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  #1  
Old 06-19-2006, 08:41 AM
unicorn97211
Sarnak
 
Join Date: May 2006
Posts: 37
Default Feign Death Reliability Fix - Pet Fix - Feign Memory Overhaul

Feign Reliability Fix

Feign was failing outside our control.

client_process.cpp

In Client::Process

Change

Code:
#ifdef REVERSE_AGGRO
	//At this point, we are still connected, everything important has taken
	//place, now check to see if anybody wants to aggro us.
	if(ret && scanarea_timer.Check()) {
		entity_list.CheckClientAggro(this);
	}
#endif
to

Code:
#ifdef REVERSE_AGGRO
	//At this point, we are still connected, everything important has taken
	//place, now check to see if anybody wants to aggro us.
	if(ret && scanarea_timer.Check()) {
		// Everhood 6/15/06 - only check prox agro if we are not feigned
		if(!feigned){
			entity_list.CheckClientAggro(this);
		}
	}
#endif
client.h

Change

Code:
inline bool    GetFeigned()	{ return(GetAppearance() != eaDead ? false : feigned); }
To

Code:
	// EverHood 6/16/06
	// this cures timing issues cuz dead animation isn't done but server side feigning is?
	inline bool    GetFeigned()	{return feigned; }
Feigned Owner Pet Aggro Fix

Now that pets don't die when we feign, this stops us from inheriting any hate the pet does while we are fiegned.

i.e. If someone trains my pet with 20 mobs and I feign, when my pet dies the mobs should return home. Pre-Fix when my pet died the mobs would begin attacking me even though I am feigned.

attack.cpp

In Mob::AddToHateList

Change

Code:
	if (owner) { // Other has a pet, add him and it
		hate_list.Add(other, hate, 0, bFrenzy, !iBuffTic);
		hate_list.Add(owner, 1, damage, false, !iBuffTic);
	}
To

Code:
	if (owner) { // Other is a pet, add him and it
		hate_list.Add(other, hate, 0, bFrenzy, !iBuffTic);
		// EverHood 6/12/06
		// Can't add a feigned owner to hate list
		if(!owner->CastToClient()->GetFeigned()){
			hate_list.Add(owner, 1, damage, false, !iBuffTic);
		}
	}
Improved Feign Memory

The current feign memory only allows an NPC to remember a single attacker and the attacker was being remembered 100% of the time. When the NPCs feign memory was being processed, the dice were thrown and the attacker got a chance to be forgotten and if he lost the roll enough times the attacker was eventually removed from feign memory. This was a problem since Necro A could aggro then feign then Necro B could aggro and feign overwriting Necro A in the feign memory allowing Necro A to get up when he shouldn't be able to yet. This did not follow live feign memory functionality in any way.

I've replaced the single slot feign memory with a feign memory list to hold multiple attackers. I've changed the code so that when you feign, if the NPC is level 35+, the dice are thrown and there is a 3 in 5 chance you will be added to the NPCs feign memory list. When the NPC processes its feign memory, any attacker on it that has stood up will be added back to that NPCs hate list. If the NPC reaches it's guard point (spawn point) it will clear all attackers from it's feign memory. If the NPC is on a grid and reaches waypoint 1 it will clear all attackers from it's feign memory.

npc.h

Change
Code:
	void	SetFeignMemory(const char* num) {feign_memory = num;}

	inline const char*    GetFeignMemory()	{ return feign_memory; }
To
Code:
	// EverHood 6/14/06
	// Mobs need to be able to remember more than one feigned attacker
	void	AddFeignMemory(Client* attacker);
	void	RemoveFromFeignMemory(Client* attacker);
	void	ClearFeignMemory();
Change
Code:
	const char*	feign_memory;
To
Code:
	// EverHood 6/14/06
	LinkedList<const char*> feign_memory_list;
npc.cpp

In NPC::Process

Change
Code:
	//Feign Death Memory
	if (forget_timer.Check() && strstr(GetFeignMemory(),"0") == NULL) {
		Client* remember_client = entity_list.GetClientByName(GetFeignMemory());
		if (remember_client != 0)
		{
			if (!remember_client->CastToClient()->GetFeigned())
			{
				AddToHateList(remember_client,1);
				SetFeignMemory("0");
				forgetchance = 0;
			}
			else if (rand()%100 <= forgetchance)
			{
				SetFeignMemory("0");
				forgetchance = 0;
			}
			else
			{
				forgetchance += 1;
			}
		}
		else
		{
			SetFeignMemory("0");
		}
	}
To
Code:
	// EverHood - 6/14/06
	// Improved Feign Death Memory
	if (forget_timer.Check()) {
		LinkedListIterator<const char*> iterator(feign_memory_list);
		iterator.Reset();
		while(iterator.MoreElements())
		{
			Client* remember_client = entity_list.GetClientByName(iterator.GetData());
			if (!remember_client->CastToClient()->GetFeigned())
			{
				AddToHateList(remember_client,1);
				iterator.RemoveCurrent();
				// Personal humor
				Emote("realizes %s wasn't really dead",remember_client->GetName());
			}
			iterator.Advance();
		}		
	}
Add
Code:
	// EverHood 6/14/06 - Feign Death memory 
	void   NPC::AddFeignMemory(Client* attacker) {
		feign_memory_list.Insert(attacker->CastToMob()->GetName());
		// Leaving this debug in is kinda interesting...
		Emote("is suspicious of %ss unexpected death.",attacker->GetName());
	}
	void   NPC::RemoveFromFeignMemory(Client* attacker){
		LinkedListIterator<const char*> iterator(feign_memory_list);
		iterator.Reset();
		while(iterator.MoreElements())
		{
			if(iterator.GetData() == attacker->GetName()){
				// Leaving this debug in is kinda interesting...
				this->CastToMob()->Emote("loses interest in %s.",attacker->GetName());
				iterator.RemoveCurrent();
			}
			iterator.Advance();
		}
	}
	void   NPC::ClearFeignMemory(){
		if(feign_memory_list.Count()>0){
			feign_memory_list.Clear();
			// Leaving this debug in is kinda interesting...
			this->CastToMob()->Emote("is no longer suspicious of the dead.");
		}
	}
entity.cpp

Change
Code:
void EntityList::ClearFeignAggro(Mob* targ)
{
	LinkedListIterator<NPC*> iterator(npc_list);
	iterator.Reset();
	while(iterator.MoreElements())
	{
		if (iterator.GetData()->CastToNPC()->CheckAggro(targ))
		{
			iterator.GetData()->CastToNPC()->RemoveFromHateList(targ);
			if (iterator.GetData()->CastToMob()->GetLevel() >= 35)
				iterator.GetData()->CastToNPC()->SetFeignMemory(targ->CastToMob()->GetName());
		}
		iterator.Advance();
	}
}
To
Code:
void EntityList::ClearFeignAggro(Mob* targ)
{
	LinkedListIterator<NPC*> iterator(npc_list);
	iterator.Reset();
	while(iterator.MoreElements())
	{
		if (iterator.GetData()->CastToNPC()->CheckAggro(targ))
		{
			iterator.GetData()->CastToNPC()->RemoveFromHateList(targ);
			if (iterator.GetData()->CastToMob()->GetLevel() >= 35)
				// EverHood 6/14/06
				// the mob that hated us is 35+ so 3 outta 5 chance 
				// he adds us to its feign memory. 
				if(((float)rand()/RAND_MAX)*100 < 40){
					iterator.GetData()->CastToNPC()->AddFeignMemory(targ->CastToClient());
				}
		}
		iterator.Advance();
	}
}
MobAI.cpp

In NPC::AI_DoMovement

Change
Code:
				{	// are we there yet? then stop
					mlog(AI__WAYPOINTS, "We have reached waypoint %d (%.3f,%.3f,%.3f) on grid %d", cur_wp, GetX(), GetY(), GetZ(), GetGrid());
					SetWaypointPause();
					SetAppearance(eaStanding, false);
					SetMoving(false);
					SendPosition();
				}
To
Code:
				{	// are we there yet? then stop
					mlog(AI__WAYPOINTS, "We have reached waypoint %d (%.3f,%.3f,%.3f) on grid %d", cur_wp, GetX(), GetY(), GetZ(), GetGrid());
					SetWaypointPause();
					SetAppearance(eaStanding, false);
					SetMoving(false);
					SendPosition();
					// EverHood - wipe feign memory since we reached our first waypoint
					if(cur_wp==1){
						ClearFeignMemory();
					}
				}
Change
Code:
			mlog(AI__WAYPOINTS, "Reached guard point (%.3f,%.3f,%.3f)", guard_x, guard_y, guard_z);
			moved=false;
To
Code:
			mlog(AI__WAYPOINTS, "Reached guard point (%.3f,%.3f,%.3f)", guard_x, guard_y, guard_z);
			// EverHood 6/18/06- we are home so clear our feign memory
			ClearFeignMemory();
			moved=false;
Feign Memory 2 Minute Wipe

I saw no code to handle this. When a client is feigned for 2 minutes, clear client off all feign memory lists in zone and let client know it is clear to stand up.


Client.h

Change
Code:
	Timer	fishing_timer;
#ifdef REVERSE_AGGRO
	Timer	scanarea_timer;
#endif
To
Code:
	Timer	fishing_timer;
	// EverHood 6/16/06
	// our 2 min everybody forgets you timer
	Timer	forget_timer;
#ifdef REVERSE_AGGRO
	Timer	scanarea_timer;
#endif
client.cpp

In Client::Client

Change
Code:
	fishing_timer(8000),
#ifdef REVERSE_AGGRO
	scanarea_timer(AIClientScanarea_delay),
#endif
To
Code:
	fishing_timer(8000),
	// EverHood 6/16/06
	forget_timer(120000),
#ifdef REVERSE_AGGRO
	scanarea_timer(AIClientScanarea_delay),
#endif
client_process.cpp

In Client::Process

Change
Code:
		OnDisconnect(true);
	}
	
	
	return ret;
}
To
Code:
		OnDisconnect(true);
	}
	// EverHood Feign Death 2 minutes and zone forgets you
	if (forget_timer.Check()) {
		forget_timer.Disable();
		entity_list.ClearZoneFeignAggro(this);
		Message(0,"Your enemies have forgotten your aggressions.");
	}
	
	return ret;
}
entity.h

Change
Code:
	void	ClearFeignAggro(Mob* targ);
	bool	Fighting(Mob* targ);
to
Code:
	void	ClearFeignAggro(Mob* targ);
	// Everhood 6/17/06
	void	ClearZoneFeignAggro(Client* targ);
	bool	Fighting(Mob* targ);
entity.cpp

Add
Code:
// EverHood 6/17/06
void EntityList::ClearZoneFeignAggro(Client* targ)
{
	LinkedListIterator<NPC*> iterator(npc_list);
	iterator.Reset();
	while(iterator.MoreElements())
	{
		iterator.GetData()->RemoveFromFeignMemory(targ);
		iterator.Advance();
	}
}
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  #2  
Old 06-19-2006, 08:43 AM
unicorn97211
Sarnak
 
Join Date: May 2006
Posts: 37
Default Continued...

At the moment there are a couple issues left...

I can't be sure, but I didn't see any code to handle feign death actually failing. I saw nothing to generate the "player has fallen to the ground" message to a client which is what you see on live when a feign has failed. As it stands it appears feign will succeed 100% of the time. Feign failure chance should be based on skill for monks and for necro/sk it should be based on which feign death spell they cast, the higher level the feign spell, the lower the chance of failure.

When a mob is snared and I feign, he is able to walk. On live when a mob is snared with any necro snare Dooming Darkness or higher, an NPC cannot walk. The NPC can run at the reduced speed but the reduction in walkspeed from the snare should put the NPCs walkspeed at 0 or less leaving the NPC in essence rooted. I don't know if this is because walkspeeds in the database are too high or if the snare speed reduction is not high enough or if the speed reduction is not being applied to walkspeed etc. Perhaps FatherNitWit can point me in the right direction

Last edited by unicorn97211; 06-19-2006 at 04:51 PM..
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  #3  
Old 06-19-2006, 12:23 PM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
Default

please make a unified diff of this so I can look at it for inclusion.

feign should be based on skill when it is not cast by a spell, see:
Client::Handle_OP_FeignDeath

as for snare, the spells apply a percent decrease in movement speed:
http://lucy.allakhazam.com/spell.htm...52&source=Live
and as such, will never result in a true 0 walk speed... Can you provide a 3rd party source to back up your claim of no walking when snared?
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  #4  
Old 06-19-2006, 01:07 PM
mattmeck
Guest
 
Posts: n/a
Default

The only way a necro's snare acts as a root is when the mob is super low on HP 10% or less. Otherwise it went to the redused percentage.
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  #5  
Old 06-19-2006, 02:39 PM
rojadruid
Discordant
 
Join Date: May 2005
Location: Smith Falls, Ontario, Canada
Posts: 283
Default

Quote:
Originally Posted by mattmeck
The only way a necro's snare acts as a root is when the mob is super low on HP 10% or less. Otherwise it went to the redused percentage.
That is correct I play a necro on live. when the mob gets to 10% or lower then it stops moving.
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  #6  
Old 06-19-2006, 05:31 PM
unicorn97211
Sarnak
 
Join Date: May 2006
Posts: 37
Default

Quote:
Originally Posted by mattmeck
The only way a necro's snare acts as a root is when the mob is super low on HP 10% or less. Otherwise it went to the redused percentage.
This is true during combat however I think you are mistaking runspeed for walkspeed. Mobs never walk during combat they run to you. When fleeing they don't walk away, they run away from you. When running away from you unsnared they do suffer a negative runspeed and slow to a near walk which is probably a switch from running to walking at low hps.

What I am referring to is when a mob is snared during combat but then loses all hate and attempts to return home (or to its grid) at which point the mob is walking not running. Therefore walkspeed - snare reduction = stopped mob.

This is very very easy to reproduce on live. Log on a necro that is high enough level to use at least Dooming Darkness (lower level snares don't mitigate speed enough). Cast Dooming on any mob and snare it. After it walks to you (mob is actually running but snare reduces runspeed to a walk) feign death. You will notice that the mob will stand there NOT moving an inch until Dooming wears off at which point it will walk NOT run home. This happens with any mob including those buffed with SoW and uber fast running mobs in OOW like Ukun.

Also I would think just about any experienced player knows that groups have a designated snarer in groups to stop runners because a snared fleeing mob can't move. So again this is walkspeed being mitigated to 0.

This is key to split pulling. You see two mobs standing next to each other. You snare one and they both come at you, one running, one walking. You feign and the unsnared mob walks back home while the snared mob can't move and stays put. Once the unsnared mob reaches home and forgets all about you, you stand up, the snared mob remembers you either via feign memory or a tick of dmg from the snare and resumes it's attack only now his buddy is back home and out of aggro range leaving you with a single pull.

Any experienced Necro or SK who has done any split pulling can verify this.

On a side note, how many hps a mob has to get down to before it flees isn't a fixed percentage per say. My observation on live is that a mob will flee when the mobs hps reach a certain ratio to your own. I noticed this because while soloing with my necro, if I was buffed with conviction mobs would begin to flee with a higher amount of hps than they would if I were only self buffed.

If I were still subscribed to live I would do a series of screenshots to demonstrate both these points but for now I'll rely on the experienced necros in these forums to back me up since it's doubtful anyone here knows of the legendary necro Bodob of Club Fu on Bristlebane haha.

I started reading up on how to use TortoiseCVS to do a diff so hopefully I'll be able to post one shortly for Fathernitwit to review.
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  #7  
Old 06-19-2006, 05:40 PM
unicorn97211
Sarnak
 
Join Date: May 2006
Posts: 37
Default

Just hypothesizing here, but perhaps on live the amount snare mitigates runspeed is applied to walkspeed as follows:

Mob has a runspeed of 100 and walkspeed of 50 (just to make the math simple)

Snare is 50%. This would reduce his runspeed to 50 and as it sits now would reduce his walkspeed to 25.

My thinking is that because snare reduced runspeed by a value of 50, it also reduces walkspeed by a value of 50 therefore if the mob were to attemp to walk while snared his walkspeed would be 0.

Just trying to figure out how a percentage reduction could cause the behavior observed on live.
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  #8  
Old 06-19-2006, 06:47 PM
mattmeck
Guest
 
Posts: n/a
Default

I use to fear kite and dot / FD kill on live for 6 years, mobs do walk back to there camp when snared and the necro is FD'd.



To test this so I didnt blindly state it from memory I logged on and tried it,

here is how it went.
Code:
Cast darkness,

hit harmshield,

waited for mob to smack me a few times

hit FD,

Mob stood there for a few seconds "corpse camping" then started to walk back to camp,

I stood up,

He came after me again,

I hit FD,

He stood there for a few seconds then started walking back.

Darkness wore off,

I stood up and he kept walking.
There ARE some NPC's that will continue to corpse camp for a long wile after they kill someone, and this includes when a necro FD's however this is NOT normal behavior.
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  #9  
Old 06-19-2006, 06:57 PM
mattmeck
Guest
 
Posts: n/a
Default

tested on veeshan with a 70 necro in FG by the way.
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  #10  
Old 06-19-2006, 10:49 PM
wize_one
Dragon
 
Join Date: Jan 2004
Location: LasShithole, NV
Posts: 520
Default

with my sk, pull with snare.. FD let other mobs path back, the one that is snared is locked in place.. once others are back at spawn point stand and snared mob follows you.
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  #11  
Old 06-20-2006, 01:47 AM
TekNoir
Fire Beetle
 
Join Date: Apr 2006
Posts: 3
Default

My account on Live is no longer active so I cannot possibly test any of this, but from memory as a necro...

When I would snare and then FD, mobs with a static spawn point would linger a moment (a predictable amount of time according to the specific mob involved) and then return. Occasionally there are specific mobs that want to "hold hands" for a little (or a lot) longer before they give up.

A relevant instance of this, from memory, was hunting the guards in Felwithe, specifically the first split. Snare one (with Dooming Darkness). Both guards always came. FD in the entrance hall once they were nearly on top of you. They both linger a moment and then they both turn to leave, but one of them moves far faster then the other. (Note: Occasionally the snared mob would stay just a little longer than the unsnared mob before attempting to return to spawn.) This enabled one to be back at spawn before the other ever reaches halfway back. Stand. Kill the snared one who immediately comes back for you and you've got your mobs split.

Having said all of that, I have also had instances where static spawn mobs still taking damage would refuse to go back at all. They wouldn't attack me, but they'd just stand there for quite some time after their buddies had all gone back home. They would usually return to spawn after my snare ran out. I believe (and have absolutely no facts to back this hypothesis up) that this phenomenon is related to the fact that our snares are also DOTs and that they stick around because of the damage and not because of the snare itself. Or maybe a combination of the two? But this was a rare occurrence on static spawned mobs. Nearly all of them after a period of time give up and go back home.

The same cannot be said for "roaming" mobs. Don't confuse this with "patrolling" mobs. Roaming mobs nearly always stayed right on top of me after a snare followed by a FD. This was useful for soloing in places like the Grey where most of the mobs around the perimeter of the zone roam around. I could snare one and it (usually a few) would come running. I could FD and whichever mob I had snared would stay put while after a few moments its friends would begin to roam around again. The bad thing is that the roaming mobs don't like to forget you as easily as patrolling or static spawned mobs, so I usually had to wait until my snare had worn off to stand back up and even then the mob's friends would sometimes come back to haunt me, seemingly from clear across the zone even!

Patrolling mobs would sometimes stay with me, but most often not and they tended to be a little slower than the other types of mobs about returning to their patrol when snared. They behaved much like statically spawned mobs.

From memory, there were also entire zones (or segments of a zone) that seemed to behave just a little different from what I would expect. Mobs that took significantly longer to forget about me or mobs that liked to cuddle longer than what I would expect. There are places where "mob mentality" rules and no matter what you do, you're coming home with multiples. It was all very complex and involved character level, pathing in that location, terrain (or line-of-sight), mob assist, and so on and so forth. There have been a million guides written up about the nuances of leveling whichever character in this or that particular place.

Anyhow. This is all from memory and having not played in a couple years that memory could be a little rusty. It will nonetheless give those who still have live accounts something more substantial to test on, rather than testing on a few mobs in very specific (unique) locations and calling it the night.
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  #12  
Old 06-20-2006, 02:02 PM
RangerDown
Demi-God
 
Join Date: Mar 2004
Posts: 1,066
Default

Quote:
believe (and have absolutely no facts to back this hypothesis up) that this phenomenon is related to the fact that our snares are also DOTs and that they stick around because of the damage and not because of the snare itself. Or maybe a combination of the two? But this was a rare occurrence on static spawned mobs.
While I'm not 100% certain either, I'm going to have to take the other side and say it's because of the snare. Most snares take enough speed off a mob that if it reduces to walk-speed, it's standing still. Once a mob is no longer chasing you, it slows back down to walk-speed. It can't return to its spawn point because it can't move when it's on walk speed with the snare still effective.

It made for a nice revenge when a monk tried to FD train a skeleton on me. I positioned myself on top of the monk, rooted the skeleton, cast Ensnare on it, then backed up and proceeded to sit and begin camping out. While the countdown was in progress, I informed the monk that once I was camped out of the picture, the skelly would be on walk speed, and my Ensnare would effectively make the skelly stand still. I then informed Mr. Monk that the Ensnare was 14 minutes long, so he'd best get comfortable. Ain't I a stinker
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  #13  
Old 06-21-2006, 01:56 PM
unicorn97211
Sarnak
 
Join Date: May 2006
Posts: 37
Default Unified Diff

Code:
--- C:\Code\EQEmu800\zone\attack.cpp	Wed Jun 07 18:29:26 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\attack.cpp	Sun Jun 18 10:30:31 2006
@@ -1727,10 +1727,14 @@
 	
 	if (other == myowner)
 		return;
-	if (owner) { // Other has a pet, add him and it
+	if (owner) { // Other is a pet, add him and it
 		hate_list.Add(other, hate, 0, bFrenzy, !iBuffTic);
+		// EverHood 6/12/06
+		// Can't add a feigned owner to hate list
+		if(!owner->CastToClient()->GetFeigned()){
 		hate_list.Add(owner, 1, damage, false, !iBuffTic);
 	}
+	}
 	else { // Other has no pet, add other
 		hate_list.Add(other, hate, damage, false, !iBuffTic);
 	}
@@ -1741,8 +1745,9 @@
 			myowner->hate_list.Add(other, 1, 0, bFrenzy);
 	}
 	if (!wasengaged) { 
-		if(IsNPC() && other->CastToClient())
+		if(IsNPC() && other->CastToClient()){
 			parse->Event(EVENT_AGGRO, this->GetNPCTypeID(), 0, CastToNPC(), other); 
+		}
 		AI_Event_Engaged(other, iYellForHelp); 
 		adverrorinfo = 8293;
 	}
@@ -2068,9 +2073,21 @@
 		else
 			hate = damage; // normal aggro for everything else
 		
-		mlog(COMBAT__HITS, "Generating hate %d towards %s", hate, attacker->GetName());
-		// now add done damage to the hate list
+		// EverHood 6/12/06
+		if(attacker->IsClient()){
+			// check if attacker is feigned
+			if(attacker->CastToClient()->GetFeigned()){
+				hate = -1; // no hate for feigned attackers
+			}
+		}
+		
+		if(hate != -1){
+			// attacker generated some hate so 
+			// add damage done by attacker to the hate list
+			// mlog(COMBAT__HITS, "Generating %d hate towards %s", hate, attacker->GetName());
 		AddToHateList(attacker, hate, damage, true, false, iBuffTic);
+		}
+
 	}
     
 	if(damage > 0) {
--- C:\Code\EQEmu800\zone\client.cpp	Fri May 12 19:35:58 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\client.cpp	Sun Jun 18 03:11:40 2006
@@ -143,6 +143,8 @@
 	ooc_timer(1000),
 	shield_timer(500),
 	fishing_timer(8000),
+	// EverHood 6/16/06
+	forget_timer(120000),
 #ifdef REVERSE_AGGRO
 	scanarea_timer(AIClientScanarea_delay),
 #endif
@@ -1763,13 +1765,25 @@
 }
 
 void Client::SetFeigned(bool in_feigned) {
+	feigned=in_feigned;
 	if (in_feigned)
 	{
+// EverHood 6/12/06
+// Live doesn't kill pets when owner feigns anymore
+// Hasn't since mobs quit agroing pets.
+// If you're worried necros will Feign and let pet solo
+// mobs turn this on in Features.h.
+// *Note: If a necro pet can solo an xp bearing mob while owner is FD
+//		  that mob needs it's stats bumped.
+#ifdef KILL_PET_ON_FEIGN
 		SetPet(0);
+#endif
 		SetHorseId(0);
 		entity_list.ClearFeignAggro(this);
+		forget_timer.Start(120000);
+	}else{
+		forget_timer.Disable();
 	}
-	feigned=in_feigned;
  }
 
 void Client::LogMerchant(Client* player, Mob* merchant, Merchant_Sell_Struct* mp, const Item_Struct* item, bool buying)
--- C:\Code\EQEmu800\zone\client.h	Wed Jun 07 18:29:26 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\client.h	Mon Jun 19 14:52:37 2006
@@ -512,7 +512,11 @@
 	inline void	SetBecomeNPCLevel(int8 level) { npclevel = level; }
 	bool	LootToStack(uint32 itemid);
 	void	SetFeigned(bool in_feigned);
-	inline bool    GetFeigned()	{ return(GetAppearance() != eaDead ? false : feigned); }
+	// EverHood 6/16/06
+	/// this cures timing issues cuz dead animation isn't done but server side feigning is?
+	inline bool    GetFeigned()	{return(feigned); }
+
+	//inline bool    GetFeigned()	{ return(GetAppearance() != eaDead ? false : feigned); }
 	EQStreamInterface* Connection() { return eqs; }
 #ifdef PACKET_PROFILER
 	void DumpPacketProfile() { if(eqs) eqs->DumpPacketProfile(); }
@@ -768,11 +772,13 @@
 	Timer	ooc_timer;
 	Timer	shield_timer;
 	Timer	fishing_timer;
+	// EverHood 6/16/06
+	// our 2 min everybody forgets you timer
+	Timer	forget_timer;
 #ifdef REVERSE_AGGRO
 	Timer	scanarea_timer;
 #endif
 	Timer	tribute_timer;
-	
 #ifdef PACKET_UPDATE_MANAGER
 	UpdateManager update_manager;
 #endif
--- C:\Code\EQEmu800\zone\client_process.cpp	Mon Apr 17 06:59:14 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\client_process.cpp	Sun Jun 18 02:07:29 2006
@@ -534,8 +534,11 @@
 	//At this point, we are still connected, everything important has taken
 	//place, now check to see if anybody wants to aggro us.
 	if(ret && scanarea_timer.Check()) {
+		// Everhood 6/15/06 - only check prox agro if we are not feigned
+		if(!feigned){
 		entity_list.CheckClientAggro(this);
 	}
+	}
 #endif	
 	
 	if (client_state != CLIENT_LINKDEAD && (client_state == CLIENT_ERROR || client_state == DISCONNECTED || client_state == CLIENT_KICKED || !eqs->CheckState(ESTABLISHED))) {
@@ -576,7 +579,12 @@
 		}
 		OnDisconnect(true);
 	}
-	
+	// EverHood Feign Death 2 minutes and zone forgets you
+	if (forget_timer.Check()) {
+		forget_timer.Disable();
+		entity_list.ClearZoneFeignAggro(this);
+		Message(0,"Your enemies have forgotten your aggressions.");
+	}
 	
 	return ret;
 }
--- C:\Code\EQEmu800\zone\entity.cpp	Wed May 31 21:13:32 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\entity.cpp	Sun Jun 18 09:54:40 2006
@@ -2475,8 +2475,24 @@
 		{
 			iterator.GetData()->CastToNPC()->RemoveFromHateList(targ);
 			if (iterator.GetData()->CastToMob()->GetLevel() >= 35)
-				iterator.GetData()->CastToNPC()->SetFeignMemory(targ->CastToMob()->GetName());
+				// EverHood 6/14/06
+				// the mob that hated us is 35+ so 3 outta 5 chance 
+				// he adds us to its feign memory
+				if(((float)rand()/RAND_MAX)*100 < 40){
+					iterator.GetData()->CastToNPC()->AddFeignMemory(targ->CastToClient());
 		}
+		}
+		iterator.Advance();
+	}
+}
+// EverHood 6/17/06
+void EntityList::ClearZoneFeignAggro(Client* targ)
+{
+	LinkedListIterator<NPC*> iterator(npc_list);
+	iterator.Reset();
+	while(iterator.MoreElements())
+	{
+		iterator.GetData()->RemoveFromFeignMemory(targ);
 		iterator.Advance();
 	}
 }
--- C:\Code\EQEmu800\zone\entity.h	Wed May 31 21:13:32 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\entity.h	Sun Jun 18 02:07:29 2006
@@ -251,6 +251,8 @@
 
     void    Process();
 	void	ClearFeignAggro(Mob* targ);
+	// Everhood 6/17/06
+	void	ClearZoneFeignAggro(Client* targ);
 	
 	bool	Fighting(Mob* targ);
 	void    RemoveFromHateLists(Mob* mob, bool settoone = false);
--- C:\Code\EQEmu800\zone\MobAI.cpp	Wed May 31 21:13:32 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\MobAI.cpp	Sun Jun 18 13:33:22 2006
@@ -942,6 +942,10 @@
 					SetAppearance(eaStanding, false);
 					SetMoving(false);
 					SendPosition();
+					// EverHood - wipe feign memory since we reached our first waypoint
+					if(cur_wp==1){
+						ClearFeignMemory();
+					}
 				} 
 				else
 				{	// not at waypoint yet, so keep moving
@@ -969,6 +973,8 @@
      {
 		if(moved) {
 			mlog(AI__WAYPOINTS, "Reached guard point (%.3f,%.3f,%.3f)", guard_x, guard_y, guard_z);
+			// EverHood 6/18/06
+			ClearFeignMemory();
 			moved=false;
 			SetMoving(false);
 			SendPosition();
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  #14  
Old 06-21-2006, 01:57 PM
unicorn97211
Sarnak
 
Join Date: May 2006
Posts: 37
Default Unified Diff (Cont)

Code:
--- C:\Code\EQEmu800\zone\npc.cpp	Wed May 31 21:13:32 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\npc.cpp	Mon Jun 19 14:52:37 2006
@@ -481,30 +481,22 @@
     if (IsStunned()||IsMezzed())
 	    return true;
 
-	//Feign Death Memory
-	if (forget_timer.Check() && strstr(GetFeignMemory(),"0") == NULL) {
-		Client* remember_client = entity_list.GetClientByName(GetFeignMemory());
-		if (remember_client != 0)
+	// EverHood - 6/14/06
+	// Improved Feign Death Memory
+	if (forget_timer.Check()) {
+		LinkedListIterator<const char*> iterator(feign_memory_list);
+		iterator.Reset();
+		while(iterator.MoreElements())
 		{
+			Client* remember_client = entity_list.GetClientByName(iterator.GetData());
 			if (!remember_client->CastToClient()->GetFeigned())
 			{
 				AddToHateList(remember_client,1);
-				SetFeignMemory("0");
-				forgetchance = 0;
+				iterator.RemoveCurrent();
+				// Personal humor
+				Emote("realizes %s wasn't really dead",remember_client->GetName());
 			}
-			else if (rand()%100 <= forgetchance)
-			{
-				SetFeignMemory("0");
-				forgetchance = 0;
-			}
-			else
-			{
-				forgetchance += 1;
-			}
-		}
-		else
-		{
-			SetFeignMemory("0");
+			iterator.Advance();
 		}
 	}
 	
@@ -519,6 +511,32 @@
     return true;
 }
 
+	// EverHood 6/14/06 - FD memory 
+	void   NPC::AddFeignMemory(Client* attacker) {
+		feign_memory_list.Insert(attacker->CastToMob()->GetName());
+		Emote("is suspicious of %ss unexpected death.",attacker->GetName());
+	}
+	void   NPC::RemoveFromFeignMemory(Client* attacker){
+		LinkedListIterator<const char*> iterator(feign_memory_list);
+		iterator.Reset();
+		while(iterator.MoreElements())
+		{
+			if(iterator.GetData() == attacker->GetName()){
+				// Leaving this debug in is kinda interesting...
+				this->CastToMob()->Emote("loses interest in %s.",attacker->GetName());
+				iterator.RemoveCurrent();
+			}
+			iterator.Advance();
+		}
+	}
+	void   NPC::ClearFeignMemory(){
+		if(feign_memory_list.Count()>0){
+			feign_memory_list.Clear();
+			// Leaving this debug in is kinda interesting...
+			this->CastToMob()->Emote("is no longer suspicious of the dead.");
+		}
+	}
+
 int32 NPC::CountLoot() {
 	return(itemlist.size());
 }
--- C:\Code\EQEmu800\zone\npc.h	Sun Mar 19 20:04:48 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\npc.h	Sun Jun 18 01:55:57 2006
@@ -161,7 +161,15 @@
     bool    IsOnHatelist(Mob*p) { return hate_list.IsOnHateList(p);}
 
 	void	SetNPCFactionID(sint32 in) { npc_faction_id = in; database.GetFactionIdsForNPC(npc_faction_id, &faction_list, &primary_faction); }
-	void	SetFeignMemory(const char* num) {feign_memory = num;}
+	// EverHood 6/14/06
+	// Mobs need to be able to remember more than one feigned attacker
+	void	AddFeignMemory(Client* attacker);
+	void	RemoveFromFeignMemory(Client* attacker);
+	void	ClearFeignMemory();
+
+	void	SetFeignMemory(const char* num) {
+		feign_memory = num;
+	}
 
 	inline const char*    GetFeignMemory()	{ return feign_memory; }
 
@@ -251,7 +259,11 @@
 	
 	int16	max_dmg;
 	int16	min_dmg;
+	// EverHood 6/14/06
+	LinkedList<const char*> feign_memory_list;
+
 	const char*	feign_memory;
+
 	int8    forgetchance;
 	
 	//pet crap:
Reply With Quote
  #15  
Old 06-21-2006, 02:01 PM
unicorn97211
Sarnak
 
Join Date: May 2006
Posts: 37
Default

Above are the diffs for the Feign Death changes. I just resubscribed to live to do testing on the issue of "can snared mobs walk". I will be testing several mobs in several zones and will post my results. Should we start a seperate thread for this debate since it's not covered by the proposed fixes listed in this one? (The FD fixes in this thread do not effect movement speed in any way)

I used WinMerge for the first time to generate the unified diff so if I did something wrong , let me know.
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