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