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, bool set_hp_runback){
  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. runback->reset_hp_on_runback = set_hp_runback;
  168. }
  169. MovementLocation* NPC::GetRunbackLocation(){
  170. return runback;
  171. }
  172. float NPC::GetRunbackDistance(){
  173. if(!runback)
  174. return 0;
  175. return GetDistance(runback->x, runback->y, runback->z);
  176. }
  177. void NPC::Runback(float distance, bool stopFollowing){
  178. if(!runback)
  179. return;
  180. if ( distance == 0.0f )
  181. distance = GetRunbackDistance(); // gotta make sure its true, lua doesn't send the distance
  182. if(stopFollowing)
  183. following = false;
  184. if (!m_runningBack)
  185. {
  186. ClearRunningLocations();
  187. GetZone()->movementMgr->StopNavigation((Entity*)this);
  188. }
  189. m_runningBack = true;
  190. SetSpeed(GetMaxSpeed()*2);
  191. if (CheckLoS(glm::vec3(runback->x, runback->z, runback->y + 1.0f), glm::vec3(GetX(), GetZ(), GetY() + 1.0f)))
  192. {
  193. FaceTarget(runback->x, runback->z);
  194. ClearRunningLocations();
  195. GetZone()->movementMgr->DisruptNavigation((Entity*)this);
  196. if (GetRunbackLocation()->gridid > 0)
  197. SetLocation(GetRunbackLocation()->gridid);
  198. AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, true, true, "", true);
  199. }
  200. else
  201. GetZone()->movementMgr->NavigateTo((Entity*)this, runback->x, runback->y, runback->z);
  202. //AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, false);
  203. last_movement_update = Timer::GetCurrentTime2();
  204. }
  205. void NPC::ClearRunback(){
  206. safe_delete(runback);
  207. m_runningBack = false;
  208. m_runbackHeadingDir1 = m_runbackHeadingDir2 = 0;
  209. resume_movement = true;
  210. NeedsToResumeMovement(false);
  211. }
  212. void NPC::StartRunback(bool reset_hp_on_runback)
  213. {
  214. if(GetRunbackLocation())
  215. return;
  216. SetRunbackLocation(GetX(), GetY(), GetZ(), GetLocation(), reset_hp_on_runback);
  217. m_runbackHeadingDir1 = appearance.pos.Dir1;
  218. m_runbackHeadingDir2 = appearance.pos.Dir2;
  219. }
  220. bool NPC::PauseMovement(int32 period_of_time_ms)
  221. {
  222. if(period_of_time_ms < 1)
  223. period_of_time_ms = 1;
  224. if(HasMovementLoop() || HasMovementLocations())
  225. StartRunback();
  226. RunToLocation(GetX(),GetY(),GetZ());
  227. pause_timer.Start(period_of_time_ms, true);
  228. return true;
  229. }
  230. bool NPC::IsPauseMovementTimerActive()
  231. {
  232. if(pause_timer.Check())
  233. {
  234. pause_timer.Disable();
  235. Runback();
  236. }
  237. return pause_timer.Enabled();
  238. }
  239. void NPC::InCombat(bool val){
  240. if (in_combat == val)
  241. return;
  242. if(in_combat == false && val && GetZone()){
  243. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  244. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_ATTACKED, GetTarget());
  245. SetTempActionState(0); // disable action states in combat
  246. }
  247. if(!in_combat && val){
  248. // if not a pet and no current run back location set then set one to the current location
  249. if(!IsPet() && !GetRunbackLocation()) {
  250. StartRunback(true);
  251. }
  252. }
  253. in_combat = val;
  254. if(val){
  255. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  256. SetLockedNoLoot(ENCOUNTER_STATE_LOCKED);
  257. AddIconValue(64);
  258. // In combat so lets set the NPC's speed to its max speed
  259. if (GetMaxSpeed() > 0)
  260. SetSpeed(GetMaxSpeed());
  261. }
  262. else{
  263. SetLockedNoLoot(ENCOUNTER_STATE_AVAILABLE);
  264. RemoveIconValue(64);
  265. if (GetHP() > 0){
  266. SetTempActionState(-1); //re-enable action states on exiting combat
  267. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_COMBAT_RESET);
  268. // Stop all HO's attached to this NPC
  269. GetZone()->GetSpellProcess()->KillHOBySpawnID(GetID());
  270. }
  271. }
  272. if(!MovementInterrupted() && val && GetSpeed() > 0 && movement_loop.size() > 0){
  273. CalculateRunningLocation(true);
  274. }
  275. MovementInterrupted(val);
  276. }
  277. bool NPC::HandleUse(Client* client, string type){
  278. if(!client || type.length() == 0 || (appearance.show_command_icon == 0 && appearance.display_hand_icon == 0))
  279. return false;
  280. EntityCommand* entity_command = FindEntityCommand(type);
  281. if (entity_command) {
  282. client->GetCurrentZone()->ProcessEntityCommand(entity_command, client->GetPlayer(), client->GetPlayer()->GetTarget());
  283. return true;
  284. }
  285. return false;
  286. /*Spell* spell = master_spell_list.GetSpellByName((char*)type.c_str());
  287. if(spell)
  288. client->GetCurrentZone()->ProcessSpell(spell, client->GetPlayer(), client->GetPlayer()->GetTarget());
  289. else if(GetSpawnScript())
  290. client->GetCurrentZone()->CallSpawnScript(this, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), (char*)type.c_str());
  291. else
  292. return false;
  293. return true;*/
  294. }
  295. bool NPC::CheckSameAppearance(string name, int16 id)
  296. {
  297. // need to iterate through master_appearance_list finding if id contains name
  298. return true;
  299. }
  300. void NPC::Randomize(NPC* npc, int32 flags)
  301. {
  302. int8 random = 0;
  303. int8 min_val = 0;
  304. int8 max_val = 255;
  305. /* We need to check if gender is going to be randomized first because if the race is going to be
  306. * randomized, we need to know its gender so we can choose the proper model.
  307. * We also need to make sure the model gets set properly if the player chooses to randomize the gender
  308. * and not the race. */
  309. int8 old_gender = npc->GetGender();
  310. if (flags & RANDOMIZE_GENDER)
  311. {
  312. random = MakeRandomInt(1, 2);
  313. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Gender: %i", random);
  314. npc->SetGender(random);
  315. }
  316. if ((flags & RANDOMIZE_RACE) || (flags & RANDOMIZE_GENDER && old_gender != npc->GetGender()) || (flags & RANDOMIZE_MODEL_TYPE))
  317. {
  318. string race_string = "";
  319. int8 gender = npc->GetGender();
  320. if (gender == 1 || gender == 2)
  321. {
  322. if (flags & RANDOMIZE_RACE)
  323. {
  324. if(npc->GetAlignment() == 1) // Good
  325. random = races.GetRaceNameGood();
  326. else if(npc->GetAlignment() < 0) // Evil
  327. random = races.GetRaceNameEvil();
  328. else // All
  329. random = MakeRandomInt(0, 20);
  330. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Race: %s (%i)", races.GetRaceNameCase(random), random);
  331. npc->SetRace(random);
  332. }
  333. switch (npc->GetRace())
  334. {
  335. case BARBARIAN:
  336. // JA: If randomize has "4" (model) and race=0, barbarians show up in place of the real models.
  337. // Started working on a solution (CheckSameAppearance) but cannot get it to work yet.
  338. // Solution for now is to not randomize models for race=0. Set to race=255, or turn off model randomize
  339. race_string = "/barbarian/barbarian";
  340. break;
  341. case DARK_ELF:
  342. race_string = "/darkelf/darkelf";
  343. break;
  344. case DWARF:
  345. race_string = "/dwarf/dwarf";
  346. break;
  347. case ERUDITE:
  348. race_string = "/erudite/erudite";
  349. break;
  350. case FROGLOK:
  351. race_string = "/froglok/froglok";
  352. break;
  353. case GNOME:
  354. race_string = "/gnome/gnome";
  355. break;
  356. case HALF_ELF:
  357. race_string = "/halfelf/halfelf";
  358. break;
  359. case HALFLING:
  360. race_string = "/halfling/halfling";
  361. break;
  362. case HIGH_ELF:
  363. race_string = "/highelf/highelf";
  364. break;
  365. case HUMAN:
  366. race_string = "/human/human";
  367. break;
  368. case IKSAR:
  369. race_string = "/iksar/iksar";
  370. break;
  371. case KERRA:
  372. race_string = "/kerra/kerra";
  373. break;
  374. case OGRE:
  375. race_string = "/ogre/ogre";
  376. break;
  377. case RATONGA:
  378. race_string = "/ratonga/ratonga";
  379. break;
  380. case TROLL:
  381. race_string = "/troll/troll";
  382. break;
  383. case WOOD_ELF:
  384. race_string = "/woodelf/woodelf";
  385. break;
  386. case FAE:
  387. race_string = "/fae/fae_light";
  388. break;
  389. case ARASAI:
  390. race_string = "/fae/fae_dark";
  391. break;
  392. case SARNAK:
  393. gender == 1 ? race_string = "01/sarnak_male/sarnak" : race_string = "01/sarnak_female/sarnak";
  394. break;
  395. case VAMPIRE:
  396. race_string = "/vampire/vampire";
  397. break;
  398. case AERAKYN:
  399. race_string = "/aerakyn/aerakyn";
  400. break;
  401. }
  402. if (race_string.length() > 0)
  403. {
  404. string gender_string;
  405. gender == 1 ? gender_string = "male" : gender_string = "female";
  406. vector<int16>* id_list = database.GetAppearanceIDsLikeName("ec/pc" + race_string + "_" + gender_string);
  407. if (id_list)
  408. {
  409. int32 index = MakeRandomInt(0, id_list->size() - 1);
  410. npc->SetModelType(id_list->at(index));
  411. npc->SetSogaModelType(id_list->at(index));
  412. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Model Type: %i", npc->GetModelType());
  413. int16 wing_type = 0;
  414. if (npc->GetRace() == FAE)
  415. {
  416. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  417. if (id_list_wings) {
  418. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  419. safe_delete(id_list_wings);
  420. }
  421. }
  422. else if (npc->GetRace() == ARASAI)
  423. {
  424. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
  425. if (id_list_wings) {
  426. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  427. safe_delete(id_list_wings);
  428. }
  429. }
  430. else if (npc->GetRace() == AERAKYN)
  431. {
  432. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  433. if (id_list_wings) {
  434. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  435. safe_delete(id_list_wings);
  436. }
  437. }
  438. if (wing_type > 0)
  439. {
  440. EQ2_Color color1;
  441. EQ2_Color color2;
  442. color1.red = MakeRandomInt(0, 255);
  443. color1.green = MakeRandomInt(0, 255);
  444. color1.blue = MakeRandomInt(0, 255);
  445. color2.red = MakeRandomInt(0, 255);
  446. color2.green = MakeRandomInt(0, 255);
  447. color2.blue = MakeRandomInt(0, 255);
  448. npc->SetWingColor1(color1);
  449. npc->SetWingColor2(color2);
  450. }
  451. npc->SetWingType(wing_type);
  452. safe_delete(id_list);
  453. }
  454. }
  455. }
  456. }
  457. if (flags & RANDOMIZE_FACIAL_HAIR_TYPE) {
  458. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/face");
  459. if (id_list) {
  460. int32 index = MakeRandomInt(0, id_list->size() - 1);
  461. npc->SetFacialHairType(id_list->at(index));
  462. npc->SetSogaFacialHairType(id_list->at(index));
  463. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair: %i", npc->GetFacialHairType());
  464. safe_delete(id_list);
  465. }
  466. }
  467. if (flags & RANDOMIZE_HAIR_TYPE) {
  468. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/hair");
  469. if (id_list) {
  470. int32 index = MakeRandomInt(0, id_list->size() - 1);
  471. npc->SetHairType(id_list->at(index));
  472. npc->SetSogaHairType(id_list->at(index));
  473. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair: %i", npc->GetHairType());
  474. safe_delete(id_list);
  475. }
  476. }
  477. if (flags & RANDOMIZE_WING_TYPE) {
  478. int16 wing_type = 0;
  479. if (npc->GetRace() == FAE) {
  480. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  481. if (id_list_wings) {
  482. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  483. safe_delete(id_list_wings);
  484. }
  485. }
  486. else if (npc->GetRace() == ARASAI) {
  487. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
  488. if (id_list_wings) {
  489. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  490. safe_delete(id_list_wings);
  491. }
  492. }
  493. else if (npc->GetRace() == AERAKYN)
  494. {
  495. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  496. if (id_list_wings) {
  497. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  498. safe_delete(id_list_wings);
  499. }
  500. }
  501. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Type: %i", wing_type);
  502. npc->SetWingType(wing_type);
  503. }
  504. if (flags & RANDOMIZE_CHEEK_TYPE) {
  505. for(int i=0;i<3;i++) {
  506. random = MakeRandomFloat(-100, 100);
  507. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Cheek[%i]: %i", i, random);
  508. npc->features.cheek_type[i] = random;
  509. }
  510. }
  511. if (flags & RANDOMIZE_CHIN_TYPE) {
  512. for(int i=0;i<3;i++) {
  513. random = MakeRandomFloat(-100, 100);
  514. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Chin[%i]: %i", i, random);
  515. npc->features.chin_type[i] = MakeRandomFloat(-100, 100);
  516. }
  517. }
  518. if (flags & RANDOMIZE_EAR_TYPE) {
  519. for(int i=0;i<3;i++) {
  520. random = MakeRandomFloat(-100, 100);
  521. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Ear[%i]: %i", i, random);
  522. npc->features.ear_type[i] = MakeRandomFloat(-100, 100);
  523. }
  524. }
  525. if (flags & RANDOMIZE_EYE_BROW_TYPE) {
  526. for(int i=0;i<3;i++) {
  527. random = MakeRandomFloat(-100, 100);
  528. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eyebrow[%i]: %i", i, random);
  529. npc->features.eye_brow_type[i] = MakeRandomFloat(-100, 100);
  530. }
  531. }
  532. if (flags & RANDOMIZE_EYE_TYPE) {
  533. for(int i=0;i<3;i++) {
  534. random = MakeRandomFloat(-100, 100);
  535. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eye[%i]: %i", i, random);
  536. npc->features.eye_type[i] = MakeRandomFloat(-100, 100);
  537. }
  538. }
  539. if (flags & RANDOMIZE_LIP_TYPE) {
  540. for(int i=0;i<3;i++) {
  541. random = MakeRandomFloat(-100, 100);
  542. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Lip[%i]: %i", i, random);
  543. npc->features.lip_type[i] = MakeRandomFloat(-100, 100);
  544. }
  545. }
  546. if (flags & RANDOMIZE_NOSE_TYPE) {
  547. for(int i=0;i<3;i++) {
  548. random = MakeRandomFloat(-100, 100);
  549. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Nose[%i]: %i", i, random);
  550. npc->features.nose_type[i] = MakeRandomFloat(-100, 100);
  551. }
  552. }
  553. /* Randomize Colors */
  554. random = MakeRandomInt(0, 255);
  555. if(random > 30) {
  556. min_val = random - MakeRandomInt(0, 30);
  557. max_val = random + MakeRandomInt(0, 30);
  558. }
  559. if(max_val > 255)
  560. max_val = 255;
  561. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Color Ranges, random: %i, min: %i, max: %i", random, min_val, max_val);
  562. if (flags & RANDOMIZE_EYE_COLOR) {
  563. npc->features.eye_color.red = MakeRandomInt(min_val, max_val);
  564. npc->features.eye_color.green = MakeRandomInt(min_val, max_val);
  565. npc->features.eye_color.blue = MakeRandomInt(min_val, max_val);
  566. 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);
  567. }
  568. if (flags & RANDOMIZE_HAIR_COLOR1) {
  569. npc->features.hair_color1.red = MakeRandomInt(min_val, max_val);
  570. npc->features.hair_color1.green = MakeRandomInt(min_val, max_val);
  571. npc->features.hair_color1.blue = MakeRandomInt(min_val, max_val);
  572. 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);
  573. }
  574. if (flags & RANDOMIZE_HAIR_COLOR2) {
  575. npc->features.hair_color2.red = MakeRandomInt(min_val, max_val);
  576. npc->features.hair_color2.green = MakeRandomInt(min_val, max_val);
  577. npc->features.hair_color2.blue = MakeRandomInt(min_val, max_val);
  578. 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);
  579. }
  580. if (flags & RANDOMIZE_HAIR_HIGHLIGHT) {
  581. npc->features.hair_highlight_color.red = MakeRandomInt(min_val, max_val);
  582. npc->features.hair_highlight_color.green = MakeRandomInt(min_val, max_val);
  583. npc->features.hair_highlight_color.blue = MakeRandomInt(min_val, max_val);
  584. 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);
  585. }
  586. if (flags & RANDOMIZE_HAIR_FACE_COLOR) {
  587. EQ2_Color color1;
  588. color1.red = MakeRandomInt(min_val, max_val);
  589. color1.green = MakeRandomInt(min_val, max_val);
  590. color1.blue = MakeRandomInt(min_val, max_val);
  591. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  592. npc->SetFacialHairColor(color1);
  593. }
  594. if (flags & RANDOMIZE_HAIR_FACE_HIGHLIGHT_COLOR) {
  595. EQ2_Color color1;
  596. color1.red = MakeRandomInt(min_val, max_val);
  597. color1.green = MakeRandomInt(min_val, max_val);
  598. color1.blue = MakeRandomInt(min_val, max_val);
  599. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  600. npc->SetFacialHairHighlightColor(color1);
  601. }
  602. if (flags & RANDOMIZE_HAIR_TYPE_COLOR) {
  603. EQ2_Color color1;
  604. color1.red = MakeRandomInt(min_val, max_val);
  605. color1.green = MakeRandomInt(min_val, max_val);
  606. color1.blue = MakeRandomInt(min_val, max_val);
  607. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Type Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  608. npc->SetHairColor(color1);
  609. }
  610. if (flags & RANDOMIZE_HAIR_TYPE_HIGHLIGHT_COLOR) {
  611. EQ2_Color color1;
  612. color1.red = MakeRandomInt(min_val, max_val);
  613. color1.green = MakeRandomInt(min_val, max_val);
  614. color1.blue = MakeRandomInt(min_val, max_val);
  615. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Type Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  616. npc->SetHairTypeHighlightColor(color1);
  617. }
  618. if (flags & RANDOMIZE_SKIN_COLOR) {
  619. npc->features.skin_color.red = MakeRandomInt(min_val, max_val);
  620. npc->features.skin_color.green = MakeRandomInt(min_val, max_val);
  621. npc->features.skin_color.blue = MakeRandomInt(min_val, max_val);
  622. 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);
  623. }
  624. if (flags & RANDOMIZE_WING_COLOR1) {
  625. EQ2_Color color1;
  626. color1.red = MakeRandomInt(min_val, max_val);
  627. color1.green = MakeRandomInt(min_val, max_val);
  628. color1.blue = MakeRandomInt(min_val, max_val);
  629. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 1 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  630. npc->SetWingColor1(color1);
  631. }
  632. if (flags & RANDOMIZE_WING_COLOR2) {
  633. EQ2_Color color1;
  634. color1.red = MakeRandomInt(min_val, max_val);
  635. color1.green = MakeRandomInt(min_val, max_val);
  636. color1.blue = MakeRandomInt(min_val, max_val);
  637. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 2 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  638. npc->SetWingColor2(color1);
  639. }
  640. }
  641. Skill* NPC::GetSkillByName(const char* name, bool check_update){
  642. if(skills && skills->count(name) > 0){
  643. Skill* ret = (*skills)[name];
  644. if(ret && check_update && ret->current_val < ret->max_val && (rand()%100) >= 90)
  645. ret->current_val++;
  646. return ret;
  647. }
  648. return 0;
  649. }
  650. Skill* NPC::GetSkillByID(int32 id, bool check_update){
  651. Skill* skill = master_skill_list.GetSkill(id);
  652. if(skill && skills && skills->count(skill->name.data) > 0){
  653. Skill* ret = (*skills)[skill->name.data];
  654. if(ret && check_update && ret->current_val < ret->max_val && (rand()%100) >= 90)
  655. ret->current_val++;
  656. return ret;
  657. }
  658. return 0;
  659. }
  660. void NPC::SetAttackType(int8 type){
  661. attack_type = type;
  662. }
  663. int8 NPC::GetAttackType(){
  664. return attack_type;
  665. }
  666. void NPC::SetAIStrategy(int8 strategy){
  667. ai_strategy = strategy;
  668. }
  669. int8 NPC::GetAIStrategy(){
  670. return ai_strategy;
  671. }
  672. void NPC::SetPrimarySpellList(int32 id){
  673. primary_spell_list = id;
  674. }
  675. int32 NPC::GetPrimarySpellList(){
  676. return primary_spell_list;
  677. }
  678. void NPC::SetSecondarySpellList(int32 id){
  679. secondary_spell_list = id;
  680. }
  681. int32 NPC::GetSecondarySpellList(){
  682. return secondary_spell_list;
  683. }
  684. void NPC::SetPrimarySkillList(int32 id){
  685. primary_skill_list = id;
  686. }
  687. int32 NPC::GetPrimarySkillList(){
  688. return primary_skill_list;
  689. }
  690. void NPC::SetSecondarySkillList(int32 id){
  691. secondary_skill_list = id;
  692. }
  693. int32 NPC::GetSecondarySkillList(){
  694. return secondary_skill_list;
  695. }
  696. void NPC::SetEquipmentListID(int32 id){
  697. equipment_list_id = id;
  698. }
  699. int32 NPC::GetEquipmentListID(){
  700. return equipment_list_id;
  701. }
  702. Spell* NPC::GetNextSpell(float distance){
  703. int8 val = rand()%100;
  704. if(ai_strategy == AI_STRATEGY_OFFENSIVE){
  705. if(val >= 20)//80% chance to cast offensive spell if Offensive AI
  706. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  707. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  708. }
  709. else if(ai_strategy == AI_STRATEGY_DEFENSIVE){
  710. if(val >= 20)//80% chance to cast defensive spell if Defensive AI
  711. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  712. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  713. }
  714. return GetNextSpell(distance, AI_STRATEGY_BALANCED);
  715. }
  716. Spell* NPC::GetNextSpell(float distance, int8 type){
  717. Spell* ret = 0;
  718. if(spells){
  719. if(distance < 0)
  720. distance = 0;
  721. Spell* tmpSpell = 0;
  722. vector<Spell*>::iterator itr;
  723. for(itr = spells->begin(); itr != spells->end(); itr++){
  724. tmpSpell = *itr;
  725. if(!tmpSpell || (type == AI_STRATEGY_OFFENSIVE && tmpSpell->GetSpellData()->friendly_spell > 0))
  726. continue;
  727. if (tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE)
  728. continue;
  729. if(type == AI_STRATEGY_DEFENSIVE && tmpSpell->GetSpellData()->friendly_spell == 0)
  730. continue;
  731. if(distance <= tmpSpell->GetSpellData()->range && distance >= tmpSpell->GetSpellData()->min_range && GetPower() >= tmpSpell->GetPowerRequired(this)){
  732. ret = tmpSpell;
  733. 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
  734. break;
  735. }
  736. }
  737. if(!ret && type != AI_STRATEGY_BALANCED)
  738. ret = GetNextSpell(distance, AI_STRATEGY_BALANCED); //wasnt able to find a valid match, so find any spell that the NPC has
  739. }
  740. return ret;
  741. }
  742. Spell* NPC::GetNextBuffSpell() {
  743. Spell* ret = 0;
  744. if (spells && GetZone()->GetSpellProcess()) {
  745. Spell* tmpSpell = 0;
  746. vector<Spell*>::iterator itr;
  747. for (itr = spells->begin(); itr != spells->end(); itr++) {
  748. tmpSpell = *itr;
  749. if (tmpSpell && tmpSpell->GetSpellData() && tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE) {
  750. SpellEffects* effect = GetSpellEffect(tmpSpell->GetSpellID());
  751. if (effect) {
  752. if (effect->tier < tmpSpell->GetSpellTier()) {
  753. ret = tmpSpell;
  754. break;
  755. }
  756. }
  757. else {
  758. ret = tmpSpell;
  759. break;
  760. }
  761. }
  762. }
  763. }
  764. return ret;
  765. }
  766. void NPC::SetAggroRadius(float radius, bool overrideBaseValue){
  767. if (base_aggro_radius == 0.0f || overrideBaseValue)
  768. base_aggro_radius = radius;
  769. aggro_radius = radius;
  770. }
  771. float NPC::GetAggroRadius(){
  772. return aggro_radius;
  773. }
  774. void NPC::SetCastPercentage(int8 percentage){
  775. cast_percentage = percentage;
  776. }
  777. int8 NPC::GetCastPercentage(){
  778. return cast_percentage;
  779. }
  780. void NPC::AddSkillBonus(int32 spell_id, int32 skill_id, float value) {
  781. if (value != 0) {
  782. SkillBonus* sb;
  783. if (skill_bonus_list.count(spell_id) == 0) {
  784. sb = new SkillBonus;
  785. sb->spell_id = spell_id;
  786. skill_bonus_list.Put(spell_id, sb);
  787. }
  788. else
  789. sb = skill_bonus_list.Get(spell_id);
  790. if (sb->skills[skill_id] == 0) {
  791. SkillBonusValue* sbv = new SkillBonusValue;
  792. sbv->skill_id = skill_id;
  793. sbv->value = value;
  794. sb->skills[skill_id] = sbv;
  795. if (skills) {
  796. map<string, Skill*>::iterator itr;
  797. for (itr = skills->begin(); itr != skills->end(); itr++) {
  798. Skill* skill = itr->second;
  799. if (skill->skill_id == sbv->skill_id) {
  800. skill->current_val += (int16)sbv->value;
  801. skill->max_val += (int16)sbv->value;
  802. }
  803. }
  804. }
  805. }
  806. }
  807. }
  808. void NPC::RemoveSkillBonus(int32 spell_id) {
  809. if (skill_bonus_list.count(spell_id) > 0) {
  810. SkillBonus* sb = skill_bonus_list.Get(spell_id);
  811. skill_bonus_list.erase(spell_id);
  812. map<int32, SkillBonusValue*>::iterator itr;
  813. for (itr = sb->skills.begin(); itr != sb->skills.end(); itr++) {
  814. SkillBonusValue* sbv = itr->second;
  815. if (skills) {
  816. map<string, Skill*>::iterator skill_itr;
  817. for (skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++) {
  818. Skill* skill = skill_itr->second;
  819. if (sbv->skill_id == skill->skill_id) {
  820. skill->current_val -= (int16)sbv->value;
  821. skill->max_val -= (int16)sbv->value;
  822. }
  823. }
  824. }
  825. safe_delete(sbv);
  826. }
  827. safe_delete(sb);
  828. }
  829. }
  830. void NPC::SetBrain(::Brain* brain) {
  831. // Again, had to use the '::' to refer to the Brain class and not the function defined in the NPC class
  832. MBrain.writelock(__FUNCTION__, __LINE__);
  833. // Check to make sure the NPC the brain controls matches this npc
  834. if (brain->GetBody() != this) {
  835. LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Brain body does not match the npc we tried to assign the brain to.");
  836. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  837. return;
  838. }
  839. // Store the old brain in a temp pointer so we can delete it later
  840. ::Brain* old_brain = m_brain;
  841. // Set the brain for this NPC to the new brain
  842. m_brain = brain;
  843. // Release the lock
  844. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  845. // Delete the old brain
  846. safe_delete(old_brain);
  847. }
  848. void NPC::SetZone(ZoneServer* in_zone, int32 version) {
  849. Spawn::SetZone(in_zone, version);
  850. if (in_zone){
  851. GetZone()->SetNPCEquipment(this);
  852. SetSkills(GetZone()->GetNPCSkills(primary_skill_list, secondary_skill_list));
  853. SetSpells(GetZone()->GetNPCSpells(primary_spell_list, secondary_spell_list));
  854. }
  855. }