Commit graph

120 commits

Author SHA1 Message Date
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6f5d3e2244 Fix for visual/info updates not transmitting correctly (eg. hp/race change/etc) 2020-04-23 17:32:38 -04:00
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b7adfe1ba0 deadlock fixes
Fix #94 and also parital fix #91
2020-04-23 15:10:02 -04:00
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afd45c4cfc DB async ping
Fixes #93
2020-04-23 15:09:39 -04:00
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91c4ff20bd makefile updates for nix support
Fixes #83
updates to have the makefiles in linux include all necessary files/libs
2020-04-23 00:13:19 -04:00
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22dc084991 Tracking of player character ids for loot in encounters
Fixes #92 Who could loot was tracked by entity ids.  For players, this meant if you camped and came back you couldn't loot.  Now there is a secondary list for players only that uses character ids.
2020-04-23 00:04:16 -04:00
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c14c35c612 additional linux fix for a crash on the /invul command 2020-04-21 16:47:47 -04:00
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c6904b02ff Linux compile fixes 2020-04-21 13:37:06 -04:00
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26decf5a1f widgets omitted from bulk updates, sent individually 2020-04-20 21:20:15 -04:00
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6eeaee134c fix doors not opening
bulk updates no good for doors?
2020-04-20 21:04:03 -04:00
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2706ac7627 stop mobs from converging on 0,0,0
various mobs were moving to 0,0,0 due to a base_speed of 2.0f... need to figure a better way for speed to be handled for all its requirements
2020-04-20 13:49:47 -04:00
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b173cb5b66 spawn updates should only be sent if they are within the send spawn distance, not below the removal distance.. 2020-04-20 00:13:57 -04:00
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0c789092dd still seeing issues, thus vis/info will be their own individual update, not going to even try to put info/vis in bulk right now 2020-04-20 00:05:17 -04:00
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19258206c2 Remove count restrictions / size, just one big bulk packet unless there is an info/visual 2020-04-19 23:19:38 -04:00
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89388a49dc Bulk packets need more position updates (seeing too much slow to update) 2020-04-19 22:53:34 -04:00
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9653f9934d Re-push the correct latest update (the info/vis restriction wasn't put in on the if statement) 2020-04-19 22:40:26 -04:00
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37db47b89a Revert "restricting bulk updates per limitations possibly imposed by client"
This reverts commit 4f93d986be.
2020-04-19 22:37:20 -04:00
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4f93d986be restricting bulk updates per limitations possibly imposed by client
Info/visual updates may be restricted to 1 per bulk update.  Position updates may also hard cap at a certain amount.  This is to resolve after hours of remaining in a zone instability on the spawns.
2020-04-19 22:13:49 -04:00
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39a0cbee19 Spoke too soon have to bring the bulk packets capped back into play.. 2020-04-19 19:02:15 -04:00
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65b9bf8c21 Removed inbulk distance, just use send_spawn_distance instead -- also zone in should send a larger radius (not less than 40) 2020-04-19 15:16:23 -04:00
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59dc1e49d4 RemveSpawn changes
- REmove spawn distance slightly increased to distance from send spawn distance.  Secondly widgets/signs/doors all stay, only NPCs will be removed/added back to reduce lag in client (reduce loading!)
2020-04-19 12:16:43 -04:00
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f2c72f60b1 Default Entity SetSpeed via LUA fix 2020-04-19 12:15:52 -04:00
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8b73f53ddd Removing bulk position update restrictions
this is hopefully the last time, but intermittent issues are hard to track!
2020-04-18 22:52:43 -04:00
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57b6811413 fix for runback speed and movement loop speed
Temporary speeds set to the entity class
2020-04-18 22:52:20 -04:00
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8a6302f7ce fix for movement loop mobs staying stationary (need a default base speed for entities) 2020-04-18 22:23:53 -04:00
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69cdfe945f Fixed breaking /speed command
Have to force SetSpeed to default the new speed set by client
2020-04-18 20:21:51 -04:00
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6ae65e339a stabilize ghost_map
More changes for issue #86
2020-04-18 19:52:06 -04:00
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4274a24f10 Help fix ghost_map crashes on client
Issue #86
2020-04-18 16:06:06 -04:00
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1b7baa6dc6 Update mob_movement_manager.cpp
Additional Fix #88
2020-04-18 13:53:30 -04:00
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c1c6fc8d2d NPCs aggro on unfriendly spell casted on them
Fix #89 -- need further review on how much hate should be added by the spell
2020-04-18 13:53:05 -04:00
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eb7209f1c2 Fear and combat runspeed
Fix #88 - combat runspeed set (versus using movement loop speed previously set)
Fix #87 - fear pathing prototype
2020-04-18 13:52:33 -04:00
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a4ff0e539f SetSpeedMultiplier modified to act as a fraction of 100
Fix #57
- SetSpeedMultiplier is already used in Spells for snare, but never worked correctly.
2020-04-18 13:49:05 -04:00
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eb7c5347d7 Fix server->client desync
Fix #85
- Remove restrictions on combined packets
- Reset the compression to the previous design
- Client bulk updates now send in one big sweep bulk packet versus a grouping of packets
2020-04-18 13:41:52 -04:00
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711413b75a Longer delay for non player populated zones (don't waste cpu)
Back to 1 second sleep timer for zones with no one in them
2020-04-16 22:41:40 -04:00
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6566a39e8e additional eqstream fixes
Additional code for Issue #61
2020-04-16 22:41:17 -04:00
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d50a6620ff SpawnScript given a default script if file is available
Fixes #84
2020-04-16 18:08:41 -04:00
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a20186d45e aggro LUA function now called on initial engagement of NPC
Fix #72
2020-04-16 00:14:41 -04:00
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10f923c29e Hate aggro is ignored when NPC returns home, despite damage impacting mob
Fix #73
2020-04-15 23:24:47 -04:00
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aed4f20a22 Revert "chest trap write lock when shuffling the map"
This reverts commit 1db0dba76c.
2020-04-14 16:43:50 -04:00
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1db0dba76c chest trap write lock when shuffling the map 2020-04-14 16:42:33 -04:00
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16814d1787 fix for chest_traps not existing in DB 2020-04-14 16:23:37 -04:00
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5a8ffc3385 Groundspawn adhere to ground (lol)
Fixes #80

forceMapCheck added at Spawn level and applicable to GroundSpawn class, once map is loaded this can force a future map check and send all forced updates to clients to make sure they receive the new Y position.

This was only applied to ground spawns because other spawns may be floating, thus you do not want to force a Y position on them.
2020-04-14 12:33:07 -04:00
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edad5a4382 After runback make sure npcs resume their movement loop 2020-04-14 09:48:04 -04:00
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a17c7915ee Support for flying mobs (InitialState = 49156), runback also supports original gridid for NPC
Fix #78
- Flying mobs only follow pathing when Line of Sight is not established, otherwise they 'free float'
- The runback logic needs to keep the original gridid for NPCs in case they don't properly 'reset'
- In the same respect flying mobs do NOT change their gridid, this causes their return to ghost out of visual sight.  Keeping gridid static keeps NPC visual.
2020-04-14 09:16:33 -04:00
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73f9d05759 enabled visualization and info updates to be part of bulk updates 2020-04-13 12:38:53 -04:00
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1ae5f04961 support for /itemsearch broker to input item id
Fixes #77
2020-04-12 23:02:47 -04:00
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5121519b09 grid gets set to 0 when current grid is accurate one
Fixes #76
2020-04-12 22:44:14 -04:00
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eb05763702 Bulk Position Updates + Y coordinate fixes + reset spawn distance back
Fixes #63 - Simple implementation of bulk position updates, adapted from Stitch's old eq2emu pvp src
2020-04-12 19:58:41 -04:00
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89ff042377 Update Combat.cpp
Fixes #74
2020-04-10 23:26:44 -04:00
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fa85a124cd If zonemap (EQ2Map) is not loaded line of sight is disabled (all will see each other even through walls) 2020-04-10 08:24:08 -04:00
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62c2053c76 Support for faster than normal runspeed when set for runback 2020-04-10 07:58:50 -04:00