/*
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));
}
}