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  #1  
Old 04-30-2008, 06:39 PM
moydock
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Join Date: Jun 2005
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Yeah this would be incredible! Good luck on the adaption.
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  #2  
Old 05-24-2008, 08:09 AM
Derision
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Location: UK
Posts: 1,540
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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.
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  #3  
Old 05-24-2008, 10:29 AM
jenco420
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This works great acually =). Testing it out now on my server. Thanks man.
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  #4  
Old 05-24-2008, 11:25 AM
jenco420
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the only thing i'm having trouble with atm, is players acually getting feared. I'm looking into that now.
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  #5  
Old 05-24-2008, 01:49 PM
Derision
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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.
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  #6  
Old 05-24-2008, 04:07 PM
xxarthurxx
Hill Giant
 
Join Date: Jun 2006
Location: San Jo, Cali
Posts: 180
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Wiz, i would just like to thank you for your generosity, really very kind
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  #7  
Old 05-24-2008, 05:04 PM
jenco420
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well fear is up and running on CKV_EQ if anyone wants to look at it.. The client side (i.e i get feared by naggy but nothing happens)is still not working but i'm sure one of us will figure it out eventually >.<

Maybe i'll just add back in the stun portion for PC fear /shrug
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  #8  
Old 05-30-2008, 04:07 PM
KingMort
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Posts: 841
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Wiz actually giving something back to the eqemu community ?

*BOGGLE*

*GASP*
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  #9  
Old 05-28-2008, 06:15 PM
Wiz
Dragon
 
Join Date: Feb 2002
Posts: 583
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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
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  #10  
Old 05-28-2008, 06:24 PM
Wiz
Dragon
 
Join Date: Feb 2002
Posts: 583
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We also do player charm in a similar way, by toggling 'client loses control' and forcing movement with MobUpdate packets. I haven't found any other way to move a player, and while it isn't entirely smooth, it works fine.
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  #11  
Old 05-28-2008, 06:27 PM
Derision
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by Wiz View Post

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,
Thanks Wiz. I'll have a look to see if those AppearancePackets work with 6.2/Titanium. Why is it more troublesome to keep players from going through walls than it is for NPCs ?
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  #12  
Old 06-01-2008, 01:33 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by Wiz View Post
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.
The same approach works with the 6.2 and Titanium clients:

http://www.rama.demon.co.uk/playerfear.patch

I'm posting this patch for anyone who wants to test and develop it some more (as I'm a bit burned out at the moment), and not suggesting it is ready to put on a 'live' server, as I really just hacked it in in what seemed appropriate places.

Movement is a little jerky, and player animations don't look right (they tend to walk very fast rather than running).

I tested by casting fear (as a GM) on another player, and also by putting Dragon Roar in Naggy's spell list and getting feared by him.

The patch is against version 1110
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