NPC.cpp 29 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #include "NPC.h"
  17. #include "WorldDatabase.h"
  18. #include <math.h>
  19. #include "client.h"
  20. #include "World.h"
  21. #include "races.h"
  22. #include "../common/Log.h"
  23. #include "NPC_AI.h"
  24. #include "Appearances.h"
  25. #include "SpellProcess.h"
  26. extern MasterSpellList master_spell_list;
  27. extern ConfigReader configReader;
  28. extern WorldDatabase database;
  29. extern World world;
  30. extern Races races;
  31. extern Appearance master_appearance_list;
  32. NPC::NPC(){
  33. Initialize();
  34. if (GetMaxSpeed() > 0)
  35. SetSpeed(GetMaxSpeed());
  36. }
  37. NPC::NPC(NPC* old_npc){
  38. Initialize();
  39. if(old_npc){
  40. if(old_npc->GetSizeOffset() > 0){
  41. int8 offset = old_npc->GetSizeOffset()+1;
  42. sint32 tmp_size = old_npc->size + (rand()%offset - rand()%offset);
  43. if(tmp_size < 0)
  44. tmp_size = 1;
  45. else if(tmp_size >= 0xFFFF)
  46. tmp_size = 0xFFFF;
  47. size = (int16)tmp_size;
  48. }
  49. else
  50. size = old_npc->size;
  51. SetMerchantID(old_npc->GetMerchantID());
  52. SetMerchantType(old_npc->GetMerchantType());
  53. SetMerchantLevelRange(old_npc->GetMerchantMinLevel(), old_npc->GetMerchantMaxLevel());
  54. SetPrimaryCommands(&old_npc->primary_command_list);
  55. SetSecondaryCommands(&old_npc->secondary_command_list);
  56. appearance_id = old_npc->appearance_id;
  57. database_id = old_npc->database_id;
  58. primary_command_list_id = old_npc->primary_command_list_id;
  59. secondary_command_list_id = old_npc->secondary_command_list_id;
  60. this->SetInfoStruct(old_npc->GetInfoStruct());
  61. //memcpy(GetInfoStruct(), old_npc->GetInfoStruct(), sizeof(InfoStruct));
  62. memcpy(&appearance, &old_npc->appearance, sizeof(AppearanceData));
  63. memcpy(&features, &old_npc->features, sizeof(CharFeatures));
  64. memcpy(&equipment, &old_npc->equipment, sizeof(EQ2_Equipment));
  65. if(appearance.min_level < appearance.max_level)
  66. SetLevel(appearance.min_level + rand()%((appearance.max_level - appearance.min_level)+1));
  67. target = 0;
  68. SetTotalHPBase(old_npc->GetTotalHPBase());
  69. SetTotalPowerBase(old_npc->GetTotalPowerBase());
  70. faction_id = old_npc->faction_id;
  71. movement_interrupted = false;
  72. old_npc->SetQuestsRequired(this);
  73. SetTransporterID(old_npc->GetTransporterID());
  74. SetAttackType(old_npc->GetAttackType());
  75. SetAIStrategy(old_npc->GetAIStrategy());
  76. SetPrimarySpellList(old_npc->GetPrimarySpellList());
  77. SetSecondarySpellList(old_npc->GetSecondarySpellList());
  78. SetPrimarySkillList(old_npc->GetPrimarySkillList());
  79. SetSecondarySkillList(old_npc->GetSecondarySkillList());
  80. SetEquipmentListID(old_npc->GetEquipmentListID());
  81. SetAggroRadius(old_npc->GetBaseAggroRadius());
  82. SetCastPercentage(old_npc->GetCastPercentage());
  83. SetRandomize(old_npc->GetRandomize());
  84. if(appearance.randomize > 0)
  85. Randomize(this, appearance.randomize);
  86. CalculateBonuses();
  87. SetHP(GetTotalHP());
  88. SetPower(GetTotalPower());
  89. ChangePrimaryWeapon();
  90. ChangeSecondaryWeapon();
  91. SetSoundsDisabled(old_npc->IsSoundsDisabled());
  92. SetFlyingCreature();
  93. SetWaterCreature();
  94. }
  95. }
  96. NPC::~NPC(){
  97. ResetMovement();
  98. if(skills){
  99. map<string, Skill*>::iterator skill_itr;
  100. for(skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++){
  101. safe_delete(skill_itr->second);
  102. }
  103. safe_delete(skills);
  104. }
  105. safe_delete(spells);
  106. MutexMap<int32, SkillBonus*>::iterator sb_itr = skill_bonus_list.begin();
  107. while (sb_itr.Next())
  108. RemoveSkillBonus(sb_itr.first);
  109. safe_delete(runback);
  110. safe_delete(m_brain);
  111. }
  112. void NPC::Initialize(){
  113. ai_strategy = 0;
  114. attack_type = 0;
  115. movement_index = 0;
  116. resume_movement = true;
  117. movement_start_time = 0;
  118. spawn_type = 2;
  119. movement_interrupted = false;
  120. attack_resume_needed = false;
  121. MMovementLoop.SetName("NPC::MMovementLoop");
  122. last_movement_update = Timer::GetCurrentTime2();
  123. aggro_radius = 0.0f;
  124. base_aggro_radius = 0.0f;
  125. skills = 0;
  126. spells = 0;
  127. runback = 0;
  128. m_brain = new ::Brain(this);
  129. MBrain.SetName("NPC::m_brain");
  130. m_runningBack = false;
  131. m_runbackHeadingDir1 = m_runbackHeadingDir2 = 0;
  132. following = false;
  133. SetFollowTarget(0);
  134. m_petDismissing = false;
  135. m_ShardID = 0;
  136. m_ShardCharID = 0;
  137. m_ShardCreatedTimestamp = 0;
  138. }
  139. EQ2Packet* NPC::serialize(Player* player, int16 version){
  140. return spawn_serialize(player, version);
  141. }
  142. void NPC::SetSkills(map<string, Skill*>* in_skills){
  143. if (skills) {
  144. map<string, Skill*>::iterator skill_itr;
  145. for(skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++){
  146. safe_delete(skill_itr->second);
  147. }
  148. safe_delete(skills);
  149. }
  150. skills = in_skills;
  151. }
  152. void NPC::SetSpells(vector<Spell*>* in_spells){
  153. safe_delete(spells);
  154. spells = in_spells;
  155. }
  156. void NPC::SetRunbackLocation(float x, float y, float z, int32 gridid){
  157. safe_delete(runback);
  158. runback = new MovementLocation;
  159. runback->x = x;
  160. runback->y = y;
  161. runback->z = z;
  162. runback->gridid = gridid;
  163. runback->stage = 0;
  164. }
  165. MovementLocation* NPC::GetRunbackLocation(){
  166. return runback;
  167. }
  168. float NPC::GetRunbackDistance(){
  169. if(!runback)
  170. return 0;
  171. return GetDistance(runback->x, runback->y, runback->z);
  172. }
  173. void NPC::Runback(float distance, bool stopFollowing){
  174. if(!runback)
  175. return;
  176. if ( distance == 0.0f )
  177. distance = GetRunbackDistance(); // gotta make sure its true, lua doesn't send the distance
  178. if(stopFollowing)
  179. following = false;
  180. if (!m_runningBack)
  181. {
  182. ClearRunningLocations();
  183. GetZone()->movementMgr->StopNavigation((Entity*)this);
  184. }
  185. m_runningBack = true;
  186. SetSpeed(GetMaxSpeed()*2);
  187. if (CheckLoS(glm::vec3(runback->x, runback->z, runback->y + 1.0f), glm::vec3(GetX(), GetZ(), GetY() + 1.0f)))
  188. {
  189. FaceTarget(runback->x, runback->z);
  190. ClearRunningLocations();
  191. GetZone()->movementMgr->DisruptNavigation((Entity*)this);
  192. if (GetRunbackLocation()->gridid > 0)
  193. SetLocation(GetRunbackLocation()->gridid);
  194. AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, true, true, "", true);
  195. }
  196. else
  197. GetZone()->movementMgr->NavigateTo((Entity*)this, runback->x, runback->y, runback->z);
  198. //AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, false);
  199. last_movement_update = Timer::GetCurrentTime2();
  200. }
  201. void NPC::ClearRunback(){
  202. safe_delete(runback);
  203. m_runningBack = false;
  204. m_runbackHeadingDir1 = m_runbackHeadingDir2 = 0;
  205. resume_movement = true;
  206. NeedsToResumeMovement(false);
  207. }
  208. void NPC::StartRunback()
  209. {
  210. if(GetRunbackLocation())
  211. return;
  212. SetRunbackLocation(GetX(), GetY(), GetZ(), GetLocation());
  213. m_runbackHeadingDir1 = appearance.pos.Dir1;
  214. m_runbackHeadingDir2 = appearance.pos.Dir2;
  215. }
  216. bool NPC::PauseMovement(int32 period_of_time_ms)
  217. {
  218. if(period_of_time_ms < 1)
  219. period_of_time_ms = 1;
  220. if(HasMovementLoop() || HasMovementLocations())
  221. StartRunback();
  222. RunToLocation(GetX(),GetY(),GetZ());
  223. pause_timer.Start(period_of_time_ms, true);
  224. return true;
  225. }
  226. bool NPC::IsPauseMovementTimerActive()
  227. {
  228. if(pause_timer.Check())
  229. {
  230. pause_timer.Disable();
  231. Runback();
  232. }
  233. return pause_timer.Enabled();
  234. }
  235. void NPC::InCombat(bool val){
  236. if (in_combat == val)
  237. return;
  238. if(in_combat == false && val && GetZone()){
  239. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  240. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_ATTACKED, GetTarget());
  241. SetTempActionState(0); // disable action states in combat
  242. }
  243. if(!in_combat && val){
  244. // if not a pet and no current run back location set then set one to the current location
  245. if(!IsPet() && !GetRunbackLocation()) {
  246. StartRunback();
  247. }
  248. }
  249. in_combat = val;
  250. if(val){
  251. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  252. SetLockedNoLoot(ENCOUNTER_STATE_LOCKED);
  253. AddIconValue(64);
  254. // In combat so lets set the NPC's speed to its max speed
  255. if (GetMaxSpeed() > 0)
  256. SetSpeed(GetMaxSpeed());
  257. }
  258. else{
  259. SetLockedNoLoot(ENCOUNTER_STATE_AVAILABLE);
  260. RemoveIconValue(64);
  261. if (GetHP() > 0){
  262. SetTempActionState(-1); //re-enable action states on exiting combat
  263. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_COMBAT_RESET);
  264. // Stop all HO's attached to this NPC
  265. GetZone()->GetSpellProcess()->KillHOBySpawnID(GetID());
  266. }
  267. }
  268. if(!MovementInterrupted() && val && GetSpeed() > 0 && movement_loop.size() > 0){
  269. CalculateRunningLocation(true);
  270. }
  271. MovementInterrupted(val);
  272. }
  273. bool NPC::HandleUse(Client* client, string type){
  274. if(!client || type.length() == 0 || (appearance.show_command_icon == 0 && appearance.display_hand_icon == 0))
  275. return false;
  276. EntityCommand* entity_command = FindEntityCommand(type);
  277. if (entity_command) {
  278. client->GetCurrentZone()->ProcessEntityCommand(entity_command, client->GetPlayer(), client->GetPlayer()->GetTarget());
  279. return true;
  280. }
  281. return false;
  282. /*Spell* spell = master_spell_list.GetSpellByName((char*)type.c_str());
  283. if(spell)
  284. client->GetCurrentZone()->ProcessSpell(spell, client->GetPlayer(), client->GetPlayer()->GetTarget());
  285. else if(GetSpawnScript())
  286. client->GetCurrentZone()->CallSpawnScript(this, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), (char*)type.c_str());
  287. else
  288. return false;
  289. return true;*/
  290. }
  291. bool NPC::CheckSameAppearance(string name, int16 id)
  292. {
  293. // need to iterate through master_appearance_list finding if id contains name
  294. return true;
  295. }
  296. void NPC::Randomize(NPC* npc, int32 flags)
  297. {
  298. int8 random = 0;
  299. int8 min_val = 0;
  300. int8 max_val = 255;
  301. /* We need to check if gender is going to be randomized first because if the race is going to be
  302. * randomized, we need to know its gender so we can choose the proper model.
  303. * We also need to make sure the model gets set properly if the player chooses to randomize the gender
  304. * and not the race. */
  305. int8 old_gender = npc->GetGender();
  306. if (flags & RANDOMIZE_GENDER)
  307. {
  308. random = MakeRandomInt(1, 2);
  309. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Gender: %i", random);
  310. npc->SetGender(random);
  311. }
  312. if ((flags & RANDOMIZE_RACE) || (flags & RANDOMIZE_GENDER && old_gender != npc->GetGender()) || (flags & RANDOMIZE_MODEL_TYPE))
  313. {
  314. string race_string = "";
  315. int8 gender = npc->GetGender();
  316. if (gender == 1 || gender == 2)
  317. {
  318. if (flags & RANDOMIZE_RACE)
  319. {
  320. if(npc->GetAlignment() == 1) // Good
  321. random = races.GetRaceNameGood();
  322. else if(npc->GetAlignment() < 0) // Evil
  323. random = races.GetRaceNameEvil();
  324. else // All
  325. random = MakeRandomInt(0, 20);
  326. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Race: %s (%i)", races.GetRaceNameCase(random), random);
  327. npc->SetRace(random);
  328. }
  329. switch (npc->GetRace())
  330. {
  331. case BARBARIAN:
  332. // JA: If randomize has "4" (model) and race=0, barbarians show up in place of the real models.
  333. // Started working on a solution (CheckSameAppearance) but cannot get it to work yet.
  334. // Solution for now is to not randomize models for race=0. Set to race=255, or turn off model randomize
  335. race_string = "/barbarian/barbarian";
  336. break;
  337. case DARK_ELF:
  338. race_string = "/darkelf/darkelf";
  339. break;
  340. case DWARF:
  341. race_string = "/dwarf/dwarf";
  342. break;
  343. case ERUDITE:
  344. race_string = "/erudite/erudite";
  345. break;
  346. case FROGLOK:
  347. race_string = "/froglok/froglok";
  348. break;
  349. case GNOME:
  350. race_string = "/gnome/gnome";
  351. break;
  352. case HALF_ELF:
  353. race_string = "/halfelf/halfelf";
  354. break;
  355. case HALFLING:
  356. race_string = "/halfling/halfling";
  357. break;
  358. case HIGH_ELF:
  359. race_string = "/highelf/highelf";
  360. break;
  361. case HUMAN:
  362. race_string = "/human/human";
  363. break;
  364. case IKSAR:
  365. race_string = "/iksar/iksar";
  366. break;
  367. case KERRA:
  368. race_string = "/kerra/kerra";
  369. break;
  370. case OGRE:
  371. race_string = "/ogre/ogre";
  372. break;
  373. case RATONGA:
  374. race_string = "/ratonga/ratonga";
  375. break;
  376. case TROLL:
  377. race_string = "/troll/troll";
  378. break;
  379. case WOOD_ELF:
  380. race_string = "/woodelf/woodelf";
  381. break;
  382. case FAE:
  383. race_string = "/fae/fae_light";
  384. break;
  385. case ARASAI:
  386. race_string = "/fae/fae_dark";
  387. break;
  388. case SARNAK:
  389. gender == 1 ? race_string = "01/sarnak_male/sarnak" : race_string = "01/sarnak_female/sarnak";
  390. break;
  391. case VAMPIRE:
  392. race_string = "/vampire/vampire";
  393. break;
  394. case AERAKYN:
  395. race_string = "/aerakyn/aerakyn";
  396. break;
  397. }
  398. if (race_string.length() > 0)
  399. {
  400. string gender_string;
  401. gender == 1 ? gender_string = "male" : gender_string = "female";
  402. vector<int16>* id_list = database.GetAppearanceIDsLikeName("ec/pc" + race_string + "_" + gender_string);
  403. if (id_list)
  404. {
  405. int32 index = MakeRandomInt(0, id_list->size() - 1);
  406. npc->SetModelType(id_list->at(index));
  407. npc->SetSogaModelType(id_list->at(index));
  408. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Model Type: %i", npc->GetModelType());
  409. int16 wing_type = 0;
  410. if (npc->GetRace() == FAE)
  411. {
  412. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  413. if (id_list_wings) {
  414. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  415. safe_delete(id_list_wings);
  416. }
  417. }
  418. else if (npc->GetRace() == ARASAI)
  419. {
  420. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
  421. if (id_list_wings) {
  422. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  423. safe_delete(id_list_wings);
  424. }
  425. }
  426. else if (npc->GetRace() == AERAKYN)
  427. {
  428. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  429. if (id_list_wings) {
  430. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  431. safe_delete(id_list_wings);
  432. }
  433. }
  434. if (wing_type > 0)
  435. {
  436. EQ2_Color color1;
  437. EQ2_Color color2;
  438. color1.red = MakeRandomInt(0, 255);
  439. color1.green = MakeRandomInt(0, 255);
  440. color1.blue = MakeRandomInt(0, 255);
  441. color2.red = MakeRandomInt(0, 255);
  442. color2.green = MakeRandomInt(0, 255);
  443. color2.blue = MakeRandomInt(0, 255);
  444. npc->SetWingColor1(color1);
  445. npc->SetWingColor2(color2);
  446. }
  447. npc->SetWingType(wing_type);
  448. safe_delete(id_list);
  449. }
  450. }
  451. }
  452. }
  453. if (flags & RANDOMIZE_FACIAL_HAIR_TYPE) {
  454. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/face");
  455. if (id_list) {
  456. int32 index = MakeRandomInt(0, id_list->size() - 1);
  457. npc->SetFacialHairType(id_list->at(index));
  458. npc->SetSogaFacialHairType(id_list->at(index));
  459. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair: %i", npc->GetFacialHairType());
  460. safe_delete(id_list);
  461. }
  462. }
  463. if (flags & RANDOMIZE_HAIR_TYPE) {
  464. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/hair");
  465. if (id_list) {
  466. int32 index = MakeRandomInt(0, id_list->size() - 1);
  467. npc->SetHairType(id_list->at(index));
  468. npc->SetSogaHairType(id_list->at(index));
  469. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair: %i", npc->GetHairType());
  470. safe_delete(id_list);
  471. }
  472. }
  473. if (flags & RANDOMIZE_WING_TYPE) {
  474. int16 wing_type = 0;
  475. if (npc->GetRace() == FAE) {
  476. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  477. if (id_list_wings) {
  478. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  479. safe_delete(id_list_wings);
  480. }
  481. }
  482. else if (npc->GetRace() == ARASAI) {
  483. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
  484. if (id_list_wings) {
  485. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  486. safe_delete(id_list_wings);
  487. }
  488. }
  489. else if (npc->GetRace() == AERAKYN)
  490. {
  491. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  492. if (id_list_wings) {
  493. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  494. safe_delete(id_list_wings);
  495. }
  496. }
  497. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Type: %i", wing_type);
  498. npc->SetWingType(wing_type);
  499. }
  500. if (flags & RANDOMIZE_CHEEK_TYPE) {
  501. for(int i=0;i<3;i++) {
  502. random = MakeRandomFloat(-100, 100);
  503. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Cheek[%i]: %i", i, random);
  504. npc->features.cheek_type[i] = random;
  505. }
  506. }
  507. if (flags & RANDOMIZE_CHIN_TYPE) {
  508. for(int i=0;i<3;i++) {
  509. random = MakeRandomFloat(-100, 100);
  510. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Chin[%i]: %i", i, random);
  511. npc->features.chin_type[i] = MakeRandomFloat(-100, 100);
  512. }
  513. }
  514. if (flags & RANDOMIZE_EAR_TYPE) {
  515. for(int i=0;i<3;i++) {
  516. random = MakeRandomFloat(-100, 100);
  517. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Ear[%i]: %i", i, random);
  518. npc->features.ear_type[i] = MakeRandomFloat(-100, 100);
  519. }
  520. }
  521. if (flags & RANDOMIZE_EYE_BROW_TYPE) {
  522. for(int i=0;i<3;i++) {
  523. random = MakeRandomFloat(-100, 100);
  524. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eyebrow[%i]: %i", i, random);
  525. npc->features.eye_brow_type[i] = MakeRandomFloat(-100, 100);
  526. }
  527. }
  528. if (flags & RANDOMIZE_EYE_TYPE) {
  529. for(int i=0;i<3;i++) {
  530. random = MakeRandomFloat(-100, 100);
  531. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eye[%i]: %i", i, random);
  532. npc->features.eye_type[i] = MakeRandomFloat(-100, 100);
  533. }
  534. }
  535. if (flags & RANDOMIZE_LIP_TYPE) {
  536. for(int i=0;i<3;i++) {
  537. random = MakeRandomFloat(-100, 100);
  538. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Lip[%i]: %i", i, random);
  539. npc->features.lip_type[i] = MakeRandomFloat(-100, 100);
  540. }
  541. }
  542. if (flags & RANDOMIZE_NOSE_TYPE) {
  543. for(int i=0;i<3;i++) {
  544. random = MakeRandomFloat(-100, 100);
  545. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Nose[%i]: %i", i, random);
  546. npc->features.nose_type[i] = MakeRandomFloat(-100, 100);
  547. }
  548. }
  549. /* Randomize Colors */
  550. random = MakeRandomInt(0, 255);
  551. if(random > 30) {
  552. min_val = random - MakeRandomInt(0, 30);
  553. max_val = random + MakeRandomInt(0, 30);
  554. }
  555. if(max_val > 255)
  556. max_val = 255;
  557. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Color Ranges, random: %i, min: %i, max: %i", random, min_val, max_val);
  558. if (flags & RANDOMIZE_EYE_COLOR) {
  559. npc->features.eye_color.red = MakeRandomInt(min_val, max_val);
  560. npc->features.eye_color.green = MakeRandomInt(min_val, max_val);
  561. npc->features.eye_color.blue = MakeRandomInt(min_val, max_val);
  562. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eye Color - R: %i, G: %i, B: %i", npc->features.eye_color.red, npc->features.eye_color.green, npc->features.eye_color.blue);
  563. }
  564. if (flags & RANDOMIZE_HAIR_COLOR1) {
  565. npc->features.hair_color1.red = MakeRandomInt(min_val, max_val);
  566. npc->features.hair_color1.green = MakeRandomInt(min_val, max_val);
  567. npc->features.hair_color1.blue = MakeRandomInt(min_val, max_val);
  568. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Color 1 - R: %i, G: %i, B: %i", npc->features.hair_color1.red, npc->features.hair_color1.green, npc->features.hair_color1.blue);
  569. }
  570. if (flags & RANDOMIZE_HAIR_COLOR2) {
  571. npc->features.hair_color2.red = MakeRandomInt(min_val, max_val);
  572. npc->features.hair_color2.green = MakeRandomInt(min_val, max_val);
  573. npc->features.hair_color2.blue = MakeRandomInt(min_val, max_val);
  574. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Color 2 - R: %i, G: %i, B: %i", npc->features.hair_color2.red, npc->features.hair_color2.green, npc->features.hair_color2.blue);
  575. }
  576. if (flags & RANDOMIZE_HAIR_HIGHLIGHT) {
  577. npc->features.hair_highlight_color.red = MakeRandomInt(min_val, max_val);
  578. npc->features.hair_highlight_color.green = MakeRandomInt(min_val, max_val);
  579. npc->features.hair_highlight_color.blue = MakeRandomInt(min_val, max_val);
  580. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Highlight - R: %i, G: %i, B: %i", npc->features.hair_highlight_color.red, npc->features.hair_highlight_color.green, npc->features.hair_highlight_color.blue);
  581. }
  582. if (flags & RANDOMIZE_HAIR_FACE_COLOR) {
  583. EQ2_Color color1;
  584. color1.red = MakeRandomInt(min_val, max_val);
  585. color1.green = MakeRandomInt(min_val, max_val);
  586. color1.blue = MakeRandomInt(min_val, max_val);
  587. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  588. npc->SetFacialHairColor(color1);
  589. }
  590. if (flags & RANDOMIZE_HAIR_FACE_HIGHLIGHT_COLOR) {
  591. EQ2_Color color1;
  592. color1.red = MakeRandomInt(min_val, max_val);
  593. color1.green = MakeRandomInt(min_val, max_val);
  594. color1.blue = MakeRandomInt(min_val, max_val);
  595. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  596. npc->SetFacialHairHighlightColor(color1);
  597. }
  598. if (flags & RANDOMIZE_HAIR_TYPE_COLOR) {
  599. EQ2_Color color1;
  600. color1.red = MakeRandomInt(min_val, max_val);
  601. color1.green = MakeRandomInt(min_val, max_val);
  602. color1.blue = MakeRandomInt(min_val, max_val);
  603. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Type Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  604. npc->SetHairColor(color1);
  605. }
  606. if (flags & RANDOMIZE_HAIR_TYPE_HIGHLIGHT_COLOR) {
  607. EQ2_Color color1;
  608. color1.red = MakeRandomInt(min_val, max_val);
  609. color1.green = MakeRandomInt(min_val, max_val);
  610. color1.blue = MakeRandomInt(min_val, max_val);
  611. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Type Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  612. npc->SetHairHighlightColor(color1);
  613. }
  614. if (flags & RANDOMIZE_SKIN_COLOR) {
  615. npc->features.skin_color.red = MakeRandomInt(min_val, max_val);
  616. npc->features.skin_color.green = MakeRandomInt(min_val, max_val);
  617. npc->features.skin_color.blue = MakeRandomInt(min_val, max_val);
  618. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Skin Color - R: %i, G: %i, B: %i", npc->features.eye_color.red, npc->features.eye_color.green, npc->features.eye_color.blue);
  619. }
  620. if (flags & RANDOMIZE_WING_COLOR1) {
  621. EQ2_Color color1;
  622. color1.red = MakeRandomInt(min_val, max_val);
  623. color1.green = MakeRandomInt(min_val, max_val);
  624. color1.blue = MakeRandomInt(min_val, max_val);
  625. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 1 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  626. npc->SetWingColor1(color1);
  627. }
  628. if (flags & RANDOMIZE_WING_COLOR2) {
  629. EQ2_Color color1;
  630. color1.red = MakeRandomInt(min_val, max_val);
  631. color1.green = MakeRandomInt(min_val, max_val);
  632. color1.blue = MakeRandomInt(min_val, max_val);
  633. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 2 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  634. npc->SetWingColor2(color1);
  635. }
  636. }
  637. Skill* NPC::GetSkillByName(const char* name, bool check_update){
  638. if(skills && skills->count(name) > 0){
  639. Skill* ret = (*skills)[name];
  640. if(ret && check_update && ret->current_val < ret->max_val && (rand()%100) >= 90)
  641. ret->current_val++;
  642. return ret;
  643. }
  644. return 0;
  645. }
  646. void NPC::SetAttackType(int8 type){
  647. attack_type = type;
  648. }
  649. int8 NPC::GetAttackType(){
  650. return attack_type;
  651. }
  652. void NPC::SetAIStrategy(int8 strategy){
  653. ai_strategy = strategy;
  654. }
  655. int8 NPC::GetAIStrategy(){
  656. return ai_strategy;
  657. }
  658. void NPC::SetPrimarySpellList(int32 id){
  659. primary_spell_list = id;
  660. }
  661. int32 NPC::GetPrimarySpellList(){
  662. return primary_spell_list;
  663. }
  664. void NPC::SetSecondarySpellList(int32 id){
  665. secondary_spell_list = id;
  666. }
  667. int32 NPC::GetSecondarySpellList(){
  668. return secondary_spell_list;
  669. }
  670. void NPC::SetPrimarySkillList(int32 id){
  671. primary_skill_list = id;
  672. }
  673. int32 NPC::GetPrimarySkillList(){
  674. return primary_skill_list;
  675. }
  676. void NPC::SetSecondarySkillList(int32 id){
  677. secondary_skill_list = id;
  678. }
  679. int32 NPC::GetSecondarySkillList(){
  680. return secondary_skill_list;
  681. }
  682. void NPC::SetEquipmentListID(int32 id){
  683. equipment_list_id = id;
  684. }
  685. int32 NPC::GetEquipmentListID(){
  686. return equipment_list_id;
  687. }
  688. Spell* NPC::GetNextSpell(float distance){
  689. int8 val = rand()%100;
  690. if(ai_strategy == AI_STRATEGY_OFFENSIVE){
  691. if(val >= 20)//80% chance to cast offensive spell if Offensive AI
  692. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  693. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  694. }
  695. else if(ai_strategy == AI_STRATEGY_DEFENSIVE){
  696. if(val >= 20)//80% chance to cast defensive spell if Defensive AI
  697. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  698. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  699. }
  700. return GetNextSpell(distance, AI_STRATEGY_BALANCED);
  701. }
  702. Spell* NPC::GetNextSpell(float distance, int8 type){
  703. Spell* ret = 0;
  704. if(spells){
  705. if(distance < 0)
  706. distance = 0;
  707. Spell* tmpSpell = 0;
  708. vector<Spell*>::iterator itr;
  709. for(itr = spells->begin(); itr != spells->end(); itr++){
  710. tmpSpell = *itr;
  711. if(!tmpSpell || (type == AI_STRATEGY_OFFENSIVE && tmpSpell->GetSpellData()->friendly_spell > 0))
  712. continue;
  713. if (tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE)
  714. continue;
  715. if(type == AI_STRATEGY_DEFENSIVE && tmpSpell->GetSpellData()->friendly_spell == 0)
  716. continue;
  717. if(distance <= tmpSpell->GetSpellData()->range && distance >= tmpSpell->GetSpellData()->min_range && GetPower() >= tmpSpell->GetPowerRequired(this)){
  718. ret = tmpSpell;
  719. if((rand()%100) >= 70) //30% chance to stop after finding the first match, this will give the appearance of the NPC randomly choosing a spell to cast
  720. break;
  721. }
  722. }
  723. if(!ret && type != AI_STRATEGY_BALANCED)
  724. ret = GetNextSpell(distance, AI_STRATEGY_BALANCED); //wasnt able to find a valid match, so find any spell that the NPC has
  725. }
  726. return ret;
  727. }
  728. Spell* NPC::GetNextBuffSpell() {
  729. Spell* ret = 0;
  730. if (spells && GetZone()->GetSpellProcess()) {
  731. Spell* tmpSpell = 0;
  732. vector<Spell*>::iterator itr;
  733. for (itr = spells->begin(); itr != spells->end(); itr++) {
  734. tmpSpell = *itr;
  735. if (tmpSpell && tmpSpell->GetSpellData() && tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE) {
  736. SpellEffects* effect = GetSpellEffect(tmpSpell->GetSpellID());
  737. if (effect) {
  738. if (effect->tier < tmpSpell->GetSpellTier()) {
  739. ret = tmpSpell;
  740. break;
  741. }
  742. }
  743. else {
  744. ret = tmpSpell;
  745. break;
  746. }
  747. }
  748. }
  749. }
  750. return ret;
  751. }
  752. void NPC::SetAggroRadius(float radius, bool overrideBaseValue){
  753. if (base_aggro_radius == 0.0f || overrideBaseValue)
  754. base_aggro_radius = radius;
  755. aggro_radius = radius;
  756. }
  757. float NPC::GetAggroRadius(){
  758. return aggro_radius;
  759. }
  760. void NPC::SetCastPercentage(int8 percentage){
  761. cast_percentage = percentage;
  762. }
  763. int8 NPC::GetCastPercentage(){
  764. return cast_percentage;
  765. }
  766. void NPC::AddSkillBonus(int32 spell_id, int32 skill_id, float value) {
  767. if (value != 0) {
  768. SkillBonus* sb;
  769. if (skill_bonus_list.count(spell_id) == 0) {
  770. sb = new SkillBonus;
  771. sb->spell_id = spell_id;
  772. skill_bonus_list.Put(spell_id, sb);
  773. }
  774. else
  775. sb = skill_bonus_list.Get(spell_id);
  776. if (sb->skills[skill_id] == 0) {
  777. SkillBonusValue* sbv = new SkillBonusValue;
  778. sbv->skill_id = skill_id;
  779. sbv->value = value;
  780. sb->skills[skill_id] = sbv;
  781. if (skills) {
  782. map<string, Skill*>::iterator itr;
  783. for (itr = skills->begin(); itr != skills->end(); itr++) {
  784. Skill* skill = itr->second;
  785. if (skill->skill_id == sbv->skill_id) {
  786. skill->current_val += (int16)sbv->value;
  787. skill->max_val += (int16)sbv->value;
  788. }
  789. }
  790. }
  791. }
  792. }
  793. }
  794. void NPC::RemoveSkillBonus(int32 spell_id) {
  795. if (skill_bonus_list.count(spell_id) > 0) {
  796. SkillBonus* sb = skill_bonus_list.Get(spell_id);
  797. skill_bonus_list.erase(spell_id);
  798. map<int32, SkillBonusValue*>::iterator itr;
  799. for (itr = sb->skills.begin(); itr != sb->skills.end(); itr++) {
  800. SkillBonusValue* sbv = itr->second;
  801. if (skills) {
  802. map<string, Skill*>::iterator skill_itr;
  803. for (skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++) {
  804. Skill* skill = skill_itr->second;
  805. if (sbv->skill_id == skill->skill_id) {
  806. skill->current_val -= (int16)sbv->value;
  807. skill->max_val -= (int16)sbv->value;
  808. }
  809. }
  810. }
  811. safe_delete(sbv);
  812. }
  813. safe_delete(sb);
  814. }
  815. }
  816. void NPC::SetBrain(::Brain* brain) {
  817. // Again, had to use the '::' to refer to the Brain class and not the function defined in the NPC class
  818. MBrain.writelock(__FUNCTION__, __LINE__);
  819. // Check to make sure the NPC the brain controls matches this npc
  820. if (brain->GetBody() != this) {
  821. LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Brain body does not match the npc we tried to assign the brain to.");
  822. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  823. return;
  824. }
  825. // Store the old brain in a temp pointer so we can delete it later
  826. ::Brain* old_brain = m_brain;
  827. // Set the brain for this NPC to the new brain
  828. m_brain = brain;
  829. // Release the lock
  830. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  831. // Delete the old brain
  832. safe_delete(old_brain);
  833. }
  834. void NPC::SetZone(ZoneServer* in_zone, int32 version) {
  835. Spawn::SetZone(in_zone, version);
  836. if (in_zone){
  837. GetZone()->SetNPCEquipment(this);
  838. SetSkills(GetZone()->GetNPCSkills(primary_skill_list, secondary_skill_list));
  839. SetSpells(GetZone()->GetNPCSpells(primary_spell_list, secondary_spell_list));
  840. }
  841. }