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