Merge branch 'master' of https://github.com/EQEmu/Server into inv_possessions_rework

This commit is contained in:
Uleat 2018-09-23 01:02:54 -04:00
commit 7c5b1e8fd2
58 changed files with 1157 additions and 654 deletions

23
.editorconfig Normal file
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@ -0,0 +1,23 @@
# EditorConfig is awesome: http://EditorConfig.org
# top-most EditorConfig file
root = true
# Unix-style newlines with a newline ending every file
[*]
end_of_line = lf
insert_final_newline = true
# Matches multiple files with brace expansion notation
# Set default charset
[*.{js,py}]
charset = utf-8
[*.cpp]
indent_style = tab
[*.h]
indent_style = tab
# Tab indentation (no size specified)
[Makefile]
indent_style = tab

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@ -28,6 +28,9 @@
#EQEMU_MAP_DIR
CMAKE_MINIMUM_REQUIRED(VERSION 2.8)
IF(POLICY CMP0074)
cmake_policy(SET CMP0074 NEW)
ENDIF()
#FindMySQL is located here so lets make it so CMake can find it
SET(CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake/" ${CMAKE_MODULE_PATH})

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@ -376,7 +376,11 @@ struct NewZone_Struct {
/*0692*/ uint8 unknown692[8];
/*0700*/ float fog_density;
/*0704*/ uint32 SuspendBuffs;
/*0704*/
/*0708*/ uint32 FastRegenHP;
/*0712*/ uint32 FastRegenMana;
/*0716*/ uint32 FastRegenEndurance;
/*0720*/ uint32 NPCAggroMaxDist;
/*0724*/
};
/*

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@ -90,6 +90,7 @@ enum LogCategory {
FixZ,
Food,
Traps,
NPCRoamBox,
MaxCategoryID /* Don't Remove this*/
};
@ -144,7 +145,8 @@ static const char* LogCategoryName[LogCategory::MaxCategoryID] = {
"HP Update",
"FixZ",
"Food",
"Traps"
"Traps",
"NPC Roam Box"
};
}

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@ -124,7 +124,7 @@ namespace EQEmu
class OutBuffer : public std::stringstream {
public:
inline size_t size() { return tellp(); }
inline size_t size() { return static_cast<size_t>(tellp()); }
void overwrite(OutBuffer::pos_type position, const char *_Str, std::streamsize _Count);
uchar* detach();
};

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@ -73,7 +73,7 @@ uint32 SwapBits21And22(uint32 mask);
uint32 Catch22(uint32 mask);
// macro to catch fp errors (provided by noudness)
#define FCMP(a,b) (fabs(a-b) < FLT_EPSILON)
#define FCMP(a,b) (std::abs(a-b) < FLT_EPSILON)
#define _ITOA_BUFLEN 25
const char *itoa(int num); //not thread safe

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@ -1823,6 +1823,9 @@ namespace RoF
OUT(zone_id);
OUT(zone_instance);
OUT(SuspendBuffs);
OUT(FastRegenHP);
OUT(FastRegenMana);
OUT(FastRegenEndurance);
eq->FogDensity = emu->fog_density;
@ -1839,9 +1842,6 @@ namespace RoF
eq->unknown893 = 0;
eq->fall_damage = 0; // 0 = Fall Damage on, 1 = Fall Damage off
eq->unknown895 = 0;
eq->unknown896 = 180;
eq->unknown900 = 180;
eq->unknown904 = 180;
eq->unknown908 = 2;
eq->unknown912 = 2;
eq->unknown932 = -1; // Set from PoK Example
@ -2807,7 +2807,7 @@ namespace RoF
std::vector<int32> skill;
std::vector<int32> points;
for(auto i = 0; i < emu->total_prereqs; ++i) {
for(auto i = 0u; i < emu->total_prereqs; ++i) {
skill.push_back(inapp->ReadUInt32());
points.push_back(inapp->ReadUInt32());
}
@ -2861,7 +2861,7 @@ namespace RoF
outapp->WriteUInt32(emu->total_effects);
inapp->SetReadPosition(sizeof(AARankInfo_Struct));
for(auto i = 0; i < emu->total_effects; ++i) {
for(auto i = 0u; i < emu->total_effects; ++i) {
outapp->WriteUInt32(inapp->ReadUInt32()); // skill_id
outapp->WriteUInt32(inapp->ReadUInt32()); // base1
outapp->WriteUInt32(inapp->ReadUInt32()); // base2
@ -2917,7 +2917,7 @@ namespace RoF
unsigned char *eq_ptr = __packet->pBuffer;
eq_ptr += sizeof(structs::CharacterSelect_Struct);
for (int counter = 0; counter < character_count; ++counter) {
for (auto counter = 0u; counter < character_count; ++counter) {
emu_cse = (CharacterSelectEntry_Struct *)emu_ptr;
eq_cse = (structs::CharacterSelectEntry_Struct *)eq_ptr; // base address
@ -3259,7 +3259,7 @@ namespace RoF
InBuffer += title_size;
TaskDescriptionData1_Struct *emu_tdd1 = (TaskDescriptionData1_Struct *)InBuffer;
emu_tdd1->StartTime = (time(nullptr) - emu_tdd1->StartTime); // RoF has elapsed time here rather than start time
emu_tdd1->StartTime = (static_cast<uint32>(time(nullptr)) - emu_tdd1->StartTime); // RoF has elapsed time here rather than start time
InBuffer += sizeof(TaskDescriptionData1_Struct);
uint32 description_size = strlen(InBuffer) + 1;
@ -3610,10 +3610,10 @@ namespace RoF
// calculate size of names, note the packet DOES NOT have null termed c-strings
std::vector<uint32> name_lengths;
for (int i = 0; i < count; ++i) {
for (auto i = 0u; i < count; ++i) {
InternalVeteranReward *ivr = (InternalVeteranReward *)__emu_buffer;
for (int i = 0; i < ivr->claim_count; i++) {
for (auto i = 0u; i < ivr->claim_count; i++) {
uint32 length = strnlen(ivr->items[i].item_name, 63);
if (length)
name_lengths.push_back(length);
@ -3633,7 +3633,7 @@ namespace RoF
outapp->WriteUInt32(count);
auto name_itr = name_lengths.begin();
for (int i = 0; i < count; i++) {
for (auto i = 0u; i < count; i++) {
InternalVeteranReward *ivr = (InternalVeteranReward *)__emu_buffer;
outapp->WriteUInt32(ivr->claim_id);
@ -3641,7 +3641,7 @@ namespace RoF
outapp->WriteUInt32(ivr->claim_count);
outapp->WriteUInt8(1); // enabled
for (int j = 0; j < ivr->claim_count; j++) {
for (auto j = 0u; j < ivr->claim_count; j++) {
assert(name_itr != name_lengths.end()); // the way it's written, it should never happen, so just assert
outapp->WriteUInt32(*name_itr);
outapp->WriteData(ivr->items[j].item_name, *name_itr);
@ -3869,7 +3869,7 @@ namespace RoF
VARSTRUCT_ENCODE_STRING(Buffer, emu->name);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->spawnId);
VARSTRUCT_ENCODE_TYPE(uint8, Buffer, emu->level);
VARSTRUCT_ENCODE_TYPE(float, Buffer, SpawnSize - 0.7); // Eye Height?
VARSTRUCT_ENCODE_TYPE(float, Buffer, SpawnSize - 0.7f); // Eye Height?
VARSTRUCT_ENCODE_TYPE(uint8, Buffer, emu->NPC);
structs::Spawn_Struct_Bitfields *Bitfields = (structs::Spawn_Struct_Bitfields*)Buffer;

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@ -1891,6 +1891,9 @@ namespace RoF2
OUT(zone_id);
OUT(zone_instance);
OUT(SuspendBuffs);
OUT(FastRegenHP);
OUT(FastRegenMana);
OUT(FastRegenEndurance);
eq->FogDensity = emu->fog_density;
@ -1914,9 +1917,6 @@ namespace RoF2
eq->bNoFear = 0;
eq->fall_damage = 0; // 0 = Fall Damage on, 1 = Fall Damage off
eq->unknown895 = 0;
eq->FastRegenHP = 180;
eq->FastRegenMana = 180;
eq->FastRegenEndurance = 180;
eq->CanPlaceCampsite = 2;
eq->CanPlaceGuildBanner = 2;
eq->FishingRelated = -1; // Set from PoK Example

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@ -588,9 +588,9 @@ struct NewZone_Struct {
/*0893*/ uint8 unknown893; // Seen 0 - 00
/*0894*/ uint8 fall_damage; // 0 = Fall Damage on, 1 = Fall Damage off
/*0895*/ uint8 unknown895; // Seen 0 - 00
/*0896*/ uint32 unknown896; // Seen 180
/*0900*/ uint32 unknown900; // Seen 180
/*0904*/ uint32 unknown904; // Seen 180
/*0896*/ uint32 FastRegenHP; // Seen 180
/*0900*/ uint32 FastRegenMana; // Seen 180
/*0904*/ uint32 FastRegenEndurance; // Seen 180
/*0908*/ uint32 unknown908; // Seen 2
/*0912*/ uint32 unknown912; // Seen 2
/*0916*/ float FogDensity; // Most zones have this set to 0.33 Blightfire had 0.16

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@ -1350,6 +1350,10 @@ namespace SoD
OUT(zone_id);
OUT(zone_instance);
OUT(SuspendBuffs);
OUT(FastRegenHP);
OUT(FastRegenMana);
OUT(FastRegenEndurance);
/*fill in some unknowns with observed values, hopefully it will help */
eq->unknown800 = -1;
eq->unknown844 = 600;
@ -1363,9 +1367,6 @@ namespace SoD
eq->unknown893 = 0;
eq->fall_damage = 0; // 0 = Fall Damage on, 1 = Fall Damage off
eq->unknown895 = 0;
eq->unknown896 = 180;
eq->unknown900 = 180;
eq->unknown904 = 180;
eq->unknown908 = 2;
eq->unknown912 = 2;
eq->FogDensity = emu->fog_density;

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@ -456,9 +456,9 @@ struct NewZone_Struct {
/*0893*/ uint8 unknown893; //seen 0 - 00
/*0894*/ uint8 fall_damage; // 0 = Fall Damage on, 1 = Fall Damage off
/*0895*/ uint8 unknown895; //seen 0 - 00
/*0896*/ uint32 unknown896; //seen 180
/*0900*/ uint32 unknown900; //seen 180
/*0904*/ uint32 unknown904; //seen 180
/*0896*/ uint32 FastRegenHP; //seen 180
/*0900*/ uint32 FastRegenMana; //seen 180
/*0904*/ uint32 FastRegenEndurance; //seen 180
/*0908*/ uint32 unknown908; //seen 2
/*0912*/ uint32 unknown912; //seen 2
/*0916*/ float FogDensity; //Of about 10 or so zones tested, all but one have this set to 0.33 Blightfire had 0.16

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@ -1027,6 +1027,9 @@ namespace SoF
OUT(zone_id);
OUT(zone_instance);
OUT(SuspendBuffs);
OUT(FastRegenHP);
OUT(FastRegenMana);
OUT(FastRegenEndurance);
/*fill in some unknowns with observed values, hopefully it will help */
eq->unknown796 = -1;
@ -1041,9 +1044,6 @@ namespace SoF
eq->unknown889 = 0;
eq->fall_damage = 0; // 0 = Fall Damage on, 1 = Fall Damage off
eq->unknown891 = 0;
eq->unknown892 = 180;
eq->unknown896 = 180;
eq->unknown900 = 180;
eq->unknown904 = 2;
eq->unknown908 = 2;

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@ -460,9 +460,9 @@ struct NewZone_Struct {
/*0893*/ uint8 unknown889; //seen 0 - 00
/*0894*/ uint8 fall_damage; // 0 = Fall Damage on, 1 = Fall Damage off
/*0895*/ uint8 unknown891; //seen 0 - 00
/*0892*/ uint32 unknown892; //seen 180
/*0896*/ uint32 unknown896; //seen 180
/*0900*/ uint32 unknown900; //seen 180
/*0892*/ uint32 FastRegenHP; //seen 180
/*0896*/ uint32 FastRegenMana; //seen 180
/*0900*/ uint32 FastRegenEndurance; //seen 180
/*0904*/ uint32 unknown904; //seen 2
/*0908*/ uint32 unknown908; //seen 2
/*0912*/

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@ -1574,6 +1574,9 @@ namespace UF
OUT(zone_id);
OUT(zone_instance);
OUT(SuspendBuffs);
OUT(FastRegenHP);
OUT(FastRegenMana);
OUT(FastRegenEndurance);
eq->FogDensity = emu->fog_density;
@ -1590,9 +1593,6 @@ namespace UF
eq->unknown893 = 0;
eq->fall_damage = 0; // 0 = Fall Damage on, 1 = Fall Damage off
eq->unknown895 = 0;
eq->unknown896 = 180;
eq->unknown900 = 180;
eq->unknown904 = 180;
eq->unknown908 = 2;
eq->unknown912 = 2;

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@ -456,9 +456,9 @@ struct NewZone_Struct {
/*0893*/ uint8 unknown893; //seen 0 - 00
/*0894*/ uint8 fall_damage; // 0 = Fall Damage on, 1 = Fall Damage off
/*0895*/ uint8 unknown895; //seen 0 - 00
/*0896*/ uint32 unknown896; //seen 180
/*0900*/ uint32 unknown900; //seen 180
/*0904*/ uint32 unknown904; //seen 180
/*0896*/ uint32 FastRegenHP; //seen 180
/*0900*/ uint32 FastRegenMana; //seen 180
/*0904*/ uint32 FastRegenEndurance; //seen 180
/*0908*/ uint32 unknown908; //seen 2
/*0912*/ uint32 unknown912; //seen 2
/*0916*/ float FogDensity; //Of about 10 or so zones tested, all but one have this set to 0.33 Blightfire had 0.16

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@ -94,9 +94,6 @@ RULE_INT(Character, SkillUpModifier, 100) //skill ups are at 100%
RULE_BOOL(Character, SharedBankPlat, false) //off by default to prevent duping for now
RULE_BOOL(Character, BindAnywhere, false)
RULE_BOOL(Character, RestRegenEnabled, true) // Enable OOC Regen
RULE_INT(Character, RestRegenHP, 180) // seconds until full from 0. this is actually zone setable, but most or all zones are 180
RULE_INT(Character, RestRegenMana, 180) // seconds until full from 0. this is actually zone setable, but most or all zones are 180
RULE_INT(Character, RestRegenEnd, 180) // seconds until full from 0. this is actually zone setable, but most or all zones are 180
RULE_INT(Character, RestRegenTimeToActivate, 30) // Time in seconds for rest state regen to kick in.
RULE_INT(Character, RestRegenRaidTimeToActivate, 300) // Time in seconds for rest state regen to kick in with a raid target.
RULE_INT(Character, KillsPerGroupLeadershipAA, 250) // Number of dark blues or above per Group Leadership AA
@ -419,6 +416,8 @@ RULE_BOOL(Combat, UseIntervalAC, true)
RULE_INT(Combat, PetAttackMagicLevel, 30)
RULE_BOOL(Combat, EnableFearPathing, true)
RULE_REAL(Combat, FleeMultiplier, 2.0) // Determines how quickly a NPC will slow down while fleeing. Decrease multiplier to slow NPC down quicker.
RULE_BOOL(Combat, FleeGray, true) // If true FleeGrayHPRatio will be used.
RULE_INT(Combat, FleeGrayHPRatio, 50) //HP % when a Gray NPC begins to flee.
RULE_INT(Combat, FleeHPRatio, 25) //HP % when a NPC begins to flee.
RULE_BOOL(Combat, FleeIfNotAlone, false) // If false, mobs won't flee if other mobs are in combat with it.
RULE_BOOL(Combat, AdjustProcPerMinute, true)
@ -532,6 +531,11 @@ RULE_INT(NPC, NPCToNPCAggroTimerMin, 500)
RULE_INT(NPC, NPCToNPCAggroTimerMax, 6000)
RULE_BOOL(NPC, UseClassAsLastName, true) // Uses class archetype as LastName for npcs with none
RULE_BOOL(NPC, NewLevelScaling, true) // Better level scaling, use old if new formulas would break your server
RULE_INT(NPC, NPCGatePercent, 5) // % at which the NPC Will attempt to gate at.
RULE_BOOL(NPC, NPCGateNearBind, false) // Will NPC attempt to gate when near bind location?
RULE_INT(NPC, NPCGateDistanceBind, 75) // Distance from bind before NPC will attempt to gate
RULE_BOOL(NPC, NPCHealOnGate, true) // Will the NPC Heal on Gate.
RULE_REAL(NPC, NPCHealOnGateAmount, 25) // How much the npc will heal on gate if enabled.
RULE_CATEGORY_END()
RULE_CATEGORY(Aggro)
@ -695,6 +699,7 @@ RULE_CATEGORY_END()
RULE_CATEGORY(QueryServ)
RULE_BOOL(QueryServ, PlayerLogChat, false) // Logs Player Chat
RULE_BOOL(QueryServ, PlayerLogTrades, false) // Logs Player Trades
RULE_BOOL(QueryServ, PlayerDropItems, false) // Logs Player dropping items
RULE_BOOL(QueryServ, PlayerLogHandins, false) // Logs Player Handins
RULE_BOOL(QueryServ, PlayerLogNPCKills, false) // Logs Player NPC Kills
RULE_BOOL(QueryServ, PlayerLogDeletes, false) // Logs Player Deletes

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@ -203,6 +203,7 @@
#define ServerOP_CZSignalNPC 0x5017
#define ServerOP_CZSetEntityVariableByNPCTypeID 0x5018
#define ServerOP_WWMarquee 0x5019
#define ServerOP_QSPlayerDropItem 0x5020
/* Query Serv Generic Packet Flag/Type Enumeration */
enum { QSG_LFGuild = 0 };
@ -1140,6 +1141,27 @@ struct QSPlayerLogTrade_Struct {
QSTradeItems_Struct items[0];
};
struct QSDropItems_Struct {
uint32 item_id;
uint16 charges;
uint32 aug_1;
uint32 aug_2;
uint32 aug_3;
uint32 aug_4;
uint32 aug_5;
};
struct QSPlayerDropItem_Struct {
uint32 char_id;
bool pickup; // 0 drop, 1 pickup
uint32 zone_id;
int x;
int y;
int z;
uint16 _detail_count;
QSDropItems_Struct items[0];
};
struct QSHandinItems_Struct {
char action_type[7]; // handin, return or reward
uint16 char_slot;

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@ -30,7 +30,7 @@
Manifest: https://github.com/EQEmu/Server/blob/master/utils/sql/db_update_manifest.txt
*/
#define CURRENT_BINARY_DATABASE_VERSION 9127
#define CURRENT_BINARY_DATABASE_VERSION 9129
#ifdef BOTS
#define CURRENT_BINARY_BOTS_DATABASE_VERSION 9020
#else

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@ -123,6 +123,39 @@ void Database::AddSpeech(const char* from, const char* to, const char* message,
}
void Database::LogPlayerDropItem(QSPlayerDropItem_Struct* QS) {
std::string query = StringFormat("INSERT INTO `qs_player_drop_record` SET `time` = NOW(), "
"`char_id` = '%i', `pickup` = '%i', "
"`zone_id` = '%i', `x` = '%i', `y` = '%i', `z` = '%i' ",
QS->char_id, QS->pickup, QS->zone_id, QS->x, QS->y, QS->z);
auto results = QueryDatabase(query);
if (!results.Success()) {
Log(Logs::Detail, Logs::QS_Server, "Failed Drop Record Insert: %s", results.ErrorMessage().c_str());
Log(Logs::Detail, Logs::QS_Server, "%s", query.c_str());
}
if (QS->_detail_count == 0)
return;
int lastIndex = results.LastInsertedID();
for (int i = 0; i < QS->_detail_count; i++) {
query = StringFormat("INSERT INTO `qs_player_drop_record_entries` SET `event_id` = '%i', "
"`item_id` = '%i', `charges` = '%i', `aug_1` = '%i', `aug_2` = '%i', "
"`aug_3` = '%i', `aug_4` = '%i', `aug_5` = '%i'",
lastIndex, QS->items[i].item_id,
QS->items[i].charges, QS->items[i].aug_1, QS->items[i].aug_2,
QS->items[i].aug_3, QS->items[i].aug_4, QS->items[i].aug_5);
results = QueryDatabase(query);
if (!results.Success()) {
Log(Logs::Detail, Logs::QS_Server, "Failed Drop Record Entry Insert: %s", results.ErrorMessage().c_str());
Log(Logs::Detail, Logs::QS_Server, "%s", query.c_str());
}
}
}
void Database::LogPlayerTrade(QSPlayerLogTrade_Struct* QS, uint32 detailCount) {
std::string query = StringFormat("INSERT INTO `qs_player_trade_record` SET `time` = NOW(), "

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@ -45,6 +45,7 @@ public:
void AddSpeech(const char* from, const char* to, const char* message, uint16 minstatus, uint32 guilddbid, uint8 type);
void LogPlayerTrade(QSPlayerLogTrade_Struct* QS, uint32 DetailCount);
void LogPlayerDropItem(QSPlayerDropItem_Struct* QS);
void LogPlayerHandin(QSPlayerLogHandin_Struct* QS, uint32 DetailCount);
void LogPlayerNPCKill(QSPlayerLogNPCKill_Struct* QS, uint32 Members);
void LogPlayerDelete(QSPlayerLogDelete_Struct* QS, uint32 Items);

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@ -98,6 +98,11 @@ void WorldServer::HandleMessage(uint16 opcode, const EQ::Net::Packet &p)
database.LogPlayerTrade(QS, QS->_detail_count);
break;
}
case ServerOP_QSPlayerDropItem: {
QSPlayerDropItem_Struct *QS = (QSPlayerDropItem_Struct *) p.Data();
database.LogPlayerDropItem(QS);
break;
}
case ServerOP_QSPlayerLogHandins: {
QSPlayerLogHandin_Struct *QS = (QSPlayerLogHandin_Struct*)p.Data();
database.LogPlayerHandin(QS, QS->_detail_count);

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@ -40,7 +40,12 @@ if($Config{osname}=~/freebsd|linux/i){
if($Config{osname}=~/Win|MS/i){
$OS = "Windows";
}
$has_internet_connection = check_internet_connection();
if(-e "skip_internet_connection_check.txt"){
$has_internet_connection = 1;
}
($sec, $min, $hour, $mday, $mon, $year, $wday, $yday, $isdst) = localtime();
if(-e "eqemu_server_skip_update.txt"){
@ -826,6 +831,7 @@ sub show_menu_prompt {
elsif($input eq "setup_bots"){ setup_bots(); $dc = 1; }
elsif($input eq "linux_login_server_setup"){ do_linux_login_server_setup(); $dc = 1; }
elsif($input eq "quest_heading_convert"){ quest_heading_convert(); $dc = 1; }
elsif($input eq "source_peq_db"){ fetch_peq_db_full(); $dc = 1; }
elsif($input eq "exit"){
exit;
}

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@ -54,6 +54,8 @@ export apt_options="-y -qq" # Set autoconfirm and silent install
################################################################
if [ ! -f ./install_variables.txt ]; then
read -n1 -r -p "Press any key to continue..." key
#::: Setting up user environment (eqemu)
@ -84,6 +86,7 @@ read -p "Enter (Database) MySQL EQEmu Server password: " eqemu_db_password
echo "mysql_eqemu_db_name:$eqemu_db_name" >> install_variables.txt
echo "mysql_eqemu_user:$eqemu_db_username" >> install_variables.txt
echo "mysql_eqemu_password:$eqemu_db_password" >> install_variables.txt
fi
if [[ "$OS" == "Debian" ]]; then
# Install pre-req packages

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@ -379,8 +379,10 @@
9123|2018_07_07_data_buckets.sql|SHOW TABLES LIKE 'data_buckets'|empty|
9124|2018_07_09_tasks.sql|SHOW COLUMNS FROM `tasks` LIKE 'type'|empty|
9125|2018_07_20_task_emote.sql|SHOW COLUMNS FROM `tasks` LIKE 'completion_emote'|empty|
9126|2018_08_13_inventory_version_update.sql|SHOW TABLES LIKE 'inventory_versions'|empty|
9127|2018_08_13_inventory_update.sql|SELECT * FROM `inventory_versions` WHERE `version` = 2 and `step` = 0|not_empty|
9126|2018_09_07_FastRegen.sql|SHOW COLUMNS FROM `zone` LIKE 'fast_regen_hp'|empty|
9127|2018_09_07_NPCMaxAggroDist.sql|SHOW COLUMNS FROM `zone` LIKE 'npc_max_aggro_dist'|empty|
9128|2018_08_13_inventory_version_update.sql|SHOW TABLES LIKE 'inventory_versions'|empty|
9129|2018_08_13_inventory_update.sql|SELECT * FROM `inventory_versions` WHERE `version` = 2 and `step` = 0|not_empty|
# Upgrade conditions:
# This won't be needed after this system is implemented, but it is used database that are not

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@ -0,0 +1,3 @@
ALTER TABLE `zone` ADD `fast_regen_hp` INT NOT NULL DEFAULT '180';
ALTER TABLE `zone` ADD `fast_regen_mana` INT NOT NULL DEFAULT '180';
ALTER TABLE `zone` ADD `fast_regen_endurance` INT NOT NULL DEFAULT '180';

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@ -0,0 +1 @@
ALTER TABLE `zone` ADD `npc_max_aggro_dist` INT NOT NULL DEFAULT '600';

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@ -1,11 +1,10 @@
aa_ability
aa_actions
aa_effects
aa_required_level_cost
aa_ranks
aa_rank_effects
aa_rank_prereqs
task_activities
aa_ranks
aa_required_level_cost
adventure_template
adventure_template_entry
adventure_template_entry_flavor
@ -18,6 +17,7 @@ char_create_combinations
char_create_point_allocations
class_skill
damageshieldtypes
data_buckets
doors
faction_list
faction_list_mod
@ -33,38 +33,39 @@ ground_spawns
horses
instance_list
items
ldon_trap_templates
ldon_trap_entries
ldon_trap_templates
level_exp_mods
logsys_categories
lootdrop
lootdrop_entries
loottable
loottable_entries
merc_armorinfo
merc_weaponinfo
merc_stats
merc_buffs
merc_inventory
merc_merchant_entries
merc_merchant_template_entries
merc_merchant_templates
merc_stance_entries
merc_templates
merc_npc_types
merc_name_types
merc_subtypes
merc_types
merc_npc_types
merc_spell_list_entries
merc_spell_lists
merc_buffs
mercs
merc_inventory
merc_stance_entries
merc_stats
merc_subtypes
merc_templates
merc_types
merc_weaponinfo
merchantlist
mercs
npc_emotes
npc_faction
npc_faction_entries
npc_spells
npc_spells_entries
npc_spells_effects
npc_spells_effects_entries
npc_spells_entries
npc_types
npc_types_metadata
npc_types_tint
@ -77,14 +78,15 @@ races
saylink
skill_caps
spawn2
spawn_conditions
spawn_condition_values
spawn_conditions
spawn_events
spawnentry
spawngroup
spells_new
start_zones
starting_items
task_activities
tasks
tasksets
titles

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@ -530,6 +530,28 @@ void ClientList::SendWhoAll(uint32 fromid,const char* to, int16 admin, Who_All_S
//uint32 x = 0;
int whomlen = 0;
if (whom) {
// fixes for client converting some queries into a race query instead of zone
if (whom->wrace == 221) {
whom->wrace = 0xFFFF;
strcpy(whom->whom, "scarlet");
}
if (whom->wrace == 327) {
whom->wrace = 0xFFFF;
strcpy(whom->whom, "crystal");
}
if (whom->wrace == 103) {
whom->wrace = 0xFFFF;
strcpy(whom->whom, "kedge");
}
if (whom->wrace == 230) {
whom->wrace = 0xFFFF;
strcpy(whom->whom, "akheva");
}
if (whom->wrace == 229) {
whom->wrace = 0xFFFF;
strcpy(whom->whom, "netherbian");
}
whomlen = strlen(whom->whom);
if(whom->wrace == 0x001A) // 0x001A is the old Froglok race number and is sent by the client for /who all froglok
whom->wrace = FROGLOK; // This is what EQEmu uses for the Froglok Race number.

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@ -1295,6 +1295,7 @@ void ZoneServer::HandleMessage(uint16 opcode, const EQ::Net::Packet &p) {
case ServerOP_QSPlayerLogDeletes:
case ServerOP_QSPlayerLogMoves:
case ServerOP_QSPlayerLogMerchantTransactions:
case ServerOP_QSPlayerDropItem:
{
QSLink.SendPacket(pack);
break;

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@ -107,16 +107,10 @@ void NPC::DescribeAggro(Client *towho, Mob *mob, bool verbose) {
float iAggroRange = GetAggroRange();
float t1, t2, t3;
t1 = mob->GetX() - GetX();
t2 = mob->GetY() - GetY();
t3 = mob->GetZ() - GetZ();
//Cheap ABS()
if(t1 < 0)
t1 = 0 - t1;
if(t2 < 0)
t2 = 0 - t2;
if(t3 < 0)
t3 = 0 - t3;
t1 = std::abs(mob->GetX() - GetX());
t2 = std::abs(mob->GetY() - GetY());
t3 = std::abs(mob->GetZ() - GetZ());
if(( t1 > iAggroRange)
|| ( t2 > iAggroRange)
|| ( t3 > iAggroRange) ) {
@ -271,16 +265,10 @@ bool Mob::CheckWillAggro(Mob *mob) {
// Image: I moved this up by itself above faction and distance checks because if one of these return true, theres no reason to go through the other information
float t1, t2, t3;
t1 = mob->GetX() - GetX();
t2 = mob->GetY() - GetY();
t3 = mob->GetZ() - GetZ();
//Cheap ABS()
if(t1 < 0)
t1 = 0 - t1;
if(t2 < 0)
t2 = 0 - t2;
if(t3 < 0)
t3 = 0 - t3;
t1 = std::abs(mob->GetX() - GetX());
t2 = std::abs(mob->GetY() - GetY());
t3 = std::abs(mob->GetZ() - GetZ());
if(( t1 > iAggroRange)
|| ( t2 > iAggroRange)
|| ( t3 > iAggroRange)
@ -424,7 +412,7 @@ Mob* EntityList::AICheckNPCtoNPCAggro(Mob* sender, float iAggroRange, float iAss
return nullptr;
}
int EntityList::GetHatedCount(Mob *attacker, Mob *exclude)
int EntityList::GetHatedCount(Mob *attacker, Mob *exclude, bool inc_gray_con)
{
// Return a list of how many non-feared, non-mezzed, non-green mobs, within aggro range, hate *attacker
if (!attacker)
@ -434,20 +422,25 @@ int EntityList::GetHatedCount(Mob *attacker, Mob *exclude)
for (auto it = npc_list.begin(); it != npc_list.end(); ++it) {
NPC *mob = it->second;
if (!mob || (mob == exclude))
if (!mob || (mob == exclude)) {
continue;
}
if (!mob->IsEngaged())
if (!mob->IsEngaged()) {
continue;
}
if (mob->IsFeared() || mob->IsMezzed())
if (mob->IsFeared() || mob->IsMezzed()) {
continue;
}
if (attacker->GetLevelCon(mob->GetLevel()) == CON_GRAY)
if (!inc_gray_con && attacker->GetLevelCon(mob->GetLevel()) == CON_GRAY) {
continue;
}
if (!mob->CheckAggro(attacker))
if (!mob->CheckAggro(attacker)) {
continue;
}
float AggroRange = mob->GetAggroRange();
@ -455,14 +448,12 @@ int EntityList::GetHatedCount(Mob *attacker, Mob *exclude)
AggroRange *= AggroRange;
if (DistanceSquared(mob->GetPosition(), attacker->GetPosition()) > AggroRange)
if (DistanceSquared(mob->GetPosition(), attacker->GetPosition()) > AggroRange) {
continue;
}
Count++;
}
return Count;
}
void EntityList::AIYellForHelp(Mob* sender, Mob* attacker) {
@ -523,7 +514,7 @@ void EntityList::AIYellForHelp(Mob* sender, Mob* attacker) {
Log(Logs::General, Logs::None, "AIYellForHelp(\"%s\",\"%s\") %s attacking %s Dist %f Z %f",
sender->GetName(), attacker->GetName(), mob->GetName(),
attacker->GetName(), DistanceSquared(mob->GetPosition(),
sender->GetPosition()), fabs(sender->GetZ()+mob->GetZ()));
sender->GetPosition()), std::abs(sender->GetZ()+mob->GetZ()));
#endif
mob->AddToHateList(attacker, 25, 0, false);
sender->AddAssistCap();

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@ -5455,3 +5455,11 @@ void Mob::DoOffHandAttackRounds(Mob *target, ExtraAttackOptions *opts)
}
}
}
bool Mob::GetWasSpawnedInWater() const {
return spawned_in_water;
}
void Mob::SetSpawnedInWater(bool spawned_in_water) {
Mob::spawned_in_water = spawned_in_water;
}

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@ -7014,9 +7014,9 @@ void Bot::CalcRestState() {
}
}
RestRegenHP = 6 * (GetMaxHP() / RuleI(Character, RestRegenHP));
RestRegenMana = 6 * (GetMaxMana() / RuleI(Character, RestRegenMana));
RestRegenEndurance = 6 * (GetMaxEndurance() / RuleI(Character, RestRegenEnd));
RestRegenHP = 6 * (GetMaxHP() / zone->newzone_data.FastRegenHP);
RestRegenMana = 6 * (GetMaxMana() / zone->newzone_data.FastRegenMana);
RestRegenEndurance = 6 * (GetMaxEndurance() / zone->newzone_data.FastRegenEndurance);
}
int32 Bot::LevelRegen() {

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@ -8081,9 +8081,9 @@ void Client::SetFactionLevel(uint32 char_id, uint32 npc_id, uint8 char_class, ui
{
//The ole switcheroo
if (npc_value[i] > 0)
npc_value[i] = -abs(npc_value[i]);
npc_value[i] = -std::abs(npc_value[i]);
else if (npc_value[i] < 0)
npc_value[i] = abs(npc_value[i]);
npc_value[i] = std::abs(npc_value[i]);
}
// Adjust the amount you can go up or down so the resulting range

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@ -876,6 +876,7 @@ public:
void SetStats(uint8 type,int16 set_val);
void IncStats(uint8 type,int16 increase_val);
void DropItem(int16 slot_id, bool recurse = true);
void DropItemQS(EQEmu::ItemInstance* inst, bool pickup);
int GetItemLinkHash(const EQEmu::ItemInstance* inst); // move to ItemData..or make use of the pre-calculated database field

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@ -290,9 +290,8 @@ int32 Client::CalcHPRegen(bool bCombat)
// another check for IsClient && !(base + item_regen) && Cur_HP <= 0 do --base; do later
if (!bCombat && CanFastRegen() && (IsSitting() || CanMedOnHorse())) {
auto fast_mod = RuleI(Character, RestRegenHP); // TODO: this is actually zone based
auto max_hp = GetMaxHP();
int fast_regen = 6 * (max_hp / fast_mod);
int fast_regen = 6 * (max_hp / zone->newzone_data.FastRegenHP);
if (base < fast_regen) // weird, but what the client is doing
base = fast_regen;
}
@ -1296,9 +1295,8 @@ int32 Client::CalcManaRegen(bool bCombat)
regen = regen * 100.0f * AreaManaRegen * 0.01f + 0.5f;
if (!bCombat && CanFastRegen() && (IsSitting() || CanMedOnHorse())) {
auto fast_mod = RuleI(Character, RestRegenMana); // TODO: this is actually zone based
auto max_mana = GetMaxMana();
int fast_regen = 6 * (max_mana / fast_mod);
int fast_regen = 6 * (max_mana / zone->newzone_data.FastRegenMana);
if (regen < fast_regen) // weird, but what the client is doing
regen = fast_regen;
}
@ -2264,9 +2262,8 @@ int32 Client::CalcEnduranceRegen(bool bCombat)
int regen = base;
if (!bCombat && CanFastRegen() && (IsSitting() || CanMedOnHorse())) {
auto fast_mod = RuleI(Character, RestRegenEnd); // TODO: this is actually zone based
auto max_end = GetMaxEndurance();
int fast_regen = 6 * (max_end / fast_mod);
int fast_regen = 6 * (max_end / zone->newzone_data.FastRegenEndurance);
if (aa_regen < fast_regen) // weird, but what the client is doing
aa_regen = fast_regen;
}

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@ -2950,7 +2950,11 @@ void Client::Handle_OP_Assist(const EQApplicationPacket *app)
Distance(m_Position, assistee->GetPosition()) <= TARGETING_RANGE)) {
SetAssistExemption(true);
eid->entity_id = new_target->GetID();
} else {
eid->entity_id = 0;
}
} else {
eid->entity_id = 0;
}
}

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@ -39,6 +39,7 @@
#include "raids.h"
#include "string_ids.h"
#include "worldserver.h"
#include "water_map.h"
#ifdef _WINDOWS
#define snprintf _snprintf
@ -686,6 +687,15 @@ void EntityList::AddNPC(NPC *npc, bool SendSpawnPacket, bool dontqueue)
}
}
/**
* Set whether NPC was spawned in or out of water
*/
if (zone->HasMap() && zone->HasWaterMap()) {
npc->SetSpawnedInWater(false);
if (zone->watermap->InLiquid(npc->GetPosition())) {
npc->SetSpawnedInWater(true);
}
}
}
void EntityList::AddMerc(Merc *merc, bool SendSpawnPacket, bool dontqueue)
@ -3425,14 +3435,15 @@ void EntityList::ProcessMove(Client *c, const glm::vec3& location)
}
}
void EntityList::ProcessMove(NPC *n, float x, float y, float z)
{
void EntityList::ProcessMove(NPC *n, float x, float y, float z) {
float last_x = n->GetX();
float last_y = n->GetY();
float last_z = n->GetZ();
std::list<quest_proximity_event> events;
for (auto iter = area_list.begin(); iter != area_list.end(); ++iter) {
Area &a = (*iter);
bool old_in = true;
bool new_in = true;
@ -3457,7 +3468,8 @@ void EntityList::ProcessMove(NPC *n, float x, float y, float z)
evt.area_id = a.id;
evt.area_type = a.type;
events.push_back(evt);
} else if (!old_in && new_in) {
}
else if (!old_in && new_in) {
//were not in but now are
quest_proximity_event evt;
evt.event_id = EVENT_ENTER_AREA;

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@ -416,7 +416,7 @@ public:
void CheckClientAggro(Client *around);
Mob* AICheckNPCtoNPCAggro(Mob* sender, float iAggroRange, float iAssistRange);
int GetHatedCount(Mob *attacker, Mob *exclude);
int GetHatedCount(Mob *attacker, Mob *exclude, bool inc_gray_con);
void AIYellForHelp(Mob* sender, Mob* attacker);
bool AICheckCloseBeneficialSpells(NPC* caster, uint8 iChance, float iRange, uint32 iSpellTypes);
bool Merc_AICheckCloseBeneficialSpells(Merc* caster, uint8 iChance, float iRange, uint32 iSpellTypes);

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@ -31,71 +31,91 @@ extern Zone* zone;
//this is called whenever we are damaged to process possible fleeing
void Mob::CheckFlee() {
//if were allready fleeing, dont need to check more...
if(flee_mode && currently_fleeing)
// if mob is dead why would you run?
if(GetHP() == 0) {
return;
}
// if were already fleeing, don't need to check more...
if(flee_mode && currently_fleeing) {
return;
}
//dont bother if we are immune to fleeing
if(GetSpecialAbility(IMMUNE_FLEEING) || spellbonuses.ImmuneToFlee)
if(GetSpecialAbility(IMMUNE_FLEEING) || spellbonuses.ImmuneToFlee) {
return;
}
if(!flee_timer.Check())
return; //only do all this stuff every little while, since
//its not essential that we start running RIGHT away
//see if were possibly hurt enough
float ratio = GetHPRatio();
float fleeratio = GetSpecialAbility(FLEE_PERCENT);
fleeratio = fleeratio > 0 ? fleeratio : RuleI(Combat, FleeHPRatio);
if(ratio >= fleeratio)
// Check if Flee Timer is cleared
if(!flee_timer.Check()) {
return;
}
//we might be hurt enough, check con now..
int hpratio = GetIntHPRatio();
int fleeratio = GetSpecialAbility(FLEE_PERCENT); // if a special flee_percent exists
Mob *hate_top = GetHateTop();
// Sanity Check for race conditions
if(hate_top == nullptr) {
return;
}
// If no special flee_percent check for Gray or Other con rates
if(GetLevelCon(hate_top->GetLevel(), GetLevel()) == CON_GRAY && fleeratio == 0 && RuleB(Combat, FleeGray)) {
fleeratio = RuleI(Combat, FleeGrayHPRatio);
} else if(fleeratio == 0) {
fleeratio = RuleI(Combat, FleeHPRatio );
}
// Mob does not have low enough health to flee
if(hpratio >= fleeratio) {
return;
}
// Sanity Check this should never happen...
if(!hate_top) {
//this should never happen...
StartFleeing();
return;
}
float other_ratio = hate_top->GetHPRatio();
int other_ratio = hate_top->GetIntHPRatio();
// If the Client is nearing death the NPC will not flee and instead try to kill the client.
if(other_ratio < 20) {
//our hate top is almost dead too... stay and fight
return;
}
//base our flee ratio on our con. this is how the
//attacker sees the mob, since this is all we can observe
// Flee Chance checking based on con.
uint32 con = GetLevelCon(hate_top->GetLevel(), GetLevel());
float run_ratio;
int flee_chance;
switch(con) {
//these values are not 100% researched
case CON_GRAY:
run_ratio = fleeratio;
flee_chance = 100;
break;
case CON_GREEN:
run_ratio = fleeratio * 9 / 10;
flee_chance = 90;
break;
case CON_LIGHTBLUE:
run_ratio = fleeratio * 9 / 10;
flee_chance = 90;
break;
case CON_BLUE:
run_ratio = fleeratio * 8 / 10;
flee_chance = 80;
break;
default:
run_ratio = fleeratio * 7 / 10;
flee_chance = 70;
break;
}
if(ratio < run_ratio)
{
if (RuleB(Combat, FleeIfNotAlone) ||
GetSpecialAbility(ALWAYS_FLEE) ||
(!RuleB(Combat, FleeIfNotAlone) && (entity_list.GetHatedCount(hate_top, this) == 0)))
// If we got here we are allowed to roll on flee chance if there is not other hated NPC's in the area.
if(RuleB(Combat, FleeIfNotAlone) || GetSpecialAbility(ALWAYS_FLEE) || zone->random.Roll(flee_chance) && entity_list.GetHatedCount(hate_top, this, true) == 0) {
currently_fleeing = true;
StartFleeing();
}
}
void Mob::ProcessFlee()
{
@ -107,11 +127,21 @@ void Mob::ProcessFlee()
return;
}
//see if we are still dying, if so, do nothing
float fleeratio = GetSpecialAbility(FLEE_PERCENT);
fleeratio = fleeratio > 0 ? fleeratio : RuleI(Combat, FleeHPRatio);
if (GetHPRatio() < fleeratio)
int hpratio = GetIntHPRatio();
int fleeratio = GetSpecialAbility(FLEE_PERCENT); // if a special flee_percent exists
Mob *hate_top = GetHateTop();
// If no special flee_percent check for Gray or Other con rates
if(hate_top != nullptr && GetLevelCon(hate_top->GetLevel(), GetLevel()) == CON_GRAY && fleeratio == 0 && RuleB(Combat, FleeGray)) {
fleeratio = RuleI(Combat, FleeGrayHPRatio);
} else if(fleeratio == 0) {
fleeratio = RuleI(Combat, FleeHPRatio );
}
// Mob is still too low. Keep Running
if(hpratio < fleeratio) {
return;
}
//we are not dying anymore... see what we do next
@ -125,19 +155,21 @@ void Mob::ProcessFlee()
}
}
void Mob::CalculateNewFearpoint()
{
if(RuleB(Pathing, Fear) && zone->pathing)
{
void Mob::CalculateNewFearpoint() {
if (RuleB(Pathing, Fear) && zone->pathing) {
auto Node = zone->pathing->GetRandomLocation();
if (Node.x != 0.0f || Node.y != 0.0f || Node.z != 0.0f) {
++Node.z;
m_FearWalkTarget = Node;
currently_fleeing = true;
return;
}
Log(Logs::Detail, Logs::None, "No path found to selected node. Falling through to old fear point selection.");
Log(Logs::Detail,
Logs::Pathing,
"No path found to selected node. Falling through to old fear point selection.");
}
int loop = 0;
@ -154,8 +186,7 @@ void Mob::CalculateNewFearpoint()
if (ranz == BEST_Z_INVALID)
continue;
float fdist = ranz - GetZ();
if (fdist >= -12 && fdist <= 12 && CheckCoordLosNoZLeaps(GetX(),GetY(),GetZ(),ranx,rany,ranz))
{
if (fdist >= -12 && fdist <= 12 && CheckCoordLosNoZLeaps(GetX(), GetY(), GetZ(), ranx, rany, ranz)) {
break;
}
}

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@ -575,12 +575,19 @@ int HateList::AreaRampage(Mob *caster, Mob *target, int count, ExtraAttackOption
if (!target || !caster)
return 0;
// tank will be hit ONLY if they are the only target on the hate list
// if there is anyone else on the hate list, the tank will not be hit, even if those others aren't hit either
if (list.size() == 1) {
caster->ProcessAttackRounds(target, opts);
return 1;
}
int hit_count = 0;
// This should prevent crashes if something dies (or mainly more than 1 thing goes away)
// This is a temp solution until the hate lists can be rewritten to not have that issue
std::vector<uint16> id_list;
for (auto &h : list) {
if (h->entity_on_hatelist && h->entity_on_hatelist != caster &&
if (h->entity_on_hatelist && h->entity_on_hatelist != caster && h->entity_on_hatelist != target &&
caster->CombatRange(h->entity_on_hatelist))
id_list.push_back(h->entity_on_hatelist->GetID());
if (count != -1 && id_list.size() > count)

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@ -596,15 +596,15 @@ void Client::DropItem(int16 slot_id, bool recurse)
if (LogSys.log_settings[Logs::Inventory].is_category_enabled) {
Log(Logs::General, Logs::Inventory, "DropItem() Hack detected - full item parse:");
Log(Logs::General, Logs::Inventory, "depth: 0, Item: '%s' (id: %u), IsDroppable: %s",
(invalid_drop->GetItem() ? invalid_drop->GetItem()->Name : "null data"), invalid_drop->GetID(), invalid_drop->IsDroppable(false));
(invalid_drop->GetItem() ? invalid_drop->GetItem()->Name : "null data"), invalid_drop->GetID(), (invalid_drop->IsDroppable(false) ? "true" : "false"));
for (auto iter1 : *invalid_drop->GetContents()) { // depth 1
Log(Logs::General, Logs::Inventory, "-depth: 1, Item: '%s' (id: %u), IsDroppable: %s",
(iter1.second->GetItem() ? iter1.second->GetItem()->Name : "null data"), iter1.second->GetID(), iter1.second->IsDroppable(false));
(iter1.second->GetItem() ? iter1.second->GetItem()->Name : "null data"), iter1.second->GetID(), (iter1.second->IsDroppable(false) ? "true" : "false"));
for (auto iter2 : *iter1.second->GetContents()) { // depth 2
Log(Logs::General, Logs::Inventory, "--depth: 2, Item: '%s' (id: %u), IsDroppable: %s",
(iter2.second->GetItem() ? iter2.second->GetItem()->Name : "null data"), iter2.second->GetID(), iter2.second->IsDroppable(false));
(iter2.second->GetItem() ? iter2.second->GetItem()->Name : "null data"), iter2.second->GetID(), (iter2.second->IsDroppable(false) ? "true" : "false"));
}
}
}
@ -622,21 +622,21 @@ void Client::DropItem(int16 slot_id, bool recurse)
if (LogSys.log_settings[Logs::Inventory].is_category_enabled) {
Log(Logs::General, Logs::Inventory, "DropItem() Processing - full item parse:");
Log(Logs::General, Logs::Inventory, "depth: 0, Item: '%s' (id: %u), IsDroppable: %s",
(inst->GetItem() ? inst->GetItem()->Name : "null data"), inst->GetID(), inst->IsDroppable(false));
(inst->GetItem() ? inst->GetItem()->Name : "null data"), inst->GetID(), (inst->IsDroppable(false) ? "true" : "false"));
if (!inst->IsDroppable(false))
Log(Logs::General, Logs::Error, "Non-droppable item being processed for drop by '%s'", GetCleanName());
for (auto iter1 : *inst->GetContents()) { // depth 1
Log(Logs::General, Logs::Inventory, "-depth: 1, Item: '%s' (id: %u), IsDroppable: %s",
(iter1.second->GetItem() ? iter1.second->GetItem()->Name : "null data"), iter1.second->GetID(), iter1.second->IsDroppable(false));
(iter1.second->GetItem() ? iter1.second->GetItem()->Name : "null data"), iter1.second->GetID(), (iter1.second->IsDroppable(false) ? "true" : "false"));
if (!iter1.second->IsDroppable(false))
Log(Logs::General, Logs::Error, "Non-droppable item being processed for drop by '%s'", GetCleanName());
for (auto iter2 : *iter1.second->GetContents()) { // depth 2
Log(Logs::General, Logs::Inventory, "--depth: 2, Item: '%s' (id: %u), IsDroppable: %s",
(iter2.second->GetItem() ? iter2.second->GetItem()->Name : "null data"), iter2.second->GetID(), iter2.second->IsDroppable(false));
(iter2.second->GetItem() ? iter2.second->GetItem()->Name : "null data"), iter2.second->GetID(), (iter2.second->IsDroppable(false) ? "true" : "false"));
if (!iter2.second->IsDroppable(false))
Log(Logs::General, Logs::Error, "Non-droppable item being processed for drop by '%s'", GetCleanName());
@ -674,10 +674,79 @@ void Client::DropItem(int16 slot_id, bool recurse)
object->StartDecay();
Log(Logs::General, Logs::Inventory, "Item drop handled ut assolet");
DropItemQS(inst, false);
safe_delete(inst);
}
void Client::DropItemQS(EQEmu::ItemInstance* inst, bool pickup) {
if (RuleB(QueryServ, PlayerDropItems)) {
QSPlayerDropItem_Struct qs_audit;
std::list<void*> event_details;
memset(&qs_audit, 0, sizeof(QSPlayerDropItem_Struct));
qs_audit.char_id = this->character_id;
qs_audit.pickup = pickup;
qs_audit.zone_id = this->GetZoneID();
qs_audit.x = (int) this->GetX();
qs_audit.y = (int) this->GetY();
qs_audit.z = (int) this->GetZ();
if (inst) {
auto detail = new QSDropItems_Struct;
detail->item_id = inst->GetID();
detail->charges = inst->IsClassBag() ? 1 : inst->GetCharges();
detail->aug_1 = inst->GetAugmentItemID(1);
detail->aug_2 = inst->GetAugmentItemID(2);
detail->aug_3 = inst->GetAugmentItemID(3);
detail->aug_4 = inst->GetAugmentItemID(4);
detail->aug_5 = inst->GetAugmentItemID(5);
event_details.push_back(detail);
if (inst->IsClassBag()) {
for (uint8 sub_slot = EQEmu::invbag::SLOT_BEGIN; (sub_slot <= EQEmu::invbag::SLOT_END); ++sub_slot) { // this is to catch ALL items
const EQEmu::ItemInstance* bag_inst = inst->GetItem(sub_slot);
if (bag_inst) {
detail = new QSDropItems_Struct;
detail->item_id = bag_inst->GetID();
detail->charges = (!bag_inst->IsStackable() ? 1 : bag_inst->GetCharges());
detail->aug_1 = bag_inst->GetAugmentItemID(1);
detail->aug_2 = bag_inst->GetAugmentItemID(2);
detail->aug_3 = bag_inst->GetAugmentItemID(3);
detail->aug_4 = bag_inst->GetAugmentItemID(4);
detail->aug_5 = bag_inst->GetAugmentItemID(5);
event_details.push_back(detail);
}
}
}
}
qs_audit._detail_count = event_details.size();
auto qs_pack = new ServerPacket(
ServerOP_QSPlayerDropItem,
sizeof(QSPlayerDropItem_Struct) +
(sizeof(QSDropItems_Struct) * qs_audit._detail_count));
QSPlayerDropItem_Struct* qs_buf = (QSPlayerDropItem_Struct*) qs_pack->pBuffer;
memcpy(qs_buf, &qs_audit, sizeof(QSPlayerDropItem_Struct));
int offset = 0;
for (auto iter = event_details.begin(); iter != event_details.end(); ++iter, ++offset) {
QSDropItems_Struct* detail = reinterpret_cast<QSDropItems_Struct*>(*iter);
qs_buf->items[offset] = *detail;
safe_delete(detail);
}
event_details.clear();
if (worldserver.Connected())
worldserver.SendPacket(qs_pack);
safe_delete(qs_pack);
}
}
// Drop inst
void Client::DropInst(const EQEmu::ItemInstance* inst)
{

View File

@ -32,12 +32,12 @@ int Lua_Raid::RaidCount() {
return self->RaidCount();
}
uint32 Lua_Raid::GetGroup(const char *c) {
int Lua_Raid::GetGroup(const char *c) {
Lua_Safe_Call_Int();
return self->GetGroup(c);
}
uint32 Lua_Raid::GetGroup(Lua_Client c) {
int Lua_Raid::GetGroup(Lua_Client c) {
Lua_Safe_Call_Int();
return self->GetGroup(c);
}
@ -122,6 +122,16 @@ Lua_Client Lua_Raid::GetMember(int index) {
return self->members[index].member;
}
int Lua_Raid::GetGroupNumber(int index) {
Lua_Safe_Call_Int();
if(index >= 72 || index < 0 || self->members[index].GroupNumber == RAID_GROUPLESS) {
return -1;
}
return self->members[index].GroupNumber;
}
luabind::scope lua_register_raid() {
return luabind::class_<Lua_Raid>("Raid")
@ -132,7 +142,8 @@ luabind::scope lua_register_raid() {
.def("CastGroupSpell", (void(Lua_Raid::*)(Lua_Mob,int,uint32))&Lua_Raid::CastGroupSpell)
.def("GroupCount", (int(Lua_Raid::*)(uint32))&Lua_Raid::GroupCount)
.def("RaidCount", (int(Lua_Raid::*)(void))&Lua_Raid::RaidCount)
.def("GetGroup", (uint32(Lua_Raid::*)(const char*))&Lua_Raid::GetGroup)
.def("GetGroup", (int(Lua_Raid::*)(const char*))&Lua_Raid::GetGroup)
.def("GetGroup", (int(Lua_Raid::*)(Lua_Client))&Lua_Raid::GetGroup)
.def("SplitExp", (void(Lua_Raid::*)(uint32,Lua_Mob))&Lua_Raid::SplitExp)
.def("GetTotalRaidDamage", (uint32(Lua_Raid::*)(Lua_Mob))&Lua_Raid::GetTotalRaidDamage)
.def("SplitMoney", (void(Lua_Raid::*)(uint32,uint32,uint32,uint32))&Lua_Raid::SplitMoney)
@ -146,7 +157,8 @@ luabind::scope lua_register_raid() {
.def("TeleportGroup", (int(Lua_Raid::*)(Lua_Mob,uint32,uint32,float,float,float,float,uint32))&Lua_Raid::TeleportGroup)
.def("TeleportRaid", (int(Lua_Raid::*)(Lua_Mob,uint32,uint32,float,float,float,float))&Lua_Raid::TeleportRaid)
.def("GetID", (int(Lua_Raid::*)(void))&Lua_Raid::GetID)
.def("GetMember", (Lua_Client(Lua_Raid::*)(int))&Lua_Raid::GetMember);
.def("GetMember", (Lua_Client(Lua_Raid::*)(int))&Lua_Raid::GetMember)
.def("GetGroupNumber", (int(Lua_Raid::*)(int))&Lua_Raid::GetGroupNumber);
}
#endif

View File

@ -30,8 +30,8 @@ public:
void CastGroupSpell(Lua_Mob caster, int spell_id, uint32 group_id);
int GroupCount(uint32 group_id);
int RaidCount();
uint32 GetGroup(const char *c);
uint32 GetGroup(Lua_Client c);
int GetGroup(const char *c);
int GetGroup(Lua_Client c);
void SplitExp(uint32 exp, Lua_Mob other);
uint32 GetTotalRaidDamage(Lua_Mob other);
void SplitMoney(uint32 copper, uint32 silver, uint32 gold, uint32 platinum);
@ -47,6 +47,7 @@ public:
void TeleportRaid(Lua_Mob sender, uint32 zone_id, uint32 instance_id, float x, float y, float z, float h);
int GetID();
Lua_Client GetMember(int index);
int GetGroupNumber(int index);
};
#endif

View File

@ -1168,11 +1168,11 @@ void Merc::CalcRestState() {
}
}
RestRegenHP = 6 * (GetMaxHP() / RuleI(Character, RestRegenHP));
RestRegenHP = 6 * (GetMaxHP() / zone->newzone_data.FastRegenHP);
RestRegenMana = 6 * (GetMaxMana() / RuleI(Character, RestRegenMana));
RestRegenMana = 6 * (GetMaxMana() / zone->newzone_data.FastRegenMana);
RestRegenEndurance = 6 * (GetMaxEndurance() / RuleI(Character, RestRegenEnd));
RestRegenEndurance = 6 * (GetMaxEndurance() / zone->newzone_data.FastRegenEndurance);
}
bool Merc::HasSkill(EQEmu::skills::SkillType skill_id) const {
@ -1408,7 +1408,7 @@ void Merc::AI_Process() {
if(DivineAura())
return;
int hateCount = entity_list.GetHatedCount(this, nullptr);
int hateCount = entity_list.GetHatedCount(this, nullptr, false);
if(GetHatedCount() < hateCount) {
SetHatedCount(hateCount);
@ -1475,8 +1475,14 @@ void Merc::AI_Process() {
if (RuleB(Mercs, MercsUsePathing) && zone->pathing) {
bool WaypointChanged, NodeReached;
glm::vec3 Goal = UpdatePath(GetTarget()->GetX(), GetTarget()->GetY(), GetTarget()->GetZ(),
GetRunspeed(), WaypointChanged, NodeReached);
glm::vec3 Goal = UpdatePath(
GetTarget()->GetX(),
GetTarget()->GetY(),
GetTarget()->GetZ(),
GetRunspeed(),
WaypointChanged,
NodeReached
);
if (WaypointChanged)
tar_ndx = 20;

View File

@ -981,15 +981,15 @@ public:
inline bool CheckAggro(Mob* other) {return hate_list.IsEntOnHateList(other);}
float CalculateHeadingToTarget(float in_x, float in_y) { return HeadingAngleToMob(in_x, in_y); }
virtual bool CalculateNewPosition(float x, float y, float z, int speed, bool checkZ = true, bool calcheading = true);
virtual bool CalculateNewPosition(float x, float y, float z, float speed, bool check_z = true, bool calculate_heading = true);
float CalculateDistance(float x, float y, float z);
float GetGroundZ(float new_x, float new_y, float z_offset=0.0);
void SendTo(float new_x, float new_y, float new_z);
void SendToFixZ(float new_x, float new_y, float new_z);
float GetZOffset() const;
float GetDefaultRaceSize() const;
void FixZ(int32 z_find_offset = 5);
float GetFixedZ(glm::vec3 position, int32 z_find_offset = 5);
void FixZ(int32 z_find_offset = 5, bool fix_client_z = false);
float GetFixedZ(glm::vec3 destination, int32 z_find_offset = 5);
void NPCSpecialAttacks(const char* parse, int permtag, bool reset = true, bool remove = false);
inline uint32 DontHealMeBefore() const { return pDontHealMeBefore; }
@ -1165,7 +1165,7 @@ protected:
int _GetWalkSpeed() const;
int _GetRunSpeed() const;
int _GetFearSpeed() const;
virtual bool MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, bool checkZ = true, bool calcHeading = true);
virtual bool MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, bool check_z = true, bool calculate_heading = true);
virtual bool AI_EngagedCastCheck() { return(false); }
virtual bool AI_PursueCastCheck() { return(false); }
@ -1414,6 +1414,13 @@ protected:
bool pseudo_rooted;
bool endur_upkeep;
bool degenerating_effects; // true if we have a buff that needs to be recalced every tick
bool spawned_in_water;
public:
bool GetWasSpawnedInWater() const;
void SetSpawnedInWater(bool spawned_in_water);
protected:
// Bind wound
Timer bindwound_timer;
@ -1443,7 +1450,7 @@ protected:
std::unique_ptr<Timer> AI_feign_remember_timer;
std::unique_ptr<Timer> AI_check_signal_timer;
std::unique_ptr<Timer> AI_scan_door_open_timer;
uint32 pLastFightingDelayMoving;
uint32 time_until_can_move;
HateList hate_list;
std::set<uint32> feign_memory_list;
// This is to keep track of mobs we cast faction mod spells on

View File

@ -30,6 +30,7 @@
#include "string_ids.h"
#include "water_map.h"
#include "fastmath.h"
#include "../common/data_verification.h"
#include <glm/gtx/projection.hpp>
#include <algorithm>
@ -199,12 +200,16 @@ bool NPC::AICastSpell(Mob* tar, uint8 iChance, uint32 iSpellTypes, bool bInnates
case SpellType_Escape: {
// If min_hp !=0 then the spell list has specified
// custom range and we're inside that range if we
// made it here. The hard coded <=5 is for unspecified.
if (AIspells[i].min_hp != 0 || GetHPRatio() <= 5)
{
// made it here.
if (AIspells[i].min_hp != 0 || GetHPRatio() <= (RuleI(NPC, NPCGatePercent))) {
auto npcSpawnPoint = CastToNPC()->GetSpawnPoint();
if (!RuleB(NPC, NPCGateNearBind) && DistanceNoZ(m_Position, npcSpawnPoint) < RuleI(NPC, NPCGateDistanceBind)) {
break;
} else {
AIDoSpellCast(i, tar, mana_cost);
return true;
}
}
break;
}
case SpellType_Slow:
@ -459,8 +464,9 @@ void NPC::AI_Init()
roambox_min_x = 0;
roambox_min_y = 0;
roambox_distance = 0;
roambox_movingto_x = 0;
roambox_movingto_y = 0;
roambox_destination_x = 0;
roambox_destination_y = 0;
roambox_destination_z = 0;
roambox_min_delay = 2500;
roambox_delay = 2500;
}
@ -476,9 +482,9 @@ void Mob::AI_Start(uint32 iMoveDelay) {
return;
if (iMoveDelay)
pLastFightingDelayMoving = Timer::GetCurrentTime() + iMoveDelay;
time_until_can_move = Timer::GetCurrentTime() + iMoveDelay;
else
pLastFightingDelayMoving = 0;
time_until_can_move = 0;
pAIControlled = true;
AI_think_timer = std::unique_ptr<Timer>(new Timer(AIthink_duration));
@ -777,20 +783,20 @@ void Client::AI_Process()
if (RuleB(Combat, EnableFearPathing)) {
if (currently_fleeing) {
if (fix_z_timer_engaged.Check())
this->FixZ();
if (fix_z_timer.Check())
this->FixZ(5, true);
if (IsRooted()) {
//make sure everybody knows were not moving, for appearance sake
if(IsMoving())
{
if (IsMoving()) {
if (GetTarget())
SetHeading(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()));
SetCurrentSpeed(0);
}
//continue on to attack code, ensuring that we execute the engaged code
engaged = true;
} else {
}
else {
if (AI_movement_timer->Check()) {
int speed = GetFearSpeed();
animation = speed;
@ -802,16 +808,22 @@ void Client::AI_Process()
// Calculate a new point to run to
CalculateNewFearpoint();
}
if (!RuleB(Pathing, Fear) || !zone->pathing)
CalculateNewPosition(m_FearWalkTarget.x, m_FearWalkTarget.y, m_FearWalkTarget.z, speed, true);
else
{
bool WaypointChanged, NodeReached;
else {
bool waypoint_changed, node_reached;
glm::vec3 Goal = UpdatePath(m_FearWalkTarget.x, m_FearWalkTarget.y, m_FearWalkTarget.z,
speed, WaypointChanged, NodeReached);
glm::vec3 Goal = UpdatePath(
m_FearWalkTarget.x,
m_FearWalkTarget.y,
m_FearWalkTarget.z,
speed,
waypoint_changed,
node_reached
);
if(WaypointChanged)
if (waypoint_changed)
tar_ndx = 20;
CalculateNewPosition(Goal.x, Goal.y, Goal.z, speed);
@ -1098,10 +1110,10 @@ void Mob::AI_Process() {
//
if (RuleB(Combat, EnableFearPathing)) {
if (currently_fleeing) {
if((IsRooted() || (IsBlind() && CombatRange(hate_list.GetClosestEntOnHateList(this)))) && !IsPetStop() && !IsPetRegroup()) {
if ((IsRooted() || (IsBlind() && CombatRange(hate_list.GetClosestEntOnHateList(this)))) && !IsPetStop() &&
!IsPetRegroup()) {
//make sure everybody knows were not moving, for appearance sake
if(IsMoving())
{
if (IsMoving()) {
if (target)
SetHeading(CalculateHeadingToTarget(target->GetX(), target->GetY()));
SetCurrentSpeed(0);
@ -1109,7 +1121,8 @@ void Mob::AI_Process() {
}
//continue on to attack code, ensuring that we execute the engaged code
engaged = true;
} else {
}
else {
if (AI_movement_timer->Check()) {
// Check if we have reached the last fear point
if ((std::abs(GetX() - m_FearWalkTarget.x) < 0.1) &&
@ -1117,16 +1130,26 @@ void Mob::AI_Process() {
// Calculate a new point to run to
CalculateNewFearpoint();
}
if(!RuleB(Pathing, Fear) || !zone->pathing)
{
CalculateNewPosition(m_FearWalkTarget.x, m_FearWalkTarget.y, m_FearWalkTarget.z, GetFearSpeed(), true);
if (!RuleB(Pathing, Fear) || !zone->pathing) {
CalculateNewPosition(
m_FearWalkTarget.x,
m_FearWalkTarget.y,
m_FearWalkTarget.z,
GetFearSpeed(),
true
);
}
else
{
else {
bool WaypointChanged, NodeReached;
glm::vec3 Goal = UpdatePath(m_FearWalkTarget.x, m_FearWalkTarget.y, m_FearWalkTarget.z,
GetFearSpeed(), WaypointChanged, NodeReached);
glm::vec3 Goal = UpdatePath(
m_FearWalkTarget.x,
m_FearWalkTarget.y,
m_FearWalkTarget.z,
GetFearSpeed(),
WaypointChanged,
NodeReached
);
if (WaypointChanged)
tar_ndx = 20;
@ -1171,7 +1194,7 @@ void Mob::AI_Process() {
// NPCs will forget people after 10 mins of not interacting with them or out of range
// both of these maybe zone specific, hardcoded for now
if (hate_list_cleanup_timer.Check()) {
hate_list.RemoveStaleEntries(600000, 600.0f);
hate_list.RemoveStaleEntries(600000, static_cast<float>(zone->newzone_data.NPCAggroMaxDist));
if (hate_list.IsHateListEmpty()) {
AI_Event_NoLongerEngaged();
zone->DelAggroMob();
@ -1183,10 +1206,8 @@ void Mob::AI_Process() {
// from above, so no extra blind checks needed
if ((IsRooted() && !GetSpecialAbility(IGNORE_ROOT_AGGRO_RULES)) || IsBlind())
SetTarget(hate_list.GetClosestEntOnHateList(this));
else
{
if (AI_target_check_timer->Check())
{
else {
if (AI_target_check_timer->Check()) {
if (IsFocused()) {
if (!target) {
SetTarget(hate_list.GetEntWithMostHateOnList(this));
@ -1248,21 +1269,16 @@ void Mob::AI_Process() {
bool is_combat_range = CombatRange(target);
if (is_combat_range)
{
if (AI_movement_timer->Check())
{
if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w)
{
if (is_combat_range) {
if (AI_movement_timer->Check()) {
if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w) {
SetHeading(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()));
SendPosition();
}
SetCurrentSpeed(0);
}
if (IsMoving())
{
if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w)
{
if (IsMoving()) {
if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w) {
SetHeading(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()));
SendPosition();
}
@ -1330,16 +1346,17 @@ void Mob::AI_Process() {
}
if ((IsPet() || IsTempPet()) && IsPetOwnerClient()) {
if (spellbonuses.PC_Pet_Rampage[0] || itembonuses.PC_Pet_Rampage[0] || aabonuses.PC_Pet_Rampage[0]) {
int chance = spellbonuses.PC_Pet_Rampage[0] + itembonuses.PC_Pet_Rampage[0] + aabonuses.PC_Pet_Rampage[0];
if (spellbonuses.PC_Pet_Rampage[0] || itembonuses.PC_Pet_Rampage[0] ||
aabonuses.PC_Pet_Rampage[0]) {
int chance = spellbonuses.PC_Pet_Rampage[0] + itembonuses.PC_Pet_Rampage[0] +
aabonuses.PC_Pet_Rampage[0];
if (zone->random.Roll(chance)) {
Rampage(nullptr);
}
}
}
if (GetSpecialAbility(SPECATK_RAMPAGE) && !specialed)
{
if (GetSpecialAbility(SPECATK_RAMPAGE) && !specialed) {
int rampage_chance = GetSpecialAbilityParam(SPECATK_RAMPAGE, 0);
rampage_chance = rampage_chance > 0 ? rampage_chance : 20;
if (zone->random.Roll(rampage_chance)) {
@ -1373,8 +1390,7 @@ void Mob::AI_Process() {
}
}
if (GetSpecialAbility(SPECATK_AREA_RAMPAGE) && !specialed)
{
if (GetSpecialAbility(SPECATK_AREA_RAMPAGE) && !specialed) {
int rampage_chance = GetSpecialAbilityParam(SPECATK_AREA_RAMPAGE, 0);
rampage_chance = rampage_chance > 0 ? rampage_chance : 20;
if (zone->random.Roll(rampage_chance)) {
@ -1434,7 +1450,7 @@ void Mob::AI_Process() {
Heal();
BuffFadeAll();
AI_walking_timer->Start(100);
pLastFightingDelayMoving = Timer::GetCurrentTime();
time_until_can_move = Timer::GetCurrentTime();
return;
}
else if (tar != nullptr) {
@ -1445,8 +1461,7 @@ void Mob::AI_Process() {
}
// See if we can summon the mob to us
if (!HateSummon())
{
if (!HateSummon()) {
//could not summon them, check ranged...
if (GetSpecialAbility(SPECATK_RANGED_ATK))
doranged = true;
@ -1456,18 +1471,18 @@ void Mob::AI_Process() {
if (AI_PursueCastCheck()) {
//we did something, so do not process movement.
}
else if (AI_movement_timer->Check() && target)
{
else if (AI_movement_timer->Check() && target) {
if (!IsRooted()) {
Log(Logs::Detail, Logs::AI, "Pursuing %s while engaged.", target->GetName());
if (!RuleB(Pathing, Aggro) || !zone->pathing)
CalculateNewPosition(target->GetX(), target->GetY(), target->GetZ(), GetRunspeed());
else
{
else {
bool WaypointChanged, NodeReached;
glm::vec3 Goal = UpdatePath(target->GetX(), target->GetY(), target->GetZ(),
GetRunspeed(), WaypointChanged, NodeReached);
glm::vec3 Goal = UpdatePath(
target->GetX(), target->GetY(), target->GetZ(),
GetRunspeed(), WaypointChanged, NodeReached
);
if (WaypointChanged)
tar_ndx = 20;
@ -1503,106 +1518,102 @@ void Mob::AI_Process() {
if (remember_client == nullptr) {
//they are gone now...
RememberedCharID = feign_memory_list.erase(RememberedCharID);
} else if (!remember_client->GetFeigned()) {
}
else if (!remember_client->GetFeigned()) {
AddToHateList(remember_client->CastToMob(), 1);
RememberedCharID = feign_memory_list.erase(RememberedCharID);
break;
} else {
}
else {
//they are still feigned, carry on...
++RememberedCharID;
}
}
}
if (AI_IdleCastCheck())
{
if (AI_IdleCastCheck()) {
//we processed a spell action, so do nothing else.
}
else if (zone->CanDoCombat() && CastToNPC()->WillAggroNPCs() && AI_scan_area_timer->Check())
{
else if (zone->CanDoCombat() && CastToNPC()->WillAggroNPCs() && AI_scan_area_timer->Check()) {
/*
* NPC to NPC aggro checking, npc needs npc_aggro flag
*/
Mob *temp_target = entity_list.AICheckNPCtoNPCAggro(this, GetAggroRange(), GetAssistRange());
if (temp_target) {
AddToHateList(temp_target);
}
AI_scan_area_timer->Disable();
AI_scan_area_timer->Start(RandomTimer(RuleI(NPC, NPCToNPCAggroTimerMin), RuleI(NPC, NPCToNPCAggroTimerMax)), false);
AI_scan_area_timer->Start(
RandomTimer(RuleI(NPC, NPCToNPCAggroTimerMin), RuleI(NPC, NPCToNPCAggroTimerMax)),
false
);
}
else if (AI_movement_timer->Check() && !IsRooted())
{
if (IsPet())
{
else if (AI_movement_timer->Check() && !IsRooted()) {
if (IsPet()) {
// we're a pet, do as we're told
switch (pStandingPetOrder)
{
case SPO_Follow:
{
switch (pStandingPetOrder) {
case SPO_Follow: {
Mob *owner = GetOwner();
if(owner == nullptr)
if (owner == nullptr) {
break;
}
//if(owner->IsClient())
// printf("Pet start pos: (%f, %f, %f)\n", GetX(), GetY(), GetZ());
glm::vec4 pet_owner_position = owner->GetPosition();
float distance_to_owner = DistanceSquared(m_Position, pet_owner_position);
float z_distance = pet_owner_position.z - m_Position.z;
glm::vec4 ownerPos = owner->GetPosition();
float dist = DistanceSquared(m_Position, ownerPos);
float distz = ownerPos.z - m_Position.z;
if (distance_to_owner >= 400 || z_distance > 100) {
if (dist >= 400 || distz > 100)
{
int speed = GetWalkspeed();
if (dist >= 1225) // 35
speed = GetRunspeed();
int pet_speed = GetWalkspeed();
if (dist >= 202500 || distz > 100) // dist >= 450
{
m_Position = ownerPos;
/**
* Distance: >= 35 (Run if far away)
*/
if (distance_to_owner >= 1225) {
pet_speed = GetRunspeed();
}
/**
* Distance: >= 450 (Snap to owner)
*/
if (distance_to_owner >= 202500 || z_distance > 100) {
m_Position = pet_owner_position;
SendPositionUpdate();
moved = true;
}
else
{
CalculateNewPosition(owner->GetX(), owner->GetY(), owner->GetZ(), speed);
else {
bool waypoint_changed, node_reached;
glm::vec3 Goal = UpdatePath(
owner->GetX(),
owner->GetY(),
owner->GetZ(),
pet_speed,
waypoint_changed,
node_reached
);
CalculateNewPosition(Goal.x, Goal.y, Goal.z, pet_speed, true);
}
}
else
{
if(moved)
{
else {
if (moved) {
this->FixZ();
SetCurrentSpeed(0);
moved = false;
}
}
/*
//fix up Z
float zdiff = GetZ() - owner->GetZ();
if(zdiff < 0)
zdiff = 0 - zdiff;
if(zdiff > 2.0f) {
SendTo(GetX(), GetY(), owner->GetZ());
SendPosition();
}
if(owner->IsClient())
printf("Pet pos: (%f, %f, %f)\n", GetX(), GetY(), GetZ());
*/
break;
}
case SPO_Sit:
{
case SPO_Sit: {
SetAppearance(eaSitting, false);
break;
}
case SPO_Guard:
{
case SPO_Guard: {
//only NPCs can guard stuff. (forced by where the guard movement code is in the AI)
if (IsNPC()) {
CastToNPC()->NextGuardPosition();
@ -1610,28 +1621,45 @@ void Mob::AI_Process() {
break;
}
}
if (IsPetRegroup())
if (IsPetRegroup()) {
return;
}
/* Entity has been assigned another entity to follow */
else if (GetFollowID())
{
Mob* follow = entity_list.GetMob(GetFollowID());
if (!follow) SetFollowID(0);
else
{
float dist2 = DistanceSquared(m_Position, follow->GetPosition());
int followdist = GetFollowDistance();
if (dist2 >= followdist) // Default follow distance is 100
{
int speed = GetWalkspeed();
if (dist2 >= followdist + 150)
speed = GetRunspeed();
CalculateNewPosition(follow->GetX(), follow->GetY(), follow->GetZ(), speed);
}
else
{
/* Entity has been assigned another entity to follow */
else if (GetFollowID()) {
Mob *follow = entity_list.GetMob(static_cast<uint16>(GetFollowID()));
if (!follow) {
SetFollowID(0);
}
else {
float distance = DistanceSquared(m_Position, follow->GetPosition());
int follow_distance = GetFollowDistance();
/**
* Default follow distance is 100
*/
if (distance >= follow_distance) {
int speed = GetWalkspeed();
if (distance >= follow_distance + 150) {
speed = GetRunspeed();
}
bool waypoint_changed, node_reached;
glm::vec3 Goal = UpdatePath(
follow->GetX(),
follow->GetY(),
follow->GetZ(),
speed,
waypoint_changed,
node_reached
);
CalculateNewPosition(Goal.x, Goal.y, Goal.z, speed, true);
}
else {
moved = false;
SetCurrentSpeed(0);
}
@ -1640,20 +1668,21 @@ void Mob::AI_Process() {
else //not a pet, and not following somebody...
{
// dont move till a bit after you last fought
if (pLastFightingDelayMoving < Timer::GetCurrentTime())
{
if (this->IsClient())
{
// LD timer expired, drop out of world
if (this->CastToClient()->IsLD())
if (time_until_can_move < Timer::GetCurrentTime()) {
if (this->IsClient()) {
/**
* LD timer expired, drop out of world
*/
if (this->CastToClient()->IsLD()) {
this->CastToClient()->Disconnect();
}
return;
}
if(IsNPC())
{
if(RuleB(NPC, SmartLastFightingDelayMoving) && !feign_memory_list.empty())
{
if (IsNPC()) {
if (RuleB(NPC, SmartLastFightingDelayMoving) && !feign_memory_list.empty()) {
minLastFightingDelayMoving = 0;
maxLastFightingDelayMoving = 0;
}
@ -1661,92 +1690,144 @@ void Mob::AI_Process() {
CastToNPC()->AI_DoMovement();
}
}
}
} // else if (AImovement_timer->Check())
}
}
//Do Ranged attack here
if(doranged)
{
if (doranged) {
RangedAttack(target);
}
}
void NPC::AI_DoMovement() {
float walksp = GetMovespeed();
if(walksp <= 0.0f)
return; //this is idle movement at walk speed, and we are unable to walk right now.
float move_speed = GetMovespeed();
if (move_speed <= 0.0f) {
return;
}
/**
* Roambox logic sets precedence
*/
if (roambox_distance > 0) {
if (
roambox_movingto_x > roambox_max_x
|| roambox_movingto_x < roambox_min_x
|| roambox_movingto_y > roambox_max_y
|| roambox_movingto_y < roambox_min_y
)
{
float movedist = roambox_distance*roambox_distance;
float movex = zone->random.Real(0, movedist);
float movey = movedist - movex;
movex = sqrtf(movex);
movey = sqrtf(movey);
movex *= zone->random.Int(0, 1) ? 1 : -1;
movey *= zone->random.Int(0, 1) ? 1 : -1;
roambox_movingto_x = GetX() + movex;
roambox_movingto_y = GetY() + movey;
//Try to calculate new coord using distance.
if (roambox_movingto_x > roambox_max_x || roambox_movingto_x < roambox_min_x)
roambox_movingto_x -= movex * 2;
if (roambox_movingto_y > roambox_max_y || roambox_movingto_y < roambox_min_y)
roambox_movingto_y -= movey * 2;
//New coord is still invalid, ignore distance and just pick a new random coord.
//If we're here we may have a roambox where one side is shorter than the specified distance. Commons, Wkarana, etc.
if (roambox_movingto_x > roambox_max_x || roambox_movingto_x < roambox_min_x)
roambox_movingto_x = zone->random.Real(roambox_min_x+1,roambox_max_x-1);
if (roambox_movingto_y > roambox_max_y || roambox_movingto_y < roambox_min_y)
roambox_movingto_y = zone->random.Real(roambox_min_y+1,roambox_max_y-1);
Log(Logs::Detail, Logs::AI,
"Roam Box: d=%.3f (%.3f->%.3f,%.3f->%.3f): Go To (%.3f,%.3f)",
roambox_distance, roambox_min_x, roambox_max_x, roambox_min_y,
roambox_max_y, roambox_movingto_x, roambox_movingto_y);
if (!IsMoving()) {
auto move_x = static_cast<float>(zone->random.Real(-roambox_distance, roambox_distance));
auto move_y = static_cast<float>(zone->random.Real(-roambox_distance, roambox_distance));
roambox_destination_x = EQEmu::Clamp((GetX() + move_x), roambox_min_x, roambox_max_x);
roambox_destination_y = EQEmu::Clamp((GetY() + move_y), roambox_min_y, roambox_max_y);
/**
* If our roambox was configured with large distances, chances of hitting the min or max end of
* the clamp is high, this causes NPC's to gather on the border of a box, to reduce clustering
* either lower the roambox distance or the code will do a simple random between min - max when it
* hits the min or max of the clamp
*/
if (roambox_destination_x == roambox_min_x || roambox_destination_x == roambox_max_x) {
roambox_destination_x = static_cast<float>(zone->random.Real(roambox_min_x, roambox_max_x));
}
Log(Logs::Detail, Logs::AI, "Roam Box: d=%.3f (%.3f->%.3f,%.3f->%.3f): Go To (%.3f,%.3f)",
roambox_distance, roambox_min_x, roambox_max_x, roambox_min_y, roambox_max_y, roambox_movingto_x, roambox_movingto_y);
if (roambox_destination_y == roambox_min_y || roambox_destination_y == roambox_max_y) {
roambox_destination_y = static_cast<float>(zone->random.Real(roambox_min_y, roambox_max_y));
}
float new_z = this->FindGroundZ(m_Position.x, m_Position.y, 5) + GetZOffset();
/**
* If mob was not spawned in water, let's not randomly roam them into water
* if the roam box was sloppily configured
*/
if (!this->GetWasSpawnedInWater()) {
if (zone->HasMap() && zone->HasWaterMap()) {
auto position = glm::vec3(
roambox_destination_x,
roambox_destination_y,
(m_Position.z - 15)
);
if (!CalculateNewPosition(roambox_movingto_x, roambox_movingto_y, new_z, walksp, true))
{
this->FixZ(); // FixZ on final arrival point.
roambox_movingto_x = roambox_max_x + 1; // force update
pLastFightingDelayMoving = Timer::GetCurrentTime() + RandomTimer(roambox_min_delay, roambox_delay);
/**
* If someone brought us into water when we naturally wouldn't path there, return to spawn
*/
if (zone->watermap->InLiquid(position) && zone->watermap->InLiquid(m_Position)) {
roambox_destination_x = m_SpawnPoint.x;
roambox_destination_y = m_SpawnPoint.y;
}
if (zone->watermap->InLiquid(position)) {
Log(Logs::Detail,
Logs::NPCRoamBox, "%s | My destination is in water and I don't belong there!",
this->GetCleanName());
return;
}
}
}
glm::vec3 destination;
destination.x = roambox_destination_x;
destination.y = roambox_destination_y;
destination.z = m_Position.z;
roambox_destination_z = GetFixedZ(destination) + this->GetZOffset();
Log(Logs::Detail,
Logs::NPCRoamBox,
"Calculate | NPC: %s distance %.3f | min_x %.3f | max_x %.3f | final_x %.3f | min_y %.3f | max_y %.3f | final_y %.3f",
this->GetCleanName(),
roambox_distance,
roambox_min_x,
roambox_max_x,
roambox_destination_x,
roambox_min_y,
roambox_max_y,
roambox_destination_y);
}
bool waypoint_changed, node_reached;
glm::vec3 Goal = UpdatePath(
roambox_destination_x,
roambox_destination_y,
roambox_destination_z,
move_speed,
waypoint_changed,
node_reached
);
CalculateNewPosition(Goal.x, Goal.y, Goal.z, move_speed, true);
if (m_Position.x == roambox_destination_x && m_Position.y == roambox_destination_y) {
time_until_can_move = Timer::GetCurrentTime() + RandomTimer(roambox_min_delay, roambox_delay);
SetMoving(false);
SendPosition(); // makes mobs stop clientside
this->FixZ();
SendPosition();
}
return;
}
else if (roamer)
{
if (AI_walking_timer->Check())
{
else if (roamer) {
if (AI_walking_timer->Check()) {
movetimercompleted = true;
AI_walking_timer->Disable();
}
int32 gridno = CastToNPC()->GetGrid();
if (gridno > 0 || cur_wp == -2) {
if (movetimercompleted == true) { // time to pause at wp is over
AI_SetupNextWaypoint();
} // endif (movetimercompleted==true)
else if (!(AI_walking_timer->Enabled()))
{ // currently moving
else if (!(AI_walking_timer->Enabled())) { // currently moving
bool doMove = true;
if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY())
{ // are we there yet? then stop
Log(Logs::Detail, Logs::AI, "We have reached waypoint %d (%.3f,%.3f,%.3f) on grid %d", cur_wp, GetX(), GetY(), GetZ(), GetGrid());
if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY()) { // are we there yet? then stop
Log(Logs::Detail,
Logs::AI,
"We have reached waypoint %d (%.3f,%.3f,%.3f) on grid %d",
cur_wp,
GetX(),
GetY(),
GetZ(),
GetGrid());
SetWaypointPause();
SetAppearance(eaStanding, false);
@ -1776,32 +1857,41 @@ void NPC::AI_DoMovement() {
if (cur_wp == 1)
ClearFeignMemory();
}
if (doMove)
{ // not at waypoint yet or at 0 pause WP, so keep moving
if (doMove) { // not at waypoint yet or at 0 pause WP, so keep moving
if (!RuleB(Pathing, AggroReturnToGrid) || !zone->pathing || (DistractedFromGrid == 0))
CalculateNewPosition(m_CurrentWayPoint.x, m_CurrentWayPoint.y, m_CurrentWayPoint.z, walksp, true);
else
{
CalculateNewPosition(
m_CurrentWayPoint.x,
m_CurrentWayPoint.y,
m_CurrentWayPoint.z,
move_speed,
true
);
else {
bool WaypointChanged;
bool NodeReached;
glm::vec3 Goal = UpdatePath(m_CurrentWayPoint.x, m_CurrentWayPoint.y, m_CurrentWayPoint.z, walksp, WaypointChanged, NodeReached);
glm::vec3 Goal = UpdatePath(
m_CurrentWayPoint.x,
m_CurrentWayPoint.y,
m_CurrentWayPoint.z,
move_speed,
WaypointChanged,
NodeReached
);
if (WaypointChanged)
tar_ndx = 20;
if (NodeReached)
entity_list.OpenDoorsNear(CastToNPC());
CalculateNewPosition(Goal.x, Goal.y, Goal.z, walksp, true);
CalculateNewPosition(Goal.x, Goal.y, Goal.z, move_speed, true);
}
}
}
} // endif (gridno > 0)
// handle new quest grid command processing
else if (gridno < 0)
{ // this mob is under quest control
if (movetimercompleted==true)
{ // time to pause has ended
else if (gridno < 0) { // this mob is under quest control
if (movetimercompleted == true) { // time to pause has ended
SetGrid(0 - GetGrid()); // revert to AI control
Log(Logs::Detail, Logs::Pathing, "Quest pathing is finished. Resuming on grid %d", GetGrid());
@ -1812,39 +1902,55 @@ void NPC::AI_DoMovement() {
}
}
else if (IsGuarding())
{
else if (IsGuarding()) {
bool CP2Moved;
if(!RuleB(Pathing, Guard) || !zone->pathing)
CP2Moved = CalculateNewPosition(m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z, walksp);
else
{
if(!((m_Position.x == m_GuardPoint.x) && (m_Position.y == m_GuardPoint.y) && (m_Position.z == m_GuardPoint.z)))
{
if (!RuleB(Pathing, Guard) || !zone->pathing) {
CP2Moved = CalculateNewPosition(m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z, move_speed);
}
else {
if (!((m_Position.x == m_GuardPoint.x) && (m_Position.y == m_GuardPoint.y) &&
(m_Position.z == m_GuardPoint.z))) {
bool WaypointChanged, NodeReached;
glm::vec3 Goal = UpdatePath(m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z, walksp, WaypointChanged, NodeReached);
if(WaypointChanged)
glm::vec3 Goal = UpdatePath(
m_GuardPoint.x,
m_GuardPoint.y,
m_GuardPoint.z,
move_speed,
WaypointChanged,
NodeReached
);
if (WaypointChanged) {
tar_ndx = 20;
}
if(NodeReached)
if (NodeReached) {
entity_list.OpenDoorsNear(CastToNPC());
CP2Moved = CalculateNewPosition(Goal.x, Goal.y, Goal.z, walksp);
}
else
CP2Moved = CalculateNewPosition(Goal.x, Goal.y, Goal.z, move_speed);
}
else {
CP2Moved = false;
}
}
if (!CP2Moved)
{
if (!CP2Moved) {
if (moved) {
Log(Logs::Detail, Logs::AI, "Reached guard point (%.3f,%.3f,%.3f)", m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z);
Log(Logs::Detail,
Logs::AI,
"Reached guard point (%.3f,%.3f,%.3f)",
m_GuardPoint.x,
m_GuardPoint.y,
m_GuardPoint.z);
ClearFeignMemory();
moved = false;
if (GetTarget() == nullptr || DistanceSquared(m_Position, GetTarget()->GetPosition()) >= 5*5 )
{
if (GetTarget() == nullptr || DistanceSquared(m_Position, GetTarget()->GetPosition()) >= 5 * 5) {
SetHeading(m_GuardPoint.w);
} else {
}
else {
FaceTarget(GetTarget());
}
SetCurrentSpeed(0);
@ -1968,11 +2074,11 @@ void Mob::AI_Event_NoLongerEngaged() {
if (!IsAIControlled())
return;
this->AI_walking_timer->Start(RandomTimer(3000,20000));
pLastFightingDelayMoving = Timer::GetCurrentTime();
time_until_can_move = Timer::GetCurrentTime();
if (minLastFightingDelayMoving == maxLastFightingDelayMoving)
pLastFightingDelayMoving += minLastFightingDelayMoving;
time_until_can_move += minLastFightingDelayMoving;
else
pLastFightingDelayMoving += zone->random.Int(minLastFightingDelayMoving, maxLastFightingDelayMoving);
time_until_can_move += zone->random.Int(minLastFightingDelayMoving, maxLastFightingDelayMoving);
// So mobs don't keep running as a ghost until AIwalking_timer fires
// if they were moving prior to losing all hate
// except if we're a pet, then we might run into some issues with pets backing off when they should immediately be moving
@ -2255,8 +2361,6 @@ void Mob::AreaRampage(ExtraAttackOptions *opts)
m_specialattacks = eSpecialAttacks::AERampage;
index_hit = hate_list.AreaRampage(this, GetTarget(), rampage_targets, opts);
if(index_hit == 0)
ProcessAttackRounds(GetTarget(), opts);
m_specialattacks = eSpecialAttacks::None;
}

View File

@ -242,8 +242,8 @@ NPC::NPC(const NPCType* d, Spawn2* in_respawn, const glm::vec4& position, int if
roambox_max_y = -2;
roambox_min_x = -2;
roambox_min_y = -2;
roambox_movingto_x = -2;
roambox_movingto_y = -2;
roambox_destination_x = -2;
roambox_destination_y = -2;
roambox_min_delay = 1000;
roambox_delay = 1000;
p_depop = false;

View File

@ -311,9 +311,17 @@ public:
void SaveGuardSpot(bool iClearGuardSpot = false);
inline bool IsGuarding() const { return(m_GuardPoint.w != 0); }
void SaveGuardSpotCharm();
void RestoreGuardSpotCharm();
void AI_SetRoambox(float iDist, float iRoamDist, uint32 iDelay = 2500, uint32 iMinDelay = 2500);
void AI_SetRoambox(float iDist, float iMaxX, float iMinX, float iMaxY, float iMinY, uint32 iDelay = 2500, uint32 iMinDelay = 2500);
void AI_SetRoambox(
float max_distance,
float roam_distance_variance,
uint32 delay = 2500,
uint32 min_delay = 2500
);
void AI_SetRoambox(float distance, float max_x, float min_x, float max_y, float min_y, uint32 delay = 2500, uint32 min_delay = 2500);
//mercenary stuff
void LoadMercTypes();
@ -530,8 +538,9 @@ protected:
float roambox_min_x;
float roambox_min_y;
float roambox_distance;
float roambox_movingto_x;
float roambox_movingto_y;
float roambox_destination_x;
float roambox_destination_y;
float roambox_destination_z;
uint32 roambox_delay;
uint32 roambox_min_delay;

View File

@ -528,6 +528,8 @@ bool Object::HandleClick(Client* sender, const ClickObject_Struct* click_object)
if(cursordelete) // delete the item if it's a duplicate lore. We have to do this because the client expects the item packet
sender->DeleteItemInInventory(EQEmu::invslot::slotCursor);
sender->DropItemQS(m_inst, true);
if(!m_ground_spawn)
safe_delete(m_inst);

View File

@ -145,10 +145,11 @@ bool Spawn2::Process() {
return true;
//grab our spawn group
SpawnGroup* sg = zone->spawn_group_list.GetSpawnGroup(spawngroup_id_);
SpawnGroup *spawn_group = zone->spawn_group_list.GetSpawnGroup(spawngroup_id_);
if(NPCPointerValid() && (sg->despawn == 0 || condition_id != 0))
if (NPCPointerValid() && (spawn_group->despawn == 0 || condition_id != 0)) {
return true;
}
if (timer.Check()) {
timer.Disable();
@ -159,25 +160,39 @@ bool Spawn2::Process() {
//then we reset the timer and try again next time.
if (condition_id != SC_AlwaysEnabled
&& !zone->spawn_conditions.Check(condition_id, condition_min_value)) {
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: spawning prevented by spawn condition %d", spawn2_id, condition_id);
Log(Logs::Detail,
Logs::Spawns,
"Spawn2 %d: spawning prevented by spawn condition %d",
spawn2_id,
condition_id);
Reset();
return (true);
}
if (sg == nullptr) {
if (spawn_group == nullptr) {
database.LoadSpawnGroupsByID(spawngroup_id_, &zone->spawn_group_list);
sg = zone->spawn_group_list.GetSpawnGroup(spawngroup_id_);
spawn_group = zone->spawn_group_list.GetSpawnGroup(spawngroup_id_);
}
if (sg == nullptr) {
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Unable to locate spawn group %d. Disabling.", spawn2_id, spawngroup_id_);
if (spawn_group == nullptr) {
Log(Logs::Detail,
Logs::Spawns,
"Spawn2 %d: Unable to locate spawn group %d. Disabling.",
spawn2_id,
spawngroup_id_);
return false;
}
//have the spawn group pick an NPC for us
uint32 npcid = sg->GetNPCType();
uint32 npcid = spawn_group->GetNPCType();
if (npcid == 0) {
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Spawn group %d did not yeild an NPC! not spawning.", spawn2_id, spawngroup_id_);
Log(Logs::Detail,
Logs::Spawns,
"Spawn2 %d: Spawn group %d did not yeild an NPC! not spawning.",
spawn2_id,
spawngroup_id_);
Reset(); //try again later (why?)
return (true);
}
@ -185,16 +200,24 @@ bool Spawn2::Process() {
//try to find our NPC type.
const NPCType *tmp = database.LoadNPCTypesData(npcid);
if (tmp == nullptr) {
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Spawn group %d yeilded an invalid NPC type %d", spawn2_id, spawngroup_id_, npcid);
Log(Logs::Detail,
Logs::Spawns,
"Spawn2 %d: Spawn group %d yeilded an invalid NPC type %d",
spawn2_id,
spawngroup_id_,
npcid);
Reset(); //try again later
return (true);
}
if(tmp->unique_spawn_by_name)
{
if(!entity_list.LimitCheckName(tmp->name))
{
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Spawn group %d yeilded NPC type %d, which is unique and one already exists.", spawn2_id, spawngroup_id_, npcid);
if (tmp->unique_spawn_by_name) {
if (!entity_list.LimitCheckName(tmp->name)) {
Log(Logs::Detail,
Logs::Spawns,
"Spawn2 %d: Spawn group %d yeilded NPC type %d, which is unique and one already exists.",
spawn2_id,
spawngroup_id_,
npcid);
timer.Start(5000); //try again in five seconds.
return (true);
}
@ -202,30 +225,32 @@ bool Spawn2::Process() {
if (tmp->spawn_limit > 0) {
if (!entity_list.LimitCheckType(npcid, tmp->spawn_limit)) {
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Spawn group %d yeilded NPC type %d, which is over its spawn limit (%d)", spawn2_id, spawngroup_id_, npcid, tmp->spawn_limit);
Log(Logs::Detail,
Logs::Spawns,
"Spawn2 %d: Spawn group %d yeilded NPC type %d, which is over its spawn limit (%d)",
spawn2_id,
spawngroup_id_,
npcid,
tmp->spawn_limit);
timer.Start(5000); //try again in five seconds.
return (true);
}
}
bool ignore_despawn = false;
if (npcthis)
{
if (npcthis) {
ignore_despawn = npcthis->IgnoreDespawn();
}
if (ignore_despawn)
{
if (ignore_despawn) {
return true;
}
if (sg->despawn != 0 && condition_id == 0 && !ignore_despawn)
{
if (spawn_group->despawn != 0 && condition_id == 0 && !ignore_despawn) {
zone->Despawn(spawn2_id);
}
if (IsDespawned)
{
if (IsDespawned) {
return true;
}
@ -236,23 +261,61 @@ bool Spawn2::Process() {
npcthis = npc;
npc->AddLootTable();
if (npc->DropsGlobalLoot())
if (npc->DropsGlobalLoot()) {
npc->CheckGlobalLootTables();
}
npc->SetSp2(spawngroup_id_);
npc->SaveGuardPointAnim(anim);
npc->SetAppearance((EmuAppearance) anim);
entity_list.AddNPC(npc);
//this limit add must be done after the AddNPC since we need the entity ID.
entity_list.LimitAddNPC(npc);
if(sg->roamdist && sg->roambox[0] && sg->roambox[1] && sg->roambox[2] && sg->roambox[3] && sg->delay && sg->min_delay)
npc->AI_SetRoambox(sg->roamdist,sg->roambox[0],sg->roambox[1],sg->roambox[2],sg->roambox[3],sg->delay,sg->min_delay);
/**
* Roambox init
*/
if (spawn_group->roamdist && spawn_group->roambox[0] && spawn_group->roambox[1] && spawn_group->roambox[2] &&
spawn_group->roambox[3] && spawn_group->delay && spawn_group->min_delay) {
npc->AI_SetRoambox(
spawn_group->roamdist,
spawn_group->roambox[0],
spawn_group->roambox[1],
spawn_group->roambox[2],
spawn_group->roambox[3],
spawn_group->delay,
spawn_group->min_delay
);
}
if (zone->InstantGrids()) {
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Group %d spawned %s (%d) at (%.3f, %.3f, %.3f).", spawn2_id, spawngroup_id_, npc->GetName(), npcid, x, y, z);
Log(Logs::Detail,
Logs::Spawns,
"Spawn2 %d: Group %d spawned %s (%d) at (%.3f, %.3f, %.3f).",
spawn2_id,
spawngroup_id_,
npc->GetName(),
npcid,
x,
y,
z);
LoadGrid();
} else {
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Group %d spawned %s (%d) at (%.3f, %.3f, %.3f). Grid loading delayed.", spawn2_id, spawngroup_id_, tmp->name, npcid, x, y, z);
}
else {
Log(Logs::Detail,
Logs::Spawns,
"Spawn2 %d: Group %d spawned %s (%d) at (%.3f, %.3f, %.3f). Grid loading delayed.",
spawn2_id,
spawngroup_id_,
tmp->name,
npcid,
x,
y,
z);
}
}
return true;
}
@ -278,7 +341,6 @@ void Spawn2::LoadGrid() {
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Loading grid %d for %s", spawn2_id, grid_, npcthis->GetName());
}
/*
All three of these actions basically say that the mob which was
associated with this spawn point is no longer relavent.

View File

@ -3928,6 +3928,12 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
Mob* tempmob = GetOwner();
SetOwnerID(0);
SetPetType(petNone);
SetHeld(false);
SetGHeld(false);
SetNoCast(false);
SetFocused(false);
SetPetStop(false);
SetPetRegroup(false);
if(tempmob)
{
tempmob->SetPet(0);

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@ -4247,6 +4247,7 @@ bool Mob::IsImmuneToSpell(uint16 spell_id, Mob *caster)
{
Log(Logs::Detail, Logs::Spells, "Our level (%d) is higher than the limit of this Mez spell (%d)", GetLevel(), spells[spell_id].max[effect_index]);
caster->Message_StringID(MT_Shout, CANNOT_MEZ_WITH_SPELL);
AddToHateList(caster, 1,0,true,false,false,spell_id);
return true;
}
}
@ -4338,6 +4339,7 @@ bool Mob::IsImmuneToSpell(uint16 spell_id, Mob *caster)
{
Log(Logs::Detail, Logs::Spells, "Our level (%d) is higher than the limit of this Charm spell (%d)", GetLevel(), spells[spell_id].max[effect_index]);
caster->Message_StringID(MT_Shout, CANNOT_CHARM_YET);
AddToHateList(caster, 1,0,true,false,false,spell_id);
return true;
}
}

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@ -30,7 +30,7 @@ bool WaterMapV2::InLava(const glm::vec3& location) const {
}
bool WaterMapV2::InLiquid(const glm::vec3& location) const {
return InWater(location) || InLava(location);
return InWater(location) || InLava(location) || InVWater(location);
}
bool WaterMapV2::InPvP(const glm::vec3& location) const {

View File

@ -42,19 +42,27 @@ struct wp_distance
int index;
};
void NPC::AI_SetRoambox(float iDist, float iRoamDist, uint32 iDelay, uint32 iMinDelay) {
AI_SetRoambox(iDist, GetX() + iRoamDist, GetX() - iRoamDist, GetY() + iRoamDist, GetY() - iRoamDist, iDelay, iMinDelay);
void NPC::AI_SetRoambox(float max_distance, float roam_distance_variance, uint32 delay, uint32 min_delay) {
AI_SetRoambox(
max_distance,
GetX() + roam_distance_variance,
GetX() - roam_distance_variance,
GetY() + roam_distance_variance,
GetY() - roam_distance_variance,
delay,
min_delay
);
}
void NPC::AI_SetRoambox(float iDist, float iMaxX, float iMinX, float iMaxY, float iMinY, uint32 iDelay, uint32 iMinDelay) {
roambox_distance = iDist;
roambox_max_x = iMaxX;
roambox_min_x = iMinX;
roambox_max_y = iMaxY;
roambox_min_y = iMinY;
roambox_movingto_x = roambox_max_x + 1; // this will trigger a recalc
roambox_delay = iDelay;
roambox_min_delay = iMinDelay;
void NPC::AI_SetRoambox(float distance, float max_x, float min_x, float max_y, float min_y, uint32 delay, uint32 min_delay) {
roambox_distance = distance;
roambox_max_x = max_x;
roambox_min_x = min_x;
roambox_max_y = max_y;
roambox_min_y = min_y;
roambox_destination_x = roambox_max_x + 1; // this will trigger a recalc
roambox_delay = delay;
roambox_min_delay = min_delay;
}
void NPC::DisplayWaypointInfo(Client *c) {
@ -199,7 +207,7 @@ void NPC::MoveTo(const glm::vec4& position, bool saveguardspot)
}
cur_wp_pause = 0;
pLastFightingDelayMoving = 0;
time_until_can_move = 0;
if (AI_walking_timer->Enabled())
AI_walking_timer->Start(100);
}
@ -438,22 +446,16 @@ float Mob::CalculateDistance(float x, float y, float z) {
return (float)sqrtf(((m_Position.x - x)*(m_Position.x - x)) + ((m_Position.y - y)*(m_Position.y - y)) + ((m_Position.z - z)*(m_Position.z - z)));
}
bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, bool checkZ, bool calcHeading) {
bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, bool check_z, bool calculate_heading) {
if (GetID() == 0)
return true;
if (speed <= 0)
{
if (speed <= 0) {
SetCurrentSpeed(0);
return true;
}
if ((m_Position.x - x == 0) && (m_Position.y - y == 0)) { //spawn is at target coords
if (m_Position.z - z != 0) {
m_Position.z = z;
Log(Logs::Detail, Logs::AI, "Calc Position2 (%.3f, %.3f, %.3f): Jumping pure Z.", x, y, z);
return true;
}
return false;
}
else if ((std::abs(m_Position.x - x) < 0.1) && (std::abs(m_Position.y - y) < 0.1)) {
@ -464,16 +466,17 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
m_Position.x = x;
m_Position.y = y;
m_Position.z = z;
return true;
}
bool send_update = false;
int compare_steps = 20;
if (tar_ndx < compare_steps && m_TargetLocation.x == x && m_TargetLocation.y == y) {
float new_x = m_Position.x + m_TargetV.x * tar_vector;
float new_y = m_Position.y + m_TargetV.y * tar_vector;
float new_z = m_Position.z + m_TargetV.z * tar_vector;
if (IsNPC()) {
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
}
@ -482,14 +485,14 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
m_Position.y = new_y;
m_Position.z = new_z;
if(checkZ && fix_z_timer.Check() &&
(!this->IsEngaged() || flee_mode || currently_fleeing))
if (check_z && fix_z_timer.Check() && (!this->IsEngaged() || flee_mode || currently_fleeing)) {
this->FixZ();
tar_ndx++;
return true;
}
tar_ndx++;
return true;
}
if (tar_ndx > 50) {
tar_ndx--;
@ -497,6 +500,7 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
else {
tar_ndx = 0;
}
m_TargetLocation = glm::vec3(x, y, z);
float nx = this->m_Position.x;
@ -530,10 +534,8 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
// mob move fix
if (numsteps<20)
{
if (numsteps>1)
{
if (numsteps < 20) {
if (numsteps > 1) {
tar_vector = 1.0f;
m_TargetV.x = m_TargetV.x / (float) numsteps;
m_TargetV.y = m_TargetV.y / (float) numsteps;
@ -549,12 +551,12 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
m_Position.x = new_x;
m_Position.y = new_y;
m_Position.z = new_z;
if (calcHeading)
if (calculate_heading) {
m_Position.w = CalculateHeadingToTarget(x, y);
}
tar_ndx = 20 - numsteps;
}
else
{
else {
if (IsNPC()) {
entity_list.ProcessMove(CastToNPC(), x, y, z);
}
@ -581,6 +583,7 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
float new_x = m_Position.x + m_TargetV.x * tar_vector;
float new_y = m_Position.y + m_TargetV.y * tar_vector;
float new_z = m_Position.z + m_TargetV.z * tar_vector;
if (IsNPC()) {
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
}
@ -588,11 +591,12 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
m_Position.x = new_x;
m_Position.y = new_y;
m_Position.z = new_z;
if (calcHeading)
if (calculate_heading) {
m_Position.w = CalculateHeadingToTarget(x, y);
}
}
if (checkZ && fix_z_timer.Check() && !this->IsEngaged())
if (check_z && fix_z_timer.Check() && !this->IsEngaged())
this->FixZ();
SetMoving(true);
@ -600,13 +604,11 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
m_Delta = glm::vec4(m_Position.x - nx, m_Position.y - ny, m_Position.z - nz, 0.0f);
if (IsClient())
{
if (IsClient()) {
SendPositionUpdate(1);
CastToClient()->ResetPositionTimer();
}
else
{
else {
SendPositionUpdate();
SetAppearance(eaStanding, false);
}
@ -615,8 +617,8 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
return true;
}
bool Mob::CalculateNewPosition(float x, float y, float z, int speed, bool checkZ, bool calcHeading) {
return MakeNewPositionAndSendUpdate(x, y, z, speed);
bool Mob::CalculateNewPosition(float x, float y, float z, float speed, bool check_z, bool calculate_heading) {
return MakeNewPositionAndSendUpdate(x, y, z, speed, check_z);
}
void NPC::AssignWaypoints(int32 grid)
@ -746,10 +748,11 @@ void Mob::SendToFixZ(float new_x, float new_y, float new_z) {
}
}
float Mob::GetFixedZ(glm::vec3 dest, int32 z_find_offset) {
float Mob::GetFixedZ(glm::vec3 destination, int32 z_find_offset) {
BenchTimer timer;
timer.reset();
float new_z = dest.z;
float new_z = destination.z;
if (zone->HasMap() && RuleB(Map, FixZWhenMoving)) {
@ -765,7 +768,7 @@ float Mob::GetFixedZ(glm::vec3 dest, int32 z_find_offset) {
/*
* Any more than 5 in the offset makes NPC's hop/snap to ceiling in small corridors
*/
new_z = this->FindDestGroundZ(dest, z_find_offset);
new_z = this->FindDestGroundZ(destination, z_find_offset);
if (new_z != BEST_Z_INVALID) {
new_z += this->GetZOffset();
@ -776,31 +779,48 @@ float Mob::GetFixedZ(glm::vec3 dest, int32 z_find_offset) {
auto duration = timer.elapsed();
Log(Logs::Moderate, Logs::FixZ,
Log(Logs::Moderate,
Logs::FixZ,
"Mob::GetFixedZ() (%s) returned %4.3f at %4.3f, %4.3f, %4.3f - Took %lf",
this->GetCleanName(), new_z, dest.x, dest.y, dest.z, duration);
this->GetCleanName(),
new_z,
destination.x,
destination.y,
destination.z,
duration);
}
return new_z;
}
void Mob::FixZ(int32 z_find_offset /*= 5*/) {
void Mob::FixZ(int32 z_find_offset /*= 5*/, bool fix_client_z /*= false*/) {
glm::vec3 current_loc(m_Position);
if (IsClient() && !fix_client_z)
return;
float new_z = GetFixedZ(current_loc, z_find_offset);
if (!IsClient() && new_z != m_Position.z) {
if (new_z == m_Position.z)
return;
if ((new_z > -2000) && new_z != BEST_Z_INVALID) {
if (RuleB(Map, MobZVisualDebug))
if (RuleB(Map, MobZVisualDebug)) {
this->SendAppearanceEffect(78, 0, 0, 0, 0);
}
m_Position.z = new_z;
} else {
if (RuleB(Map, MobZVisualDebug))
this->SendAppearanceEffect(103, 0, 0, 0, 0);
Log(Logs::General, Logs::FixZ, "%s is failing to find Z %f",
this->GetCleanName(), std::abs(m_Position.z - new_z));
}
else {
if (RuleB(Map, MobZVisualDebug)) {
this->SendAppearanceEffect(103, 0, 0, 0, 0);
}
Log(Logs::General,
Logs::FixZ,
"%s is failing to find Z %f",
this->GetCleanName(),
std::abs(m_Position.z - new_z));
}
}

View File

@ -143,7 +143,11 @@ bool ZoneDatabase::GetZoneCFG(uint32 zoneid, uint16 instance_id, NewZone_Struct
"snow_duration2, " // 53
"snow_duration3, " // 54
"snow_duration4, " // 55
"gravity " // 56
"gravity, " // 56
"fast_regen_hp, " // 57
"fast_regen_mana, " // 58
"fast_regen_endurance, " // 59
"npc_max_aggro_dist " // 60
"FROM zone WHERE zoneidnumber = %i AND version = %i",
zoneid, instance_id);
auto results = QueryDatabase(query);
@ -188,6 +192,11 @@ bool ZoneDatabase::GetZoneCFG(uint32 zoneid, uint16 instance_id, NewZone_Struct
Log(Logs::General, Logs::Debug, "Zone Gravity is %f", zone_data->gravity);
allow_mercs = true;
zone_data->FastRegenHP = atoi(row[57]);
zone_data->FastRegenMana = atoi(row[58]);
zone_data->FastRegenEndurance = atoi(row[59]);
zone_data->NPCAggroMaxDist = atoi(row[60]);
int bindable = 0;
bindable = atoi(row[31]);

View File

@ -717,6 +717,10 @@ void Client::GoToSafeCoords(uint16 zone_id, uint16 instance_id) {
void Mob::Gate(uint8 bindnum) {
GoToBind(bindnum);
if (RuleB(NPC, NPCHealOnGate) && this->IsNPC() && this->GetHPRatio() <= RuleR(NPC, NPCHealOnGateAmount)) {
auto HealAmount = (RuleR(NPC, NPCHealOnGateAmount) / 100);
SetHP(int(this->GetMaxHP() * HealAmount));
}
}
void Client::Gate(uint8 bindnum) {