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-   -   Experimental Code: Stop mobs hopping when pathing - FindBestZ tweaks (https://www.eqemulator.org/forums/showthread.php?t=23934)

Derision 11-28-2007 04:58 AM

Experimental Code: Stop mobs hopping when pathing - FindBestZ tweaks
 
This is for those people who don't like to see mobs hopping vertically when pathing.

I've spent the past few days tweaking the 'FindBestZ' code so that mobs stay on the ground when moving. It seems to work quite well, so I thought I would put it out there for anyone interested to try it out.

(For those that don't know, the FindBestZ code attempts to use the geometry data in the zone .map file to ensure mobs stay on the ground while moving).

Diffs against the 1062 source, along with the three changed source files
(Map.cpp, waypoints.cpp and features.h) can be found here:

www.rama.demon.co.uk/BestZPatch.zip

No Windows binaries as I use Linux for playing with EQEmu.

The changes in features.h are just to enable the defines related to fixing pathing when moving, along with a new define I added, ASSIGN_BESTZ_WAYPOINTS_ON_LOAD, which, if defined, causes BestZ to be applied to waypoints as they are loaded from the database.

Notes:

What I did find while testing was that the Facelist array in the eastwastes map appears to be corrupt. This was causing a crash, so I added a check for this in FindBestZ, in the same way that is currently done in the LOS code.

Of course, this means that FindBestZ won't work for Eastern Wastes. There may be other map files that are 'corrupt' in a similar manner, although I didn't come across any others in my limited testing.

I guess this code will break pathing in underwater zones, e.g. Kedge, where mobs are actually not meant to move along the floor. I guess you could add a column to the zone table to enable/disable this code on a per zone basis. This could also be helpful to reduce CPU load for zones where the pathing correction isn't required, e.g. zones that are mostly flat or zones where the waypoints have been made by hand to avoid hopping.

Derision 11-28-2007 12:45 PM

Just in case anyone was curious what the MAP files actually contain, during my work on this I wrote a little Visual C++ 8.0 / OpenGL app so I could visualise it (3D geometry is not really my thing).

The image below shows the triangles contained in the dreadlands.map file, looking from the tunnel to Firiona Vie out across the zone (the box in the middle is Karnor Castle).

The text shows the X,Y,Z position you are viewing from, along with the Node (bounding box). The next line shows some info about the bounding box and finally the BestZ, i.e. the elevation of the ground at the X,Y position you are at.

The app is not user friendly (need to hard code the path to the zone file as well as the X,Y,Z position you want to look from, otherwise I would have posted the code for that too.

http://www.rama.demon.co.uk/Dreadlan...ualisation.jpg

mattmeck 11-28-2007 01:00 PM

Nice work!!

moydock 11-28-2007 06:26 PM

Very nice, does this also fix mobs going under the world while attempting to path over hills? If so, you are my hero! If not, still very nice :).

Diuretic 11-29-2007 01:10 AM

Aye, this is fascinating work! The problem's obviously less easy to solve than I originally thought.

Thanks again for the eye opener.

Derision 11-29-2007 09:30 AM

Quote:

Originally Posted by moydock (Post 140658)
Does this also fix mobs going under the world while attempting to path over hills?

I hope so, however I can't say for sure that it fixes all such occurrences as I only checked a limited number of mobs in a limited number of zones.

If you can give me some specific examples of where this occurs, I can check those out for you.

Zandig 11-29-2007 01:20 PM

Awesome!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!

I've wanted to see some solid work on this for quite a while.
Excellent job.

Now we need some Windows binaries :D

Derision 11-29-2007 02:23 PM

Quote:

Originally Posted by Zandig (Post 140672)
Now we need some Windows binaries :D

I have yet to have any feedback from anyone who has actually said they have compiled and tried this code. If I find time over the weekend, I'll install the necessary software on a Windows box to make some binaries for you to try it out.

KLS 11-29-2007 02:53 PM

Do you have any idea where the crash in question occurs in the code?

Corrupt or not there's probably safe-checks that can be put in place to prevent it if we know where it's at.

Rogean 11-29-2007 02:54 PM

Http://www.rogean.com/Zone-BestZ.exe

Haven't tested it myself. Test it out and let me know how it works out. If it looks good I'll commit to code.

Derision 11-29-2007 03:28 PM

Quote:

Originally Posted by KLS (Post 140675)
Do you have any idea where the crash in question occurs in the code?

Corrupt or not there's probably safe-checks that can be put in place to prevent it if we know where it's at.

Hi KLS,

No crashes occur because I copied the check from:

bool Map::LineIntersectsNode( NodeRef node_r, VERTEX p1, VERTEX p2, VERTEX *result, FACE **on)

which is called by the LOS checking code

Code:

  unsigned long *cfl = mFaceLists + _node->faces.offset;

        for(i = 0; i < _node->faces.count; i++) {
                if(*cfl > m_Faces)
                        continue;      //watch for invalid lists, they seem to happen

The if(*cfl > m_Faces) checks for the corrupt data that I saw in the eastwastes.map file. I assume this check was put in by FNW when that code was written.

I put the same check in the FindBestZ code to avoid the crash there, so there is nothing else required (other than maybe fixing the program that generates the .map files (azone?).

rojadruid 11-29-2007 04:44 PM

if this does work and stops the mobs from hopping all we need now is the actuallt pathing in "apath" figured out. I have been looking at it for awhile now and I am not making any heads or tails on it and I gave up about a mnth ago figuring it was hopeless.

KLS 11-29-2007 05:40 PM

Yeah it would be azone that generates them, alright I'll look at it when I take a look at the other stuff posted on the forums in the next couple days.

fathernitwit 11-29-2007 05:42 PM

Nice. I have comitted a cleaned up version of this code.... hopefully it still works. I disabled the two old options by default in features.h, but enabled the new "fix-at-load-time" feature, as it seems like a good compromise.

My only real concern about this is the somewhat arbitrary nature of a lot of the constants in there... 10, 20, 45, etc... We might want to either make them a rule, so people can easily change them, or else put some serious thought into deciding on good universal values...

My last thought is that if this in fact turns out to be a rock solid fix for the z hopping problem, then we should prolly take it one step further. One of the things I was trying to accomplish with apathing was to be able to load, fix, and then re-save the pathing data into the database... this way we only consume the CPU time once... it shouldent be all that hard to accomplish, the big concern is how to be sure that it is actually producing the right data... we dont want to run it against the official dbs unless we are quite sure it isnt going to mangle a bunch of paths... one challenge with stuff like this is trying to figure out how to detect such failues... as in most cases the mobs are then just way under the ground, and nobody will ever notice (unless its a named mob).... just a thought.

-FNW

moydock 11-29-2007 05:56 PM

I'm excited about this but man... I've already designed a large part of my DB with grids that won't make npc's go through hills. So much work! At least this will make the rest of my work much easier.

Zandig 11-30-2007 01:02 AM

I've downloaded the latest Win32 release: EQEmu-0.7.0-1065

==11/29/2007
FatherNitwit: (Derision) Fix BestZ pathing cleanup code top stop hopping.
FatherNitwit: (Derision) New fix-z-on-load feature.

and tested a few zones that always drove me mad with the hopping:

fieldofbone
frontiermtns

The mobs are still hopping like mad in these zones.
I'll test out some other zones soon.

Derision 11-30-2007 01:20 AM

Quote:

Originally Posted by Zandig (Post 140689)
I've downloaded the latest Win32 release: EQEmu-0.7.0-1065

and tested a few zones that always drove me mad with the hopping:

fieldofbone
frontiermtns

The mobs are still hopping like mad in these zones.
I'll test out some other zones soon.

Yes, the Win32 release has been compiled with two of the three features disabled, so you will still get hopping between waypoints. You could try
the Zone.exe that Rogean posted a little earlier in this thread, or I will attempt to build a Win32 release with all 3 options enabled in the next few days.

Zandig 11-30-2007 01:27 AM

Quote:

Originally Posted by Derision (Post 140690)
Yes, the Win32 release has been compiled with two of the three features disabled, so you will still get hopping between waypoints. You could try
the Zone.exe that Rogean posted a little earlier in this thread, or I will attempt to build a Win32 release with all 3 options enabled in the next few days.

Thanks Derision,

I will give that a try.

A proper Win32 release with all the options enabled would be greatly appreciated.

fathernitwit 11-30-2007 02:16 AM

OK, by popular demand (aka one dude who cant build), I reworked this stuff to be runtime configurable using the rules system.

Zandig 11-30-2007 03:35 AM

Quote:

Originally Posted by Rogean (Post 140676)
Http://www.rogean.com/Zone-BestZ.exe

Haven't tested it myself. Test it out and let me know how it works out. If it looks good I'll commit to code.

Tested various zones and it looks really good so far.
Hopping is gone.
What a sweet fix!

krusher 12-01-2007 04:05 AM

Pathing Fix
 
I have created a wiki page listing the new rules required for the pathing Z fix.

Krusher

Cripp 12-01-2007 06:13 AM

to make the rules work(or to even compile properly).. need to add them to the rulesys..

Code:

--- ruletypes.h        2007/11/14 06:13:36        1.11
+++ ruletypes.h        2007/12/01 18:11:14        1.12
@@ -84,6 +84,17 @@
 RULE_BOOL (NPC, UseItemBonusesForNonPets, true)
 RULE_CATEGORY_END()
 
+RULE_CATEGORY( Map )
+RULE_BOOL ( Map, FixPathingZAtWaypoints, false )
+RULE_BOOL ( Map, FixPathingZWhenMoving, false )
+RULE_BOOL ( Map, FixPathingZOnSendTo, false )
+RULE_BOOL ( Map, FixPathingZWhenLoading, false )
+RULE_REAL ( Map, FixPathingZMaxDeltaSendTo, 20.0 )
+RULE_REAL ( Map, FixPathingZMaxDeltaLoading, 20.0 )
+RULE_REAL ( Map, FixPathingZMaxDeltaMoving, 20.0 )
+RULE_REAL ( Map, FixPathingZMaxDeltaWaypoint, 20.0 )
+RULE_CATEGORY_END()
+
 #undef RULE_CATEGORY
 #undef RULE_INT
 #undef RULE_REAL

Code:

--- waypoints.cpp        2007/11/30 19:06:27        1.6
+++ waypoints.cpp        2007/12/01 18:11:14        1.7
@@ -31,6 +31,7 @@
 #include "parser.h"
 #include "StringIDs.h"
 #include "../common/MiscFunctions.h"
+#include "../common/rulesys.h"
 #include "features.h"
 
 static inline float ABS(float x) {

Edit:: im not sure if this was already added to the nightly builds or not.. but it wasnt in cvs.

Zandig 12-04-2007 05:32 AM

Quote:

Originally Posted by fathernitwit (Post 140693)
OK, by popular demand (aka one dude who cant build), I reworked this stuff to be runtime configurable using the rules system.


Quote:

Originally Posted by krusher (Post 140717)
I have created a wiki page listing the new rules required for the pathing Z fix.

Krusher

Thanks all.
Tested with 0.7.0-1068 and it works a treat.

moydock 12-04-2007 10:59 AM

Thanks guys, really excited about this new feature.

moydock 12-04-2007 12:42 PM

Working great, only problem i've noticed is when a mob goes up a steep hill or maybe it's just a certain change in his z coordinate, he goes under the world. However he does pop back up after a couple seconds. Still a huge improvement.

I may have not set it up right though, not exactly sure what the 'rule system' is.

Zandig 12-06-2007 05:24 AM

Quote:

Originally Posted by moydock (Post 140771)
I may have not set it up right though, not exactly sure what the 'rule system' is.

It has to be set up in the database.

Here is how I have mine set up (working very well):

rule_sets
http://img216.imageshack.us/img216/6...setsnz6.th.jpg

rule_values
http://img229.imageshack.us/img229/3...lueskj5.th.jpg

Thats all there is to it!

moydock 12-06-2007 05:50 PM

Sweet thanks, got it working, still seeing them go under when climbing steep hills. Not sure if that's fixable. I haven't upgraded to the newest build though, didn't see any fixes in the log. Btw do you know what the Map:FixPathingZatWaypoints is for?

Derision 12-07-2007 10:19 AM

Quote:

Originally Posted by moydock (Post 140803)
still seeing them go under when climbing steep hills. Not sure if that's fixable.


I've seen this happen in Dreadlands where one waypoint is on one side of a large mountain
and the next waypoint is on the other side. The movement code plots a vector between the
two waypoints which goes right through the middle of the mountain (under the world).

The BestZ code as currently implemented takes the mobs current Z position and looks downward to find the ground. If the mob is already under the world, it will either do nothing, or in the worst case, e.g. Dreadlands, which for some reason has an invisible 'floor' under the world at Z=-210, it will push the mob even further down.

I just made a quick hack to the code to make the BestZ code look up instead of down, and in the
case of the particular mob I was looking at in Dreadlands which pathed over a steep hill, it seemed
to have the desired effect of stopping it going under the world, i.e. if it was under the world, it pushed
it back up to the ground level.

The next step is to have the code look up AND down and decide which direction to push the mob.

I don't have a lot of time to play with this much at the moment, but if I find something which seems
to work reliably, I'll post a further patch.

Derision 12-07-2007 02:16 PM

Quote:

Originally Posted by moydock (Post 140803)
still seeing them go under when climbing steep hills. Not sure if that's fixable.

If you're using the PEQ Ykesha DB could you give me some test cases of mobs that path under the world, i.e. which zone they are in, then target them and do #npcstats and #wpinfo and give me the NPCID and Grid number ?

moydock 12-07-2007 06:36 PM

Quote:

Originally Posted by Derision (Post 140818)
If you're using the PEQ Ykesha DB could you give me some test cases of mobs that path under the world, i.e. which zone they are in, then target them and do #npcstats and #wpinfo and give me the NPCID and Grid number ?

I'm actually using a custom db so no help there. But I can tell you this, there seems to be a height which they reach, and they always go through the hill at that height. It also seems to be the height they would normally 'hop' up to before the fix. I'm guessing this point is the z coord of the WP they're headed to.

So what if you forced the z coord of the waypoint a mob is headed to always be the highest point in the zone. Then they wouldn't go through hills and the z-fix already in place would keep them on the ground. Would that work?

Derision 12-07-2007 09:32 PM

Quote:

Originally Posted by moydock (Post 140819)
So what if you forced the z coord of the waypoint a mob is headed to always be the highest point in the zone. Then they wouldn't go through hills and the z-fix already in place would keep them on the ground. Would that work?

The first problem I see with that is zones with multiple ground levels, e.g. dungeons, or Kelethin, with the city in the trees.

The code does already try and compensate for a small movement under the ground. If it can't find a BestZ on the first attempt, it bumps the mob up by 10 Z units and tries again.

The amount it tries to move the mob up on the second attempt (10 units) is not currently configurable by the rules system. I'll see if tuning this number (increasing it) helps with the steep hill problem. This would be a less CPU intensive solution then my previous thought, and if it works, we could make this a configurable parameter in the rules system.

Angelox 12-17-2007 01:45 PM

This is a great Improvement over what we had -
It always seemed to me there were much more "hoppers" when the grids were packet spawned, than when I laid them out my self.
On thing still remains, is the water hoppers - a good example is in Dagnor's Cauldron, where there are many surface swimmers, all will bounce up and down constantly.
If you go to the small isle in the middle, you can follow the roamers into the water and watch them hop

Derision 12-18-2007 09:07 AM

Quote:

Originally Posted by Angelox (Post 141048)
If you go to the small isle in the middle, you can follow the roamers into the water and watch them hop

I see what you mean. I tried a few tweaks without much success. Even if I did tweak the code to stop the hopping, as it stands, the code would keep the mob at the surface of the water, or make it follow the contours of the bottom of the lake. Although the client knows when a player is underwater, I don't believe the server can tell (from a few quick greps for the words water/air/drowning etc.)

A more complete solution would be to add an extra table to the database. Each row would contain the zone number and the co-ordinates of a 3D cube defining underwater areas (with multiple rows for zones with multiple distinct areas of water).

This should allow the BestZ code to quickly check if the mob is underwater and not force it to the bottom or top of the water. I will experiment with this if I have some free time over the holidays.

Angelox 12-18-2007 10:38 AM

Cavedude had mentioned one temporary solution was to give the swimmers the levitation spell - This keeps them steady at what ever grid they are on. Problem is these mobs in Cauldron go in and out of water, so they float on land, and it doesn't look right.
What I'm thinking is. what code is related to levitate? maybe make an "in water" exception and apply what ever it is that removes the "gravity" in Levitate, while swimming. There must be some code that tells the NPC he is in water and this puts him in "swim-mode" (they start swimming while in water). Maybe you can exploit this and use it to eliminate the hopping too (while in swim mode, don't use Z coord).

Derision 12-18-2007 10:56 AM

Quote:

Originally Posted by Angelox (Post 141066)
There must be some code that tells the NPC he is in water and this puts him in "swim-mode" (they start swimming while in water).

I am fairly sure that there is code in the client that 'knows' that an NPC is in water and turns on the swimming animation, rather than the server telling it. If this is the case, I don't know whether there is some information in the zone S3D/EQG file that the client uses, or whether the client has some hard-coded information.

Maybe I'll try making a zone with Windcatcher's OpenZone with some areas of water and see if the client detects when a player is underwater. If it does, then there must be some information in the S3D that I can extract and use.

Cripp 12-19-2007 04:05 AM

ive also noticed that mobs that stand on docks or in little huts are pulled through and stuck to the actual ground so they either under water or there head is sticking through the floor...

im possibly gona try and add a way to disable fixZ for selected NPCs

as for water hopping... could check if NPC is in water or not(if possible).. and if its in water walk in a straight line..
(maybe, just an idea)

cavedude 12-19-2007 04:19 AM

I think an ignorefixz column or something such would be a good addition to npc_types. I too, have found that mobs get glued to the ground when they should be on rocks, huts, chairs, etc. This column would allow us to place exceptions on a per mob basis. The initial setup would be nuts of course, but once most of those mobs are corrected everything will look a lot better. Better yet, the column could be put in spawn2, so any mob that has those spawn points will be effected.

As for mobs in the water... there currently is no way for us to tell where water exists in the map. That's why you can fish anywhere in a zone, and why we can't keep fish from leaving ponds and such. However, if a way of determining where water is can be found, that would enable us to correct fishing, prevent fish and the like from leaving water, and help prevent the hopping under water and/or sticking to the bottom if fixedz is enabled.

Cripp 12-19-2007 06:16 AM

heres what i came up with today...

Code:

--- mob.h        2007/12/17 02:26:10        1.25
+++ mob.h        2007/12/19 18:08:39        1.26
@@ -902,8 +902,11 @@
 //        uint32        guildeqid; // guild's EQ ID, 0-511, 0xFFFFFFFF = none
       
        int8    light;
-       
+#ifdef CRIPP_Z
+        sint16        fixedZ;
+#else
        float        fixedZ;
+#endif
        EmuAppearance    _appearance;
        int8        pRunAnimSpeed;

Code:

--- npc.cpp        2007/12/17 02:26:10        1.20
+++ npc.cpp        2007/12/19 18:08:39        1.21
@@ -152,6 +152,9 @@
        guard_z = 0;
        guard_heading = 0;
        swarmInfoPtr = NULL;
+#ifdef CRIPP_Z
+        fixz = 1;
+#endif
       
 //        SaveSpawnSpot();

Code:

--- npc.h        2007/12/17 02:26:10        1.15
+++ npc.h        2007/12/19 18:08:39        1.16
@@ -225,6 +225,9 @@
        //aza77 GWFear
        void SpawnFearGridNPC(const char* feargrids, float in_x, float in_y, float in_z);
 #endif
+#ifdef CRIPP_Z
+        sint16 fixz;
+#endif
 
 protected:

Code:

--- spawn2.cpp        2006/11/01 20:36:21        1.3
+++ spawn2.cpp        2007/12/19 18:08:39        1.4
@@ -67,7 +67,11 @@
 Spawn2::Spawn2(int32 in_spawn2_id, int32 spawngroup_id,
        float in_x, float in_y, float in_z, float in_heading,
        int32 respawn, int32 variance, int32 timeleft, int32 grid,
+#ifdef CRIPP_Z
+        uint16 in_cond_id, sint16 in_min_value, sint16 fixZhop)
+#else
        uint16 in_cond_id, sint16 in_min_value)
+#endif
 : timer(100000)
 {
        spawn2_id = in_spawn2_id;
@@ -82,6 +86,9 @@
        condition_id = in_cond_id;
        condition_min_value = in_min_value;
        npcthis = NULL;
+#ifdef CRIPP_Z
+        FixedZ = fixZhop;
+#endif
       
        if(timeleft == 0xFFFFFFFF) {
                //special disable timeleft
@@ -169,6 +176,9 @@
                npcthis = npc;
                npc->AddLootTable();
                npc->SetSp2(spawngroup_id_);
+#ifdef CRIPP_Z
+                npc->fixz = FixedZ;
+#endif
                entity_list.AddNPC(npc);
                //this limit add must be done after the AddNPC since we need the entity ID.
                entity_list.LimitAddNPC(npc);
@@ -229,7 +239,11 @@
        MYSQL_RES *result;
        MYSQL_ROW row;
       
+#ifdef CRIPP_Z
+        MakeAnyLenString(&query, "SELECT id, spawngroupID, x, y, z, heading, respawntime, variance, pathgrid, timeleft, _condition, cond_value, fixZ FROM spawn2 WHERE zone='%s'", zone_name);
+#else
        MakeAnyLenString(&query, "SELECT id, spawngroupID, x, y, z, heading, respawntime, variance, pathgrid, timeleft, _condition, cond_value FROM spawn2 WHERE zone='%s'", zone_name);
+#endif
       
        if (RunQuery(query, strlen(query), errbuf, &result))
        {
@@ -237,7 +251,11 @@
                while((row = mysql_fetch_row(result)))
                {
                        Spawn2* newSpawn = 0;
+#ifdef CRIPP_Z
+                        newSpawn = new Spawn2(atoi(row[0]), atoi(row[1]), atof(row[2]), atof(row[3]), atof(row[4]), atof(row[5]), atoi(row[6]), atoi(row[7]), atoi(row[9]), atoi(row[8]), atoi(row[10]), atoi(row[11]), atoi(row[12]));
+#else
                        newSpawn = new Spawn2(atoi(row[0]), atoi(row[1]), atof(row[2]), atof(row[3]), atof(row[4]), atof(row[5]), atoi(row[6]), atoi(row[7]), atoi(row[9]), atoi(row[8]), atoi(row[10]), atoi(row[11]));
+#endif
                        //newSpawn->Repop(repopdelay);
                        spawn2_list.Insert( newSpawn );
                }
@@ -260,12 +278,20 @@
        MYSQL_RES *result;
        MYSQL_ROW row;
 
+#ifdef CRIPP_Z
+        if (RunQuery(query, MakeAnyLenString(&query, "SELECT id, spawngroupID, x, y, z, heading, respawntime, variance, pathgrid, _condition, cond_value, fixZ FROM spawn2 WHERE id=%i", spawn2id), errbuf, &result))
+#else
        if (RunQuery(query, MakeAnyLenString(&query, "SELECT id, spawngroupID, x, y, z, heading, respawntime, variance, pathgrid, _condition, cond_value FROM spawn2 WHERE id=%i", spawn2id), errbuf, &result))
+#endif
        {
                if (mysql_num_rows(result) == 1)
                {
                        row = mysql_fetch_row(result);
+#ifdef CRIPP_Z
+                        Spawn2* newSpawn = new Spawn2(atoi(row[0]), atoi(row[1]), atof(row[2]), atof(row[3]), atof(row[4]), atof(row[5]), atoi(row[6]), atoi(row[7]), timeleft, atoi(row[8]), atoi(row[9]), atoi(row[10]), atoi(row[11]));
+#else
                        Spawn2* newSpawn = new Spawn2(atoi(row[0]), atoi(row[1]), atof(row[2]), atof(row[3]), atof(row[4]), atof(row[5]), atoi(row[6]), atoi(row[7]), timeleft, atoi(row[8]), atoi(row[9]), atoi(row[10]));
+#endif
                        spawn2_list.Insert( newSpawn );
                        mysql_free_result(result);
                        safe_delete_array(query);

Code:

--- spawn2.h        2006/06/20 02:36:21        1.2
+++ spawn2.h        2007/12/19 18:08:40        1.3
@@ -35,7 +35,11 @@
                float x, float y, float z, float heading,
                int32 respawn, int32 variance,
                int32 timeleft = 0, int32 grid = 0,
+#ifdef CRIPP_Z
+                uint16 cond_id = SC_AlwaysEnabled, sint16 min_value = 0, sint16 fixZhop = 1);
+#else
                uint16 cond_id = SC_AlwaysEnabled, sint16 min_value = 0);
+#endif
        ~Spawn2();
 
        void        LoadGrid();
@@ -74,6 +78,9 @@
        int32        grid_;
        uint16        condition_id;
        sint16        condition_min_value;
+#ifdef CRIPP
+        sint16        FixedZ;
+#endif
 };
 
 class SpawnCondition {

Code:

--- waypoints.cpp        2007/12/01 18:11:14        1.7
+++ waypoints.cpp        2007/12/19 18:08:40        1.8
@@ -670,7 +670,9 @@
                                        newwp.x = atof(row[0]);
                                        newwp.y = atof(row[1]);
                                        newwp.z = atof(row[2]);

                                        if(zone->map != NULL && RuleB(Map, FixPathingZWhenLoading) ) {
                                                // Experimental. This code will send any waypoint that is 'in the air' down to ground level.
       
@@ -685,14 +687,17 @@
                                                        float newz = zone->map->FindBestZ(n, dest, NULL, NULL);
                                                        // The following test is a sanity check. 45 is an arbitrary value, chosen during testing
                                                        // because all the Z co-ordinates of the waypoints in The Grey where <45 units above the ground.
                                                        if( (newz > -2000) && ABS(newz-dest.z) < RuleR(Map, FixPathingZMaxDeltaLoading)) {
#ifdef CRIPP_Z
                                                                if (fixz != 0) {
#endif
                                                                newwp.z = newz+1;
                                                                // printf("Updated Z for Grid %d, Waypoint %d from %.3f to %.3f\n",  grid, newwp.index,dest.z,newwp.z);
#ifdef CRIPP_Z
                                                                }
#endif
                                                        }
                                                        //else if(newz > -2000)
                                                        //        printf("Delta Z %.3f too big for Grid %d, Waypoint %d from %.3f to %.3f\n", ABS(newz-dest.z), grid, newwp.index,dest.z,newz);
                                                }
                                        }
 
                                        newwp.pause = atoi(row[3]);
                                        Waypoints.push_back(newwp);

added definition CRIPP_Z to toggle to default or not... just incase it didnt work.. but i tested once and it seemed to work..

let me know :)

EDIT:: forgot.. you have to add column in spawn2 table... fixZ tinyint[4] 0 no null default 1

cavedude 12-19-2007 08:19 AM

Sweet! I'll try this out on my test box when I get home.

Bishop4351 12-19-2007 08:20 AM

Mental note to install EQ at work for "testing".


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