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Merge remote-tracking branch 'remotes/origin/master' into logging_changes
Conflicts: world/client.cpp world/worlddb.cpp zone/aggro.cpp zone/bot.cpp zone/client.cpp zone/client_packet.cpp zone/client_process.cpp zone/doors.cpp zone/entity.cpp zone/inventory.cpp zone/mob_ai.cpp zone/perl_client.cpp zone/spells.cpp zone/waypoints.cpp zone/zone.cpp zone/zonedb.cpp zone/zoning.cpp
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+14
-11
@@ -173,7 +173,8 @@ bool Client::CanFish() {
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}
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if(zone->zonemap != nullptr && zone->watermap != nullptr && RuleB(Watermap, CheckForWaterWhenFishing)) {
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float RodX, RodY, RodZ;
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xyz_location rodPosition;
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// Tweak Rod and LineLength if required
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const float RodLength = RuleR(Watermap, FishingRodLength);
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const float LineLength = RuleR(Watermap, FishingLineLength);
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@@ -182,25 +183,25 @@ bool Client::CanFish() {
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HeadingDegrees = (int) ((GetHeading()*360)/256);
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HeadingDegrees = HeadingDegrees % 360;
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RodX = x_pos + RodLength * sin(HeadingDegrees * M_PI/180.0f);
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RodY = y_pos + RodLength * cos(HeadingDegrees * M_PI/180.0f);
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rodPosition.m_X = m_Position.m_X + RodLength * sin(HeadingDegrees * M_PI/180.0f);
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rodPosition.m_Y = m_Position.m_Y + RodLength * cos(HeadingDegrees * M_PI/180.0f);
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// Do BestZ to find where the line hanging from the rod intersects the water (if it is water).
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// and go 1 unit into the water.
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Map::Vertex dest;
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dest.x = RodX;
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dest.y = RodY;
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dest.z = z_pos+10;
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dest.x = rodPosition.m_X;
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dest.y = rodPosition.m_Y;
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dest.z = m_Position.m_Z+10;
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RodZ = zone->zonemap->FindBestZ(dest, nullptr) + 4;
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bool in_lava = zone->watermap->InLava(RodX, RodY, RodZ);
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bool in_water = zone->watermap->InWater(RodX, RodY, RodZ) || zone->watermap->InVWater(RodX, RodY, RodZ);
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rodPosition.m_Z = zone->zonemap->FindBestZ(dest, nullptr) + 4;
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bool in_lava = zone->watermap->InLava(rodPosition);
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bool in_water = zone->watermap->InWater(rodPosition) || zone->watermap->InVWater(rodPosition);
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//Message(0, "Rod is at %4.3f, %4.3f, %4.3f, InWater says %d, InLava says %d", RodX, RodY, RodZ, in_water, in_lava);
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if (in_lava) {
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Message_StringID(MT_Skills, FISHING_LAVA); //Trying to catch a fire elemental or something?
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return false;
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}
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if((!in_water) || (z_pos-RodZ)>LineLength) { //Didn't hit the water OR the water is too far below us
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if((!in_water) || (m_Position.m_Z-rodPosition.m_Z)>LineLength) { //Didn't hit the water OR the water is too far below us
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Message_StringID(MT_Skills, FISHING_LAND); //Trying to catch land sharks perhaps?
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return false;
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}
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@@ -271,7 +272,9 @@ void Client::GoFish()
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if(npc_chance < zone->random.Int(0, 99)) {
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const NPCType* tmp = database.GetNPCType(npc_id);
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if(tmp != nullptr) {
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NPC* npc = new NPC(tmp, nullptr, GetX()+3, GetY(), GetZ(), GetHeading(), FlyMode3);
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auto positionNPC = GetPosition();
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positionNPC.m_X = positionNPC.m_X + 3;
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NPC* npc = new NPC(tmp, nullptr, positionNPC, FlyMode3);
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npc->AddLootTable();
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npc->AddToHateList(this, 1, 0, false); //no help yelling
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