
||||||
SetHeading(heading);
|
SetHeading(heading);
|
||||||
break;
|
break;
|
||||||
case Rewind:
|
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());
|
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 = x_pos = x;
|
zonesummon_x = m_Position.m_X = x;
|
||||||
zonesummon_y = y_pos = y;
|
zonesummon_y = m_Position.m_Y = y;
|
||||||
zonesummon_z = z_pos = z;
|
zonesummon_z = m_Position.m_Z = z;
|
||||||
SetHeading(heading);
|
SetHeading(heading);
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
@ -652,10 +652,10 @@ void Client::ZonePC(uint32 zoneID, uint32 instance_id, float x, float y, float z
|
|||||||
else {
|
else {
|
||||||
if(zoneID == GetZoneID()) {
|
if(zoneID == GetZoneID()) {
|
||||||
//properly handle proximities
|
//properly handle proximities
|
||||||
entity_list.ProcessMove(this, x_pos, y_pos, z_pos);
|
entity_list.ProcessMove(this, m_Position.m_X, m_Position.m_Y, m_Position.m_Z);
|
||||||
proximity_x = x_pos;
|
proximity_x = m_Position.m_X;
|
||||||
proximity_y = y_pos;
|
proximity_y = m_Position.m_Y;
|
||||||
proximity_z = z_pos;
|
proximity_z = m_Position.m_Z;
|
||||||
|
|
||||||
//send out updates to people in zone.
|
//send out updates to people in zone.
|
||||||
SendPosition();
|
SendPosition();
|
||||||
@ -723,9 +723,9 @@ void Client::SetBindPoint(int to_zone, int to_instance, float new_x, float new_y
|
|||||||
if (to_zone == -1) {
|
if (to_zone == -1) {
|
||||||
m_pp.binds[0].zoneId = zone->GetZoneID();
|
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].instance_id = (zone->GetInstanceID() != 0 && zone->IsInstancePersistent()) ? zone->GetInstanceID() : 0;
|
||||||
m_pp.binds[0].x = x_pos;
|
m_pp.binds[0].x = m_Position.m_X;
|
||||||
m_pp.binds[0].y = y_pos;
|
m_pp.binds[0].y = m_Position.m_Y;
|
||||||
m_pp.binds[0].z = z_pos;
|
m_pp.binds[0].z = m_Position.m_Z;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
m_pp.binds[0].zoneId = to_zone;
|
m_pp.binds[0].zoneId = to_zone;
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user