NPC.cpp 28 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. extern MasterSpellList master_spell_list;
  27. extern ConfigReader configReader;
  28. extern WorldDatabase database;
  29. extern World world;
  30. extern Races races;
  31. extern Appearance master_appearance_list;
  32. NPC::NPC(){
  33. Initialize();
  34. }
  35. NPC::NPC(NPC* old_npc){
  36. Initialize();
  37. if(old_npc){
  38. if(old_npc->GetSizeOffset() > 0){
  39. int8 offset = old_npc->GetSizeOffset()+1;
  40. sint32 tmp_size = old_npc->size + (rand()%offset - rand()%offset);
  41. if(tmp_size < 0)
  42. tmp_size = 1;
  43. else if(tmp_size >= 0xFFFF)
  44. tmp_size = 0xFFFF;
  45. size = (int16)tmp_size;
  46. }
  47. else
  48. size = old_npc->size;
  49. SetMerchantID(old_npc->GetMerchantID());
  50. SetMerchantType(old_npc->GetMerchantType());
  51. SetMerchantLevelRange(old_npc->GetMerchantMinLevel(), old_npc->GetMerchantMaxLevel());
  52. SetPrimaryCommands(&old_npc->primary_command_list);
  53. SetSecondaryCommands(&old_npc->secondary_command_list);
  54. appearance_id = old_npc->appearance_id;
  55. database_id = old_npc->database_id;
  56. primary_command_list_id = old_npc->primary_command_list_id;
  57. secondary_command_list_id = old_npc->secondary_command_list_id;
  58. memcpy(GetInfoStruct(), old_npc->GetInfoStruct(), sizeof(InfoStruct));
  59. memcpy(&appearance, &old_npc->appearance, sizeof(AppearanceData));
  60. memcpy(&features, &old_npc->features, sizeof(CharFeatures));
  61. memcpy(&equipment, &old_npc->equipment, sizeof(EQ2_Equipment));
  62. if(appearance.min_level < appearance.max_level)
  63. SetLevel(appearance.min_level + rand()%((appearance.max_level - appearance.min_level)+1));
  64. target = 0;
  65. SetTotalHPBase(old_npc->GetTotalHPBase());
  66. SetTotalPowerBase(old_npc->GetTotalPowerBase());
  67. faction_id = old_npc->faction_id;
  68. movement_interrupted = false;
  69. old_npc->SetQuestsRequired(this);
  70. SetTransporterID(old_npc->GetTransporterID());
  71. SetAttackType(old_npc->GetAttackType());
  72. SetAIStrategy(old_npc->GetAIStrategy());
  73. SetPrimarySpellList(old_npc->GetPrimarySpellList());
  74. SetSecondarySpellList(old_npc->GetSecondarySpellList());
  75. SetPrimarySkillList(old_npc->GetPrimarySkillList());
  76. SetSecondarySkillList(old_npc->GetSecondarySkillList());
  77. SetEquipmentListID(old_npc->GetEquipmentListID());
  78. SetAggroRadius(old_npc->GetBaseAggroRadius());
  79. SetCastPercentage(old_npc->GetCastPercentage());
  80. SetRandomize(old_npc->GetRandomize());
  81. if(appearance.randomize > 0)
  82. Randomize(this, appearance.randomize);
  83. CalculateBonuses();
  84. SetHP(GetTotalHP());
  85. SetPower(GetTotalPower());
  86. ChangePrimaryWeapon();
  87. ChangeSecondaryWeapon();
  88. SetSoundsDisabled(old_npc->IsSoundsDisabled());
  89. SetFlyingCreature();
  90. SetWaterCreature();
  91. }
  92. }
  93. NPC::~NPC(){
  94. ResetMovement();
  95. if(skills){
  96. map<string, Skill*>::iterator skill_itr;
  97. for(skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++){
  98. safe_delete(skill_itr->second);
  99. }
  100. safe_delete(skills);
  101. }
  102. safe_delete(spells);
  103. MutexMap<int32, SkillBonus*>::iterator sb_itr = skill_bonus_list.begin();
  104. while (sb_itr.Next())
  105. RemoveSkillBonus(sb_itr.first);
  106. safe_delete(runback);
  107. safe_delete(m_brain);
  108. }
  109. void NPC::Initialize(){
  110. ai_strategy = 0;
  111. attack_type = 0;
  112. movement_index = 0;
  113. resume_movement = true;
  114. movement_start_time = 0;
  115. spawn_type = 2;
  116. movement_interrupted = false;
  117. attack_resume_needed = false;
  118. MMovementLoop.SetName("NPC::MMovementLoop");
  119. last_movement_update = Timer::GetCurrentTime2();
  120. aggro_radius = 0.0f;
  121. base_aggro_radius = 0.0f;
  122. skills = 0;
  123. spells = 0;
  124. runback = 0;
  125. owner = 0;
  126. m_brain = new ::Brain(this);
  127. MBrain.SetName("NPC::m_brain");
  128. m_runningBack = false;
  129. m_runbackHeadingDir1 = m_runbackHeadingDir2 = 0;
  130. following = false;
  131. SetFollowTarget(0);
  132. m_petDismissing = false;
  133. }
  134. EQ2Packet* NPC::serialize(Player* player, int16 version){
  135. return spawn_serialize(player, version);
  136. }
  137. void NPC::SetSkills(map<string, Skill*>* in_skills){
  138. if (skills) {
  139. map<string, Skill*>::iterator skill_itr;
  140. for(skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++){
  141. safe_delete(skill_itr->second);
  142. }
  143. safe_delete(skills);
  144. }
  145. skills = in_skills;
  146. }
  147. void NPC::SetSpells(vector<Spell*>* in_spells){
  148. safe_delete(spells);
  149. spells = in_spells;
  150. }
  151. void NPC::SetRunbackLocation(float x, float y, float z, int32 gridid){
  152. safe_delete(runback);
  153. runback = new MovementLocation;
  154. runback->x = x;
  155. runback->y = y;
  156. runback->z = z;
  157. runback->gridid = gridid;
  158. runback->stage = 0;
  159. }
  160. MovementLocation* NPC::GetRunbackLocation(){
  161. return runback;
  162. }
  163. float NPC::GetRunbackDistance(){
  164. if(!runback)
  165. return 0;
  166. return GetDistance(runback->x, runback->y, runback->z);
  167. }
  168. void NPC::Runback(float distance){
  169. if ( distance == 0.0f )
  170. distance = GetRunbackDistance(); // gotta make sure its true, lua doesn't send the distance
  171. following = false;
  172. if (!m_runningBack)
  173. {
  174. ClearRunningLocations();
  175. GetZone()->movementMgr->StopNavigation((Entity*)this);
  176. }
  177. m_runningBack = true;
  178. SetSpeed(GetMaxSpeed()*2);
  179. if (CheckLoS(glm::vec3(runback->x, runback->z, runback->y + 1.0f), glm::vec3(GetX(), GetZ(), GetY() + 1.0f)))
  180. {
  181. FaceTarget(runback->x, runback->z);
  182. ClearRunningLocations();
  183. GetZone()->movementMgr->DisruptNavigation((Entity*)this);
  184. if (GetRunbackLocation()->gridid > 0)
  185. SetLocation(GetRunbackLocation()->gridid);
  186. AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, true, true, "", true);
  187. }
  188. else
  189. GetZone()->movementMgr->NavigateTo((Entity*)this, runback->x, runback->y, runback->z);
  190. //AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, false);
  191. last_movement_update = Timer::GetCurrentTime2();
  192. }
  193. void NPC::ClearRunback(){
  194. safe_delete(runback);
  195. m_runningBack = false;
  196. m_runbackHeadingDir1 = m_runbackHeadingDir2 = 0;
  197. resume_movement = true;
  198. NeedsToResumeMovement(false);
  199. }
  200. void NPC::InCombat(bool val){
  201. if (in_combat == val)
  202. return;
  203. if(in_combat == false && val && GetZone()){
  204. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  205. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_ATTACKED, GetTarget());
  206. SetTempActionState(0); // disable action states in combat
  207. }
  208. if(!in_combat && val){
  209. // if not a pet and no current run back location set then set one to the current location
  210. if(!IsPet() && !GetRunbackLocation()) {
  211. SetRunbackLocation(GetX(), GetY(), GetZ(), GetLocation());
  212. m_runbackHeadingDir1 = appearance.pos.Dir1;
  213. m_runbackHeadingDir2 = appearance.pos.Dir2;
  214. }
  215. }
  216. in_combat = val;
  217. if(val){
  218. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  219. SetLockedNoLoot(ENCOUNTER_STATE_LOCKED);
  220. AddIconValue(64);
  221. // In combat so lets set the NPC's speed to its max speed
  222. if (GetMaxSpeed() > 0)
  223. SetSpeed(GetMaxSpeed());
  224. }
  225. else{
  226. SetLockedNoLoot(ENCOUNTER_STATE_AVAILABLE);
  227. RemoveIconValue(64);
  228. if (GetHP() > 0){
  229. SetTempActionState(-1); //re-enable action states on exiting combat
  230. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_COMBAT_RESET);
  231. // Stop all HO's attached to this NPC
  232. GetZone()->GetSpellProcess()->KillHOBySpawnID(GetID());
  233. }
  234. }
  235. if(!MovementInterrupted() && val && GetSpeed() > 0 && movement_loop.size() > 0){
  236. CalculateRunningLocation(true);
  237. }
  238. MovementInterrupted(val);
  239. }
  240. bool NPC::HandleUse(Client* client, string type){
  241. if(!client || type.length() == 0 || (appearance.show_command_icon == 0 && appearance.display_hand_icon == 0))
  242. return false;
  243. EntityCommand* entity_command = FindEntityCommand(type);
  244. if (entity_command) {
  245. client->GetCurrentZone()->ProcessEntityCommand(entity_command, client->GetPlayer(), client->GetPlayer()->GetTarget());
  246. return true;
  247. }
  248. return false;
  249. /*Spell* spell = master_spell_list.GetSpellByName((char*)type.c_str());
  250. if(spell)
  251. client->GetCurrentZone()->ProcessSpell(spell, client->GetPlayer(), client->GetPlayer()->GetTarget());
  252. else if(GetSpawnScript())
  253. client->GetCurrentZone()->CallSpawnScript(this, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), (char*)type.c_str());
  254. else
  255. return false;
  256. return true;*/
  257. }
  258. bool NPC::CheckSameAppearance(string name, int16 id)
  259. {
  260. // need to iterate through master_appearance_list finding if id contains name
  261. return true;
  262. }
  263. void NPC::Randomize(NPC* npc, int32 flags)
  264. {
  265. int8 random = 0;
  266. int8 min_val = 0;
  267. int8 max_val = 255;
  268. /* We need to check if gender is going to be randomized first because if the race is going to be
  269. * randomized, we need to know its gender so we can choose the proper model.
  270. * We also need to make sure the model gets set properly if the player chooses to randomize the gender
  271. * and not the race. */
  272. int8 old_gender = npc->GetGender();
  273. if (flags & RANDOMIZE_GENDER)
  274. {
  275. random = MakeRandomInt(1, 2);
  276. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Gender: %i", random);
  277. npc->SetGender(random);
  278. }
  279. if ((flags & RANDOMIZE_RACE) || (flags & RANDOMIZE_GENDER && old_gender != npc->GetGender()) || (flags & RANDOMIZE_MODEL_TYPE))
  280. {
  281. string race_string = "";
  282. int8 gender = npc->GetGender();
  283. if (gender == 1 || gender == 2)
  284. {
  285. if (flags & RANDOMIZE_RACE)
  286. {
  287. if(npc->GetAlignment() == 1) // Good
  288. random = races.GetRaceNameGood();
  289. else if(npc->GetAlignment() < 0) // Evil
  290. random = races.GetRaceNameEvil();
  291. else // All
  292. random = MakeRandomInt(0, 20);
  293. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Race: %s (%i)", races.GetRaceNameCase(random), random);
  294. npc->SetRace(random);
  295. }
  296. switch (npc->GetRace())
  297. {
  298. case BARBARIAN:
  299. // JA: If randomize has "4" (model) and race=0, barbarians show up in place of the real models.
  300. // Started working on a solution (CheckSameAppearance) but cannot get it to work yet.
  301. // Solution for now is to not randomize models for race=0. Set to race=255, or turn off model randomize
  302. race_string = "/barbarian/barbarian";
  303. break;
  304. case DARK_ELF:
  305. race_string = "/darkelf/darkelf";
  306. break;
  307. case DWARF:
  308. race_string = "/dwarf/dwarf";
  309. break;
  310. case ERUDITE:
  311. race_string = "/erudite/erudite";
  312. break;
  313. case FROGLOK:
  314. race_string = "/froglok/froglok";
  315. break;
  316. case GNOME:
  317. race_string = "/gnome/gnome";
  318. break;
  319. case HALF_ELF:
  320. race_string = "/halfelf/halfelf";
  321. break;
  322. case HALFLING:
  323. race_string = "/halfling/halfling";
  324. break;
  325. case HIGH_ELF:
  326. race_string = "/highelf/highelf";
  327. break;
  328. case HUMAN:
  329. race_string = "/human/human";
  330. break;
  331. case IKSAR:
  332. race_string = "/iksar/iksar";
  333. break;
  334. case KERRA:
  335. race_string = "/kerra/kerra";
  336. break;
  337. case OGRE:
  338. race_string = "/ogre/ogre";
  339. break;
  340. case RATONGA:
  341. race_string = "/ratonga/ratonga";
  342. break;
  343. case TROLL:
  344. race_string = "/troll/troll";
  345. break;
  346. case WOOD_ELF:
  347. race_string = "/woodelf/woodelf";
  348. break;
  349. case FAE:
  350. race_string = "/fae/fae_light";
  351. break;
  352. case ARASAI:
  353. race_string = "/fae/fae_dark";
  354. break;
  355. case SARNAK:
  356. gender == 1 ? race_string = "01/sarnak_male/sarnak" : race_string = "01/sarnak_female/sarnak";
  357. break;
  358. case VAMPIRE:
  359. race_string = "/vampire/vampire";
  360. break;
  361. case AERAKYN:
  362. race_string = "/aerakyn/aerakyn";
  363. break;
  364. }
  365. if (race_string.length() > 0)
  366. {
  367. string gender_string;
  368. gender == 1 ? gender_string = "male" : gender_string = "female";
  369. vector<int16>* id_list = database.GetAppearanceIDsLikeName("ec/pc" + race_string + "_" + gender_string);
  370. if (id_list)
  371. {
  372. int32 index = MakeRandomInt(0, id_list->size() - 1);
  373. npc->SetModelType(id_list->at(index));
  374. npc->SetSogaModelType(id_list->at(index));
  375. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Model Type: %i", npc->GetModelType());
  376. int16 wing_type = 0;
  377. if (npc->GetRace() == FAE)
  378. {
  379. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  380. if (id_list_wings) {
  381. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  382. safe_delete(id_list_wings);
  383. }
  384. }
  385. else if (npc->GetRace() == ARASAI)
  386. {
  387. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
  388. if (id_list_wings) {
  389. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  390. safe_delete(id_list_wings);
  391. }
  392. }
  393. else if (npc->GetRace() == AERAKYN)
  394. {
  395. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  396. if (id_list_wings) {
  397. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  398. safe_delete(id_list_wings);
  399. }
  400. }
  401. if (wing_type > 0)
  402. {
  403. EQ2_Color color1;
  404. EQ2_Color color2;
  405. color1.red = MakeRandomInt(0, 255);
  406. color1.green = MakeRandomInt(0, 255);
  407. color1.blue = MakeRandomInt(0, 255);
  408. color2.red = MakeRandomInt(0, 255);
  409. color2.green = MakeRandomInt(0, 255);
  410. color2.blue = MakeRandomInt(0, 255);
  411. npc->SetWingColor1(color1);
  412. npc->SetWingColor2(color2);
  413. }
  414. npc->SetWingType(wing_type);
  415. safe_delete(id_list);
  416. }
  417. }
  418. }
  419. }
  420. if (flags & RANDOMIZE_FACIAL_HAIR_TYPE) {
  421. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/face");
  422. if (id_list) {
  423. int32 index = MakeRandomInt(0, id_list->size() - 1);
  424. npc->SetFacialHairType(id_list->at(index));
  425. npc->SetSogaFacialHairType(id_list->at(index));
  426. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair: %i", npc->GetFacialHairType());
  427. safe_delete(id_list);
  428. }
  429. }
  430. if (flags & RANDOMIZE_HAIR_TYPE) {
  431. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/hair");
  432. if (id_list) {
  433. int32 index = MakeRandomInt(0, id_list->size() - 1);
  434. npc->SetHairType(id_list->at(index));
  435. npc->SetSogaHairType(id_list->at(index));
  436. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair: %i", npc->GetHairType());
  437. safe_delete(id_list);
  438. }
  439. }
  440. if (flags & RANDOMIZE_WING_TYPE) {
  441. int16 wing_type = 0;
  442. if (npc->GetRace() == FAE) {
  443. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  444. if (id_list_wings) {
  445. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  446. safe_delete(id_list_wings);
  447. }
  448. }
  449. else if (npc->GetRace() == ARASAI) {
  450. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
  451. if (id_list_wings) {
  452. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  453. safe_delete(id_list_wings);
  454. }
  455. }
  456. else if (npc->GetRace() == AERAKYN)
  457. {
  458. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  459. if (id_list_wings) {
  460. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  461. safe_delete(id_list_wings);
  462. }
  463. }
  464. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Type: %i", wing_type);
  465. npc->SetWingType(wing_type);
  466. }
  467. if (flags & RANDOMIZE_CHEEK_TYPE) {
  468. for(int i=0;i<3;i++) {
  469. random = MakeRandomFloat(-100, 100);
  470. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Cheek[%i]: %i", i, random);
  471. npc->features.cheek_type[i] = random;
  472. }
  473. }
  474. if (flags & RANDOMIZE_CHIN_TYPE) {
  475. for(int i=0;i<3;i++) {
  476. random = MakeRandomFloat(-100, 100);
  477. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Chin[%i]: %i", i, random);
  478. npc->features.chin_type[i] = MakeRandomFloat(-100, 100);
  479. }
  480. }
  481. if (flags & RANDOMIZE_EAR_TYPE) {
  482. for(int i=0;i<3;i++) {
  483. random = MakeRandomFloat(-100, 100);
  484. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Ear[%i]: %i", i, random);
  485. npc->features.ear_type[i] = MakeRandomFloat(-100, 100);
  486. }
  487. }
  488. if (flags & RANDOMIZE_EYE_BROW_TYPE) {
  489. for(int i=0;i<3;i++) {
  490. random = MakeRandomFloat(-100, 100);
  491. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eyebrow[%i]: %i", i, random);
  492. npc->features.eye_brow_type[i] = MakeRandomFloat(-100, 100);
  493. }
  494. }
  495. if (flags & RANDOMIZE_EYE_TYPE) {
  496. for(int i=0;i<3;i++) {
  497. random = MakeRandomFloat(-100, 100);
  498. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eye[%i]: %i", i, random);
  499. npc->features.eye_type[i] = MakeRandomFloat(-100, 100);
  500. }
  501. }
  502. if (flags & RANDOMIZE_LIP_TYPE) {
  503. for(int i=0;i<3;i++) {
  504. random = MakeRandomFloat(-100, 100);
  505. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Lip[%i]: %i", i, random);
  506. npc->features.lip_type[i] = MakeRandomFloat(-100, 100);
  507. }
  508. }
  509. if (flags & RANDOMIZE_NOSE_TYPE) {
  510. for(int i=0;i<3;i++) {
  511. random = MakeRandomFloat(-100, 100);
  512. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Nose[%i]: %i", i, random);
  513. npc->features.nose_type[i] = MakeRandomFloat(-100, 100);
  514. }
  515. }
  516. /* Randomize Colors */
  517. random = MakeRandomInt(0, 255);
  518. if(random > 30) {
  519. min_val = random - MakeRandomInt(0, 30);
  520. max_val = random + MakeRandomInt(0, 30);
  521. }
  522. if(max_val > 255)
  523. max_val = 255;
  524. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Color Ranges, random: %i, min: %i, max: %i", random, min_val, max_val);
  525. if (flags & RANDOMIZE_EYE_COLOR) {
  526. npc->features.eye_color.red = MakeRandomInt(min_val, max_val);
  527. npc->features.eye_color.green = MakeRandomInt(min_val, max_val);
  528. npc->features.eye_color.blue = MakeRandomInt(min_val, max_val);
  529. 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);
  530. }
  531. if (flags & RANDOMIZE_HAIR_COLOR1) {
  532. npc->features.hair_color1.red = MakeRandomInt(min_val, max_val);
  533. npc->features.hair_color1.green = MakeRandomInt(min_val, max_val);
  534. npc->features.hair_color1.blue = MakeRandomInt(min_val, max_val);
  535. 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);
  536. }
  537. if (flags & RANDOMIZE_HAIR_COLOR2) {
  538. npc->features.hair_color2.red = MakeRandomInt(min_val, max_val);
  539. npc->features.hair_color2.green = MakeRandomInt(min_val, max_val);
  540. npc->features.hair_color2.blue = MakeRandomInt(min_val, max_val);
  541. 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);
  542. }
  543. if (flags & RANDOMIZE_HAIR_HIGHLIGHT) {
  544. npc->features.hair_highlight_color.red = MakeRandomInt(min_val, max_val);
  545. npc->features.hair_highlight_color.green = MakeRandomInt(min_val, max_val);
  546. npc->features.hair_highlight_color.blue = MakeRandomInt(min_val, max_val);
  547. 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);
  548. }
  549. if (flags & RANDOMIZE_HAIR_FACE_COLOR) {
  550. EQ2_Color color1;
  551. color1.red = MakeRandomInt(min_val, max_val);
  552. color1.green = MakeRandomInt(min_val, max_val);
  553. color1.blue = MakeRandomInt(min_val, max_val);
  554. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  555. npc->SetFacialHairColor(color1);
  556. }
  557. if (flags & RANDOMIZE_HAIR_FACE_HIGHLIGHT_COLOR) {
  558. EQ2_Color color1;
  559. color1.red = MakeRandomInt(min_val, max_val);
  560. color1.green = MakeRandomInt(min_val, max_val);
  561. color1.blue = MakeRandomInt(min_val, max_val);
  562. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  563. npc->SetFacialHairHighlightColor(color1);
  564. }
  565. if (flags & RANDOMIZE_HAIR_TYPE_COLOR) {
  566. EQ2_Color color1;
  567. color1.red = MakeRandomInt(min_val, max_val);
  568. color1.green = MakeRandomInt(min_val, max_val);
  569. color1.blue = MakeRandomInt(min_val, max_val);
  570. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Type Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  571. npc->SetHairColor(color1);
  572. }
  573. if (flags & RANDOMIZE_HAIR_TYPE_HIGHLIGHT_COLOR) {
  574. EQ2_Color color1;
  575. color1.red = MakeRandomInt(min_val, max_val);
  576. color1.green = MakeRandomInt(min_val, max_val);
  577. color1.blue = MakeRandomInt(min_val, max_val);
  578. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Type Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  579. npc->SetHairHighlightColor(color1);
  580. }
  581. if (flags & RANDOMIZE_SKIN_COLOR) {
  582. npc->features.skin_color.red = MakeRandomInt(min_val, max_val);
  583. npc->features.skin_color.green = MakeRandomInt(min_val, max_val);
  584. npc->features.skin_color.blue = MakeRandomInt(min_val, max_val);
  585. 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);
  586. }
  587. if (flags & RANDOMIZE_WING_COLOR1) {
  588. EQ2_Color color1;
  589. color1.red = MakeRandomInt(min_val, max_val);
  590. color1.green = MakeRandomInt(min_val, max_val);
  591. color1.blue = MakeRandomInt(min_val, max_val);
  592. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 1 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  593. npc->SetWingColor1(color1);
  594. }
  595. if (flags & RANDOMIZE_WING_COLOR2) {
  596. EQ2_Color color1;
  597. color1.red = MakeRandomInt(min_val, max_val);
  598. color1.green = MakeRandomInt(min_val, max_val);
  599. color1.blue = MakeRandomInt(min_val, max_val);
  600. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 2 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  601. npc->SetWingColor2(color1);
  602. }
  603. }
  604. Skill* NPC::GetSkillByName(const char* name, bool check_update){
  605. if(skills && skills->count(name) > 0){
  606. Skill* ret = (*skills)[name];
  607. if(ret && check_update && ret->current_val < ret->max_val && (rand()%100) >= 90)
  608. ret->current_val++;
  609. return ret;
  610. }
  611. return 0;
  612. }
  613. void NPC::SetAttackType(int8 type){
  614. attack_type = type;
  615. }
  616. int8 NPC::GetAttackType(){
  617. return attack_type;
  618. }
  619. void NPC::SetAIStrategy(int8 strategy){
  620. ai_strategy = strategy;
  621. }
  622. int8 NPC::GetAIStrategy(){
  623. return ai_strategy;
  624. }
  625. void NPC::SetPrimarySpellList(int32 id){
  626. primary_spell_list = id;
  627. }
  628. int32 NPC::GetPrimarySpellList(){
  629. return primary_spell_list;
  630. }
  631. void NPC::SetSecondarySpellList(int32 id){
  632. secondary_spell_list = id;
  633. }
  634. int32 NPC::GetSecondarySpellList(){
  635. return secondary_spell_list;
  636. }
  637. void NPC::SetPrimarySkillList(int32 id){
  638. primary_skill_list = id;
  639. }
  640. int32 NPC::GetPrimarySkillList(){
  641. return primary_skill_list;
  642. }
  643. void NPC::SetSecondarySkillList(int32 id){
  644. secondary_skill_list = id;
  645. }
  646. int32 NPC::GetSecondarySkillList(){
  647. return secondary_skill_list;
  648. }
  649. void NPC::SetEquipmentListID(int32 id){
  650. equipment_list_id = id;
  651. }
  652. int32 NPC::GetEquipmentListID(){
  653. return equipment_list_id;
  654. }
  655. Spell* NPC::GetNextSpell(float distance){
  656. int8 val = rand()%100;
  657. if(ai_strategy == AI_STRATEGY_OFFENSIVE){
  658. if(val >= 20)//80% chance to cast offensive spell if Offensive AI
  659. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  660. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  661. }
  662. else if(ai_strategy == AI_STRATEGY_DEFENSIVE){
  663. if(val >= 20)//80% chance to cast defensive spell if Defensive AI
  664. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  665. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  666. }
  667. return GetNextSpell(distance, AI_STRATEGY_BALANCED);
  668. }
  669. Spell* NPC::GetNextSpell(float distance, int8 type){
  670. Spell* ret = 0;
  671. if(spells){
  672. if(distance < 0)
  673. distance = 0;
  674. Spell* tmpSpell = 0;
  675. vector<Spell*>::iterator itr;
  676. for(itr = spells->begin(); itr != spells->end(); itr++){
  677. tmpSpell = *itr;
  678. if(!tmpSpell || (type == AI_STRATEGY_OFFENSIVE && tmpSpell->GetSpellData()->friendly_spell > 0))
  679. continue;
  680. if (tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE)
  681. continue;
  682. if(type == AI_STRATEGY_DEFENSIVE && tmpSpell->GetSpellData()->friendly_spell == 0)
  683. continue;
  684. if(distance <= tmpSpell->GetSpellData()->range && distance >= tmpSpell->GetSpellData()->min_range && GetPower() >= tmpSpell->GetPowerRequired(this)){
  685. ret = tmpSpell;
  686. 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
  687. break;
  688. }
  689. }
  690. if(!ret && type != AI_STRATEGY_BALANCED)
  691. ret = GetNextSpell(distance, AI_STRATEGY_BALANCED); //wasnt able to find a valid match, so find any spell that the NPC has
  692. }
  693. return ret;
  694. }
  695. Spell* NPC::GetNextBuffSpell() {
  696. Spell* ret = 0;
  697. if (spells && GetZone()->GetSpellProcess()) {
  698. Spell* tmpSpell = 0;
  699. vector<Spell*>::iterator itr;
  700. for (itr = spells->begin(); itr != spells->end(); itr++) {
  701. tmpSpell = *itr;
  702. if (tmpSpell && tmpSpell->GetSpellData() && tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE) {
  703. SpellEffects* effect = GetSpellEffect(tmpSpell->GetSpellID());
  704. if (effect) {
  705. if (effect->tier < tmpSpell->GetSpellTier()) {
  706. ret = tmpSpell;
  707. break;
  708. }
  709. }
  710. else {
  711. ret = tmpSpell;
  712. break;
  713. }
  714. }
  715. }
  716. }
  717. return ret;
  718. }
  719. void NPC::SetAggroRadius(float radius, bool overrideBaseValue){
  720. if (base_aggro_radius == 0.0f || overrideBaseValue)
  721. base_aggro_radius = radius;
  722. aggro_radius = radius;
  723. }
  724. float NPC::GetAggroRadius(){
  725. return aggro_radius;
  726. }
  727. void NPC::SetCastPercentage(int8 percentage){
  728. cast_percentage = percentage;
  729. }
  730. int8 NPC::GetCastPercentage(){
  731. return cast_percentage;
  732. }
  733. void NPC::AddSkillBonus(int32 spell_id, int32 skill_id, float value) {
  734. if (value != 0) {
  735. SkillBonus* sb;
  736. if (skill_bonus_list.count(spell_id) == 0) {
  737. sb = new SkillBonus;
  738. sb->spell_id = spell_id;
  739. skill_bonus_list.Put(spell_id, sb);
  740. }
  741. else
  742. sb = skill_bonus_list.Get(spell_id);
  743. if (sb->skills[skill_id] == 0) {
  744. SkillBonusValue* sbv = new SkillBonusValue;
  745. sbv->skill_id = skill_id;
  746. sbv->value = value;
  747. sb->skills[skill_id] = sbv;
  748. if (skills) {
  749. map<string, Skill*>::iterator itr;
  750. for (itr = skills->begin(); itr != skills->end(); itr++) {
  751. Skill* skill = itr->second;
  752. if (skill->skill_id == sbv->skill_id) {
  753. skill->current_val += (int16)sbv->value;
  754. skill->max_val += (int16)sbv->value;
  755. }
  756. }
  757. }
  758. }
  759. }
  760. }
  761. void NPC::RemoveSkillBonus(int32 spell_id) {
  762. if (skill_bonus_list.count(spell_id) > 0) {
  763. SkillBonus* sb = skill_bonus_list.Get(spell_id);
  764. skill_bonus_list.erase(spell_id);
  765. map<int32, SkillBonusValue*>::iterator itr;
  766. for (itr = sb->skills.begin(); itr != sb->skills.end(); itr++) {
  767. SkillBonusValue* sbv = itr->second;
  768. if (skills) {
  769. map<string, Skill*>::iterator skill_itr;
  770. for (skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++) {
  771. Skill* skill = skill_itr->second;
  772. if (sbv->skill_id == skill->skill_id) {
  773. skill->current_val -= (int16)sbv->value;
  774. skill->max_val -= (int16)sbv->value;
  775. }
  776. }
  777. }
  778. safe_delete(sbv);
  779. }
  780. safe_delete(sb);
  781. }
  782. }
  783. void NPC::SetBrain(::Brain* brain) {
  784. // Again, had to use the '::' to refer to the Brain class and not the function defined in the NPC class
  785. MBrain.writelock(__FUNCTION__, __LINE__);
  786. // Check to make sure the NPC the brain controls matches this npc
  787. if (brain->GetBody() != this) {
  788. LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Brain body does not match the npc we tried to assign the brain to.");
  789. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  790. return;
  791. }
  792. // Store the old brain in a temp pointer so we can delete it later
  793. ::Brain* old_brain = m_brain;
  794. // Set the brain for this NPC to the new brain
  795. m_brain = brain;
  796. // Release the lock
  797. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  798. // Delete the old brain
  799. safe_delete(old_brain);
  800. }
  801. Entity* NPC::GetOwner() {
  802. return (Entity*)GetZone()->GetSpawnByID(owner);
  803. }
  804. void NPC::SetZone(ZoneServer* in_zone, int32 version) {
  805. Spawn::SetZone(in_zone, version);
  806. if (in_zone){
  807. GetZone()->SetNPCEquipment(this);
  808. SetSkills(GetZone()->GetNPCSkills(primary_skill_list, secondary_skill_list));
  809. SetSpells(GetZone()->GetNPCSpells(primary_spell_list, secondary_spell_list));
  810. }
  811. }