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  #1  
Old 10-13-2008, 06:36 PM
ChaosSlayer
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so what was wrong with using Feign Death like approach? or does FD simply erased hate lists?
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  #2  
Old 10-13-2008, 07:56 PM
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trevius
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That FD check was in the Bots code and it has since been removed and replaced. It was actually checking if they were FD or if they were engaged before it would allow a bot to be summoned. Apparently the IsEngaged check has been changed so that it doesn't work for players anymore. I am not sure why.
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  #3  
Old 10-14-2008, 02:22 PM
AndMetal
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For some reason I thought something was changed with the client hate list, but I may have misread something (discussion), because I can't find it being mentioned specifically (or in the changelogs, etc).

Looking through the code, Mob::IsEngaged checks to see if the hate_list, tucked in the protected portion of the Mob class in zone/mob.h, IsEmpty() (defined in hate_list.cpp). At that point, it basically iterates through the hate list to see if there are any hate values > -1.

There is a function, Mob::PrintHateListToClient (which basically points to HateList::PrintToClient) that's used by the #hatelist command that we might be able to use to debug it. I'm still running the base version of 1129, and I'm able to see my (client) hate list fine.

On a somewhat related note, the current SVN source doesn't wipe the client's hate list after you have successfully feigned and then waited the 2 min for the aggro to clear, at least as far as I can tell. As a result, you could still be considered Engaged if a mob you were killing is still alive, you feigned, & its hate list is wiped, so it no longer knows about you. You should be able to do this:
in zone/client_process.cpp, around line 626, add
Code:
	// EverHood Feign Death 2 minutes and zone forgets you
	if (forget_timer.Check()) {
		forget_timer.Disable();
		entity_list.ClearZoneFeignAggro(this);
		WhipeHateList(); //wipe the client's hate list
		Message(0,"Your enemies have forgotten you!");
	}
I'm pretty sure WhipeHateList (sic) should be able to inherit from the Mob class, although if not, we may need to rework it a little.

In any case, if anyone has a chance to check the client/bot hate lists to see what's going on, maybe we can get to the bottom of this.
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  #4  
Old 10-14-2008, 02:44 PM
So_1337
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Quote:
I'm still running the base version of 1129, and I'm able to see my (client) hate list fine.
The change came in Revision 38:

Quote:
==10/03/2008
KLS: Hate list will no longer work for non ai controlloed player characters.
The problem had been that the client was maintaining a hate list that would never be wiped unless the mob on it was killed or the player camped/zoned. This was what was causing feign death to pull zone-wide trains. Since removing the hatelist from players, it's been corrected, though it has had other issues (such as breaking the mob fleeing code; they originally checked the client hatelist to see if there were other mobs with them).

My guess is that that may be what IsEngaged was calling on, and it's no longer there.
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  #5  
Old 10-14-2008, 03:00 PM
Congdar
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attack.cpp Mob::AddToHateList
Code:
	if(IsClient() && !IsAIControlled())
		return;
This is where the hate_list is used for the client... only if the client is charmed and aicontrolled.
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  #6  
Old 10-14-2008, 05:48 PM
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trevius
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I think we can set IsEngaged() back to the way it was before and simply add in the whipehatelist code that AndMetal posted to fix the FD issue. The IsEngaged() check being available for clients is just too useful to remove it to fix FD. I am pretty sure that the fix AndMetal posted above will correct it. I will try it out tonight along with my OOC Regen code using the old IsEngaged() check by removing the check that Congdar posted. I think that will resolve some of the issues we are having right now with other code.
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Last edited by trevius; 10-15-2008 at 02:24 AM..
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  #7  
Old 10-15-2008, 05:05 AM
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trevius
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Finally, by reverting IsEngaged() back to allowing it to work on clients, I was able to get OOC Regen working almost perfectly. The only thing that isn't currently working 100% as intended is the wait timer. And by adding the WhipeHateList() to the FD forget timer, it should fix the issues with FD as well even with IsEngaged() being reverted back. Much thanks for AndMetal, So_1337 and Congdar for figuring that stuff out

zone/attack.cpp in Mob::AddToHateList remove:
Code:
	if(IsClient() && !IsAIControlled())
		return;
zone/client_process.cpp, around line 626, add the RED line
Code:
	// EverHood Feign Death 2 minutes and zone forgets you
	if (forget_timer.Check()) {
		forget_timer.Disable();
		entity_list.ClearZoneFeignAggro(this);
		WhipeHateList(); //wipe the client's hate list
		Message(0,"Your enemies have forgotten you!");
	}
zone/client_process.cpp remove:
Code:
void Client::DoHPRegen() {
	sint32 normal_regen = LevelRegen();
	sint32 item_regen = itembonuses.HPRegen;
	sint32 spell_regen = spellbonuses.HPRegen;
	sint32 total_regen = normal_regen + item_regen + spell_regen;
	total_regen = (total_regen * RuleI(Character, HPRegenMultiplier)) / 100;
	SetHP(GetHP() + total_regen);
	SendHPUpdate();
}

void Client::DoManaRegen() {
	if (GetMana() >= max_mana)
		return;
	int32 level=GetLevel();
	int32 regen = 0;
	if (IsSitting() ||(GetHorseId() != 0)) {		//this should be changed so we dont med while camping, etc...
		if(HasSkill(MEDITATE)) {
			medding = true;
			regen = (((GetSkill(MEDITATE)/10)+(level-(level/4)))/4)+4;
			regen += spellbonuses.ManaRegen + itembonuses.ManaRegen;
			CheckIncreaseSkill(MEDITATE, -10);
		}
		else
			regen = 2+spellbonuses.ManaRegen+itembonuses.ManaRegen+(level/5);
	}
	else {
		medding = false;
		regen = 2+spellbonuses.ManaRegen+itembonuses.ManaRegen+(level/5);
	}
	regen += GetAA(aaMentalClarity);
	regen += GetAA(aaBodyAndMindRejuvenation);
	regen = (regen * RuleI(Character, ManaRegenMultiplier)) / 100;
	
	SetMana(GetMana() + regen);
	SendManaUpdatePacket();
}
And replace it with this:
Code:
void Client::DoHPRegen() {
	if(GetHP() < GetMaxHP()) {  //Don't do HP regen if HPs are full
		int32 level=GetLevel();
		int32 oochpregen = 0;
		int8 oocwaittime = oocwaittime++;
		sint32 normal_regen = LevelRegen();
		sint32 item_regen = itembonuses.HPRegen;
		sint32 spell_regen = spellbonuses.HPRegen;
		sint32 total_regen = normal_regen + item_regen + spell_regen;
		if(IsEngaged()) {
			oochpregen = 0;
			oocwaittime = 0;
		} else {
			if(IsCasting() && RuleB(Character, OOCRegenCastCheck)) {
				oochpregen = 0;
				oocwaittime = 0;
			} else {
				if(oocwaittime >= RuleI(Character, OOCRegenWaitTicks)) {
					oochpregen += GetMaxHP() * RuleI(Character, OOCHPRegen) / 100;
					oochpregen -= level / RuleI(Character, MaxLevel) * oochpregen * RuleI(Character, OOCRegenLevelScale) / 100;
					oocwaittime = RuleI(Character, OOCRegenWaitTicks);
				}	
			}
		}
		total_regen = ((total_regen * RuleI(Character, HPRegenMultiplier)) / 100) + oochpregen;
		SetHP(GetHP() + total_regen);
		SendHPUpdate();
	}
}

void Client::DoManaRegen() {
	if(GetMana() < GetMaxMana()) { //Don't do mana regen if mana is full
		int32 level=GetLevel();
		int32 regen = 0;
		int8 oocwaittime = oocwaittime++;
		int32 oocmanaregen = 0;
		if(IsEngaged()) {
			oocmanaregen = 0;
			oocwaittime = 0;
		} else {
			if(IsCasting() && RuleB(Character, OOCRegenCastCheck)) {
				oocmanaregen = 0;
				oocwaittime = 0;
			} else {
				if(oocwaittime >= RuleI(Character, OOCRegenWaitTicks)) {
					oocmanaregen += GetMaxMana() * RuleI(Character, OOCManaRegen) / 100;
					oocmanaregen -= level / RuleI(Character, MaxLevel) * oocmanaregen * RuleI(Character, OOCRegenLevelScale) / 100;
					oocwaittime = RuleI(Character, OOCRegenWaitTicks);
				}
			}
		}
		if (IsSitting() ||(GetHorseId() != 0)) {		//this should be changed so we dont med while camping, etc...
			if(HasSkill(MEDITATE)) {
				medding = true;
				regen = (((GetSkill(MEDITATE)/10)+(level-(level/4)))/4)+4;
				regen += spellbonuses.ManaRegen + itembonuses.ManaRegen;
				CheckIncreaseSkill(MEDITATE, -10);
			}
			else
				regen = 2+spellbonuses.ManaRegen+itembonuses.ManaRegen+(level/5);
		}
		else {
			medding = false;
			regen = 2+spellbonuses.ManaRegen+itembonuses.ManaRegen+(level/5);
		}

		//AAs
		regen += GetAA(aaMentalClarity) 
			+ GetAA(aaBodyAndMindRejuvenation) 
			+ GetAA(aaExpansiveMind);

		regen = ((regen * RuleI(Character, ManaRegenMultiplier)) / 100) + oocmanaregen;
		
		SetMana(GetMana() + regen);
		SendManaUpdatePacket();
	}
}
I have tested this and once I get the wait timer working, I will add it to the SVN so anyone can enable it with the new rules or just leave it disabled as it is by default. It could actually get added as-is, but I don't think the wait timer will be that hard to fix. I am just not sure why the code I have set for it isn't working. It seems that no matter what I set the wait timer rule to, it always starts regen on the first tick after a fight is over.

If anyone knows of a reason why this shouldn't be added, please let me know!

Moved this thread to Development:evelopment since it is nearly final and not really a request anymore.
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Last edited by trevius; 10-15-2008 at 01:08 PM..
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