Go Back   EQEmulator Home > EQEmulator Forums > General > General::Server Discussion

General::Server Discussion Discussion about emulator servers.
Do not post support topics here.

Reply
 
Thread Tools Display Modes
  #1  
Old 04-30-2008, 07:33 AM
GeorgeS
Forum Guide
 
Join Date: Sep 2003
Location: California
Posts: 1,474
Default

Please have a look at the code - and see if it can be adapated to current, then this would be a great addition to base code.

Thanks Wiz

GeorgeS
__________________
Your source for EQ database tools
Toolshop is open for business


http://www.georgestools.chrsschb.com//
Reply With Quote
  #2  
Old 04-30-2008, 06:39 PM
moydock
Discordant
 
Join Date: Jun 2005
Posts: 286
Default

Yeah this would be incredible! Good luck on the adaption.
__________________
-Croup (the rogue)
Creator of Pandemic (PvP-Racewars)
Reply With Quote
  #3  
Old 05-24-2008, 08:09 AM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

I don't know if anyone has already integrated Wiz's fear code, however I spent a few hours last night
and this morning on it.

Patch against 1108: http://www.rama.demon.co.uk/wizfear.patch

Full 1108 source with Wiz's fear code: http://www.rama.demon.co.uk/EQEmu-0....WizFear.tar.gz

I only did limited testing on it, so use at your own risk

Any bugs are my fault. Kudos to Wiz for releasing his source.
Reply With Quote
  #4  
Old 05-24-2008, 10:29 AM
jenco420
Banned
 
Join Date: Jan 2006
Location: /dev/null
Posts: 99
Default

This works great acually =). Testing it out now on my server. Thanks man.
Reply With Quote
  #5  
Old 05-24-2008, 11:25 AM
jenco420
Banned
 
Join Date: Jan 2006
Location: /dev/null
Posts: 99
Default

the only thing i'm having trouble with atm, is players acually getting feared. I'm looking into that now.
Reply With Quote
  #6  
Old 05-24-2008, 01:49 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Quote:
Originally Posted by jenco420 View Post
the only thing i'm having trouble with atm, is players acually getting feared. I'm looking into that now.
I never tested PVP fear, but I've looked at the code a bit more. There is some
code to disallow client-to-client fear, however with that commented out, you get
a message saying your are feared, but you actually aren't.

I'm speculating that that the server needs to send an OP_Fear packet to the
client to tell it it's feared, however I don't see such an opcode anywhere in
the source or .conf files.

Maybe if someone had a packet trace of a player being feared from back when the 6.2 client or Titanium where the live clients, that may help, or maybe it is not an opcode issue at all.
Reply With Quote
  #7  
Old 05-24-2008, 04:07 PM
xxarthurxx
Hill Giant
 
Join Date: Jun 2006
Location: San Jo, Cali
Posts: 180
Default

Wiz, i would just like to thank you for your generosity, really very kind
Reply With Quote
  #8  
Old 05-28-2008, 06:15 PM
Wiz
Dragon
 
Join Date: Feb 2002
Posts: 583
Default

Quote:
Originally Posted by Derision View Post
I never tested PVP fear, but I've looked at the code a bit more. There is some
code to disallow client-to-client fear, however with that commented out, you get
a message saying your are feared, but you actually aren't.

I'm speculating that that the server needs to send an OP_Fear packet to the
client to tell it it's feared, however I don't see such an opcode anywhere in
the source or .conf files.

Maybe if someone had a packet trace of a player being feared from back when the 6.2 client or Titanium where the live clients, that may help, or maybe it is not an opcode issue at all.
SOD has player fear, the packet is an apperancepacket that toggles "player loses control" on, but this is for an old client version, so I don't know if its applicable.

Code:
	void	LoseControl(bool interrupt_spells) { if (interrupt_spells) { InterruptSpell(); StopSong(); } Message_StringID(0,1461); SendAppearancePacket(14, 102); }
	void	RegainControl(bool interrupt_spells) { if (interrupt_spells) { InterruptSpell(); StopSong(); } SendAppearancePacket(14, 100); }
We've disabled the actual fear movement for the moment because its a lot more troublesome to keep players from going through walls than it is to do npcs, but if anyone wants to toy with it, it basically uses the same code with this movement function:

Code:
bool Client::FearMovement(float x, float y, float z)
{
	if (IsRooted() || Casting())
	{
        SetRunAnimSpeed(0);
        return true;
	}
	float nx = this->x_pos;
    float ny = this->y_pos;
    float nz = this->z_pos;
    float vx, vy, vz;
    float vb;
	float speed = 0.35f;
	float speed_mod = ((float)(speed*spellbonuses->movementspeed))/100.0f;
	speed += speed_mod;

	if (x_pos == x && y_pos == y)
	{
        SetRunAnimSpeed(0);
        return false;
	}

	bool ret = true;

	SetHeading(CalculateHeadingToTarget(x, y) * 8);

    // --------------------------------------------------------------------------
    // 1: get Vector AB (Vab = B-A)
    // --------------------------------------------------------------------------
    vx = x - nx;
    vy = y - ny;
    vz = z - nz;

	speed *= 30; //First we recalc into clientside units. 1.2 = 36, etc.
    SetRunAnimSpeed(speed);

	//Now we recalc it into units per second moved.
	speed *= 0.76;

	//Divide by ten to account for movement happening every 0.1
	speed /= 10;

    // --------------------------------------------------------------------------
    // 2: get unit vector
    // --------------------------------------------------------------------------
    vb = speed / sqrt (vx*vx + vy*vy);

    if (vb >= 0.5) //Stop before we've reached the point in case it's too close to a wall
    {
		/*
		x_pos = x;
        y_pos = y;
		if (zone->map == 0)
		{
			z_pos = z;
		}
		else
		{
			NodeRef pnode = zone->map->SeekNode( zone->map->GetRoot(), x_pos, y_pos );
			if (pnode == NODE_NONE)
			{
				z_pos = z;
			}
			else
			{
				VERTEX me;
				me.x = x_pos;
				me.y = y_pos;
				me.z = z + GetHeight();
				VERTEX hit;
				FACE *onhit;
				float best_z = zone->map->FindBestZ(pnode, me, &hit, &onhit);
				if (best_z != -999999 && fdiff(best_z,GetZ())<=12.0)
				{
					z_pos = best_z + 1;
				}
				else
				{
					z_pos = z;
				}
			}
		}
		*/
		fear_walkto_x = x_pos;
		fear_walkto_y = y_pos;
		fear_walkto_z = z_pos;
		ret = false;
    }
    else
    {
        // --------------------------------------------------------------------------
        // 3: destination = start plus movementvector (unitvektor*speed)
        // --------------------------------------------------------------------------
        x_pos = x_pos + vx*vb;
        y_pos = y_pos + vy*vb;
		if (zone->map == 0)
		{
			z_pos = z_pos + vz*vb;
		}
		else
		{
			NodeRef pnode = zone->map->SeekNode( zone->map->GetRoot(), x_pos, y_pos );
			if (pnode == NODE_NONE)
			{
				z_pos = z_pos + vz*vb;
			}
			else
			{
				VERTEX me;
				me.x = x_pos;
				me.y = y_pos;
				me.z = z_pos + vz*vb + GetHeight();
				VERTEX hit;
				FACE *onhit;
				float best_z = zone->map->FindBestZ(pnode, me, &hit, &onhit);
				if (best_z != -999999 && fdiff(best_z,GetZ())<=12.0)
				{
					z_pos = best_z + 1;
				}
				else
				{
					z_pos = z_pos + vz*vb;
				}
			}
		}
    }
	APPLAYER* app = new APPLAYER(OP_MobUpdate, sizeof(SpawnPositionUpdate_Struct));
	SpawnPositionUpdate_Struct* spu = (SpawnPositionUpdate_Struct*)app->pBuffer;
	MakeSpawnUpdate(spu);
	app->priority = 6;
	entity_list.QueueClients(this,app);
	safe_delete(app);
	return ret;
}
No guarantees on whether any of those packets will work with newer versions than 0.5.3
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 12:16 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3