NPC.cpp 30 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. SetCollector(old_npc->IsCollector());
  54. SetMerchantID(old_npc->GetMerchantID());
  55. SetMerchantType(old_npc->GetMerchantType());
  56. SetMerchantLevelRange(old_npc->GetMerchantMinLevel(), old_npc->GetMerchantMaxLevel());
  57. SetPrimaryCommands(&old_npc->primary_command_list);
  58. SetSecondaryCommands(&old_npc->secondary_command_list);
  59. appearance_id = old_npc->appearance_id;
  60. database_id = old_npc->database_id;
  61. primary_command_list_id = old_npc->primary_command_list_id;
  62. secondary_command_list_id = old_npc->secondary_command_list_id;
  63. this->SetInfoStruct(old_npc->GetInfoStruct());
  64. //memcpy(GetInfoStruct(), old_npc->GetInfoStruct(), sizeof(InfoStruct));
  65. memcpy(&appearance, &old_npc->appearance, sizeof(AppearanceData));
  66. memcpy(&features, &old_npc->features, sizeof(CharFeatures));
  67. memcpy(&equipment, &old_npc->equipment, sizeof(EQ2_Equipment));
  68. if(appearance.min_level < appearance.max_level)
  69. SetLevel(appearance.min_level + rand()%((appearance.max_level - appearance.min_level)+1));
  70. target = 0;
  71. SetTotalHPBase(old_npc->GetTotalHPBase());
  72. SetTotalPowerBase(old_npc->GetTotalPowerBase());
  73. faction_id = old_npc->faction_id;
  74. movement_interrupted = false;
  75. old_npc->SetQuestsRequired(this);
  76. SetTransporterID(old_npc->GetTransporterID());
  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. SetLootTier(old_npc->GetLootTier());
  98. SetLootDropType(old_npc->GetLootDropType());
  99. }
  100. }
  101. NPC::~NPC(){
  102. ResetMovement();
  103. if(skills){
  104. map<string, Skill*>::iterator skill_itr;
  105. for(skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++){
  106. safe_delete(skill_itr->second);
  107. }
  108. safe_delete(skills);
  109. }
  110. safe_delete(spells);
  111. MutexMap<int32, SkillBonus*>::iterator sb_itr = skill_bonus_list.begin();
  112. while (sb_itr.Next())
  113. RemoveSkillBonus(sb_itr.first);
  114. safe_delete(runback);
  115. safe_delete(m_brain);
  116. }
  117. void NPC::Initialize(){
  118. ai_strategy = 0;
  119. attack_type = 0;
  120. movement_index = 0;
  121. resume_movement = true;
  122. movement_start_time = 0;
  123. spawn_type = 2;
  124. movement_interrupted = false;
  125. attack_resume_needed = false;
  126. MMovementLoop.SetName("NPC::MMovementLoop");
  127. last_movement_update = Timer::GetCurrentTime2();
  128. aggro_radius = 0.0f;
  129. base_aggro_radius = 0.0f;
  130. skills = 0;
  131. spells = 0;
  132. runback = 0;
  133. m_brain = new ::Brain(this);
  134. MBrain.SetName("NPC::m_brain");
  135. m_runningBack = false;
  136. m_runbackHeadingDir1 = m_runbackHeadingDir2 = 0;
  137. following = false;
  138. SetFollowTarget(0);
  139. m_petDismissing = false;
  140. m_ShardID = 0;
  141. m_ShardCharID = 0;
  142. m_ShardCreatedTimestamp = 0;
  143. m_call_runback = false;
  144. }
  145. EQ2Packet* NPC::serialize(Player* player, int16 version){
  146. return spawn_serialize(player, version);
  147. }
  148. void NPC::SetSkills(map<string, Skill*>* in_skills){
  149. if (skills) {
  150. map<string, Skill*>::iterator skill_itr;
  151. for(skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++){
  152. safe_delete(skill_itr->second);
  153. }
  154. safe_delete(skills);
  155. }
  156. skills = in_skills;
  157. }
  158. void NPC::SetSpells(vector<Spell*>* in_spells){
  159. safe_delete(spells);
  160. spells = in_spells;
  161. }
  162. void NPC::SetRunbackLocation(float x, float y, float z, int32 gridid, bool set_hp_runback){
  163. safe_delete(runback);
  164. runback = new MovementLocation;
  165. runback->x = x;
  166. runback->y = y;
  167. runback->z = z;
  168. runback->gridid = gridid;
  169. runback->stage = 0;
  170. runback->reset_hp_on_runback = set_hp_runback;
  171. }
  172. MovementLocation* NPC::GetRunbackLocation(){
  173. return runback;
  174. }
  175. float NPC::GetRunbackDistance(){
  176. if(!runback)
  177. return 0;
  178. return GetDistance(runback->x, runback->y, runback->z);
  179. }
  180. void NPC::Runback(float distance, bool stopFollowing){
  181. if(!runback)
  182. return;
  183. if ( distance == 0.0f )
  184. distance = GetRunbackDistance(); // gotta make sure its true, lua doesn't send the distance
  185. if(stopFollowing)
  186. following = false;
  187. if (!m_runningBack)
  188. {
  189. ClearRunningLocations();
  190. GetZone()->movementMgr->StopNavigation((Entity*)this);
  191. }
  192. m_runningBack = true;
  193. SetSpeed(GetMaxSpeed()*2);
  194. if (CheckLoS(glm::vec3(runback->x, runback->z, runback->y + 1.0f), glm::vec3(GetX(), GetZ(), GetY() + 1.0f)))
  195. {
  196. FaceTarget(runback->x, runback->z);
  197. ClearRunningLocations();
  198. GetZone()->movementMgr->DisruptNavigation((Entity*)this);
  199. if (GetRunbackLocation()->gridid > 0)
  200. SetLocation(GetRunbackLocation()->gridid);
  201. AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, true, true, "", true);
  202. }
  203. else
  204. GetZone()->movementMgr->NavigateTo((Entity*)this, runback->x, runback->y, runback->z);
  205. //AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, false);
  206. last_movement_update = Timer::GetCurrentTime2();
  207. }
  208. void NPC::ClearRunback(){
  209. safe_delete(runback);
  210. m_runningBack = false;
  211. m_runbackHeadingDir1 = m_runbackHeadingDir2 = 0;
  212. resume_movement = true;
  213. NeedsToResumeMovement(false);
  214. }
  215. void NPC::StartRunback(bool reset_hp_on_runback)
  216. {
  217. if(GetRunbackLocation())
  218. return;
  219. SetRunbackLocation(GetX(), GetY(), GetZ(), GetLocation(), reset_hp_on_runback);
  220. m_runbackHeadingDir1 = appearance.pos.Dir1;
  221. m_runbackHeadingDir2 = appearance.pos.Dir2;
  222. }
  223. bool NPC::PauseMovement(int32 period_of_time_ms)
  224. {
  225. if(period_of_time_ms < 1)
  226. period_of_time_ms = 1;
  227. if(HasMovementLoop() || HasMovementLocations())
  228. StartRunback();
  229. RunToLocation(GetX(),GetY(),GetZ());
  230. pause_timer.Start(period_of_time_ms, true);
  231. return true;
  232. }
  233. bool NPC::IsPauseMovementTimerActive()
  234. {
  235. if(pause_timer.Check())
  236. {
  237. pause_timer.Disable();
  238. m_call_runback = true;
  239. }
  240. return pause_timer.Enabled();
  241. }
  242. void NPC::InCombat(bool val){
  243. if (in_combat == val)
  244. return;
  245. if(in_combat == false && val && GetZone()){
  246. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  247. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_ATTACKED, GetTarget());
  248. SetTempActionState(0); // disable action states in combat
  249. }
  250. if(!in_combat && val){
  251. // if not a pet and no current run back location set then set one to the current location
  252. bool hadRunback = (GetRunbackLocation() != nullptr);
  253. if(hadRunback) {
  254. pause_timer.Disable();
  255. if(!GetRunbackLocation()->reset_hp_on_runback) // if we aren't resetting hp it isn't a real reset point, just face target swings
  256. ClearRunback();
  257. }
  258. if(!IsPet()) {
  259. StartRunback(true);
  260. }
  261. }
  262. in_combat = val;
  263. if(val){
  264. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  265. SetLockedNoLoot(ENCOUNTER_STATE_LOCKED);
  266. AddIconValue(64);
  267. // In combat so lets set the NPC's speed to its max speed
  268. if (GetMaxSpeed() > 0)
  269. SetSpeed(GetMaxSpeed());
  270. }
  271. else{
  272. SetLockedNoLoot(ENCOUNTER_STATE_AVAILABLE);
  273. RemoveIconValue(64);
  274. if (GetHP() > 0){
  275. SetTempActionState(-1); //re-enable action states on exiting combat
  276. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_COMBAT_RESET);
  277. // Stop all HO's attached to this NPC
  278. GetZone()->GetSpellProcess()->KillHOBySpawnID(GetID());
  279. }
  280. }
  281. if(!MovementInterrupted() && val && GetSpeed() > 0 && movement_loop.size() > 0){
  282. CalculateRunningLocation(true);
  283. }
  284. MovementInterrupted(val);
  285. }
  286. bool NPC::HandleUse(Client* client, string type){
  287. if(!client || type.length() == 0 || (appearance.show_command_icon == 0 && appearance.display_hand_icon == 0))
  288. return false;
  289. EntityCommand* entity_command = FindEntityCommand(type);
  290. if (entity_command) {
  291. client->GetCurrentZone()->ProcessEntityCommand(entity_command, client->GetPlayer(), client->GetPlayer()->GetTarget());
  292. return true;
  293. }
  294. return false;
  295. /*Spell* spell = master_spell_list.GetSpellByName((char*)type.c_str());
  296. if(spell)
  297. client->GetCurrentZone()->ProcessSpell(spell, client->GetPlayer(), client->GetPlayer()->GetTarget());
  298. else if(GetSpawnScript())
  299. client->GetCurrentZone()->CallSpawnScript(this, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), (char*)type.c_str());
  300. else
  301. return false;
  302. return true;*/
  303. }
  304. bool NPC::CheckSameAppearance(string name, int16 id)
  305. {
  306. // need to iterate through master_appearance_list finding if id contains name
  307. return true;
  308. }
  309. void NPC::Randomize(NPC* npc, int32 flags)
  310. {
  311. int8 random = 0;
  312. int8 min_val = 0;
  313. int8 max_val = 255;
  314. /* We need to check if gender is going to be randomized first because if the race is going to be
  315. * randomized, we need to know its gender so we can choose the proper model.
  316. * We also need to make sure the model gets set properly if the player chooses to randomize the gender
  317. * and not the race. */
  318. int8 old_gender = npc->GetGender();
  319. if (flags & RANDOMIZE_GENDER)
  320. {
  321. random = MakeRandomInt(1, 2);
  322. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Gender: %i", random);
  323. npc->SetGender(random);
  324. }
  325. if ((flags & RANDOMIZE_RACE) || (flags & RANDOMIZE_GENDER && old_gender != npc->GetGender()) || (flags & RANDOMIZE_MODEL_TYPE))
  326. {
  327. string race_string = "";
  328. int8 gender = npc->GetGender();
  329. if (gender == 1 || gender == 2)
  330. {
  331. if (flags & RANDOMIZE_RACE)
  332. {
  333. if(npc->GetAlignment() == 1) // Good
  334. random = races.GetRaceNameGood();
  335. else if(npc->GetAlignment() < 0) // Evil
  336. random = races.GetRaceNameEvil();
  337. else // All
  338. random = MakeRandomInt(0, 20);
  339. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Race: %s (%i)", races.GetRaceNameCase(random), random);
  340. npc->SetRace(random);
  341. }
  342. switch (npc->GetRace())
  343. {
  344. case BARBARIAN:
  345. // JA: If randomize has "4" (model) and race=0, barbarians show up in place of the real models.
  346. // Started working on a solution (CheckSameAppearance) but cannot get it to work yet.
  347. // Solution for now is to not randomize models for race=0. Set to race=255, or turn off model randomize
  348. race_string = "/barbarian/barbarian";
  349. break;
  350. case DARK_ELF:
  351. race_string = "/darkelf/darkelf";
  352. break;
  353. case DWARF:
  354. race_string = "/dwarf/dwarf";
  355. break;
  356. case ERUDITE:
  357. race_string = "/erudite/erudite";
  358. break;
  359. case FROGLOK:
  360. race_string = "/froglok/froglok";
  361. break;
  362. case GNOME:
  363. race_string = "/gnome/gnome";
  364. break;
  365. case HALF_ELF:
  366. race_string = "/halfelf/halfelf";
  367. break;
  368. case HALFLING:
  369. race_string = "/halfling/halfling";
  370. break;
  371. case HIGH_ELF:
  372. race_string = "/highelf/highelf";
  373. break;
  374. case HUMAN:
  375. race_string = "/human/human";
  376. break;
  377. case IKSAR:
  378. race_string = "/iksar/iksar";
  379. break;
  380. case KERRA:
  381. race_string = "/kerra/kerra";
  382. break;
  383. case OGRE:
  384. race_string = "/ogre/ogre";
  385. break;
  386. case RATONGA:
  387. race_string = "/ratonga/ratonga";
  388. break;
  389. case TROLL:
  390. race_string = "/troll/troll";
  391. break;
  392. case WOOD_ELF:
  393. race_string = "/woodelf/woodelf";
  394. break;
  395. case FAE:
  396. race_string = "/fae/fae_light";
  397. break;
  398. case ARASAI:
  399. race_string = "/fae/fae_dark";
  400. break;
  401. case SARNAK:
  402. gender == 1 ? race_string = "01/sarnak_male/sarnak" : race_string = "01/sarnak_female/sarnak";
  403. break;
  404. case VAMPIRE:
  405. race_string = "/vampire/vampire";
  406. break;
  407. case AERAKYN:
  408. race_string = "/aerakyn/aerakyn";
  409. break;
  410. }
  411. if (race_string.length() > 0)
  412. {
  413. string gender_string;
  414. gender == 1 ? gender_string = "male" : gender_string = "female";
  415. vector<int16>* id_list = database.GetAppearanceIDsLikeName("ec/pc" + race_string + "_" + gender_string);
  416. if (id_list)
  417. {
  418. int32 index = MakeRandomInt(0, id_list->size() - 1);
  419. npc->SetModelType(id_list->at(index));
  420. npc->SetSogaModelType(id_list->at(index));
  421. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Model Type: %i", npc->GetModelType());
  422. int16 wing_type = 0;
  423. if (npc->GetRace() == FAE)
  424. {
  425. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  426. if (id_list_wings) {
  427. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  428. safe_delete(id_list_wings);
  429. }
  430. }
  431. else if (npc->GetRace() == ARASAI)
  432. {
  433. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
  434. if (id_list_wings) {
  435. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  436. safe_delete(id_list_wings);
  437. }
  438. }
  439. else if (npc->GetRace() == AERAKYN)
  440. {
  441. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  442. if (id_list_wings) {
  443. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  444. safe_delete(id_list_wings);
  445. }
  446. }
  447. if (wing_type > 0)
  448. {
  449. EQ2_Color color1;
  450. EQ2_Color color2;
  451. color1.red = MakeRandomInt(0, 255);
  452. color1.green = MakeRandomInt(0, 255);
  453. color1.blue = MakeRandomInt(0, 255);
  454. color2.red = MakeRandomInt(0, 255);
  455. color2.green = MakeRandomInt(0, 255);
  456. color2.blue = MakeRandomInt(0, 255);
  457. npc->SetWingColor1(color1);
  458. npc->SetWingColor2(color2);
  459. }
  460. npc->SetWingType(wing_type);
  461. safe_delete(id_list);
  462. }
  463. }
  464. }
  465. }
  466. if (flags & RANDOMIZE_FACIAL_HAIR_TYPE) {
  467. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/face");
  468. if (id_list) {
  469. int32 index = MakeRandomInt(0, id_list->size() - 1);
  470. npc->SetFacialHairType(id_list->at(index));
  471. npc->SetSogaFacialHairType(id_list->at(index));
  472. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair: %i", npc->GetFacialHairType());
  473. safe_delete(id_list);
  474. }
  475. }
  476. if (flags & RANDOMIZE_HAIR_TYPE) {
  477. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/hair");
  478. if (id_list) {
  479. int32 index = MakeRandomInt(0, id_list->size() - 1);
  480. npc->SetHairType(id_list->at(index));
  481. npc->SetSogaHairType(id_list->at(index));
  482. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair: %i", npc->GetHairType());
  483. safe_delete(id_list);
  484. }
  485. }
  486. if (flags & RANDOMIZE_WING_TYPE) {
  487. int16 wing_type = 0;
  488. if (npc->GetRace() == FAE) {
  489. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  490. if (id_list_wings) {
  491. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  492. safe_delete(id_list_wings);
  493. }
  494. }
  495. else if (npc->GetRace() == ARASAI) {
  496. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
  497. if (id_list_wings) {
  498. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  499. safe_delete(id_list_wings);
  500. }
  501. }
  502. else if (npc->GetRace() == AERAKYN)
  503. {
  504. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  505. if (id_list_wings) {
  506. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  507. safe_delete(id_list_wings);
  508. }
  509. }
  510. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Type: %i", wing_type);
  511. npc->SetWingType(wing_type);
  512. }
  513. if (flags & RANDOMIZE_CHEEK_TYPE) {
  514. for(int i=0;i<3;i++) {
  515. random = MakeRandomFloat(-100, 100);
  516. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Cheek[%i]: %i", i, random);
  517. npc->features.cheek_type[i] = random;
  518. }
  519. }
  520. if (flags & RANDOMIZE_CHIN_TYPE) {
  521. for(int i=0;i<3;i++) {
  522. random = MakeRandomFloat(-100, 100);
  523. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Chin[%i]: %i", i, random);
  524. npc->features.chin_type[i] = MakeRandomFloat(-100, 100);
  525. }
  526. }
  527. if (flags & RANDOMIZE_EAR_TYPE) {
  528. for(int i=0;i<3;i++) {
  529. random = MakeRandomFloat(-100, 100);
  530. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Ear[%i]: %i", i, random);
  531. npc->features.ear_type[i] = MakeRandomFloat(-100, 100);
  532. }
  533. }
  534. if (flags & RANDOMIZE_EYE_BROW_TYPE) {
  535. for(int i=0;i<3;i++) {
  536. random = MakeRandomFloat(-100, 100);
  537. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eyebrow[%i]: %i", i, random);
  538. npc->features.eye_brow_type[i] = MakeRandomFloat(-100, 100);
  539. }
  540. }
  541. if (flags & RANDOMIZE_EYE_TYPE) {
  542. for(int i=0;i<3;i++) {
  543. random = MakeRandomFloat(-100, 100);
  544. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eye[%i]: %i", i, random);
  545. npc->features.eye_type[i] = MakeRandomFloat(-100, 100);
  546. }
  547. }
  548. if (flags & RANDOMIZE_LIP_TYPE) {
  549. for(int i=0;i<3;i++) {
  550. random = MakeRandomFloat(-100, 100);
  551. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Lip[%i]: %i", i, random);
  552. npc->features.lip_type[i] = MakeRandomFloat(-100, 100);
  553. }
  554. }
  555. if (flags & RANDOMIZE_NOSE_TYPE) {
  556. for(int i=0;i<3;i++) {
  557. random = MakeRandomFloat(-100, 100);
  558. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Nose[%i]: %i", i, random);
  559. npc->features.nose_type[i] = MakeRandomFloat(-100, 100);
  560. }
  561. }
  562. /* Randomize Colors */
  563. random = MakeRandomInt(0, 255);
  564. if(random > 30) {
  565. min_val = random - MakeRandomInt(0, 30);
  566. max_val = random + MakeRandomInt(0, 30);
  567. }
  568. if(max_val > 255)
  569. max_val = 255;
  570. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Color Ranges, random: %i, min: %i, max: %i", random, min_val, max_val);
  571. if (flags & RANDOMIZE_EYE_COLOR) {
  572. npc->features.eye_color.red = MakeRandomInt(min_val, max_val);
  573. npc->features.eye_color.green = MakeRandomInt(min_val, max_val);
  574. npc->features.eye_color.blue = MakeRandomInt(min_val, max_val);
  575. 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);
  576. }
  577. if (flags & RANDOMIZE_HAIR_COLOR1) {
  578. npc->features.hair_color1.red = MakeRandomInt(min_val, max_val);
  579. npc->features.hair_color1.green = MakeRandomInt(min_val, max_val);
  580. npc->features.hair_color1.blue = MakeRandomInt(min_val, max_val);
  581. 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);
  582. }
  583. if (flags & RANDOMIZE_HAIR_COLOR2) {
  584. npc->features.hair_color2.red = MakeRandomInt(min_val, max_val);
  585. npc->features.hair_color2.green = MakeRandomInt(min_val, max_val);
  586. npc->features.hair_color2.blue = MakeRandomInt(min_val, max_val);
  587. 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);
  588. }
  589. if (flags & RANDOMIZE_HAIR_HIGHLIGHT) {
  590. npc->features.hair_highlight_color.red = MakeRandomInt(min_val, max_val);
  591. npc->features.hair_highlight_color.green = MakeRandomInt(min_val, max_val);
  592. npc->features.hair_highlight_color.blue = MakeRandomInt(min_val, max_val);
  593. 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);
  594. }
  595. if (flags & RANDOMIZE_HAIR_FACE_COLOR) {
  596. EQ2_Color color1;
  597. color1.red = MakeRandomInt(min_val, max_val);
  598. color1.green = MakeRandomInt(min_val, max_val);
  599. color1.blue = MakeRandomInt(min_val, max_val);
  600. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  601. npc->SetFacialHairColor(color1);
  602. }
  603. if (flags & RANDOMIZE_HAIR_FACE_HIGHLIGHT_COLOR) {
  604. EQ2_Color color1;
  605. color1.red = MakeRandomInt(min_val, max_val);
  606. color1.green = MakeRandomInt(min_val, max_val);
  607. color1.blue = MakeRandomInt(min_val, max_val);
  608. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  609. npc->SetFacialHairHighlightColor(color1);
  610. }
  611. if (flags & RANDOMIZE_HAIR_TYPE_COLOR) {
  612. EQ2_Color color1;
  613. color1.red = MakeRandomInt(min_val, max_val);
  614. color1.green = MakeRandomInt(min_val, max_val);
  615. color1.blue = MakeRandomInt(min_val, max_val);
  616. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Type Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  617. npc->SetHairColor(color1);
  618. }
  619. if (flags & RANDOMIZE_HAIR_TYPE_HIGHLIGHT_COLOR) {
  620. EQ2_Color color1;
  621. color1.red = MakeRandomInt(min_val, max_val);
  622. color1.green = MakeRandomInt(min_val, max_val);
  623. color1.blue = MakeRandomInt(min_val, max_val);
  624. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Type Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  625. npc->SetHairTypeHighlightColor(color1);
  626. }
  627. if (flags & RANDOMIZE_SKIN_COLOR) {
  628. npc->features.skin_color.red = MakeRandomInt(min_val, max_val);
  629. npc->features.skin_color.green = MakeRandomInt(min_val, max_val);
  630. npc->features.skin_color.blue = MakeRandomInt(min_val, max_val);
  631. 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);
  632. }
  633. if (flags & RANDOMIZE_WING_COLOR1) {
  634. EQ2_Color color1;
  635. color1.red = MakeRandomInt(min_val, max_val);
  636. color1.green = MakeRandomInt(min_val, max_val);
  637. color1.blue = MakeRandomInt(min_val, max_val);
  638. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 1 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  639. npc->SetWingColor1(color1);
  640. }
  641. if (flags & RANDOMIZE_WING_COLOR2) {
  642. EQ2_Color color1;
  643. color1.red = MakeRandomInt(min_val, max_val);
  644. color1.green = MakeRandomInt(min_val, max_val);
  645. color1.blue = MakeRandomInt(min_val, max_val);
  646. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 2 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  647. npc->SetWingColor2(color1);
  648. }
  649. }
  650. Skill* NPC::GetSkillByName(const char* name, bool check_update){
  651. if(skills && skills->count(name) > 0){
  652. Skill* ret = (*skills)[name];
  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. Skill* NPC::GetSkillByID(int32 id, bool check_update){
  660. Skill* skill = master_skill_list.GetSkill(id);
  661. if(skill && skills && skills->count(skill->name.data) > 0){
  662. Skill* ret = (*skills)[skill->name.data];
  663. if(ret && check_update && ret->current_val < ret->max_val && (rand()%100) >= 90)
  664. ret->current_val++;
  665. return ret;
  666. }
  667. return 0;
  668. }
  669. int8 NPC::GetAttackType(){
  670. return attack_type;
  671. }
  672. void NPC::SetAIStrategy(int8 strategy){
  673. ai_strategy = strategy;
  674. }
  675. int8 NPC::GetAIStrategy(){
  676. return ai_strategy;
  677. }
  678. void NPC::SetPrimarySpellList(int32 id){
  679. primary_spell_list = id;
  680. }
  681. int32 NPC::GetPrimarySpellList(){
  682. return primary_spell_list;
  683. }
  684. void NPC::SetSecondarySpellList(int32 id){
  685. secondary_spell_list = id;
  686. }
  687. int32 NPC::GetSecondarySpellList(){
  688. return secondary_spell_list;
  689. }
  690. void NPC::SetPrimarySkillList(int32 id){
  691. primary_skill_list = id;
  692. }
  693. int32 NPC::GetPrimarySkillList(){
  694. return primary_skill_list;
  695. }
  696. void NPC::SetSecondarySkillList(int32 id){
  697. secondary_skill_list = id;
  698. }
  699. int32 NPC::GetSecondarySkillList(){
  700. return secondary_skill_list;
  701. }
  702. void NPC::SetEquipmentListID(int32 id){
  703. equipment_list_id = id;
  704. }
  705. int32 NPC::GetEquipmentListID(){
  706. return equipment_list_id;
  707. }
  708. Spell* NPC::GetNextSpell(float distance){
  709. int8 val = rand()%100;
  710. if(ai_strategy == AI_STRATEGY_OFFENSIVE){
  711. if(val >= 20)//80% chance to cast offensive spell if Offensive AI
  712. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  713. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  714. }
  715. else if(ai_strategy == AI_STRATEGY_DEFENSIVE){
  716. if(val >= 20)//80% chance to cast defensive spell if Defensive AI
  717. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  718. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  719. }
  720. return GetNextSpell(distance, AI_STRATEGY_BALANCED);
  721. }
  722. Spell* NPC::GetNextSpell(float distance, int8 type){
  723. Spell* ret = 0;
  724. if(spells){
  725. if(distance < 0)
  726. distance = 0;
  727. Spell* tmpSpell = 0;
  728. vector<Spell*>::iterator itr;
  729. for(itr = spells->begin(); itr != spells->end(); itr++){
  730. tmpSpell = *itr;
  731. if(!tmpSpell || (type == AI_STRATEGY_OFFENSIVE && tmpSpell->GetSpellData()->friendly_spell > 0))
  732. continue;
  733. if (tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE)
  734. continue;
  735. if(type == AI_STRATEGY_DEFENSIVE && tmpSpell->GetSpellData()->friendly_spell == 0)
  736. continue;
  737. if(distance <= tmpSpell->GetSpellData()->range && distance >= tmpSpell->GetSpellData()->min_range && GetPower() >= tmpSpell->GetPowerRequired(this)){
  738. ret = tmpSpell;
  739. 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
  740. break;
  741. }
  742. }
  743. if(!ret && type != AI_STRATEGY_BALANCED)
  744. ret = GetNextSpell(distance, AI_STRATEGY_BALANCED); //wasnt able to find a valid match, so find any spell that the NPC has
  745. }
  746. return ret;
  747. }
  748. Spell* NPC::GetNextBuffSpell() {
  749. Spell* ret = 0;
  750. if (spells && GetZone()->GetSpellProcess()) {
  751. Spell* tmpSpell = 0;
  752. vector<Spell*>::iterator itr;
  753. for (itr = spells->begin(); itr != spells->end(); itr++) {
  754. tmpSpell = *itr;
  755. if (tmpSpell && tmpSpell->GetSpellData() && tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE) {
  756. SpellEffects* effect = GetSpellEffect(tmpSpell->GetSpellID());
  757. if (effect) {
  758. if (effect->tier < tmpSpell->GetSpellTier()) {
  759. ret = tmpSpell;
  760. break;
  761. }
  762. }
  763. else {
  764. ret = tmpSpell;
  765. break;
  766. }
  767. }
  768. }
  769. }
  770. return ret;
  771. }
  772. void NPC::SetAggroRadius(float radius, bool overrideBaseValue){
  773. if (base_aggro_radius == 0.0f || overrideBaseValue)
  774. base_aggro_radius = radius;
  775. aggro_radius = radius;
  776. }
  777. float NPC::GetAggroRadius(){
  778. return aggro_radius;
  779. }
  780. void NPC::SetCastPercentage(int8 percentage){
  781. cast_percentage = percentage;
  782. }
  783. int8 NPC::GetCastPercentage(){
  784. return cast_percentage;
  785. }
  786. void NPC::AddSkillBonus(int32 spell_id, int32 skill_id, float value) {
  787. if (value != 0) {
  788. SkillBonus* sb;
  789. if (skill_bonus_list.count(spell_id) == 0) {
  790. sb = new SkillBonus;
  791. sb->spell_id = spell_id;
  792. skill_bonus_list.Put(spell_id, sb);
  793. }
  794. else
  795. sb = skill_bonus_list.Get(spell_id);
  796. if (sb->skills[skill_id] == 0) {
  797. SkillBonusValue* sbv = new SkillBonusValue;
  798. sbv->skill_id = skill_id;
  799. sbv->value = value;
  800. sb->skills[skill_id] = sbv;
  801. if (skills) {
  802. map<string, Skill*>::iterator itr;
  803. for (itr = skills->begin(); itr != skills->end(); itr++) {
  804. Skill* skill = itr->second;
  805. if (skill->skill_id == sbv->skill_id) {
  806. skill->current_val += (int16)sbv->value;
  807. skill->max_val += (int16)sbv->value;
  808. }
  809. }
  810. }
  811. }
  812. }
  813. }
  814. void NPC::RemoveSkillBonus(int32 spell_id) {
  815. if (skill_bonus_list.count(spell_id) > 0) {
  816. SkillBonus* sb = skill_bonus_list.Get(spell_id);
  817. skill_bonus_list.erase(spell_id);
  818. map<int32, SkillBonusValue*>::iterator itr;
  819. for (itr = sb->skills.begin(); itr != sb->skills.end(); itr++) {
  820. SkillBonusValue* sbv = itr->second;
  821. if (skills) {
  822. map<string, Skill*>::iterator skill_itr;
  823. for (skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++) {
  824. Skill* skill = skill_itr->second;
  825. if (sbv->skill_id == skill->skill_id) {
  826. skill->current_val -= (int16)sbv->value;
  827. skill->max_val -= (int16)sbv->value;
  828. }
  829. }
  830. }
  831. safe_delete(sbv);
  832. }
  833. safe_delete(sb);
  834. }
  835. }
  836. void NPC::SetBrain(::Brain* brain) {
  837. // Again, had to use the '::' to refer to the Brain class and not the function defined in the NPC class
  838. MBrain.writelock(__FUNCTION__, __LINE__);
  839. // Check to make sure the NPC the brain controls matches this npc
  840. if (brain && brain->GetBody() != this) {
  841. LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Brain body does not match the npc we tried to assign the brain to.");
  842. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  843. return;
  844. }
  845. // Store the old brain in a temp pointer so we can delete it later
  846. ::Brain* old_brain = m_brain;
  847. // Set the brain for this NPC to the new brain
  848. m_brain = brain;
  849. // Release the lock
  850. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  851. // Delete the old brain
  852. safe_delete(old_brain);
  853. }
  854. void NPC::SetZone(ZoneServer* in_zone, int32 version) {
  855. Spawn::SetZone(in_zone, version);
  856. if (in_zone){
  857. GetZone()->SetNPCEquipment(this);
  858. SetSkills(GetZone()->GetNPCSkills(primary_skill_list, secondary_skill_list));
  859. SetSpells(GetZone()->GetNPCSpells(primary_spell_list, secondary_spell_list));
  860. }
  861. }