mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-19 21:48:25 +00:00
Fix issue with heading being incorrectly handled
So we've been doing heading wrong all these years. You will need to run a script to fix your quests and required SQL to fix DB. This fixes a ton of random issues with headings and as gives us a better resolution on headings :P
This commit is contained in:
+31
-34
@@ -1109,7 +1109,7 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
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strn0cpy(ns->spawn.lastName, lastname, sizeof(ns->spawn.lastName));
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}
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ns->spawn.heading = FloatToEQ19(m_Position.w);
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ns->spawn.heading = FloatToEQ12(m_Position.w);
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ns->spawn.x = FloatToEQ19(m_Position.x);//((int32)x_pos)<<3;
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ns->spawn.y = FloatToEQ19(m_Position.y);//((int32)y_pos)<<3;
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ns->spawn.z = FloatToEQ19(m_Position.z);//((int32)z_pos)<<3;
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@@ -1515,12 +1515,12 @@ void Mob::MakeSpawnUpdateNoDelta(PlayerPositionUpdateServer_Struct *spu) {
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spu->x_pos = FloatToEQ19(m_Position.x);
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spu->y_pos = FloatToEQ19(m_Position.y);
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spu->z_pos = FloatToEQ19(m_Position.z);
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spu->delta_x = NewFloatToEQ13(0);
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spu->delta_y = NewFloatToEQ13(0);
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spu->delta_z = NewFloatToEQ13(0);
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spu->heading = FloatToEQ19(m_Position.w);
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spu->delta_x = FloatToEQ13(0);
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spu->delta_y = FloatToEQ13(0);
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spu->delta_z = FloatToEQ13(0);
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spu->heading = FloatToEQ12(m_Position.w);
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spu->animation = 0;
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spu->delta_heading = NewFloatToEQ13(0);
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spu->delta_heading = FloatToEQ10(0);
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spu->padding0002 = 0;
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spu->padding0006 = 7;
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spu->padding0014 = 0x7f;
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@@ -1534,10 +1534,10 @@ void Mob::MakeSpawnUpdate(PlayerPositionUpdateServer_Struct* spu) {
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spu->x_pos = FloatToEQ19(m_Position.x);
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spu->y_pos = FloatToEQ19(m_Position.y);
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spu->z_pos = FloatToEQ19(m_Position.z);
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spu->delta_x = NewFloatToEQ13(m_Delta.x);
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spu->delta_y = NewFloatToEQ13(m_Delta.y);
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spu->delta_z = NewFloatToEQ13(m_Delta.z);
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spu->heading = FloatToEQ19(m_Position.w);
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spu->delta_x = FloatToEQ13(m_Delta.x);
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spu->delta_y = FloatToEQ13(m_Delta.y);
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spu->delta_z = FloatToEQ13(m_Delta.z);
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spu->heading = FloatToEQ12(m_Position.w);
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spu->padding0002 = 0;
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spu->padding0006 = 7;
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spu->padding0014 = 0x7f;
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@@ -1551,7 +1551,7 @@ void Mob::MakeSpawnUpdate(PlayerPositionUpdateServer_Struct* spu) {
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else
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spu->animation = pRunAnimSpeed;//animation;
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spu->delta_heading = NewFloatToEQ13(m_Delta.w);
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spu->delta_heading = FloatToEQ10(m_Delta.w);
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}
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void Mob::ShowStats(Client* client)
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@@ -2438,18 +2438,18 @@ float Mob::MobAngle(Mob *other, float ourx, float oury) const {
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float mobx = -(other->GetX()); // mob xloc (inverse because eq)
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float moby = other->GetY(); // mob yloc
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float heading = other->GetHeading(); // mob heading
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heading = (heading * 360.0f) / 256.0f; // convert to degrees
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heading = (heading * 360.0f) / 512.0f; // convert to degrees
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if (heading < 270)
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heading += 90;
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else
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heading -= 270;
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heading = heading * 3.1415f / 180.0f; // convert to radians
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vectorx = mobx + (10.0f * cosf(heading)); // create a vector based on heading
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vectory = moby + (10.0f * sinf(heading)); // of mob length 10
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vectorx = mobx + (10.0f * std::cos(heading)); // create a vector based on heading
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vectory = moby + (10.0f * std::sin(heading)); // of mob length 10
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// length of mob to player vector
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lengthb = (float) sqrtf(((-ourx - mobx) * (-ourx - mobx)) + ((oury - moby) * (oury - moby)));
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lengthb = (float) std::sqrt(((-ourx - mobx) * (-ourx - mobx)) + ((oury - moby) * (oury - moby)));
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// calculate dot product to get angle
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// Handle acos domain errors due to floating point rounding errors
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@@ -2462,7 +2462,7 @@ float Mob::MobAngle(Mob *other, float ourx, float oury) const {
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else if (dotp < -1)
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return 180.0f;
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angle = acosf(dotp);
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angle = std::acos(dotp);
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angle = angle * 180.0f / 3.1415f;
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return angle;
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@@ -2631,7 +2631,7 @@ bool Mob::PlotPositionAroundTarget(Mob* target, float &x_dest, float &y_dest, fl
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look_heading = target->GetHeading();
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// Convert to sony heading to radians
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look_heading = (look_heading / 256.0f) * 6.283184f;
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look_heading = (look_heading / 512.0f) * 6.283184f;
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float tempX = 0;
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float tempY = 0;
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@@ -4676,16 +4676,16 @@ void Mob::DoKnockback(Mob *caster, uint32 pushback, uint32 pushup)
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spu->x_pos = FloatToEQ19(GetX());
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spu->y_pos = FloatToEQ19(GetY());
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spu->z_pos = FloatToEQ19(GetZ());
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spu->delta_x = NewFloatToEQ13(static_cast<float>(new_x));
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spu->delta_y = NewFloatToEQ13(static_cast<float>(new_y));
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spu->delta_z = NewFloatToEQ13(static_cast<float>(pushup));
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spu->heading = FloatToEQ19(GetHeading());
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spu->delta_x = FloatToEQ13(static_cast<float>(new_x));
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spu->delta_y = FloatToEQ13(static_cast<float>(new_y));
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spu->delta_z = FloatToEQ13(static_cast<float>(pushup));
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spu->heading = FloatToEQ12(GetHeading());
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spu->padding0002 =0;
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spu->padding0006 =7;
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spu->padding0014 =0x7f;
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spu->padding0018 =0x5df27;
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spu->animation = 0;
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spu->delta_heading = NewFloatToEQ13(0);
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spu->delta_heading = FloatToEQ10(0);
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outapp_push->priority = 6;
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entity_list.QueueClients(this, outapp_push, true);
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CastToClient()->FastQueuePacket(&outapp_push);
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@@ -5003,7 +5003,7 @@ void Mob::DoGravityEffect()
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}
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if(IsClient())
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this->CastToClient()->MovePC(zone->GetZoneID(), zone->GetInstanceID(), cur_x, cur_y, new_ground, GetHeading()*2); // I know the heading thing is weird(chance of movepc to halve the heading value, too lazy to figure out why atm)
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this->CastToClient()->MovePC(zone->GetZoneID(), zone->GetInstanceID(), cur_x, cur_y, new_ground, GetHeading());
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else
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this->GMMove(cur_x, cur_y, new_ground, GetHeading());
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}
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@@ -5640,8 +5640,7 @@ bool Mob::IsFacingMob(Mob *other)
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if (!other)
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return false;
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float angle = HeadingAngleToMob(other);
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// what the client uses appears to be 2x our internal heading
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float heading = GetHeading() * 2.0f;
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float heading = GetHeading();
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if (angle > 472.0 && heading < 40.0)
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angle = heading;
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@@ -5655,15 +5654,13 @@ bool Mob::IsFacingMob(Mob *other)
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}
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// All numbers derived from the client
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float Mob::HeadingAngleToMob(Mob *other)
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float Mob::HeadingAngleToMob(float other_x, float other_y)
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{
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float mob_x = other->GetX();
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float mob_y = other->GetY();
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float this_x = GetX();
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float this_y = GetY();
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float y_diff = std::abs(this_y - mob_y);
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float x_diff = std::abs(this_x - mob_x);
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float y_diff = std::abs(this_y - other_y);
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float x_diff = std::abs(this_x - other_x);
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if (y_diff < 0.0000009999999974752427)
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y_diff = 0.0000009999999974752427;
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@@ -5671,13 +5668,13 @@ float Mob::HeadingAngleToMob(Mob *other)
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// return the right thing based on relative quadrant
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// I'm sure this could be improved for readability, but whatever
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if (this_y >= mob_y) {
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if (mob_x >= this_x)
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if (this_y >= other_y) {
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if (other_x >= this_x)
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return (90.0f - angle + 90.0f) * 511.5f * 0.0027777778f;
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if (mob_x <= this_x)
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if (other_x <= this_x)
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return (angle + 180.0f) * 511.5f * 0.0027777778f;
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}
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if (this_y > mob_y || mob_x > this_x)
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if (this_y > other_y || other_x > this_x)
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return angle * 511.5f * 0.0027777778f;
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else
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return (90.0f - angle + 270.0f) * 511.5f * 0.0027777778f;
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