Commit graph

22 commits

Author SHA1 Message Date
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f20c48285c navigation path crash prevention in map find
Fix #158
2020-07-25 08:56:33 -04:00
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4330ef93f6 Additional reduction of mutex locks in zone server processing/spawn processing/etc -- also replaced locks in EQStream to try to avoid additional desyncs 2020-05-12 23:16:37 -04:00
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a79b48aeb4 Restored mob movement command mutex to avoid crashes 2020-05-12 08:34:55 -04:00
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56f4d39864 Speed/CPU improvements
Reverted movement manager to Entity, limited to just entity (NPC/Player)
spawn add timer moved to 1000 ms (or trigger on new spawn)
CombatProcess migrated to either movement check (100ms) or aggro check (every 2s) -- in other words not every 10ms.
Set a 1 ms sleep in the CombinePacketLoop
2020-05-12 00:49:13 -04:00
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42c26f4150 MovementMgr now takes in Spawn not Entity, also protected the command queue with a mutex due to cross thread contamination 2020-05-10 18:18:17 -04:00
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eb06006c75 nix fix 2020-05-07 08:25:43 -04:00
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ce1632941d Integrate SPGrid loading process into Map class, this is a temporary solution until we embed gridids to Map class 2020-05-07 08:14:54 -04:00
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c6904b02ff Linux compile fixes 2020-04-21 13:37:06 -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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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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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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62c2053c76 Support for faster than normal runspeed when set for runback 2020-04-10 07:58:50 -04:00
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2de73b6b83 Support for BestZ / Line of Sight / navmesh pathing
Fixes #46

EQ2Map support for Check Line of Sight, BestZ
Spells must be cast in line of sight of target
Melee combat (NPC->NPC/Player) must be in line of sight of target

navmesh support for pathfinding
2020-04-05 23:29:43 -04:00
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172065b60a fixed second depth of chest lists
allows all difficulty levels to be tracked individually in the 2nd layer (zone->difficulty or difficulty->zone)
2020-03-16 19:22:06 -04:00
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05e065279b More nix fixes... 2020-03-16 15:02:10 -04:00
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de0979f2ec Linux fixes for ChestTraps 2020-03-16 14:54:54 -04:00
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71335bbe99 Update ChestTrap.cpp
Forgot some locking on GetNextChestTrap..
2020-03-16 13:38:55 -04:00
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83a441f4e5 Update ChestTrap.cpp 2020-03-16 13:26:17 -04:00
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d7a00658d1 Rest of Chest Traps and Disarm Chest Traps implementation
Fixes #24 - chest traps and the ability to disarm is implemented.  Can restrict by zone (or applicable to all zones using -1), min and max chest difficulties.

1 = Small Chest (no trigger)
2 =  Treasure Chest (trigger)
3 = Ornate Chest (trigger)
5 = Exquisite Chest (trigger)

DB/updates/chest_traps_tableandsamples.txt included - this will allow you to source in the chest_traps and some 'example' traps (not real ones just testing ones).

Disarm command also required for right click option on chest: insert into commands set type=0,command='disarm',subcommand='',handler=510,required_status=0;
2020-03-16 13:23:38 -04:00
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548007ea96 Base
Starting point..!
2020-02-28 09:17:24 -05:00