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- /*
- EQ2Emulator: Everquest II Server Emulator
- Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
- This file is part of EQ2Emulator.
- EQ2Emulator is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- EQ2Emulator is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
- */
- #include "NPC.h"
- #include "WorldDatabase.h"
- #include <math.h>
- #include "client.h"
- #include "World.h"
- #include "races.h"
- #include "../common/Log.h"
- #include "NPC_AI.h"
- #include "Appearances.h"
- #include "SpellProcess.h"
- #include "Skills.h"
- extern MasterSpellList master_spell_list;
- extern ConfigReader configReader;
- extern WorldDatabase database;
- extern World world;
- extern Races races;
- extern Appearance master_appearance_list;
- extern MasterSkillList master_skill_list;
- NPC::NPC(){
- Initialize();
- if (GetMaxSpeed() > 0)
- SetSpeed(GetMaxSpeed());
- }
- NPC::NPC(NPC* old_npc){
- Initialize();
- if(old_npc){
- if(old_npc->GetSizeOffset() > 0){
- int8 offset = old_npc->GetSizeOffset()+1;
- sint32 tmp_size = old_npc->size + (rand()%offset - rand()%offset);
- if(tmp_size < 0)
- tmp_size = 1;
- else if(tmp_size >= 0xFFFF)
- tmp_size = 0xFFFF;
- size = (int16)tmp_size;
- }
- else
- size = old_npc->size;
- SetCollector(old_npc->IsCollector());
- SetMerchantID(old_npc->GetMerchantID());
- SetMerchantType(old_npc->GetMerchantType());
- SetMerchantLevelRange(old_npc->GetMerchantMinLevel(), old_npc->GetMerchantMaxLevel());
- SetPrimaryCommands(&old_npc->primary_command_list);
- SetSecondaryCommands(&old_npc->secondary_command_list);
- appearance_id = old_npc->appearance_id;
- database_id = old_npc->database_id;
- primary_command_list_id = old_npc->primary_command_list_id;
- secondary_command_list_id = old_npc->secondary_command_list_id;
- this->SetInfoStruct(old_npc->GetInfoStruct());
- //memcpy(GetInfoStruct(), old_npc->GetInfoStruct(), sizeof(InfoStruct));
- memcpy(&appearance, &old_npc->appearance, sizeof(AppearanceData));
- memcpy(&features, &old_npc->features, sizeof(CharFeatures));
- memcpy(&equipment, &old_npc->equipment, sizeof(EQ2_Equipment));
- if(appearance.min_level < appearance.max_level)
- SetLevel(appearance.min_level + rand()%((appearance.max_level - appearance.min_level)+1));
- target = 0;
- SetTotalHPBase(old_npc->GetTotalHPBase());
- SetTotalPowerBase(old_npc->GetTotalPowerBase());
- faction_id = old_npc->faction_id;
- movement_interrupted = false;
- old_npc->SetQuestsRequired(this);
- SetTransporterID(old_npc->GetTransporterID());
- SetAIStrategy(old_npc->GetAIStrategy());
- SetPrimarySpellList(old_npc->GetPrimarySpellList());
- SetSecondarySpellList(old_npc->GetSecondarySpellList());
- SetPrimarySkillList(old_npc->GetPrimarySkillList());
- SetSecondarySkillList(old_npc->GetSecondarySkillList());
- SetEquipmentListID(old_npc->GetEquipmentListID());
- SetAggroRadius(old_npc->GetBaseAggroRadius());
- SetCastPercentage(old_npc->GetCastPercentage());
- SetRandomize(old_npc->GetRandomize());
- if(appearance.randomize > 0)
- Randomize(this, appearance.randomize);
- CalculateBonuses();
- SetHP(GetTotalHP());
- SetPower(GetTotalPower());
- ChangePrimaryWeapon();
- ChangeSecondaryWeapon();
- SetSoundsDisabled(old_npc->IsSoundsDisabled());
- SetFlyingCreature();
- SetWaterCreature();
- SetOmittedByDBFlag(old_npc->IsOmittedByDBFlag());
- SetLootTier(old_npc->GetLootTier());
- SetLootDropType(old_npc->GetLootDropType());
- has_spells = old_npc->HasSpells();
- }
- }
- NPC::~NPC(){
- ResetMovement();
- if(skills){
- map<string, Skill*>::iterator skill_itr;
- for(skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++){
- safe_delete(skill_itr->second);
- }
- safe_delete(skills);
- }
- safe_delete(spells);
- MutexMap<int32, SkillBonus*>::iterator sb_itr = skill_bonus_list.begin();
- while (sb_itr.Next())
- RemoveSkillBonus(sb_itr.first);
- safe_delete(runback);
- safe_delete(m_brain);
- }
- void NPC::Initialize(){
- ai_strategy = 0;
- attack_type = 0;
- movement_index = 0;
- resume_movement = true;
- movement_start_time = 0;
- spawn_type = 2;
- movement_interrupted = false;
- attack_resume_needed = false;
- MMovementLoop.SetName("NPC::MMovementLoop");
- last_movement_update = Timer::GetCurrentTime2();
- aggro_radius = 0.0f;
- base_aggro_radius = 0.0f;
- skills = 0;
- spells = 0;
- runback = 0;
- m_brain = new ::Brain(this);
- MBrain.SetName("NPC::m_brain");
- m_runningBack = false;
- m_runbackHeadingDir1 = m_runbackHeadingDir2 = 0;
- following = false;
- SetFollowTarget(0);
- m_petDismissing = false;
- m_ShardID = 0;
- m_ShardCharID = 0;
- m_ShardCreatedTimestamp = 0;
- m_call_runback = false;
- has_spells = false;
- cast_on_aggro_completed = false;
- }
- EQ2Packet* NPC::serialize(Player* player, int16 version){
- return spawn_serialize(player, version);
- }
- void NPC::SetSkills(map<string, Skill*>* in_skills){
- if (skills) {
- map<string, Skill*>::iterator skill_itr;
- for(skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++){
- safe_delete(skill_itr->second);
- }
- safe_delete(skills);
- }
- skills = in_skills;
- }
- void NPC::SetSpells(vector<NPCSpell*>* in_spells){
- for(int i=0;i<CAST_TYPE::MAX_CAST_TYPES;i++) {
- cast_on_spells[i].clear();
- }
-
- if(spells) {
- vector<NPCSpell*>::iterator itr;
- for(itr = spells->begin(); itr != spells->end(); itr++){
- safe_delete((*itr));
- }
- }
- safe_delete(spells);
- spells = in_spells;
-
- if(spells && spells->size() > 0) {
- has_spells = true;
-
- vector<NPCSpell*>::iterator itr;
- for(itr = spells->begin(); itr != spells->end();){
- if((*itr)->cast_on_spawn) {
- cast_on_spells[CAST_TYPE::CAST_ON_SPAWN].push_back((*itr));
- itr = spells->erase(itr); // we don't keep on the master list
- continue;
- }
- if((*itr)->cast_on_initial_aggro) {
- cast_on_spells[CAST_TYPE::CAST_ON_AGGRO].push_back((*itr));
- itr = spells->erase(itr); // we don't keep on the master list
- continue;
- }
-
- // didn't hit a continue case, iterate
- itr++;
- }
- }
- else {
- has_spells = false;
- }
- }
- void NPC::SetRunbackLocation(float x, float y, float z, int32 gridid, bool set_hp_runback){
- safe_delete(runback);
- runback = new MovementLocation;
- runback->x = x;
- runback->y = y;
- runback->z = z;
- runback->gridid = gridid;
- runback->stage = 0;
- runback->reset_hp_on_runback = set_hp_runback;
- }
- MovementLocation* NPC::GetRunbackLocation(){
- return runback;
- }
- float NPC::GetRunbackDistance(){
- if(!runback)
- return 0;
- return GetDistance(runback->x, runback->y, runback->z);
- }
- void NPC::Runback(float distance, bool stopFollowing){
- if(!runback)
- return;
-
- if ( distance == 0.0f )
- distance = GetRunbackDistance(); // gotta make sure its true, lua doesn't send the distance
-
- if(stopFollowing)
- following = false;
-
- if (!m_runningBack)
- {
- ClearRunningLocations();
- GetZone()->movementMgr->StopNavigation((Entity*)this);
- }
- m_runningBack = true;
- SetSpeed(GetMaxSpeed()*2);
- if (CheckLoS(glm::vec3(runback->x, runback->z, runback->y + 1.0f), glm::vec3(GetX(), GetZ(), GetY() + 1.0f)))
- {
- FaceTarget(runback->x, runback->z);
- ClearRunningLocations();
- GetZone()->movementMgr->DisruptNavigation((Entity*)this);
- if (GetRunbackLocation()->gridid > 0)
- SetLocation(GetRunbackLocation()->gridid);
- AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, true, true, "", true);
- }
- else
- GetZone()->movementMgr->NavigateTo((Entity*)this, runback->x, runback->y, runback->z);
- //AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, false);
- last_movement_update = Timer::GetCurrentTime2();
- }
- void NPC::ClearRunback(){
- safe_delete(runback);
- m_runningBack = false;
- m_runbackHeadingDir1 = m_runbackHeadingDir2 = 0;
- resume_movement = true;
- NeedsToResumeMovement(false);
- }
- void NPC::StartRunback(bool reset_hp_on_runback)
- {
- if(GetRunbackLocation())
- return;
- SetRunbackLocation(GetX(), GetY(), GetZ(), GetLocation(), reset_hp_on_runback);
- m_runbackHeadingDir1 = appearance.pos.Dir1;
- m_runbackHeadingDir2 = appearance.pos.Dir2;
- }
- bool NPC::PauseMovement(int32 period_of_time_ms)
- {
- if(period_of_time_ms < 1)
- period_of_time_ms = 1;
- if(HasMovementLoop() || HasMovementLocations())
- StartRunback();
-
- RunToLocation(GetX(),GetY(),GetZ());
-
- pause_timer.Start(period_of_time_ms, true);
- return true;
- }
- bool NPC::IsPauseMovementTimerActive()
- {
- if(pause_timer.Check())
- {
- pause_timer.Disable();
- m_call_runback = true;
- }
-
- return pause_timer.Enabled();
- }
- void NPC::InCombat(bool val){
- if (in_combat == val)
- return;
- if(in_combat == false && val && GetZone()){
- LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
- GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_ATTACKED, GetTarget());
- SetTempActionState(0); // disable action states in combat
- }
- if(!in_combat && val){
- // if not a pet and no current run back location set then set one to the current location
- bool hadRunback = (GetRunbackLocation() != nullptr);
- if(hadRunback) {
- pause_timer.Disable();
- if(!GetRunbackLocation()->reset_hp_on_runback) // if we aren't resetting hp it isn't a real reset point, just face target swings
- ClearRunback();
- }
- if(!IsPet()) {
- StartRunback(true);
- }
- }
- in_combat = val;
- if(val){
- LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
- SetLockedNoLoot(ENCOUNTER_STATE_LOCKED);
- AddIconValue(64);
- // In combat so lets set the NPC's speed to its max speed
- if (GetMaxSpeed() > 0)
- SetSpeed(GetMaxSpeed());
- }
- else{
- SetLockedNoLoot(ENCOUNTER_STATE_AVAILABLE);
- RemoveIconValue(64);
- if (GetHP() > 0){
- SetTempActionState(-1); //re-enable action states on exiting combat
- GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_COMBAT_RESET);
- // Stop all HO's attached to this NPC
- GetZone()->GetSpellProcess()->KillHOBySpawnID(GetID());
- }
- }
- if(!MovementInterrupted() && val && GetSpeed() > 0 && movement_loop.size() > 0){
- CalculateRunningLocation(true);
- }
- MovementInterrupted(val);
- }
- bool NPC::HandleUse(Client* client, string type){
- if(!client || type.length() == 0 || (appearance.show_command_icon == 0 && appearance.display_hand_icon == 0))
- return false;
- EntityCommand* entity_command = FindEntityCommand(type);
- if (entity_command) {
- client->GetCurrentZone()->ProcessEntityCommand(entity_command, client->GetPlayer(), client->GetPlayer()->GetTarget());
- return true;
- }
- return false;
- /*Spell* spell = master_spell_list.GetSpellByName((char*)type.c_str());
- if(spell)
- client->GetCurrentZone()->ProcessSpell(spell, client->GetPlayer(), client->GetPlayer()->GetTarget());
- else if(GetSpawnScript())
- client->GetCurrentZone()->CallSpawnScript(this, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), (char*)type.c_str());
- else
- return false;
- return true;*/
- }
- bool NPC::CheckSameAppearance(string name, int16 id)
- {
- // need to iterate through master_appearance_list finding if id contains name
- return true;
- }
- void NPC::Randomize(NPC* npc, int32 flags)
- {
- int8 random = 0;
- int8 min_val = 0;
- int8 max_val = 255;
- /* We need to check if gender is going to be randomized first because if the race is going to be
- * randomized, we need to know its gender so we can choose the proper model.
- * We also need to make sure the model gets set properly if the player chooses to randomize the gender
- * and not the race. */
- int8 old_gender = npc->GetGender();
- if (flags & RANDOMIZE_GENDER)
- {
- random = MakeRandomInt(1, 2);
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Gender: %i", random);
- npc->SetGender(random);
- }
- if ((flags & RANDOMIZE_RACE) || (flags & RANDOMIZE_GENDER && old_gender != npc->GetGender()) || (flags & RANDOMIZE_MODEL_TYPE))
- {
- string race_string = "";
- int8 gender = npc->GetGender();
- if (gender == 1 || gender == 2)
- {
- if (flags & RANDOMIZE_RACE)
- {
- if(npc->GetAlignment() == 1) // Good
- random = races.GetRaceNameGood();
- else if(npc->GetAlignment() < 0) // Evil
- random = races.GetRaceNameEvil();
- else // All
- random = MakeRandomInt(0, 20);
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Race: %s (%i)", races.GetRaceNameCase(random), random);
- npc->SetRace(random);
- }
- switch (npc->GetRace())
- {
- case BARBARIAN:
- // JA: If randomize has "4" (model) and race=0, barbarians show up in place of the real models.
- // Started working on a solution (CheckSameAppearance) but cannot get it to work yet.
- // Solution for now is to not randomize models for race=0. Set to race=255, or turn off model randomize
- race_string = "/barbarian/barbarian";
- break;
- case DARK_ELF:
- race_string = "/darkelf/darkelf";
- break;
- case DWARF:
- race_string = "/dwarf/dwarf";
- break;
- case ERUDITE:
- race_string = "/erudite/erudite";
- break;
- case FROGLOK:
- race_string = "/froglok/froglok";
- break;
- case GNOME:
- race_string = "/gnome/gnome";
- break;
- case HALF_ELF:
- race_string = "/halfelf/halfelf";
- break;
- case HALFLING:
- race_string = "/halfling/halfling";
- break;
- case HIGH_ELF:
- race_string = "/highelf/highelf";
- break;
- case HUMAN:
- race_string = "/human/human";
- break;
- case IKSAR:
- race_string = "/iksar/iksar";
- break;
- case KERRA:
- race_string = "/kerra/kerra";
- break;
- case OGRE:
- race_string = "/ogre/ogre";
- break;
- case RATONGA:
- race_string = "/ratonga/ratonga";
- break;
- case TROLL:
- race_string = "/troll/troll";
- break;
- case WOOD_ELF:
- race_string = "/woodelf/woodelf";
- break;
- case FAE:
- race_string = "/fae/fae_light";
- break;
- case ARASAI:
- race_string = "/fae/fae_dark";
- break;
- case SARNAK:
- gender == 1 ? race_string = "01/sarnak_male/sarnak" : race_string = "01/sarnak_female/sarnak";
- break;
- case VAMPIRE:
- race_string = "/vampire/vampire";
- break;
- case AERAKYN:
- race_string = "/aerakyn/aerakyn";
- break;
- }
- if (race_string.length() > 0)
- {
- string gender_string;
- gender == 1 ? gender_string = "male" : gender_string = "female";
- vector<int16>* id_list = database.GetAppearanceIDsLikeName("ec/pc" + race_string + "_" + gender_string);
- if (id_list)
- {
- int32 index = MakeRandomInt(0, id_list->size() - 1);
- npc->SetModelType(id_list->at(index));
- npc->SetSogaModelType(id_list->at(index));
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Model Type: %i", npc->GetModelType());
- int16 wing_type = 0;
- if (npc->GetRace() == FAE)
- {
- vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
- if (id_list_wings) {
- wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
- safe_delete(id_list_wings);
- }
- }
- else if (npc->GetRace() == ARASAI)
- {
- vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
- if (id_list_wings) {
- wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
- safe_delete(id_list_wings);
- }
- }
- else if (npc->GetRace() == AERAKYN)
- {
- vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
- if (id_list_wings) {
- wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
- safe_delete(id_list_wings);
- }
- }
- if (wing_type > 0)
- {
- EQ2_Color color1;
- EQ2_Color color2;
- color1.red = MakeRandomInt(0, 255);
- color1.green = MakeRandomInt(0, 255);
- color1.blue = MakeRandomInt(0, 255);
- color2.red = MakeRandomInt(0, 255);
- color2.green = MakeRandomInt(0, 255);
- color2.blue = MakeRandomInt(0, 255);
- npc->SetWingColor1(color1);
- npc->SetWingColor2(color2);
- }
- npc->SetWingType(wing_type);
- safe_delete(id_list);
- }
- }
- }
- }
- if (flags & RANDOMIZE_FACIAL_HAIR_TYPE) {
- vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/face");
- if (id_list) {
- int32 index = MakeRandomInt(0, id_list->size() - 1);
- npc->SetFacialHairType(id_list->at(index));
- npc->SetSogaFacialHairType(id_list->at(index));
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair: %i", npc->GetFacialHairType());
- safe_delete(id_list);
- }
- }
- if (flags & RANDOMIZE_HAIR_TYPE) {
- vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/hair");
- if (id_list) {
- int32 index = MakeRandomInt(0, id_list->size() - 1);
- npc->SetHairType(id_list->at(index));
- npc->SetSogaHairType(id_list->at(index));
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair: %i", npc->GetHairType());
- safe_delete(id_list);
- }
- }
- if (flags & RANDOMIZE_WING_TYPE) {
- int16 wing_type = 0;
- if (npc->GetRace() == FAE) {
- vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
- if (id_list_wings) {
- wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
- safe_delete(id_list_wings);
- }
- }
- else if (npc->GetRace() == ARASAI) {
- vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
- if (id_list_wings) {
- wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
- safe_delete(id_list_wings);
- }
- }
- else if (npc->GetRace() == AERAKYN)
- {
- vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
- if (id_list_wings) {
- wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
- safe_delete(id_list_wings);
- }
- }
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Type: %i", wing_type);
- npc->SetWingType(wing_type);
- }
- if (flags & RANDOMIZE_CHEEK_TYPE) {
- for(int i=0;i<3;i++) {
- random = MakeRandomFloat(-100, 100);
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Cheek[%i]: %i", i, random);
- npc->features.cheek_type[i] = random;
- }
- }
- if (flags & RANDOMIZE_CHIN_TYPE) {
- for(int i=0;i<3;i++) {
- random = MakeRandomFloat(-100, 100);
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Chin[%i]: %i", i, random);
- npc->features.chin_type[i] = MakeRandomFloat(-100, 100);
- }
- }
- if (flags & RANDOMIZE_EAR_TYPE) {
- for(int i=0;i<3;i++) {
- random = MakeRandomFloat(-100, 100);
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Ear[%i]: %i", i, random);
- npc->features.ear_type[i] = MakeRandomFloat(-100, 100);
- }
- }
- if (flags & RANDOMIZE_EYE_BROW_TYPE) {
- for(int i=0;i<3;i++) {
- random = MakeRandomFloat(-100, 100);
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eyebrow[%i]: %i", i, random);
- npc->features.eye_brow_type[i] = MakeRandomFloat(-100, 100);
- }
- }
- if (flags & RANDOMIZE_EYE_TYPE) {
- for(int i=0;i<3;i++) {
- random = MakeRandomFloat(-100, 100);
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eye[%i]: %i", i, random);
- npc->features.eye_type[i] = MakeRandomFloat(-100, 100);
- }
- }
- if (flags & RANDOMIZE_LIP_TYPE) {
- for(int i=0;i<3;i++) {
- random = MakeRandomFloat(-100, 100);
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Lip[%i]: %i", i, random);
- npc->features.lip_type[i] = MakeRandomFloat(-100, 100);
- }
- }
- if (flags & RANDOMIZE_NOSE_TYPE) {
- for(int i=0;i<3;i++) {
- random = MakeRandomFloat(-100, 100);
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Nose[%i]: %i", i, random);
- npc->features.nose_type[i] = MakeRandomFloat(-100, 100);
- }
- }
- /* Randomize Colors */
- random = MakeRandomInt(0, 255);
- if(random > 30) {
- min_val = random - MakeRandomInt(0, 30);
- max_val = random + MakeRandomInt(0, 30);
- }
- if(max_val > 255)
- max_val = 255;
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Color Ranges, random: %i, min: %i, max: %i", random, min_val, max_val);
- if (flags & RANDOMIZE_EYE_COLOR) {
- npc->features.eye_color.red = MakeRandomInt(min_val, max_val);
- npc->features.eye_color.green = MakeRandomInt(min_val, max_val);
- npc->features.eye_color.blue = MakeRandomInt(min_val, max_val);
- 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);
- }
- if (flags & RANDOMIZE_HAIR_COLOR1) {
- npc->features.hair_color1.red = MakeRandomInt(min_val, max_val);
- npc->features.hair_color1.green = MakeRandomInt(min_val, max_val);
- npc->features.hair_color1.blue = MakeRandomInt(min_val, max_val);
- 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);
- }
- if (flags & RANDOMIZE_HAIR_COLOR2) {
- npc->features.hair_color2.red = MakeRandomInt(min_val, max_val);
- npc->features.hair_color2.green = MakeRandomInt(min_val, max_val);
- npc->features.hair_color2.blue = MakeRandomInt(min_val, max_val);
- 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);
- }
- if (flags & RANDOMIZE_HAIR_HIGHLIGHT) {
- npc->features.hair_highlight_color.red = MakeRandomInt(min_val, max_val);
- npc->features.hair_highlight_color.green = MakeRandomInt(min_val, max_val);
- npc->features.hair_highlight_color.blue = MakeRandomInt(min_val, max_val);
- 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);
- }
- if (flags & RANDOMIZE_HAIR_FACE_COLOR) {
- EQ2_Color color1;
- color1.red = MakeRandomInt(min_val, max_val);
- color1.green = MakeRandomInt(min_val, max_val);
- color1.blue = MakeRandomInt(min_val, max_val);
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
- npc->SetFacialHairColor(color1);
- }
- if (flags & RANDOMIZE_HAIR_FACE_HIGHLIGHT_COLOR) {
- EQ2_Color color1;
- color1.red = MakeRandomInt(min_val, max_val);
- color1.green = MakeRandomInt(min_val, max_val);
- color1.blue = MakeRandomInt(min_val, max_val);
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
- npc->SetFacialHairHighlightColor(color1);
- }
- if (flags & RANDOMIZE_HAIR_TYPE_COLOR) {
- EQ2_Color color1;
- color1.red = MakeRandomInt(min_val, max_val);
- color1.green = MakeRandomInt(min_val, max_val);
- color1.blue = MakeRandomInt(min_val, max_val);
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Type Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
- npc->SetHairColor(color1);
- }
- if (flags & RANDOMIZE_HAIR_TYPE_HIGHLIGHT_COLOR) {
- EQ2_Color color1;
- color1.red = MakeRandomInt(min_val, max_val);
- color1.green = MakeRandomInt(min_val, max_val);
- color1.blue = MakeRandomInt(min_val, max_val);
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Type Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
- npc->SetHairTypeHighlightColor(color1);
- }
- if (flags & RANDOMIZE_SKIN_COLOR) {
- npc->features.skin_color.red = MakeRandomInt(min_val, max_val);
- npc->features.skin_color.green = MakeRandomInt(min_val, max_val);
- npc->features.skin_color.blue = MakeRandomInt(min_val, max_val);
- 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);
- }
- if (flags & RANDOMIZE_WING_COLOR1) {
- EQ2_Color color1;
- color1.red = MakeRandomInt(min_val, max_val);
- color1.green = MakeRandomInt(min_val, max_val);
- color1.blue = MakeRandomInt(min_val, max_val);
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 1 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
- npc->SetWingColor1(color1);
- }
- if (flags & RANDOMIZE_WING_COLOR2) {
- EQ2_Color color1;
- color1.red = MakeRandomInt(min_val, max_val);
- color1.green = MakeRandomInt(min_val, max_val);
- color1.blue = MakeRandomInt(min_val, max_val);
- LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 2 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
- npc->SetWingColor2(color1);
- }
- }
- Skill* NPC::GetSkillByName(const char* name, bool check_update){
- if(skills && skills->count(name) > 0){
- Skill* ret = (*skills)[name];
- if(ret && check_update && ret->current_val < ret->max_val && (rand()%100) >= 90)
- ret->current_val++;
- return ret;
- }
- return 0;
- }
- Skill* NPC::GetSkillByID(int32 id, bool check_update){
- Skill* skill = master_skill_list.GetSkill(id);
- if(skill && skills && skills->count(skill->name.data) > 0){
- Skill* ret = (*skills)[skill->name.data];
- if(ret && check_update && ret->current_val < ret->max_val && (rand()%100) >= 90)
- ret->current_val++;
- return ret;
- }
- return 0;
- }
- int8 NPC::GetAttackType(){
- return attack_type;
- }
- void NPC::SetAIStrategy(int8 strategy){
- ai_strategy = strategy;
- }
- int8 NPC::GetAIStrategy(){
- return ai_strategy;
- }
- void NPC::SetPrimarySpellList(int32 id){
- primary_spell_list = id;
- }
- int32 NPC::GetPrimarySpellList(){
- return primary_spell_list;
- }
- void NPC::SetSecondarySpellList(int32 id){
- secondary_spell_list = id;
- }
- int32 NPC::GetSecondarySpellList(){
- return secondary_spell_list;
- }
- void NPC::SetPrimarySkillList(int32 id){
- primary_skill_list = id;
- }
- int32 NPC::GetPrimarySkillList(){
- return primary_skill_list;
- }
- void NPC::SetSecondarySkillList(int32 id){
- secondary_skill_list = id;
- }
- int32 NPC::GetSecondarySkillList(){
- return secondary_skill_list;
- }
- void NPC::SetEquipmentListID(int32 id){
- equipment_list_id = id;
- }
- int32 NPC::GetEquipmentListID(){
- return equipment_list_id;
- }
- Spell* NPC::GetNextSpell(Spawn* target, float distance){
- if(!cast_on_aggro_completed) {
- Spell* ret = nullptr;
- Spell* tmpSpell = nullptr;
- vector<NPCSpell*>::iterator itr;
- Spawn* tmpTarget = target;
- for (itr = cast_on_spells[CAST_ON_AGGRO].begin(); itr != cast_on_spells[CAST_ON_AGGRO].end(); itr++) {
- tmpSpell = master_spell_list.GetSpell((*itr)->spell_id, (*itr)->tier);
-
- if(!tmpSpell)
- continue;
- if (tmpSpell->GetSpellData()->friendly_spell > 0) {
- tmpTarget = (Spawn*)this;
- }
- if (tmpSpell->GetSpellData()) {
- SpellEffects* effect = ((Entity*)tmpTarget)->GetSpellEffect(tmpSpell->GetSpellID());
- if (!effect) {
- ret = tmpSpell;
-
- if (tmpSpell->GetSpellData()->friendly_spell > 0) {
- tmpTarget = target;
- }
- break;
- }
- }
- if (tmpSpell->GetSpellData()->friendly_spell > 0) {
- tmpTarget = target;
- }
- }
-
- if(ret) {
- return ret;
- }
- else {
- cast_on_aggro_completed = true;
- }
- }
-
- int8 val = rand()%100;
- if(ai_strategy == AI_STRATEGY_OFFENSIVE){
- if(val >= 20)//80% chance to cast offensive spell if Offensive AI
- return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
- return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
- }
- else if(ai_strategy == AI_STRATEGY_DEFENSIVE){
- if(val >= 20)//80% chance to cast defensive spell if Defensive AI
- return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
- return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
- }
- return GetNextSpell(distance, AI_STRATEGY_BALANCED);
- }
- Spell* NPC::GetNextSpell(float distance, int8 type){
- Spell* ret = 0;
- if(spells){
- if(distance < 0)
- distance = 0;
- Spell* tmpSpell = 0;
- vector<NPCSpell*>::iterator itr;
- for(itr = spells->begin(); itr != spells->end(); itr++){
- tmpSpell = master_spell_list.GetSpell((*itr)->spell_id, (*itr)->tier);
- if(!tmpSpell || (type == AI_STRATEGY_OFFENSIVE && tmpSpell->GetSpellData()->friendly_spell > 0))
- continue;
- if (tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE)
- continue;
- if(type == AI_STRATEGY_DEFENSIVE && tmpSpell->GetSpellData()->friendly_spell == 0)
- continue;
- if(distance <= tmpSpell->GetSpellData()->range && distance >= tmpSpell->GetSpellData()->min_range && GetPower() >= tmpSpell->GetPowerRequired(this)){
- ret = tmpSpell;
- 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
- break;
- }
- }
- if(!ret && type != AI_STRATEGY_BALANCED)
- ret = GetNextSpell(distance, AI_STRATEGY_BALANCED); //wasnt able to find a valid match, so find any spell that the NPC has
- }
- return ret;
- }
- Spell* NPC::GetNextBuffSpell(Spawn* target) {
- if(!target) {
- target = (Spawn*)this;
- }
-
- Spell* ret = 0;
-
- if(!target->IsEntity()) {
- return ret;
- }
-
- if (spells && GetZone()->GetSpellProcess()) {
- Spell* tmpSpell = 0;
- vector<NPCSpell*>::iterator itr;
- for (itr = cast_on_spells[CAST_ON_SPAWN].begin(); itr != cast_on_spells[CAST_ON_SPAWN].end(); itr++) {
- tmpSpell = master_spell_list.GetSpell((*itr)->spell_id, (*itr)->tier);
- if (tmpSpell && tmpSpell->GetSpellData()) {
- SpellEffects* effect = ((Entity*)target)->GetSpellEffect(tmpSpell->GetSpellID());
- if (effect) {
- if (effect->tier < tmpSpell->GetSpellTier()) {
- ret = tmpSpell;
- break;
- }
- }
- else {
- ret = tmpSpell;
- break;
- }
- }
- }
-
- for (itr = spells->begin(); itr != spells->end(); itr++) {
- tmpSpell = master_spell_list.GetSpell((*itr)->spell_id, (*itr)->tier);
- if (tmpSpell && tmpSpell->GetSpellData() && tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE) {
- SpellEffects* effect = ((Entity*)target)->GetSpellEffect(tmpSpell->GetSpellID());
- if (effect) {
- if (effect->tier < tmpSpell->GetSpellTier()) {
- ret = tmpSpell;
- break;
- }
- }
- else {
- ret = tmpSpell;
- break;
- }
- }
- }
- }
- return ret;
- }
- void NPC::SetAggroRadius(float radius, bool overrideBaseValue){
- if (base_aggro_radius == 0.0f || overrideBaseValue)
- base_aggro_radius = radius;
- aggro_radius = radius;
- }
- float NPC::GetAggroRadius(){
- return aggro_radius;
- }
- void NPC::SetCastPercentage(int8 percentage){
- cast_percentage = percentage;
- }
- int8 NPC::GetCastPercentage(){
- return cast_percentage;
- }
- void NPC::AddSkillBonus(int32 spell_id, int32 skill_id, float value) {
- if (value != 0) {
- SkillBonus* sb;
- if (skill_bonus_list.count(spell_id) == 0) {
- sb = new SkillBonus;
- sb->spell_id = spell_id;
- skill_bonus_list.Put(spell_id, sb);
- }
- else
- sb = skill_bonus_list.Get(spell_id);
- if (sb->skills[skill_id] == 0) {
- SkillBonusValue* sbv = new SkillBonusValue;
- sbv->skill_id = skill_id;
- sbv->value = value;
- sb->skills[skill_id] = sbv;
- if (skills) {
- map<string, Skill*>::iterator itr;
- for (itr = skills->begin(); itr != skills->end(); itr++) {
- Skill* skill = itr->second;
- if (skill->skill_id == sbv->skill_id) {
- skill->current_val += (int16)sbv->value;
- skill->max_val += (int16)sbv->value;
- }
- }
- }
- }
- }
- }
-
- void NPC::RemoveSkillBonus(int32 spell_id) {
- if (skill_bonus_list.count(spell_id) > 0) {
- SkillBonus* sb = skill_bonus_list.Get(spell_id);
- skill_bonus_list.erase(spell_id);
- map<int32, SkillBonusValue*>::iterator itr;
- for (itr = sb->skills.begin(); itr != sb->skills.end(); itr++) {
- SkillBonusValue* sbv = itr->second;
- if (skills) {
- map<string, Skill*>::iterator skill_itr;
- for (skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++) {
- Skill* skill = skill_itr->second;
- if (sbv->skill_id == skill->skill_id) {
- skill->current_val -= (int16)sbv->value;
- skill->max_val -= (int16)sbv->value;
- }
- }
- }
- safe_delete(sbv);
- }
- safe_delete(sb);
- }
- }
- void NPC::SetBrain(::Brain* brain) {
- // Again, had to use the '::' to refer to the Brain class and not the function defined in the NPC class
- MBrain.writelock(__FUNCTION__, __LINE__);
- // Check to make sure the NPC the brain controls matches this npc
- if (brain && brain->GetBody() != this) {
- LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Brain body does not match the npc we tried to assign the brain to.");
- MBrain.releasewritelock(__FUNCTION__, __LINE__);
- return;
- }
-
- // Store the old brain in a temp pointer so we can delete it later
- ::Brain* old_brain = m_brain;
- // Set the brain for this NPC to the new brain
- m_brain = brain;
- // Release the lock
- MBrain.releasewritelock(__FUNCTION__, __LINE__);
- // Delete the old brain
- safe_delete(old_brain);
- }
- void NPC::SetZone(ZoneServer* in_zone, int32 version) {
- Spawn::SetZone(in_zone, version);
- if (in_zone){
- GetZone()->SetNPCEquipment(this);
- SetSkills(GetZone()->GetNPCSkills(primary_skill_list, secondary_skill_list));
- SetSpells(world.GetNPCSpells(primary_spell_list, secondary_spell_list));
- }
- }
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