mirror of
https://github.com/EQEmu/Server.git
synced 2026-04-08 22:32:26 +00:00
Fix issues with NPC's ghosting who path for long distances, this should wrap up the small remainder of ghosting edge cases
This commit is contained in:
parent
52d31a6846
commit
b03e9af597
@ -269,8 +269,17 @@ bool Client::Process() {
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}
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}
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}
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}
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if (force_spawn_updates && mob != this && distance <= client_update_range)
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if (force_spawn_updates && mob != this) {
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if (mob->is_distance_roamer) {
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Log(Logs::General, Logs::Debug, "Updating distance roamer %s", mob->GetCleanName());
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mob->SendPositionUpdateToClient(this);
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mob->SendPositionUpdateToClient(this);
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continue;
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}
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if (distance <= client_update_range)
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mob->SendPositionUpdateToClient(this);
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}
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}
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}
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}
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}
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52
zone/mob.cpp
52
zone/mob.cpp
@ -75,7 +75,6 @@ Mob::Mob(const char* in_name,
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uint32 in_drakkin_tattoo,
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uint32 in_drakkin_tattoo,
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uint32 in_drakkin_details,
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uint32 in_drakkin_details,
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EQEmu::TintProfile in_armor_tint,
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EQEmu::TintProfile in_armor_tint,
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uint8 in_aa_title,
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uint8 in_aa_title,
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uint8 in_see_invis, // see through invis/ivu
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uint8 in_see_invis, // see through invis/ivu
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uint8 in_see_invis_undead,
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uint8 in_see_invis_undead,
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@ -98,14 +97,14 @@ Mob::Mob(const char* in_name,
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tic_timer(6000),
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tic_timer(6000),
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mana_timer(2000),
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mana_timer(2000),
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spellend_timer(0),
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spellend_timer(0),
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rewind_timer(30000), //Timer used for determining amount of time between actual player position updates for /rewind.
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rewind_timer(30000),
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bindwound_timer(10000),
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bindwound_timer(10000),
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stunned_timer(0),
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stunned_timer(0),
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spun_timer(0),
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spun_timer(0),
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bardsong_timer(6000),
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bardsong_timer(6000),
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gravity_timer(1000),
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gravity_timer(1000),
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viral_timer(0),
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viral_timer(0),
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m_FearWalkTarget(-999999.0f,-999999.0f,-999999.0f),
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m_FearWalkTarget(-999999.0f, -999999.0f, -999999.0f),
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m_TargetLocation(glm::vec3()),
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m_TargetLocation(glm::vec3()),
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m_TargetV(glm::vec3()),
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m_TargetV(glm::vec3()),
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flee_timer(FLEE_CHECK_TIMER),
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flee_timer(FLEE_CHECK_TIMER),
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@ -119,30 +118,31 @@ Mob::Mob(const char* in_name,
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position_update_melee_push_timer(1000)
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position_update_melee_push_timer(1000)
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{
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{
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targeted = 0;
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targeted = 0;
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tar_ndx=0;
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tar_ndx = 0;
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tar_vector=0;
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tar_vector = 0;
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currently_fleeing = false;
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currently_fleeing = false;
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last_z = 0;
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last_z = 0;
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last_major_update_position = m_Position;
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last_major_update_position = m_Position;
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is_distance_roamer = false;
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AI_Init();
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AI_Init();
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SetMoving(false);
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SetMoving(false);
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moved=false;
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moved = false;
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m_RewindLocation = glm::vec3();
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m_RewindLocation = glm::vec3();
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_egnode = nullptr;
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_egnode = nullptr;
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name[0]=0;
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name[0] = 0;
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orig_name[0]=0;
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orig_name[0] = 0;
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clean_name[0]=0;
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clean_name[0] = 0;
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lastname[0]=0;
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lastname[0] = 0;
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if(in_name) {
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if (in_name) {
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strn0cpy(name,in_name,64);
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strn0cpy(name, in_name, 64);
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strn0cpy(orig_name,in_name,64);
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strn0cpy(orig_name, in_name, 64);
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}
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}
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if(in_lastname)
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if (in_lastname)
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strn0cpy(lastname,in_lastname,64);
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strn0cpy(lastname, in_lastname, 64);
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cur_hp = in_cur_hp;
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cur_hp = in_cur_hp;
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max_hp = in_max_hp;
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max_hp = in_max_hp;
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base_hp = in_max_hp;
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base_hp = in_max_hp;
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@ -172,7 +172,8 @@ Mob::Mob(const char* in_name,
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fearspeed = 0.625f;
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fearspeed = 0.625f;
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base_fearspeed = 25;
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base_fearspeed = 25;
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// npcs
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// npcs
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} else {
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}
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else {
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base_walkspeed = base_runspeed * 100 / 265;
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base_walkspeed = base_runspeed * 100 / 265;
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walkspeed = ((float)base_walkspeed) * 0.025f;
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walkspeed = ((float)base_walkspeed) * 0.025f;
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base_fearspeed = base_runspeed * 100 / 127;
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base_fearspeed = base_runspeed * 100 / 127;
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@ -230,10 +231,10 @@ Mob::Mob(const char* in_name,
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SpellPowerDistanceMod = 0;
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SpellPowerDistanceMod = 0;
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last_los_check = false;
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last_los_check = false;
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if(in_aa_title>0)
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if (in_aa_title > 0)
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aa_title = in_aa_title;
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aa_title = in_aa_title;
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else
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else
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aa_title =0xFF;
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aa_title = 0xFF;
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AC = in_ac;
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AC = in_ac;
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ATK = in_atk;
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ATK = in_atk;
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STR = in_str;
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STR = in_str;
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@ -264,7 +265,7 @@ Mob::Mob(const char* in_name,
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improved_hidden = false;
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improved_hidden = false;
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invulnerable = false;
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invulnerable = false;
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IsFullHP = (cur_hp == max_hp);
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IsFullHP = (cur_hp == max_hp);
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qglobal=0;
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qglobal = 0;
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spawned = false;
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spawned = false;
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InitializeBuffSlots();
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InitializeBuffSlots();
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@ -376,13 +377,13 @@ Mob::Mob(const char* in_name,
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}
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}
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destructibleobject = false;
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destructibleobject = false;
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wandertype=0;
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wandertype = 0;
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pausetype=0;
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pausetype = 0;
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cur_wp = 0;
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cur_wp = 0;
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m_CurrentWayPoint = glm::vec4();
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m_CurrentWayPoint = glm::vec4();
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cur_wp_pause = 0;
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cur_wp_pause = 0;
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patrol=0;
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patrol = 0;
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follow=0;
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follow = 0;
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follow_dist = 100; // Default Distance for Follow
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follow_dist = 100; // Default Distance for Follow
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no_target_hotkey = false;
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no_target_hotkey = false;
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flee_mode = false;
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flee_mode = false;
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@ -396,7 +397,7 @@ Mob::Mob(const char* in_name,
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rooted = false;
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rooted = false;
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charmed = false;
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charmed = false;
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has_virus = false;
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has_virus = false;
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for (i=0; i<MAX_SPELL_TRIGGER*2; i++) {
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for (i = 0; i < MAX_SPELL_TRIGGER * 2; i++) {
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viral_spells[i] = 0;
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viral_spells[i] = 0;
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}
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}
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pStandingPetOrder = SPO_Follow;
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pStandingPetOrder = SPO_Follow;
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@ -444,7 +445,7 @@ Mob::Mob(const char* in_name,
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m_AllowBeneficial = false;
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m_AllowBeneficial = false;
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m_DisableMelee = false;
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m_DisableMelee = false;
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for (int i = 0; i < EQEmu::skills::HIGHEST_SKILL + 2; i++) { SkillDmgTaken_Mod[i] = 0; }
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for (int i = 0; i < EQEmu::skills::HIGHEST_SKILL + 2; i++) { SkillDmgTaken_Mod[i] = 0; }
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for (int i = 0; i < HIGHEST_RESIST+2; i++) { Vulnerability_Mod[i] = 0; }
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for (int i = 0; i < HIGHEST_RESIST + 2; i++) { Vulnerability_Mod[i] = 0; }
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emoteid = 0;
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emoteid = 0;
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endur_upkeep = false;
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endur_upkeep = false;
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@ -1447,6 +1448,7 @@ void Mob::SendPosition() {
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if (DistanceSquared(last_major_update_position, m_Position) >= (100 * 100)) {
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if (DistanceSquared(last_major_update_position, m_Position) >= (100 * 100)) {
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entity_list.QueueClients(this, app, true, true);
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entity_list.QueueClients(this, app, true, true);
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last_major_update_position = m_Position;
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last_major_update_position = m_Position;
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is_distance_roamer = true;
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}
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}
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else {
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else {
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entity_list.QueueCloseClients(this, app, true, RuleI(Range, MobPositionUpdates), nullptr, false);
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entity_list.QueueCloseClients(this, app, true, RuleI(Range, MobPositionUpdates), nullptr, false);
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@ -162,6 +162,8 @@ public:
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inline virtual bool IsMob() const { return true; }
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inline virtual bool IsMob() const { return true; }
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inline virtual bool InZone() const { return true; }
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inline virtual bool InZone() const { return true; }
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bool is_distance_roamer;
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//Somewhat sorted: needs documenting!
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//Somewhat sorted: needs documenting!
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//Attack
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//Attack
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@ -1226,6 +1228,7 @@ protected:
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glm::vec4 m_Position;
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glm::vec4 m_Position;
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/* Used to determine when an NPC has traversed so many units - to send a zone wide pos update */
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/* Used to determine when an NPC has traversed so many units - to send a zone wide pos update */
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glm::vec4 last_major_update_position;
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glm::vec4 last_major_update_position;
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int animation; // this is really what MQ2 calls SpeedRun just packed like (int)(SpeedRun * 40.0f)
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int animation; // this is really what MQ2 calls SpeedRun just packed like (int)(SpeedRun * 40.0f)
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float base_size;
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float base_size;
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float size;
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float size;
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