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  #1  
Old 12-19-2007, 04:19 AM
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cavedude
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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.
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  #2  
Old 12-19-2007, 06:16 AM
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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
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Last edited by Cripp; 12-19-2007 at 11:13 PM..
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  #3  
Old 12-19-2007, 08:19 AM
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Sweet! I'll try this out on my test box when I get home.
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  #4  
Old 12-19-2007, 08:20 AM
Bishop4351
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Mental note to install EQ at work for "testing".
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  #5  
Old 12-19-2007, 08:52 AM
Derision
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Quote:
Originally Posted by cavedude View Post
As for mobs in the water... there currently is no way for us to tell where water exists in the map.
I found this old post by Windcatcher:

http://www.eqemulator.net/forums/sho...highlight=.wld

Which talks about how water/lava region information is stored in the zone S3D file. Maybe with this, along with the OpenZone source code, and the .WLD reference linked here:

http://www.eqemulator.net/forums/sho...highlight=.wld

I might be able to figure out how to extract this information from the S3D into a format that can be loaded and used in the emulator. I'll give it a shot.
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  #6  
Old 12-19-2007, 09:25 AM
narcberry
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Or instead of doing it right you could hack the solution. "Fix it quick now so we can fix it again later", that's always been my motto:

Apply fixz code only to mobs whose previous position conformed to the fixz code. IE, mobs that start on the ground stay on the ground. Mobs that start out on rocks or swimming are left alone.


Okay, I'll shut up now. Oh, and awesome work.
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  #7  
Old 12-19-2007, 12:50 PM
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Cripp
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did a little more testing.. and i guess my little fix can only disable fixZ for the whole zone because...

float newz = zone->map->FindBestZ(n, dest, NULL, NULL);

...it loads the bestZ for the whole zone not just the mob i guess..


gonna try it with FixZWhenLoading disables and on SendTo/onWayPoints enabled..

might have to add a few more checks in waypoints.cpp too.. ill keep posted.
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Last edited by Cripp; 12-19-2007 at 08:57 PM..
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  #8  
Old 12-19-2007, 01:28 PM
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ahh found way to make it work..

waypoints.cpp..
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);
instead of old..



edit: untested as of now... going to test now will edit with results.

edit2: just tested with similar results... gona mess around till i get something working then ill post =D

edit3: kinda stumped :( edited all posts to what im working with currently(changed all boolean to sint, etc.)..

im a noob haxor, someone help me out :P
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Last edited by Cripp; 12-19-2007 at 11:10 PM..
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  #9  
Old 12-20-2007, 06:18 AM
narcberry
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This is great work and all but I think it is distracting from what should really be developed, a pathing function. Fixing the z is just a temporary fix. We need proper pathing. When we do we will throw away all these fixes. And throwing away all of those man-hours makes for a lot of these: <insert tear emoticon here (no tear emoticon is maybe even sadder /tear)>

I am working on a couple pathing algorithms and am wondering if anyone has done some work on this already?

I'm using 2 strategies to reduce the complexity of the pathing algorithm:
(1) weighing node paths based on location between point a and b. (2) reducing the data set by pathing between the larger map subspaces then fine tuning the path.

The 3d rendering on page1 shows the triangles in the map to be grouped into larger square regions. You can build paths based on these larger square regions first by drawing a line between persuer and persuant than dropping it onto the map. Then building a path inside each square from entry to exit point.

This is really succesful for maps that dont require much pathing such as the karanas. But it has troubles in dungeons, where pathing is actually needed. I'm still looking at possible ways to break maps up into smaller 3d spaces that make sense as a graph. This will have to be done when a zone loads, since it is sucks the life force from any cpu. The first time a zone loads this 3d map could be generated and saved for future use.

My problem is this next step is like... a lot of work. I'm wondering if it wouldn't be better to just build path maps by hand.

Or be lazy and have zones listen to player movements and mutate pathing maps from those coordinates.



Either way, this is problem #1 in the emulator and should get more attention.
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  #10  
Old 12-21-2007, 07:43 AM
Derision
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Quote:
Originally Posted by cavedude View Post
As for mobs in the water... there currently is no way for us to tell where water exists in the map.

I spent a couple of days working on the water detection and it's looking good (albeit frustrating
at times working with the WLD data!).

I modified Azone to build the BSP tree from the 0x21 fragment as well as process the 0x22 and 0x29 region
fragments. I then wrote a function which given hard-coded X,Y,Z co-ordinates would walk the BSP tree to
the leaf node those co-ordinates are in and return whether or not the co-ordinates are in a special region (water, lava).

I then transplanted the code into Daeken's Openeq (aka freaku) source so I could fly around
zones and test it better with a visual on-screen indication of whether the code thought I was under water.
It seems to work well (I would say flawlessly, but it needs more testing).

Next step is to optimise it/tidy up the code , mod azone to write out a 'water map' file and then put some code
into EQEmu to make use of it. This could be used for fishing quite easily by projecting forward and down from
the player and testing whether the hypothetical end of the fishing line is under water.

One thing I noticed is that although some zone files have the 'special regions' flagged as either water
or lava, some don't, so I will probably have to make azone accept another parameter telling it whether
to mark the regions as water or lava by default if there is no indication in the WLD file of what the region
is.

I have only tested zones in S3d format so far, so I don't know whether this can be adapted to work with newer zones in EQG format.
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  #11  
Old 12-22-2007, 08:13 AM
Derision
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Default Water / Lava Detection

Well, the creation of the 'water maps' by azone and the processing of them in the emulator is done. I modified the existing #bestz command to tell you whether the code thinks you are in water/lava or nowhere special (on the ground) for debugging purposes:

Ground


Water



Lava



I modified waypoints.cpp to not use BestZ when the mobs where in water or headed to a point in water, but they are still hopping in the Cauldron. Not sure why that is, but I will look into further to see whether it is fixable in code.

If it isn't, I'll post what I've done anyway, as I'm sure it will come in handy for fishing at least!
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  #12  
Old 12-22-2007, 09:25 AM
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I've been waiting for this for ages, top notch work!
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