diff --git a/zone/client_process.cpp b/zone/client_process.cpp index ab694659b..355dd2c1f 100644 --- a/zone/client_process.cpp +++ b/zone/client_process.cpp @@ -269,8 +269,17 @@ bool Client::Process() { } } - if (force_spawn_updates && mob != this && distance <= client_update_range) - mob->SendPositionUpdateToClient(this); + if (force_spawn_updates && mob != this) { + + if (mob->is_distance_roamer) { + Log(Logs::General, Logs::Debug, "Updating distance roamer %s", mob->GetCleanName()); + mob->SendPositionUpdateToClient(this); + continue; + } + + if (distance <= client_update_range) + mob->SendPositionUpdateToClient(this); + } } } diff --git a/zone/mob.cpp b/zone/mob.cpp index 66e221b0b..af0bd97c8 100644 --- a/zone/mob.cpp +++ b/zone/mob.cpp @@ -75,7 +75,6 @@ Mob::Mob(const char* in_name, uint32 in_drakkin_tattoo, uint32 in_drakkin_details, EQEmu::TintProfile in_armor_tint, - uint8 in_aa_title, uint8 in_see_invis, // see through invis/ivu uint8 in_see_invis_undead, @@ -91,24 +90,24 @@ Mob::Mob(const char* in_name, uint8 in_handtexture, uint8 in_legtexture, uint8 in_feettexture - ) : + ) : attack_timer(2000), attack_dw_timer(2000), ranged_timer(2000), tic_timer(6000), mana_timer(2000), spellend_timer(0), - rewind_timer(30000), //Timer used for determining amount of time between actual player position updates for /rewind. + rewind_timer(30000), bindwound_timer(10000), stunned_timer(0), spun_timer(0), bardsong_timer(6000), gravity_timer(1000), viral_timer(0), - m_FearWalkTarget(-999999.0f,-999999.0f,-999999.0f), + m_FearWalkTarget(-999999.0f, -999999.0f, -999999.0f), m_TargetLocation(glm::vec3()), m_TargetV(glm::vec3()), - flee_timer(FLEE_CHECK_TIMER), + flee_timer(FLEE_CHECK_TIMER), m_Position(position), tmHidden(-1), mitigation_ac(0), @@ -119,47 +118,48 @@ Mob::Mob(const char* in_name, position_update_melee_push_timer(1000) { targeted = 0; - tar_ndx=0; - tar_vector=0; + tar_ndx = 0; + tar_vector = 0; currently_fleeing = false; last_z = 0; last_major_update_position = m_Position; + is_distance_roamer = false; AI_Init(); SetMoving(false); - moved=false; + moved = false; m_RewindLocation = glm::vec3(); _egnode = nullptr; - name[0]=0; - orig_name[0]=0; - clean_name[0]=0; - lastname[0]=0; - if(in_name) { - strn0cpy(name,in_name,64); - strn0cpy(orig_name,in_name,64); + name[0] = 0; + orig_name[0] = 0; + clean_name[0] = 0; + lastname[0] = 0; + if (in_name) { + strn0cpy(name, in_name, 64); + strn0cpy(orig_name, in_name, 64); } - if(in_lastname) - strn0cpy(lastname,in_lastname,64); - cur_hp = in_cur_hp; - max_hp = in_max_hp; - base_hp = in_max_hp; - gender = in_gender; - race = in_race; - base_gender = in_gender; - base_race = in_race; - class_ = in_class; - bodytype = in_bodytype; + if (in_lastname) + strn0cpy(lastname, in_lastname, 64); + cur_hp = in_cur_hp; + max_hp = in_max_hp; + base_hp = in_max_hp; + gender = in_gender; + race = in_race; + base_gender = in_gender; + base_race = in_race; + class_ = in_class; + bodytype = in_bodytype; orig_bodytype = in_bodytype; - deity = in_deity; - level = in_level; + deity = in_deity; + level = in_level; orig_level = in_level; - npctype_id = in_npctype_id; - size = in_size; - base_size = size; - runspeed = in_runspeed; + npctype_id = in_npctype_id; + size = in_size; + base_size = size; + runspeed = in_runspeed; // neotokyo: sanity check if (runspeed < 0 || runspeed > 20) runspeed = 1.25f; @@ -172,7 +172,8 @@ Mob::Mob(const char* in_name, fearspeed = 0.625f; base_fearspeed = 25; // npcs - } else { + } + else { base_walkspeed = base_runspeed * 100 / 265; walkspeed = ((float)base_walkspeed) * 0.025f; base_fearspeed = base_runspeed * 100 / 127; @@ -184,7 +185,7 @@ Mob::Mob(const char* in_name, current_speed = base_runspeed; - m_PlayerState = 0; + m_PlayerState = 0; // sanity check @@ -196,8 +197,8 @@ Mob::Mob(const char* in_name, m_Light.Type[EQEmu::lightsource::LightActive] = m_Light.Type[EQEmu::lightsource::LightInnate]; m_Light.Level[EQEmu::lightsource::LightActive] = m_Light.Level[EQEmu::lightsource::LightInnate]; - texture = in_texture; - helmtexture = in_helmtexture; + texture = in_texture; + helmtexture = in_helmtexture; armtexture = in_armtexture; bracertexture = in_bracertexture; handtexture = in_handtexture; @@ -205,21 +206,21 @@ Mob::Mob(const char* in_name, feettexture = in_feettexture; multitexture = (armtexture || bracertexture || handtexture || legtexture || feettexture); - haircolor = in_haircolor; - beardcolor = in_beardcolor; - eyecolor1 = in_eyecolor1; - eyecolor2 = in_eyecolor2; - hairstyle = in_hairstyle; - luclinface = in_luclinface; - beard = in_beard; - drakkin_heritage = in_drakkin_heritage; - drakkin_tattoo = in_drakkin_tattoo; - drakkin_details = in_drakkin_details; + haircolor = in_haircolor; + beardcolor = in_beardcolor; + eyecolor1 = in_eyecolor1; + eyecolor2 = in_eyecolor2; + hairstyle = in_hairstyle; + luclinface = in_luclinface; + beard = in_beard; + drakkin_heritage = in_drakkin_heritage; + drakkin_tattoo = in_drakkin_tattoo; + drakkin_details = in_drakkin_details; attack_speed = 0; attack_delay = 0; slow_mitigation = 0; - findable = false; - trackable = true; + findable = false; + trackable = true; has_shieldequiped = false; has_twohandbluntequiped = false; has_twohanderequipped = false; @@ -230,19 +231,19 @@ Mob::Mob(const char* in_name, SpellPowerDistanceMod = 0; last_los_check = false; - if(in_aa_title>0) - aa_title = in_aa_title; + if (in_aa_title > 0) + aa_title = in_aa_title; else - aa_title =0xFF; - AC = in_ac; - ATK = in_atk; - STR = in_str; - STA = in_sta; - DEX = in_dex; - AGI = in_agi; - INT = in_int; - WIS = in_wis; - CHA = in_cha; + aa_title = 0xFF; + AC = in_ac; + ATK = in_atk; + STR = in_str; + STA = in_sta; + DEX = in_dex; + AGI = in_agi; + INT = in_int; + WIS = in_wis; + CHA = in_cha; MR = CR = FR = DR = PR = Corrup = 0; ExtraHaste = 0; @@ -263,8 +264,8 @@ Mob::Mob(const char* in_name, hidden = false; improved_hidden = false; invulnerable = false; - IsFullHP = (cur_hp == max_hp); - qglobal=0; + IsFullHP = (cur_hp == max_hp); + qglobal = 0; spawned = false; InitializeBuffSlots(); @@ -305,7 +306,7 @@ Mob::Mob(const char* in_name, logging_enabled = false; isgrouped = false; israidgrouped = false; - + IsHorse = false; entity_id_being_looted = 0; @@ -376,13 +377,13 @@ Mob::Mob(const char* in_name, } destructibleobject = false; - wandertype=0; - pausetype=0; + wandertype = 0; + pausetype = 0; cur_wp = 0; m_CurrentWayPoint = glm::vec4(); cur_wp_pause = 0; - patrol=0; - follow=0; + patrol = 0; + follow = 0; follow_dist = 100; // Default Distance for Follow no_target_hotkey = false; flee_mode = false; @@ -396,7 +397,7 @@ Mob::Mob(const char* in_name, rooted = false; charmed = false; has_virus = false; - for (i=0; i= (100 * 100)) { entity_list.QueueClients(this, app, true, true); last_major_update_position = m_Position; + is_distance_roamer = true; } else { entity_list.QueueCloseClients(this, app, true, RuleI(Range, MobPositionUpdates), nullptr, false); diff --git a/zone/mob.h b/zone/mob.h index 058774c54..005021e40 100644 --- a/zone/mob.h +++ b/zone/mob.h @@ -162,6 +162,8 @@ public: inline virtual bool IsMob() const { return true; } inline virtual bool InZone() const { return true; } + bool is_distance_roamer; + //Somewhat sorted: needs documenting! //Attack @@ -954,7 +956,7 @@ public: 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; - void FixZ(int32 z_find_offset = 5); + void FixZ(int32 z_find_offset = 5); void NPCSpecialAttacks(const char* parse, int permtag, bool reset = true, bool remove = false); inline uint32 DontHealMeBefore() const { return pDontHealMeBefore; } inline uint32 DontBuffMeBefore() const { return pDontBuffMeBefore; } @@ -1225,7 +1227,8 @@ protected: uint32 npctype_id; glm::vec4 m_Position; /* Used to determine when an NPC has traversed so many units - to send a zone wide pos update */ - glm::vec4 last_major_update_position; + glm::vec4 last_major_update_position; + int animation; // this is really what MQ2 calls SpeedRun just packed like (int)(SpeedRun * 40.0f) float base_size; float size;