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. SetOmittedByDBFlag(old_npc->IsOmittedByDBFlag());
  97. }
  98. }
  99. NPC::~NPC(){
  100. ResetMovement();
  101. if(skills){
  102. map<string, Skill*>::iterator skill_itr;
  103. for(skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++){
  104. safe_delete(skill_itr->second);
  105. }
  106. safe_delete(skills);
  107. }
  108. safe_delete(spells);
  109. MutexMap<int32, SkillBonus*>::iterator sb_itr = skill_bonus_list.begin();
  110. while (sb_itr.Next())
  111. RemoveSkillBonus(sb_itr.first);
  112. safe_delete(runback);
  113. safe_delete(m_brain);
  114. }
  115. void NPC::Initialize(){
  116. ai_strategy = 0;
  117. attack_type = 0;
  118. movement_index = 0;
  119. resume_movement = true;
  120. movement_start_time = 0;
  121. spawn_type = 2;
  122. movement_interrupted = false;
  123. attack_resume_needed = false;
  124. MMovementLoop.SetName("NPC::MMovementLoop");
  125. last_movement_update = Timer::GetCurrentTime2();
  126. aggro_radius = 0.0f;
  127. base_aggro_radius = 0.0f;
  128. skills = 0;
  129. spells = 0;
  130. runback = 0;
  131. m_brain = new ::Brain(this);
  132. MBrain.SetName("NPC::m_brain");
  133. m_runningBack = false;
  134. m_runbackHeadingDir1 = m_runbackHeadingDir2 = 0;
  135. following = false;
  136. SetFollowTarget(0);
  137. m_petDismissing = false;
  138. m_ShardID = 0;
  139. m_ShardCharID = 0;
  140. m_ShardCreatedTimestamp = 0;
  141. }
  142. EQ2Packet* NPC::serialize(Player* player, int16 version){
  143. return spawn_serialize(player, version);
  144. }
  145. void NPC::SetSkills(map<string, Skill*>* in_skills){
  146. if (skills) {
  147. map<string, Skill*>::iterator skill_itr;
  148. for(skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++){
  149. safe_delete(skill_itr->second);
  150. }
  151. safe_delete(skills);
  152. }
  153. skills = in_skills;
  154. }
  155. void NPC::SetSpells(vector<Spell*>* in_spells){
  156. safe_delete(spells);
  157. spells = in_spells;
  158. }
  159. void NPC::SetRunbackLocation(float x, float y, float z, int32 gridid){
  160. safe_delete(runback);
  161. runback = new MovementLocation;
  162. runback->x = x;
  163. runback->y = y;
  164. runback->z = z;
  165. runback->gridid = gridid;
  166. runback->stage = 0;
  167. }
  168. MovementLocation* NPC::GetRunbackLocation(){
  169. return runback;
  170. }
  171. float NPC::GetRunbackDistance(){
  172. if(!runback)
  173. return 0;
  174. return GetDistance(runback->x, runback->y, runback->z);
  175. }
  176. void NPC::Runback(float distance, bool stopFollowing){
  177. if(!runback)
  178. return;
  179. if ( distance == 0.0f )
  180. distance = GetRunbackDistance(); // gotta make sure its true, lua doesn't send the distance
  181. if(stopFollowing)
  182. following = false;
  183. if (!m_runningBack)
  184. {
  185. ClearRunningLocations();
  186. GetZone()->movementMgr->StopNavigation((Entity*)this);
  187. }
  188. m_runningBack = true;
  189. SetSpeed(GetMaxSpeed()*2);
  190. if (CheckLoS(glm::vec3(runback->x, runback->z, runback->y + 1.0f), glm::vec3(GetX(), GetZ(), GetY() + 1.0f)))
  191. {
  192. FaceTarget(runback->x, runback->z);
  193. ClearRunningLocations();
  194. GetZone()->movementMgr->DisruptNavigation((Entity*)this);
  195. if (GetRunbackLocation()->gridid > 0)
  196. SetLocation(GetRunbackLocation()->gridid);
  197. AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, true, true, "", true);
  198. }
  199. else
  200. GetZone()->movementMgr->NavigateTo((Entity*)this, runback->x, runback->y, runback->z);
  201. //AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, false);
  202. last_movement_update = Timer::GetCurrentTime2();
  203. }
  204. void NPC::ClearRunback(){
  205. safe_delete(runback);
  206. m_runningBack = false;
  207. m_runbackHeadingDir1 = m_runbackHeadingDir2 = 0;
  208. resume_movement = true;
  209. NeedsToResumeMovement(false);
  210. }
  211. void NPC::StartRunback()
  212. {
  213. if(GetRunbackLocation())
  214. return;
  215. SetRunbackLocation(GetX(), GetY(), GetZ(), GetLocation());
  216. m_runbackHeadingDir1 = appearance.pos.Dir1;
  217. m_runbackHeadingDir2 = appearance.pos.Dir2;
  218. }
  219. bool NPC::PauseMovement(int32 period_of_time_ms)
  220. {
  221. if(period_of_time_ms < 1)
  222. period_of_time_ms = 1;
  223. if(HasMovementLoop() || HasMovementLocations())
  224. StartRunback();
  225. RunToLocation(GetX(),GetY(),GetZ());
  226. pause_timer.Start(period_of_time_ms, true);
  227. return true;
  228. }
  229. bool NPC::IsPauseMovementTimerActive()
  230. {
  231. if(pause_timer.Check())
  232. {
  233. pause_timer.Disable();
  234. Runback();
  235. }
  236. return pause_timer.Enabled();
  237. }
  238. void NPC::InCombat(bool val){
  239. if (in_combat == val)
  240. return;
  241. if(in_combat == false && val && GetZone()){
  242. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  243. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_ATTACKED, GetTarget());
  244. SetTempActionState(0); // disable action states in combat
  245. }
  246. if(!in_combat && val){
  247. // if not a pet and no current run back location set then set one to the current location
  248. if(!IsPet() && !GetRunbackLocation()) {
  249. StartRunback();
  250. }
  251. }
  252. in_combat = val;
  253. if(val){
  254. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  255. SetLockedNoLoot(ENCOUNTER_STATE_LOCKED);
  256. AddIconValue(64);
  257. // In combat so lets set the NPC's speed to its max speed
  258. if (GetMaxSpeed() > 0)
  259. SetSpeed(GetMaxSpeed());
  260. }
  261. else{
  262. SetLockedNoLoot(ENCOUNTER_STATE_AVAILABLE);
  263. RemoveIconValue(64);
  264. if (GetHP() > 0){
  265. SetTempActionState(-1); //re-enable action states on exiting combat
  266. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_COMBAT_RESET);
  267. // Stop all HO's attached to this NPC
  268. GetZone()->GetSpellProcess()->KillHOBySpawnID(GetID());
  269. }
  270. }
  271. if(!MovementInterrupted() && val && GetSpeed() > 0 && movement_loop.size() > 0){
  272. CalculateRunningLocation(true);
  273. }
  274. MovementInterrupted(val);
  275. }
  276. bool NPC::HandleUse(Client* client, string type){
  277. if(!client || type.length() == 0 || (appearance.show_command_icon == 0 && appearance.display_hand_icon == 0))
  278. return false;
  279. EntityCommand* entity_command = FindEntityCommand(type);
  280. if (entity_command) {
  281. client->GetCurrentZone()->ProcessEntityCommand(entity_command, client->GetPlayer(), client->GetPlayer()->GetTarget());
  282. return true;
  283. }
  284. return false;
  285. /*Spell* spell = master_spell_list.GetSpellByName((char*)type.c_str());
  286. if(spell)
  287. client->GetCurrentZone()->ProcessSpell(spell, client->GetPlayer(), client->GetPlayer()->GetTarget());
  288. else if(GetSpawnScript())
  289. client->GetCurrentZone()->CallSpawnScript(this, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), (char*)type.c_str());
  290. else
  291. return false;
  292. return true;*/
  293. }
  294. bool NPC::CheckSameAppearance(string name, int16 id)
  295. {
  296. // need to iterate through master_appearance_list finding if id contains name
  297. return true;
  298. }
  299. void NPC::Randomize(NPC* npc, int32 flags)
  300. {
  301. int8 random = 0;
  302. int8 min_val = 0;
  303. int8 max_val = 255;
  304. /* We need to check if gender is going to be randomized first because if the race is going to be
  305. * randomized, we need to know its gender so we can choose the proper model.
  306. * We also need to make sure the model gets set properly if the player chooses to randomize the gender
  307. * and not the race. */
  308. int8 old_gender = npc->GetGender();
  309. if (flags & RANDOMIZE_GENDER)
  310. {
  311. random = MakeRandomInt(1, 2);
  312. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Gender: %i", random);
  313. npc->SetGender(random);
  314. }
  315. if ((flags & RANDOMIZE_RACE) || (flags & RANDOMIZE_GENDER && old_gender != npc->GetGender()) || (flags & RANDOMIZE_MODEL_TYPE))
  316. {
  317. string race_string = "";
  318. int8 gender = npc->GetGender();
  319. if (gender == 1 || gender == 2)
  320. {
  321. if (flags & RANDOMIZE_RACE)
  322. {
  323. if(npc->GetAlignment() == 1) // Good
  324. random = races.GetRaceNameGood();
  325. else if(npc->GetAlignment() < 0) // Evil
  326. random = races.GetRaceNameEvil();
  327. else // All
  328. random = MakeRandomInt(0, 20);
  329. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Race: %s (%i)", races.GetRaceNameCase(random), random);
  330. npc->SetRace(random);
  331. }
  332. switch (npc->GetRace())
  333. {
  334. case BARBARIAN:
  335. // JA: If randomize has "4" (model) and race=0, barbarians show up in place of the real models.
  336. // Started working on a solution (CheckSameAppearance) but cannot get it to work yet.
  337. // Solution for now is to not randomize models for race=0. Set to race=255, or turn off model randomize
  338. race_string = "/barbarian/barbarian";
  339. break;
  340. case DARK_ELF:
  341. race_string = "/darkelf/darkelf";
  342. break;
  343. case DWARF:
  344. race_string = "/dwarf/dwarf";
  345. break;
  346. case ERUDITE:
  347. race_string = "/erudite/erudite";
  348. break;
  349. case FROGLOK:
  350. race_string = "/froglok/froglok";
  351. break;
  352. case GNOME:
  353. race_string = "/gnome/gnome";
  354. break;
  355. case HALF_ELF:
  356. race_string = "/halfelf/halfelf";
  357. break;
  358. case HALFLING:
  359. race_string = "/halfling/halfling";
  360. break;
  361. case HIGH_ELF:
  362. race_string = "/highelf/highelf";
  363. break;
  364. case HUMAN:
  365. race_string = "/human/human";
  366. break;
  367. case IKSAR:
  368. race_string = "/iksar/iksar";
  369. break;
  370. case KERRA:
  371. race_string = "/kerra/kerra";
  372. break;
  373. case OGRE:
  374. race_string = "/ogre/ogre";
  375. break;
  376. case RATONGA:
  377. race_string = "/ratonga/ratonga";
  378. break;
  379. case TROLL:
  380. race_string = "/troll/troll";
  381. break;
  382. case WOOD_ELF:
  383. race_string = "/woodelf/woodelf";
  384. break;
  385. case FAE:
  386. race_string = "/fae/fae_light";
  387. break;
  388. case ARASAI:
  389. race_string = "/fae/fae_dark";
  390. break;
  391. case SARNAK:
  392. gender == 1 ? race_string = "01/sarnak_male/sarnak" : race_string = "01/sarnak_female/sarnak";
  393. break;
  394. case VAMPIRE:
  395. race_string = "/vampire/vampire";
  396. break;
  397. case AERAKYN:
  398. race_string = "/aerakyn/aerakyn";
  399. break;
  400. }
  401. if (race_string.length() > 0)
  402. {
  403. string gender_string;
  404. gender == 1 ? gender_string = "male" : gender_string = "female";
  405. vector<int16>* id_list = database.GetAppearanceIDsLikeName("ec/pc" + race_string + "_" + gender_string);
  406. if (id_list)
  407. {
  408. int32 index = MakeRandomInt(0, id_list->size() - 1);
  409. npc->SetModelType(id_list->at(index));
  410. npc->SetSogaModelType(id_list->at(index));
  411. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Model Type: %i", npc->GetModelType());
  412. int16 wing_type = 0;
  413. if (npc->GetRace() == FAE)
  414. {
  415. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  416. if (id_list_wings) {
  417. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  418. safe_delete(id_list_wings);
  419. }
  420. }
  421. else if (npc->GetRace() == ARASAI)
  422. {
  423. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
  424. if (id_list_wings) {
  425. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  426. safe_delete(id_list_wings);
  427. }
  428. }
  429. else if (npc->GetRace() == AERAKYN)
  430. {
  431. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  432. if (id_list_wings) {
  433. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  434. safe_delete(id_list_wings);
  435. }
  436. }
  437. if (wing_type > 0)
  438. {
  439. EQ2_Color color1;
  440. EQ2_Color color2;
  441. color1.red = MakeRandomInt(0, 255);
  442. color1.green = MakeRandomInt(0, 255);
  443. color1.blue = MakeRandomInt(0, 255);
  444. color2.red = MakeRandomInt(0, 255);
  445. color2.green = MakeRandomInt(0, 255);
  446. color2.blue = MakeRandomInt(0, 255);
  447. npc->SetWingColor1(color1);
  448. npc->SetWingColor2(color2);
  449. }
  450. npc->SetWingType(wing_type);
  451. safe_delete(id_list);
  452. }
  453. }
  454. }
  455. }
  456. if (flags & RANDOMIZE_FACIAL_HAIR_TYPE) {
  457. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/face");
  458. if (id_list) {
  459. int32 index = MakeRandomInt(0, id_list->size() - 1);
  460. npc->SetFacialHairType(id_list->at(index));
  461. npc->SetSogaFacialHairType(id_list->at(index));
  462. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair: %i", npc->GetFacialHairType());
  463. safe_delete(id_list);
  464. }
  465. }
  466. if (flags & RANDOMIZE_HAIR_TYPE) {
  467. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/hair");
  468. if (id_list) {
  469. int32 index = MakeRandomInt(0, id_list->size() - 1);
  470. npc->SetHairType(id_list->at(index));
  471. npc->SetSogaHairType(id_list->at(index));
  472. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair: %i", npc->GetHairType());
  473. safe_delete(id_list);
  474. }
  475. }
  476. if (flags & RANDOMIZE_WING_TYPE) {
  477. int16 wing_type = 0;
  478. if (npc->GetRace() == FAE) {
  479. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  480. if (id_list_wings) {
  481. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  482. safe_delete(id_list_wings);
  483. }
  484. }
  485. else if (npc->GetRace() == ARASAI) {
  486. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
  487. if (id_list_wings) {
  488. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  489. safe_delete(id_list_wings);
  490. }
  491. }
  492. else if (npc->GetRace() == AERAKYN)
  493. {
  494. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  495. if (id_list_wings) {
  496. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  497. safe_delete(id_list_wings);
  498. }
  499. }
  500. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Type: %i", wing_type);
  501. npc->SetWingType(wing_type);
  502. }
  503. if (flags & RANDOMIZE_CHEEK_TYPE) {
  504. for(int i=0;i<3;i++) {
  505. random = MakeRandomFloat(-100, 100);
  506. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Cheek[%i]: %i", i, random);
  507. npc->features.cheek_type[i] = random;
  508. }
  509. }
  510. if (flags & RANDOMIZE_CHIN_TYPE) {
  511. for(int i=0;i<3;i++) {
  512. random = MakeRandomFloat(-100, 100);
  513. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Chin[%i]: %i", i, random);
  514. npc->features.chin_type[i] = MakeRandomFloat(-100, 100);
  515. }
  516. }
  517. if (flags & RANDOMIZE_EAR_TYPE) {
  518. for(int i=0;i<3;i++) {
  519. random = MakeRandomFloat(-100, 100);
  520. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Ear[%i]: %i", i, random);
  521. npc->features.ear_type[i] = MakeRandomFloat(-100, 100);
  522. }
  523. }
  524. if (flags & RANDOMIZE_EYE_BROW_TYPE) {
  525. for(int i=0;i<3;i++) {
  526. random = MakeRandomFloat(-100, 100);
  527. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eyebrow[%i]: %i", i, random);
  528. npc->features.eye_brow_type[i] = MakeRandomFloat(-100, 100);
  529. }
  530. }
  531. if (flags & RANDOMIZE_EYE_TYPE) {
  532. for(int i=0;i<3;i++) {
  533. random = MakeRandomFloat(-100, 100);
  534. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eye[%i]: %i", i, random);
  535. npc->features.eye_type[i] = MakeRandomFloat(-100, 100);
  536. }
  537. }
  538. if (flags & RANDOMIZE_LIP_TYPE) {
  539. for(int i=0;i<3;i++) {
  540. random = MakeRandomFloat(-100, 100);
  541. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Lip[%i]: %i", i, random);
  542. npc->features.lip_type[i] = MakeRandomFloat(-100, 100);
  543. }
  544. }
  545. if (flags & RANDOMIZE_NOSE_TYPE) {
  546. for(int i=0;i<3;i++) {
  547. random = MakeRandomFloat(-100, 100);
  548. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Nose[%i]: %i", i, random);
  549. npc->features.nose_type[i] = MakeRandomFloat(-100, 100);
  550. }
  551. }
  552. /* Randomize Colors */
  553. random = MakeRandomInt(0, 255);
  554. if(random > 30) {
  555. min_val = random - MakeRandomInt(0, 30);
  556. max_val = random + MakeRandomInt(0, 30);
  557. }
  558. if(max_val > 255)
  559. max_val = 255;
  560. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Color Ranges, random: %i, min: %i, max: %i", random, min_val, max_val);
  561. if (flags & RANDOMIZE_EYE_COLOR) {
  562. npc->features.eye_color.red = MakeRandomInt(min_val, max_val);
  563. npc->features.eye_color.green = MakeRandomInt(min_val, max_val);
  564. npc->features.eye_color.blue = MakeRandomInt(min_val, max_val);
  565. 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);
  566. }
  567. if (flags & RANDOMIZE_HAIR_COLOR1) {
  568. npc->features.hair_color1.red = MakeRandomInt(min_val, max_val);
  569. npc->features.hair_color1.green = MakeRandomInt(min_val, max_val);
  570. npc->features.hair_color1.blue = MakeRandomInt(min_val, max_val);
  571. 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);
  572. }
  573. if (flags & RANDOMIZE_HAIR_COLOR2) {
  574. npc->features.hair_color2.red = MakeRandomInt(min_val, max_val);
  575. npc->features.hair_color2.green = MakeRandomInt(min_val, max_val);
  576. npc->features.hair_color2.blue = MakeRandomInt(min_val, max_val);
  577. 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);
  578. }
  579. if (flags & RANDOMIZE_HAIR_HIGHLIGHT) {
  580. npc->features.hair_highlight_color.red = MakeRandomInt(min_val, max_val);
  581. npc->features.hair_highlight_color.green = MakeRandomInt(min_val, max_val);
  582. npc->features.hair_highlight_color.blue = MakeRandomInt(min_val, max_val);
  583. 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);
  584. }
  585. if (flags & RANDOMIZE_HAIR_FACE_COLOR) {
  586. EQ2_Color color1;
  587. color1.red = MakeRandomInt(min_val, max_val);
  588. color1.green = MakeRandomInt(min_val, max_val);
  589. color1.blue = MakeRandomInt(min_val, max_val);
  590. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  591. npc->SetFacialHairColor(color1);
  592. }
  593. if (flags & RANDOMIZE_HAIR_FACE_HIGHLIGHT_COLOR) {
  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 Facial Hair Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  599. npc->SetFacialHairHighlightColor(color1);
  600. }
  601. if (flags & RANDOMIZE_HAIR_TYPE_COLOR) {
  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 Hair Type Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  607. npc->SetHairColor(color1);
  608. }
  609. if (flags & RANDOMIZE_HAIR_TYPE_HIGHLIGHT_COLOR) {
  610. EQ2_Color color1;
  611. color1.red = MakeRandomInt(min_val, max_val);
  612. color1.green = MakeRandomInt(min_val, max_val);
  613. color1.blue = MakeRandomInt(min_val, max_val);
  614. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Type Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  615. npc->SetHairTypeHighlightColor(color1);
  616. }
  617. if (flags & RANDOMIZE_SKIN_COLOR) {
  618. npc->features.skin_color.red = MakeRandomInt(min_val, max_val);
  619. npc->features.skin_color.green = MakeRandomInt(min_val, max_val);
  620. npc->features.skin_color.blue = MakeRandomInt(min_val, max_val);
  621. 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);
  622. }
  623. if (flags & RANDOMIZE_WING_COLOR1) {
  624. EQ2_Color color1;
  625. color1.red = MakeRandomInt(min_val, max_val);
  626. color1.green = MakeRandomInt(min_val, max_val);
  627. color1.blue = MakeRandomInt(min_val, max_val);
  628. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 1 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  629. npc->SetWingColor1(color1);
  630. }
  631. if (flags & RANDOMIZE_WING_COLOR2) {
  632. EQ2_Color color1;
  633. color1.red = MakeRandomInt(min_val, max_val);
  634. color1.green = MakeRandomInt(min_val, max_val);
  635. color1.blue = MakeRandomInt(min_val, max_val);
  636. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 2 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  637. npc->SetWingColor2(color1);
  638. }
  639. }
  640. Skill* NPC::GetSkillByName(const char* name, bool check_update){
  641. if(skills && skills->count(name) > 0){
  642. Skill* ret = (*skills)[name];
  643. if(ret && check_update && ret->current_val < ret->max_val && (rand()%100) >= 90)
  644. ret->current_val++;
  645. return ret;
  646. }
  647. return 0;
  648. }
  649. Skill* NPC::GetSkillByID(int32 id, bool check_update){
  650. Skill* skill = master_skill_list.GetSkill(id);
  651. if(skill && skills && skills->count(skill->name.data) > 0){
  652. Skill* ret = (*skills)[skill->name.data];
  653. if(ret && check_update && ret->current_val < ret->max_val && (rand()%100) >= 90)
  654. ret->current_val++;
  655. return ret;
  656. }
  657. return 0;
  658. }
  659. void NPC::SetAttackType(int8 type){
  660. attack_type = type;
  661. }
  662. int8 NPC::GetAttackType(){
  663. return attack_type;
  664. }
  665. void NPC::SetAIStrategy(int8 strategy){
  666. ai_strategy = strategy;
  667. }
  668. int8 NPC::GetAIStrategy(){
  669. return ai_strategy;
  670. }
  671. void NPC::SetPrimarySpellList(int32 id){
  672. primary_spell_list = id;
  673. }
  674. int32 NPC::GetPrimarySpellList(){
  675. return primary_spell_list;
  676. }
  677. void NPC::SetSecondarySpellList(int32 id){
  678. secondary_spell_list = id;
  679. }
  680. int32 NPC::GetSecondarySpellList(){
  681. return secondary_spell_list;
  682. }
  683. void NPC::SetPrimarySkillList(int32 id){
  684. primary_skill_list = id;
  685. }
  686. int32 NPC::GetPrimarySkillList(){
  687. return primary_skill_list;
  688. }
  689. void NPC::SetSecondarySkillList(int32 id){
  690. secondary_skill_list = id;
  691. }
  692. int32 NPC::GetSecondarySkillList(){
  693. return secondary_skill_list;
  694. }
  695. void NPC::SetEquipmentListID(int32 id){
  696. equipment_list_id = id;
  697. }
  698. int32 NPC::GetEquipmentListID(){
  699. return equipment_list_id;
  700. }
  701. Spell* NPC::GetNextSpell(float distance){
  702. int8 val = rand()%100;
  703. if(ai_strategy == AI_STRATEGY_OFFENSIVE){
  704. if(val >= 20)//80% chance to cast offensive spell if Offensive AI
  705. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  706. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  707. }
  708. else if(ai_strategy == AI_STRATEGY_DEFENSIVE){
  709. if(val >= 20)//80% chance to cast defensive spell if Defensive AI
  710. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  711. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  712. }
  713. return GetNextSpell(distance, AI_STRATEGY_BALANCED);
  714. }
  715. Spell* NPC::GetNextSpell(float distance, int8 type){
  716. Spell* ret = 0;
  717. if(spells){
  718. if(distance < 0)
  719. distance = 0;
  720. Spell* tmpSpell = 0;
  721. vector<Spell*>::iterator itr;
  722. for(itr = spells->begin(); itr != spells->end(); itr++){
  723. tmpSpell = *itr;
  724. if(!tmpSpell || (type == AI_STRATEGY_OFFENSIVE && tmpSpell->GetSpellData()->friendly_spell > 0))
  725. continue;
  726. if (tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE)
  727. continue;
  728. if(type == AI_STRATEGY_DEFENSIVE && tmpSpell->GetSpellData()->friendly_spell == 0)
  729. continue;
  730. if(distance <= tmpSpell->GetSpellData()->range && distance >= tmpSpell->GetSpellData()->min_range && GetPower() >= tmpSpell->GetPowerRequired(this)){
  731. ret = tmpSpell;
  732. 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
  733. break;
  734. }
  735. }
  736. if(!ret && type != AI_STRATEGY_BALANCED)
  737. ret = GetNextSpell(distance, AI_STRATEGY_BALANCED); //wasnt able to find a valid match, so find any spell that the NPC has
  738. }
  739. return ret;
  740. }
  741. Spell* NPC::GetNextBuffSpell() {
  742. Spell* ret = 0;
  743. if (spells && GetZone()->GetSpellProcess()) {
  744. Spell* tmpSpell = 0;
  745. vector<Spell*>::iterator itr;
  746. for (itr = spells->begin(); itr != spells->end(); itr++) {
  747. tmpSpell = *itr;
  748. if (tmpSpell && tmpSpell->GetSpellData() && tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE) {
  749. SpellEffects* effect = GetSpellEffect(tmpSpell->GetSpellID());
  750. if (effect) {
  751. if (effect->tier < tmpSpell->GetSpellTier()) {
  752. ret = tmpSpell;
  753. break;
  754. }
  755. }
  756. else {
  757. ret = tmpSpell;
  758. break;
  759. }
  760. }
  761. }
  762. }
  763. return ret;
  764. }
  765. void NPC::SetAggroRadius(float radius, bool overrideBaseValue){
  766. if (base_aggro_radius == 0.0f || overrideBaseValue)
  767. base_aggro_radius = radius;
  768. aggro_radius = radius;
  769. }
  770. float NPC::GetAggroRadius(){
  771. return aggro_radius;
  772. }
  773. void NPC::SetCastPercentage(int8 percentage){
  774. cast_percentage = percentage;
  775. }
  776. int8 NPC::GetCastPercentage(){
  777. return cast_percentage;
  778. }
  779. void NPC::AddSkillBonus(int32 spell_id, int32 skill_id, float value) {
  780. if (value != 0) {
  781. SkillBonus* sb;
  782. if (skill_bonus_list.count(spell_id) == 0) {
  783. sb = new SkillBonus;
  784. sb->spell_id = spell_id;
  785. skill_bonus_list.Put(spell_id, sb);
  786. }
  787. else
  788. sb = skill_bonus_list.Get(spell_id);
  789. if (sb->skills[skill_id] == 0) {
  790. SkillBonusValue* sbv = new SkillBonusValue;
  791. sbv->skill_id = skill_id;
  792. sbv->value = value;
  793. sb->skills[skill_id] = sbv;
  794. if (skills) {
  795. map<string, Skill*>::iterator itr;
  796. for (itr = skills->begin(); itr != skills->end(); itr++) {
  797. Skill* skill = itr->second;
  798. if (skill->skill_id == sbv->skill_id) {
  799. skill->current_val += (int16)sbv->value;
  800. skill->max_val += (int16)sbv->value;
  801. }
  802. }
  803. }
  804. }
  805. }
  806. }
  807. void NPC::RemoveSkillBonus(int32 spell_id) {
  808. if (skill_bonus_list.count(spell_id) > 0) {
  809. SkillBonus* sb = skill_bonus_list.Get(spell_id);
  810. skill_bonus_list.erase(spell_id);
  811. map<int32, SkillBonusValue*>::iterator itr;
  812. for (itr = sb->skills.begin(); itr != sb->skills.end(); itr++) {
  813. SkillBonusValue* sbv = itr->second;
  814. if (skills) {
  815. map<string, Skill*>::iterator skill_itr;
  816. for (skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++) {
  817. Skill* skill = skill_itr->second;
  818. if (sbv->skill_id == skill->skill_id) {
  819. skill->current_val -= (int16)sbv->value;
  820. skill->max_val -= (int16)sbv->value;
  821. }
  822. }
  823. }
  824. safe_delete(sbv);
  825. }
  826. safe_delete(sb);
  827. }
  828. }
  829. void NPC::SetBrain(::Brain* brain) {
  830. // Again, had to use the '::' to refer to the Brain class and not the function defined in the NPC class
  831. MBrain.writelock(__FUNCTION__, __LINE__);
  832. // Check to make sure the NPC the brain controls matches this npc
  833. if (brain->GetBody() != this) {
  834. LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Brain body does not match the npc we tried to assign the brain to.");
  835. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  836. return;
  837. }
  838. // Store the old brain in a temp pointer so we can delete it later
  839. ::Brain* old_brain = m_brain;
  840. // Set the brain for this NPC to the new brain
  841. m_brain = brain;
  842. // Release the lock
  843. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  844. // Delete the old brain
  845. safe_delete(old_brain);
  846. }
  847. void NPC::SetZone(ZoneServer* in_zone, int32 version) {
  848. Spawn::SetZone(in_zone, version);
  849. if (in_zone){
  850. GetZone()->SetNPCEquipment(this);
  851. SetSkills(GetZone()->GetNPCSkills(primary_skill_list, secondary_skill_list));
  852. SetSpells(GetZone()->GetNPCSpells(primary_spell_list, secondary_spell_list));
  853. }
  854. }