/* 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 . */ #include "NPC.h" #include "WorldDatabase.h" #include #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" #include "Rules/Rules.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; extern RuleManager rule_manager; 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()); SetTotalHPBaseInstance(old_npc->GetTotalHPBase()); SetTotalPowerBase(old_npc->GetTotalPowerBase()); SetTotalPowerBaseInstance(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()); UpdateWeapons(); SetSoundsDisabled(old_npc->IsSoundsDisabled()); SetFlyingCreature(); SetWaterCreature(); SetOmittedByDBFlag(old_npc->IsOmittedByDBFlag()); SetLootTier(old_npc->GetLootTier()); SetLootDropType(old_npc->GetLootDropType()); has_spells = old_npc->HasSpells(); SetScaredByStrongPlayers(old_npc->IsScaredByStrongPlayers()); } } NPC::~NPC(){ ResetMovement(); if(skills){ map::iterator skill_itr; for(skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++){ safe_delete(skill_itr->second); } safe_delete(skills); } if(spells) { vector::iterator itr; for(itr = spells->begin(); itr != spells->end(); itr++){ safe_delete((*itr)); } spells->clear(); } safe_delete(spells); MutexMap::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* in_skills){ if (skills) { map::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* in_spells){ for(int i=0;i::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::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 (distance <= 5.0f && 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); } } int8 ruleAutoLockEncounter = rule_manager.GetZoneRule(GetZoneID(), R_World, AutoLockEncounter)->GetInt8(); in_combat = val; if(val){ LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" ); if(ruleAutoLockEncounter) { 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* 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* 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* 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* 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* 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* 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* 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* 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* 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::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::iterator itr; for(itr = spells->begin(); itr != spells->end(); itr++){ // if positive, then say the hp ratio must be GREATER than OR EQUAL TO if((*itr)->required_hp_ratio > 0 && (*itr)->required_hp_ratio < 101 && GetIntHPRatio() >= (*itr)->required_hp_ratio) continue; // if negative, then say the hp ratio must be LESS than OR EQUAL TO if((*itr)->required_hp_ratio < 0 && (*itr)->required_hp_ratio > -101 && (-(*itr)->required_hp_ratio) >= GetIntHPRatio()) continue; 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::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++) { // if positive, then say the hp ratio must be GREATER than OR EQUAL TO if((*itr)->required_hp_ratio > 0 && (*itr)->required_hp_ratio < 101 && GetIntHPRatio() >= (*itr)->required_hp_ratio) continue; // if negative, then say the hp ratio must be LESS than OR EQUAL TO if((*itr)->required_hp_ratio < 0 && (*itr)->required_hp_ratio > -101 && (-(*itr)->required_hp_ratio) >= GetIntHPRatio()) continue; 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::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::iterator itr; for (itr = sb->skills.begin(); itr != sb->skills.end(); itr++) { SkillBonusValue* sbv = itr->second; if (skills) { map::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)); } }