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. #include "Skills.h"
  27. extern MasterSpellList master_spell_list;
  28. extern ConfigReader configReader;
  29. extern WorldDatabase database;
  30. extern World world;
  31. extern Races races;
  32. extern Appearance master_appearance_list;
  33. extern MasterSkillList master_skill_list;
  34. NPC::NPC(){
  35. Initialize();
  36. if (GetMaxSpeed() > 0)
  37. SetSpeed(GetMaxSpeed());
  38. }
  39. NPC::NPC(NPC* old_npc){
  40. Initialize();
  41. if(old_npc){
  42. if(old_npc->GetSizeOffset() > 0){
  43. int8 offset = old_npc->GetSizeOffset()+1;
  44. sint32 tmp_size = old_npc->size + (rand()%offset - rand()%offset);
  45. if(tmp_size < 0)
  46. tmp_size = 1;
  47. else if(tmp_size >= 0xFFFF)
  48. tmp_size = 0xFFFF;
  49. size = (int16)tmp_size;
  50. }
  51. else
  52. size = old_npc->size;
  53. SetMerchantID(old_npc->GetMerchantID());
  54. SetMerchantType(old_npc->GetMerchantType());
  55. SetMerchantLevelRange(old_npc->GetMerchantMinLevel(), old_npc->GetMerchantMaxLevel());
  56. SetPrimaryCommands(&old_npc->primary_command_list);
  57. SetSecondaryCommands(&old_npc->secondary_command_list);
  58. appearance_id = old_npc->appearance_id;
  59. database_id = old_npc->database_id;
  60. primary_command_list_id = old_npc->primary_command_list_id;
  61. secondary_command_list_id = old_npc->secondary_command_list_id;
  62. this->SetInfoStruct(old_npc->GetInfoStruct());
  63. //memcpy(GetInfoStruct(), old_npc->GetInfoStruct(), sizeof(InfoStruct));
  64. memcpy(&appearance, &old_npc->appearance, sizeof(AppearanceData));
  65. memcpy(&features, &old_npc->features, sizeof(CharFeatures));
  66. memcpy(&equipment, &old_npc->equipment, sizeof(EQ2_Equipment));
  67. if(appearance.min_level < appearance.max_level)
  68. SetLevel(appearance.min_level + rand()%((appearance.max_level - appearance.min_level)+1));
  69. target = 0;
  70. SetTotalHPBase(old_npc->GetTotalHPBase());
  71. SetTotalPowerBase(old_npc->GetTotalPowerBase());
  72. faction_id = old_npc->faction_id;
  73. movement_interrupted = false;
  74. old_npc->SetQuestsRequired(this);
  75. SetTransporterID(old_npc->GetTransporterID());
  76. SetAttackType(old_npc->GetAttackType());
  77. SetAIStrategy(old_npc->GetAIStrategy());
  78. SetPrimarySpellList(old_npc->GetPrimarySpellList());
  79. SetSecondarySpellList(old_npc->GetSecondarySpellList());
  80. SetPrimarySkillList(old_npc->GetPrimarySkillList());
  81. SetSecondarySkillList(old_npc->GetSecondarySkillList());
  82. SetEquipmentListID(old_npc->GetEquipmentListID());
  83. SetAggroRadius(old_npc->GetBaseAggroRadius());
  84. SetCastPercentage(old_npc->GetCastPercentage());
  85. SetRandomize(old_npc->GetRandomize());
  86. if(appearance.randomize > 0)
  87. Randomize(this, appearance.randomize);
  88. CalculateBonuses();
  89. SetHP(GetTotalHP());
  90. SetPower(GetTotalPower());
  91. ChangePrimaryWeapon();
  92. ChangeSecondaryWeapon();
  93. SetSoundsDisabled(old_npc->IsSoundsDisabled());
  94. SetFlyingCreature();
  95. SetWaterCreature();
  96. }
  97. }
  98. NPC::~NPC(){
  99. ResetMovement();
  100. if(skills){
  101. map<string, Skill*>::iterator skill_itr;
  102. for(skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++){
  103. safe_delete(skill_itr->second);
  104. }
  105. safe_delete(skills);
  106. }
  107. safe_delete(spells);
  108. MutexMap<int32, SkillBonus*>::iterator sb_itr = skill_bonus_list.begin();
  109. while (sb_itr.Next())
  110. RemoveSkillBonus(sb_itr.first);
  111. safe_delete(runback);
  112. safe_delete(m_brain);
  113. }
  114. void NPC::Initialize(){
  115. ai_strategy = 0;
  116. attack_type = 0;
  117. movement_index = 0;
  118. resume_movement = true;
  119. movement_start_time = 0;
  120. spawn_type = 2;
  121. movement_interrupted = false;
  122. attack_resume_needed = false;
  123. MMovementLoop.SetName("NPC::MMovementLoop");
  124. last_movement_update = Timer::GetCurrentTime2();
  125. aggro_radius = 0.0f;
  126. base_aggro_radius = 0.0f;
  127. skills = 0;
  128. spells = 0;
  129. runback = 0;
  130. m_brain = new ::Brain(this);
  131. MBrain.SetName("NPC::m_brain");
  132. m_runningBack = false;
  133. m_runbackHeadingDir1 = m_runbackHeadingDir2 = 0;
  134. following = false;
  135. SetFollowTarget(0);
  136. m_petDismissing = false;
  137. m_ShardID = 0;
  138. m_ShardCharID = 0;
  139. m_ShardCreatedTimestamp = 0;
  140. }
  141. EQ2Packet* NPC::serialize(Player* player, int16 version){
  142. return spawn_serialize(player, version);
  143. }
  144. void NPC::SetSkills(map<string, Skill*>* in_skills){
  145. if (skills) {
  146. map<string, Skill*>::iterator skill_itr;
  147. for(skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++){
  148. safe_delete(skill_itr->second);
  149. }
  150. safe_delete(skills);
  151. }
  152. skills = in_skills;
  153. }
  154. void NPC::SetSpells(vector<Spell*>* in_spells){
  155. safe_delete(spells);
  156. spells = in_spells;
  157. }
  158. void NPC::SetRunbackLocation(float x, float y, float z, int32 gridid){
  159. safe_delete(runback);
  160. runback = new MovementLocation;
  161. runback->x = x;
  162. runback->y = y;
  163. runback->z = z;
  164. runback->gridid = gridid;
  165. runback->stage = 0;
  166. }
  167. MovementLocation* NPC::GetRunbackLocation(){
  168. return runback;
  169. }
  170. float NPC::GetRunbackDistance(){
  171. if(!runback)
  172. return 0;
  173. return GetDistance(runback->x, runback->y, runback->z);
  174. }
  175. void NPC::Runback(float distance, bool stopFollowing){
  176. if(!runback)
  177. return;
  178. if ( distance == 0.0f )
  179. distance = GetRunbackDistance(); // gotta make sure its true, lua doesn't send the distance
  180. if(stopFollowing)
  181. following = false;
  182. if (!m_runningBack)
  183. {
  184. ClearRunningLocations();
  185. GetZone()->movementMgr->StopNavigation((Entity*)this);
  186. }
  187. m_runningBack = true;
  188. SetSpeed(GetMaxSpeed()*2);
  189. if (CheckLoS(glm::vec3(runback->x, runback->z, runback->y + 1.0f), glm::vec3(GetX(), GetZ(), GetY() + 1.0f)))
  190. {
  191. FaceTarget(runback->x, runback->z);
  192. ClearRunningLocations();
  193. GetZone()->movementMgr->DisruptNavigation((Entity*)this);
  194. if (GetRunbackLocation()->gridid > 0)
  195. SetLocation(GetRunbackLocation()->gridid);
  196. AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, true, true, "", true);
  197. }
  198. else
  199. GetZone()->movementMgr->NavigateTo((Entity*)this, runback->x, runback->y, runback->z);
  200. //AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, false);
  201. last_movement_update = Timer::GetCurrentTime2();
  202. }
  203. void NPC::ClearRunback(){
  204. safe_delete(runback);
  205. m_runningBack = false;
  206. m_runbackHeadingDir1 = m_runbackHeadingDir2 = 0;
  207. resume_movement = true;
  208. NeedsToResumeMovement(false);
  209. }
  210. void NPC::StartRunback()
  211. {
  212. if(GetRunbackLocation())
  213. return;
  214. SetRunbackLocation(GetX(), GetY(), GetZ(), GetLocation());
  215. m_runbackHeadingDir1 = appearance.pos.Dir1;
  216. m_runbackHeadingDir2 = appearance.pos.Dir2;
  217. }
  218. bool NPC::PauseMovement(int32 period_of_time_ms)
  219. {
  220. if(period_of_time_ms < 1)
  221. period_of_time_ms = 1;
  222. if(HasMovementLoop() || HasMovementLocations())
  223. StartRunback();
  224. RunToLocation(GetX(),GetY(),GetZ());
  225. pause_timer.Start(period_of_time_ms, true);
  226. return true;
  227. }
  228. bool NPC::IsPauseMovementTimerActive()
  229. {
  230. if(pause_timer.Check())
  231. {
  232. pause_timer.Disable();
  233. Runback();
  234. }
  235. return pause_timer.Enabled();
  236. }
  237. void NPC::InCombat(bool val){
  238. if (in_combat == val)
  239. return;
  240. if(in_combat == false && val && GetZone()){
  241. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  242. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_ATTACKED, GetTarget());
  243. SetTempActionState(0); // disable action states in combat
  244. }
  245. if(!in_combat && val){
  246. // if not a pet and no current run back location set then set one to the current location
  247. if(!IsPet() && !GetRunbackLocation()) {
  248. StartRunback();
  249. }
  250. }
  251. in_combat = val;
  252. if(val){
  253. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  254. SetLockedNoLoot(ENCOUNTER_STATE_LOCKED);
  255. AddIconValue(64);
  256. // In combat so lets set the NPC's speed to its max speed
  257. if (GetMaxSpeed() > 0)
  258. SetSpeed(GetMaxSpeed());
  259. }
  260. else{
  261. SetLockedNoLoot(ENCOUNTER_STATE_AVAILABLE);
  262. RemoveIconValue(64);
  263. if (GetHP() > 0){
  264. SetTempActionState(-1); //re-enable action states on exiting combat
  265. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_COMBAT_RESET);
  266. // Stop all HO's attached to this NPC
  267. GetZone()->GetSpellProcess()->KillHOBySpawnID(GetID());
  268. }
  269. }
  270. if(!MovementInterrupted() && val && GetSpeed() > 0 && movement_loop.size() > 0){
  271. CalculateRunningLocation(true);
  272. }
  273. MovementInterrupted(val);
  274. }
  275. bool NPC::HandleUse(Client* client, string type){
  276. if(!client || type.length() == 0 || (appearance.show_command_icon == 0 && appearance.display_hand_icon == 0))
  277. return false;
  278. EntityCommand* entity_command = FindEntityCommand(type);
  279. if (entity_command) {
  280. client->GetCurrentZone()->ProcessEntityCommand(entity_command, client->GetPlayer(), client->GetPlayer()->GetTarget());
  281. return true;
  282. }
  283. return false;
  284. /*Spell* spell = master_spell_list.GetSpellByName((char*)type.c_str());
  285. if(spell)
  286. client->GetCurrentZone()->ProcessSpell(spell, client->GetPlayer(), client->GetPlayer()->GetTarget());
  287. else if(GetSpawnScript())
  288. client->GetCurrentZone()->CallSpawnScript(this, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), (char*)type.c_str());
  289. else
  290. return false;
  291. return true;*/
  292. }
  293. bool NPC::CheckSameAppearance(string name, int16 id)
  294. {
  295. // need to iterate through master_appearance_list finding if id contains name
  296. return true;
  297. }
  298. void NPC::Randomize(NPC* npc, int32 flags)
  299. {
  300. int8 random = 0;
  301. int8 min_val = 0;
  302. int8 max_val = 255;
  303. /* We need to check if gender is going to be randomized first because if the race is going to be
  304. * randomized, we need to know its gender so we can choose the proper model.
  305. * We also need to make sure the model gets set properly if the player chooses to randomize the gender
  306. * and not the race. */
  307. int8 old_gender = npc->GetGender();
  308. if (flags & RANDOMIZE_GENDER)
  309. {
  310. random = MakeRandomInt(1, 2);
  311. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Gender: %i", random);
  312. npc->SetGender(random);
  313. }
  314. if ((flags & RANDOMIZE_RACE) || (flags & RANDOMIZE_GENDER && old_gender != npc->GetGender()) || (flags & RANDOMIZE_MODEL_TYPE))
  315. {
  316. string race_string = "";
  317. int8 gender = npc->GetGender();
  318. if (gender == 1 || gender == 2)
  319. {
  320. if (flags & RANDOMIZE_RACE)
  321. {
  322. if(npc->GetAlignment() == 1) // Good
  323. random = races.GetRaceNameGood();
  324. else if(npc->GetAlignment() < 0) // Evil
  325. random = races.GetRaceNameEvil();
  326. else // All
  327. random = MakeRandomInt(0, 20);
  328. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Race: %s (%i)", races.GetRaceNameCase(random), random);
  329. npc->SetRace(random);
  330. }
  331. switch (npc->GetRace())
  332. {
  333. case BARBARIAN:
  334. // JA: If randomize has "4" (model) and race=0, barbarians show up in place of the real models.
  335. // Started working on a solution (CheckSameAppearance) but cannot get it to work yet.
  336. // Solution for now is to not randomize models for race=0. Set to race=255, or turn off model randomize
  337. race_string = "/barbarian/barbarian";
  338. break;
  339. case DARK_ELF:
  340. race_string = "/darkelf/darkelf";
  341. break;
  342. case DWARF:
  343. race_string = "/dwarf/dwarf";
  344. break;
  345. case ERUDITE:
  346. race_string = "/erudite/erudite";
  347. break;
  348. case FROGLOK:
  349. race_string = "/froglok/froglok";
  350. break;
  351. case GNOME:
  352. race_string = "/gnome/gnome";
  353. break;
  354. case HALF_ELF:
  355. race_string = "/halfelf/halfelf";
  356. break;
  357. case HALFLING:
  358. race_string = "/halfling/halfling";
  359. break;
  360. case HIGH_ELF:
  361. race_string = "/highelf/highelf";
  362. break;
  363. case HUMAN:
  364. race_string = "/human/human";
  365. break;
  366. case IKSAR:
  367. race_string = "/iksar/iksar";
  368. break;
  369. case KERRA:
  370. race_string = "/kerra/kerra";
  371. break;
  372. case OGRE:
  373. race_string = "/ogre/ogre";
  374. break;
  375. case RATONGA:
  376. race_string = "/ratonga/ratonga";
  377. break;
  378. case TROLL:
  379. race_string = "/troll/troll";
  380. break;
  381. case WOOD_ELF:
  382. race_string = "/woodelf/woodelf";
  383. break;
  384. case FAE:
  385. race_string = "/fae/fae_light";
  386. break;
  387. case ARASAI:
  388. race_string = "/fae/fae_dark";
  389. break;
  390. case SARNAK:
  391. gender == 1 ? race_string = "01/sarnak_male/sarnak" : race_string = "01/sarnak_female/sarnak";
  392. break;
  393. case VAMPIRE:
  394. race_string = "/vampire/vampire";
  395. break;
  396. case AERAKYN:
  397. race_string = "/aerakyn/aerakyn";
  398. break;
  399. }
  400. if (race_string.length() > 0)
  401. {
  402. string gender_string;
  403. gender == 1 ? gender_string = "male" : gender_string = "female";
  404. vector<int16>* id_list = database.GetAppearanceIDsLikeName("ec/pc" + race_string + "_" + gender_string);
  405. if (id_list)
  406. {
  407. int32 index = MakeRandomInt(0, id_list->size() - 1);
  408. npc->SetModelType(id_list->at(index));
  409. npc->SetSogaModelType(id_list->at(index));
  410. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Model Type: %i", npc->GetModelType());
  411. int16 wing_type = 0;
  412. if (npc->GetRace() == FAE)
  413. {
  414. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  415. if (id_list_wings) {
  416. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  417. safe_delete(id_list_wings);
  418. }
  419. }
  420. else if (npc->GetRace() == ARASAI)
  421. {
  422. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
  423. if (id_list_wings) {
  424. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  425. safe_delete(id_list_wings);
  426. }
  427. }
  428. else if (npc->GetRace() == AERAKYN)
  429. {
  430. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  431. if (id_list_wings) {
  432. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  433. safe_delete(id_list_wings);
  434. }
  435. }
  436. if (wing_type > 0)
  437. {
  438. EQ2_Color color1;
  439. EQ2_Color color2;
  440. color1.red = MakeRandomInt(0, 255);
  441. color1.green = MakeRandomInt(0, 255);
  442. color1.blue = MakeRandomInt(0, 255);
  443. color2.red = MakeRandomInt(0, 255);
  444. color2.green = MakeRandomInt(0, 255);
  445. color2.blue = MakeRandomInt(0, 255);
  446. npc->SetWingColor1(color1);
  447. npc->SetWingColor2(color2);
  448. }
  449. npc->SetWingType(wing_type);
  450. safe_delete(id_list);
  451. }
  452. }
  453. }
  454. }
  455. if (flags & RANDOMIZE_FACIAL_HAIR_TYPE) {
  456. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/face");
  457. if (id_list) {
  458. int32 index = MakeRandomInt(0, id_list->size() - 1);
  459. npc->SetFacialHairType(id_list->at(index));
  460. npc->SetSogaFacialHairType(id_list->at(index));
  461. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair: %i", npc->GetFacialHairType());
  462. safe_delete(id_list);
  463. }
  464. }
  465. if (flags & RANDOMIZE_HAIR_TYPE) {
  466. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/hair");
  467. if (id_list) {
  468. int32 index = MakeRandomInt(0, id_list->size() - 1);
  469. npc->SetHairType(id_list->at(index));
  470. npc->SetSogaHairType(id_list->at(index));
  471. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair: %i", npc->GetHairType());
  472. safe_delete(id_list);
  473. }
  474. }
  475. if (flags & RANDOMIZE_WING_TYPE) {
  476. int16 wing_type = 0;
  477. if (npc->GetRace() == FAE) {
  478. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  479. if (id_list_wings) {
  480. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  481. safe_delete(id_list_wings);
  482. }
  483. }
  484. else if (npc->GetRace() == ARASAI) {
  485. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
  486. if (id_list_wings) {
  487. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  488. safe_delete(id_list_wings);
  489. }
  490. }
  491. else if (npc->GetRace() == AERAKYN)
  492. {
  493. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  494. if (id_list_wings) {
  495. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  496. safe_delete(id_list_wings);
  497. }
  498. }
  499. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Type: %i", wing_type);
  500. npc->SetWingType(wing_type);
  501. }
  502. if (flags & RANDOMIZE_CHEEK_TYPE) {
  503. for(int i=0;i<3;i++) {
  504. random = MakeRandomFloat(-100, 100);
  505. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Cheek[%i]: %i", i, random);
  506. npc->features.cheek_type[i] = random;
  507. }
  508. }
  509. if (flags & RANDOMIZE_CHIN_TYPE) {
  510. for(int i=0;i<3;i++) {
  511. random = MakeRandomFloat(-100, 100);
  512. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Chin[%i]: %i", i, random);
  513. npc->features.chin_type[i] = MakeRandomFloat(-100, 100);
  514. }
  515. }
  516. if (flags & RANDOMIZE_EAR_TYPE) {
  517. for(int i=0;i<3;i++) {
  518. random = MakeRandomFloat(-100, 100);
  519. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Ear[%i]: %i", i, random);
  520. npc->features.ear_type[i] = MakeRandomFloat(-100, 100);
  521. }
  522. }
  523. if (flags & RANDOMIZE_EYE_BROW_TYPE) {
  524. for(int i=0;i<3;i++) {
  525. random = MakeRandomFloat(-100, 100);
  526. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eyebrow[%i]: %i", i, random);
  527. npc->features.eye_brow_type[i] = MakeRandomFloat(-100, 100);
  528. }
  529. }
  530. if (flags & RANDOMIZE_EYE_TYPE) {
  531. for(int i=0;i<3;i++) {
  532. random = MakeRandomFloat(-100, 100);
  533. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eye[%i]: %i", i, random);
  534. npc->features.eye_type[i] = MakeRandomFloat(-100, 100);
  535. }
  536. }
  537. if (flags & RANDOMIZE_LIP_TYPE) {
  538. for(int i=0;i<3;i++) {
  539. random = MakeRandomFloat(-100, 100);
  540. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Lip[%i]: %i", i, random);
  541. npc->features.lip_type[i] = MakeRandomFloat(-100, 100);
  542. }
  543. }
  544. if (flags & RANDOMIZE_NOSE_TYPE) {
  545. for(int i=0;i<3;i++) {
  546. random = MakeRandomFloat(-100, 100);
  547. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Nose[%i]: %i", i, random);
  548. npc->features.nose_type[i] = MakeRandomFloat(-100, 100);
  549. }
  550. }
  551. /* Randomize Colors */
  552. random = MakeRandomInt(0, 255);
  553. if(random > 30) {
  554. min_val = random - MakeRandomInt(0, 30);
  555. max_val = random + MakeRandomInt(0, 30);
  556. }
  557. if(max_val > 255)
  558. max_val = 255;
  559. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Color Ranges, random: %i, min: %i, max: %i", random, min_val, max_val);
  560. if (flags & RANDOMIZE_EYE_COLOR) {
  561. npc->features.eye_color.red = MakeRandomInt(min_val, max_val);
  562. npc->features.eye_color.green = MakeRandomInt(min_val, max_val);
  563. npc->features.eye_color.blue = MakeRandomInt(min_val, max_val);
  564. 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);
  565. }
  566. if (flags & RANDOMIZE_HAIR_COLOR1) {
  567. npc->features.hair_color1.red = MakeRandomInt(min_val, max_val);
  568. npc->features.hair_color1.green = MakeRandomInt(min_val, max_val);
  569. npc->features.hair_color1.blue = MakeRandomInt(min_val, max_val);
  570. 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);
  571. }
  572. if (flags & RANDOMIZE_HAIR_COLOR2) {
  573. npc->features.hair_color2.red = MakeRandomInt(min_val, max_val);
  574. npc->features.hair_color2.green = MakeRandomInt(min_val, max_val);
  575. npc->features.hair_color2.blue = MakeRandomInt(min_val, max_val);
  576. 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);
  577. }
  578. if (flags & RANDOMIZE_HAIR_HIGHLIGHT) {
  579. npc->features.hair_highlight_color.red = MakeRandomInt(min_val, max_val);
  580. npc->features.hair_highlight_color.green = MakeRandomInt(min_val, max_val);
  581. npc->features.hair_highlight_color.blue = MakeRandomInt(min_val, max_val);
  582. 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);
  583. }
  584. if (flags & RANDOMIZE_HAIR_FACE_COLOR) {
  585. EQ2_Color color1;
  586. color1.red = MakeRandomInt(min_val, max_val);
  587. color1.green = MakeRandomInt(min_val, max_val);
  588. color1.blue = MakeRandomInt(min_val, max_val);
  589. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  590. npc->SetFacialHairColor(color1);
  591. }
  592. if (flags & RANDOMIZE_HAIR_FACE_HIGHLIGHT_COLOR) {
  593. EQ2_Color color1;
  594. color1.red = MakeRandomInt(min_val, max_val);
  595. color1.green = MakeRandomInt(min_val, max_val);
  596. color1.blue = MakeRandomInt(min_val, max_val);
  597. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  598. npc->SetFacialHairHighlightColor(color1);
  599. }
  600. if (flags & RANDOMIZE_HAIR_TYPE_COLOR) {
  601. EQ2_Color color1;
  602. color1.red = MakeRandomInt(min_val, max_val);
  603. color1.green = MakeRandomInt(min_val, max_val);
  604. color1.blue = MakeRandomInt(min_val, max_val);
  605. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Type Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  606. npc->SetHairColor(color1);
  607. }
  608. if (flags & RANDOMIZE_HAIR_TYPE_HIGHLIGHT_COLOR) {
  609. EQ2_Color color1;
  610. color1.red = MakeRandomInt(min_val, max_val);
  611. color1.green = MakeRandomInt(min_val, max_val);
  612. color1.blue = MakeRandomInt(min_val, max_val);
  613. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Type Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  614. npc->SetHairTypeHighlightColor(color1);
  615. }
  616. if (flags & RANDOMIZE_SKIN_COLOR) {
  617. npc->features.skin_color.red = MakeRandomInt(min_val, max_val);
  618. npc->features.skin_color.green = MakeRandomInt(min_val, max_val);
  619. npc->features.skin_color.blue = MakeRandomInt(min_val, max_val);
  620. 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);
  621. }
  622. if (flags & RANDOMIZE_WING_COLOR1) {
  623. EQ2_Color color1;
  624. color1.red = MakeRandomInt(min_val, max_val);
  625. color1.green = MakeRandomInt(min_val, max_val);
  626. color1.blue = MakeRandomInt(min_val, max_val);
  627. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 1 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  628. npc->SetWingColor1(color1);
  629. }
  630. if (flags & RANDOMIZE_WING_COLOR2) {
  631. EQ2_Color color1;
  632. color1.red = MakeRandomInt(min_val, max_val);
  633. color1.green = MakeRandomInt(min_val, max_val);
  634. color1.blue = MakeRandomInt(min_val, max_val);
  635. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 2 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  636. npc->SetWingColor2(color1);
  637. }
  638. }
  639. Skill* NPC::GetSkillByName(const char* name, bool check_update){
  640. if(skills && skills->count(name) > 0){
  641. Skill* ret = (*skills)[name];
  642. if(ret && check_update && ret->current_val < ret->max_val && (rand()%100) >= 90)
  643. ret->current_val++;
  644. return ret;
  645. }
  646. return 0;
  647. }
  648. Skill* NPC::GetSkillByID(int32 id, bool check_update){
  649. Skill* skill = master_skill_list.GetSkill(id);
  650. if(skill && skills && skills->count(skill->name.data) > 0){
  651. Skill* ret = (*skills)[skill->name.data];
  652. if(ret && check_update && ret->current_val < ret->max_val && (rand()%100) >= 90)
  653. ret->current_val++;
  654. return ret;
  655. }
  656. return 0;
  657. }
  658. void NPC::SetAttackType(int8 type){
  659. attack_type = type;
  660. }
  661. int8 NPC::GetAttackType(){
  662. return attack_type;
  663. }
  664. void NPC::SetAIStrategy(int8 strategy){
  665. ai_strategy = strategy;
  666. }
  667. int8 NPC::GetAIStrategy(){
  668. return ai_strategy;
  669. }
  670. void NPC::SetPrimarySpellList(int32 id){
  671. primary_spell_list = id;
  672. }
  673. int32 NPC::GetPrimarySpellList(){
  674. return primary_spell_list;
  675. }
  676. void NPC::SetSecondarySpellList(int32 id){
  677. secondary_spell_list = id;
  678. }
  679. int32 NPC::GetSecondarySpellList(){
  680. return secondary_spell_list;
  681. }
  682. void NPC::SetPrimarySkillList(int32 id){
  683. primary_skill_list = id;
  684. }
  685. int32 NPC::GetPrimarySkillList(){
  686. return primary_skill_list;
  687. }
  688. void NPC::SetSecondarySkillList(int32 id){
  689. secondary_skill_list = id;
  690. }
  691. int32 NPC::GetSecondarySkillList(){
  692. return secondary_skill_list;
  693. }
  694. void NPC::SetEquipmentListID(int32 id){
  695. equipment_list_id = id;
  696. }
  697. int32 NPC::GetEquipmentListID(){
  698. return equipment_list_id;
  699. }
  700. Spell* NPC::GetNextSpell(float distance){
  701. int8 val = rand()%100;
  702. if(ai_strategy == AI_STRATEGY_OFFENSIVE){
  703. if(val >= 20)//80% chance to cast offensive spell if Offensive AI
  704. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  705. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  706. }
  707. else if(ai_strategy == AI_STRATEGY_DEFENSIVE){
  708. if(val >= 20)//80% chance to cast defensive spell if Defensive AI
  709. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  710. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  711. }
  712. return GetNextSpell(distance, AI_STRATEGY_BALANCED);
  713. }
  714. Spell* NPC::GetNextSpell(float distance, int8 type){
  715. Spell* ret = 0;
  716. if(spells){
  717. if(distance < 0)
  718. distance = 0;
  719. Spell* tmpSpell = 0;
  720. vector<Spell*>::iterator itr;
  721. for(itr = spells->begin(); itr != spells->end(); itr++){
  722. tmpSpell = *itr;
  723. if(!tmpSpell || (type == AI_STRATEGY_OFFENSIVE && tmpSpell->GetSpellData()->friendly_spell > 0))
  724. continue;
  725. if (tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE)
  726. continue;
  727. if(type == AI_STRATEGY_DEFENSIVE && tmpSpell->GetSpellData()->friendly_spell == 0)
  728. continue;
  729. if(distance <= tmpSpell->GetSpellData()->range && distance >= tmpSpell->GetSpellData()->min_range && GetPower() >= tmpSpell->GetPowerRequired(this)){
  730. ret = tmpSpell;
  731. 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
  732. break;
  733. }
  734. }
  735. if(!ret && type != AI_STRATEGY_BALANCED)
  736. ret = GetNextSpell(distance, AI_STRATEGY_BALANCED); //wasnt able to find a valid match, so find any spell that the NPC has
  737. }
  738. return ret;
  739. }
  740. Spell* NPC::GetNextBuffSpell() {
  741. Spell* ret = 0;
  742. if (spells && GetZone()->GetSpellProcess()) {
  743. Spell* tmpSpell = 0;
  744. vector<Spell*>::iterator itr;
  745. for (itr = spells->begin(); itr != spells->end(); itr++) {
  746. tmpSpell = *itr;
  747. if (tmpSpell && tmpSpell->GetSpellData() && tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE) {
  748. SpellEffects* effect = GetSpellEffect(tmpSpell->GetSpellID());
  749. if (effect) {
  750. if (effect->tier < tmpSpell->GetSpellTier()) {
  751. ret = tmpSpell;
  752. break;
  753. }
  754. }
  755. else {
  756. ret = tmpSpell;
  757. break;
  758. }
  759. }
  760. }
  761. }
  762. return ret;
  763. }
  764. void NPC::SetAggroRadius(float radius, bool overrideBaseValue){
  765. if (base_aggro_radius == 0.0f || overrideBaseValue)
  766. base_aggro_radius = radius;
  767. aggro_radius = radius;
  768. }
  769. float NPC::GetAggroRadius(){
  770. return aggro_radius;
  771. }
  772. void NPC::SetCastPercentage(int8 percentage){
  773. cast_percentage = percentage;
  774. }
  775. int8 NPC::GetCastPercentage(){
  776. return cast_percentage;
  777. }
  778. void NPC::AddSkillBonus(int32 spell_id, int32 skill_id, float value) {
  779. if (value != 0) {
  780. SkillBonus* sb;
  781. if (skill_bonus_list.count(spell_id) == 0) {
  782. sb = new SkillBonus;
  783. sb->spell_id = spell_id;
  784. skill_bonus_list.Put(spell_id, sb);
  785. }
  786. else
  787. sb = skill_bonus_list.Get(spell_id);
  788. if (sb->skills[skill_id] == 0) {
  789. SkillBonusValue* sbv = new SkillBonusValue;
  790. sbv->skill_id = skill_id;
  791. sbv->value = value;
  792. sb->skills[skill_id] = sbv;
  793. if (skills) {
  794. map<string, Skill*>::iterator itr;
  795. for (itr = skills->begin(); itr != skills->end(); itr++) {
  796. Skill* skill = itr->second;
  797. if (skill->skill_id == sbv->skill_id) {
  798. skill->current_val += (int16)sbv->value;
  799. skill->max_val += (int16)sbv->value;
  800. }
  801. }
  802. }
  803. }
  804. }
  805. }
  806. void NPC::RemoveSkillBonus(int32 spell_id) {
  807. if (skill_bonus_list.count(spell_id) > 0) {
  808. SkillBonus* sb = skill_bonus_list.Get(spell_id);
  809. skill_bonus_list.erase(spell_id);
  810. map<int32, SkillBonusValue*>::iterator itr;
  811. for (itr = sb->skills.begin(); itr != sb->skills.end(); itr++) {
  812. SkillBonusValue* sbv = itr->second;
  813. if (skills) {
  814. map<string, Skill*>::iterator skill_itr;
  815. for (skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++) {
  816. Skill* skill = skill_itr->second;
  817. if (sbv->skill_id == skill->skill_id) {
  818. skill->current_val -= (int16)sbv->value;
  819. skill->max_val -= (int16)sbv->value;
  820. }
  821. }
  822. }
  823. safe_delete(sbv);
  824. }
  825. safe_delete(sb);
  826. }
  827. }
  828. void NPC::SetBrain(::Brain* brain) {
  829. // Again, had to use the '::' to refer to the Brain class and not the function defined in the NPC class
  830. MBrain.writelock(__FUNCTION__, __LINE__);
  831. // Check to make sure the NPC the brain controls matches this npc
  832. if (brain->GetBody() != this) {
  833. LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Brain body does not match the npc we tried to assign the brain to.");
  834. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  835. return;
  836. }
  837. // Store the old brain in a temp pointer so we can delete it later
  838. ::Brain* old_brain = m_brain;
  839. // Set the brain for this NPC to the new brain
  840. m_brain = brain;
  841. // Release the lock
  842. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  843. // Delete the old brain
  844. safe_delete(old_brain);
  845. }
  846. void NPC::SetZone(ZoneServer* in_zone, int32 version) {
  847. Spawn::SetZone(in_zone, version);
  848. if (in_zone){
  849. GetZone()->SetNPCEquipment(this);
  850. SetSkills(GetZone()->GetNPCSkills(primary_skill_list, secondary_skill_list));
  851. SetSpells(GetZone()->GetNPCSpells(primary_spell_list, secondary_spell_list));
  852. }
  853. }