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. 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, int32 gridid){
  148. safe_delete(runback);
  149. runback = new MovementLocation;
  150. runback->x = x;
  151. runback->y = y;
  152. runback->z = z;
  153. runback->gridid = gridid;
  154. }
  155. MovementLocation* NPC::GetRunbackLocation(){
  156. return runback;
  157. }
  158. float NPC::GetRunbackDistance(){
  159. if(!runback)
  160. return 0;
  161. return GetDistance(runback->x, runback->y, runback->z);
  162. }
  163. void NPC::Runback(){
  164. following = false;
  165. if (!m_runningBack)
  166. {
  167. ClearRunningLocations();
  168. GetZone()->movementMgr->StopNavigation((Entity*)this);
  169. }
  170. m_runningBack = true;
  171. SetSpeed(GetMaxSpeed()*2);
  172. if (GetInitialState() == 49156 && CheckLoS(glm::vec3(runback->x, runback->z, runback->y + 1.0f), glm::vec3(GetX(), GetZ(), GetY() + 1.0f)))
  173. {
  174. FaceTarget(runback->x, runback->z);
  175. ClearRunningLocations();
  176. GetZone()->movementMgr->DisruptNavigation((Entity*)this);
  177. if (GetRunbackLocation()->gridid > 0)
  178. SetLocation(GetRunbackLocation()->gridid);
  179. AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, true, true, "", true);
  180. }
  181. else
  182. GetZone()->movementMgr->NavigateTo((Entity*)this, runback->x, runback->y, runback->z);
  183. //AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, false);
  184. last_movement_update = Timer::GetCurrentTime2();
  185. }
  186. void NPC::ClearRunback(){
  187. safe_delete(runback);
  188. m_runningBack = false;
  189. m_runbackHeading = 0;
  190. resume_movement = true;
  191. NeedsToResumeMovement(false);
  192. }
  193. void NPC::InCombat(bool val){
  194. if (in_combat == val)
  195. return;
  196. if(in_combat == false && val && GetZone()){
  197. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  198. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_ATTACKED, GetTarget());
  199. SetTempActionState(0); // disable action states in combat
  200. }
  201. in_combat = val;
  202. if(val){
  203. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  204. SetLockedNoLoot(3);
  205. AddIconValue(64);
  206. // In combat so lets set the NPC's speed to its max speed
  207. if (GetMaxSpeed() > 0)
  208. SetSpeed(GetMaxSpeed());
  209. }
  210. else{
  211. SetLockedNoLoot(1);
  212. RemoveIconValue(64);
  213. if (GetHP() > 0){
  214. SetTempActionState(-1); //re-enable action states on exiting combat
  215. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_COMBAT_RESET);
  216. // Stop all HO's attached to this NPC
  217. GetZone()->GetSpellProcess()->KillHOBySpawnID(GetID());
  218. }
  219. }
  220. if(!MovementInterrupted() && val && GetSpeed() > 0 && movement_loop.size() > 0){
  221. CalculateRunningLocation(true);
  222. }
  223. if(val){
  224. // if not a pet and no current run back location set then set one to the current location
  225. if(!IsPet() && !GetRunbackLocation()) {
  226. SetRunbackLocation(GetX(), GetY(), GetZ(), GetLocation());
  227. m_runbackHeading = appearance.pos.Dir1;
  228. }
  229. }
  230. MovementInterrupted(val);
  231. }
  232. bool NPC::HandleUse(Client* client, string type){
  233. if(!client || type.length() == 0 || appearance.show_command_icon == 0)
  234. return false;
  235. EntityCommand* entity_command = FindEntityCommand(type);
  236. if (entity_command) {
  237. client->GetCurrentZone()->ProcessEntityCommand(entity_command, client->GetPlayer(), client->GetPlayer()->GetTarget());
  238. return true;
  239. }
  240. return false;
  241. /*Spell* spell = master_spell_list.GetSpellByName((char*)type.c_str());
  242. if(spell)
  243. client->GetCurrentZone()->ProcessSpell(spell, client->GetPlayer(), client->GetPlayer()->GetTarget());
  244. else if(GetSpawnScript())
  245. client->GetCurrentZone()->CallSpawnScript(this, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), (char*)type.c_str());
  246. else
  247. return false;
  248. return true;*/
  249. }
  250. bool NPC::CheckSameAppearance(string name, int16 id)
  251. {
  252. // need to iterate through master_appearance_list finding if id contains name
  253. return true;
  254. }
  255. void NPC::Randomize(NPC* npc, int32 flags)
  256. {
  257. int8 random = 0;
  258. int8 min_val = 0;
  259. int8 max_val = 255;
  260. /* We need to check if gender is going to be randomized first because if the race is going to be
  261. * randomized, we need to know its gender so we can choose the proper model.
  262. * We also need to make sure the model gets set properly if the player chooses to randomize the gender
  263. * and not the race. */
  264. int8 old_gender = npc->GetGender();
  265. if (flags & RANDOMIZE_GENDER)
  266. {
  267. random = MakeRandomInt(1, 2);
  268. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Gender: %i", random);
  269. npc->SetGender(random);
  270. }
  271. if ((flags & RANDOMIZE_RACE) || (flags & RANDOMIZE_GENDER && old_gender != npc->GetGender()) || (flags & RANDOMIZE_MODEL_TYPE))
  272. {
  273. string race_string = "";
  274. int8 gender = npc->GetGender();
  275. if (gender == 1 || gender == 2)
  276. {
  277. if (flags & RANDOMIZE_RACE)
  278. {
  279. if(npc->GetAlignment() == 1) // Good
  280. random = races.GetRaceNameGood();
  281. else if(npc->GetAlignment() < 0) // Evil
  282. random = races.GetRaceNameEvil();
  283. else // All
  284. random = MakeRandomInt(0, 20);
  285. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Race: %s (%i)", races.GetRaceNameCase(random), random);
  286. npc->SetRace(random);
  287. }
  288. switch (npc->GetRace())
  289. {
  290. case BARBARIAN:
  291. // JA: If randomize has "4" (model) and race=0, barbarians show up in place of the real models.
  292. // Started working on a solution (CheckSameAppearance) but cannot get it to work yet.
  293. // Solution for now is to not randomize models for race=0. Set to race=255, or turn off model randomize
  294. race_string = "/barbarian/barbarian";
  295. break;
  296. case DARK_ELF:
  297. race_string = "/darkelf/darkelf";
  298. break;
  299. case DWARF:
  300. race_string = "/dwarf/dwarf";
  301. break;
  302. case ERUDITE:
  303. race_string = "/erudite/erudite";
  304. break;
  305. case FROGLOK:
  306. race_string = "/froglok/froglok";
  307. break;
  308. case GNOME:
  309. race_string = "/gnome/gnome";
  310. break;
  311. case HALF_ELF:
  312. race_string = "/halfelf/halfelf";
  313. break;
  314. case HALFLING:
  315. race_string = "/halfling/halfling";
  316. break;
  317. case HIGH_ELF:
  318. race_string = "/highelf/highelf";
  319. break;
  320. case HUMAN:
  321. race_string = "/human/human";
  322. break;
  323. case IKSAR:
  324. race_string = "/iksar/iksar";
  325. break;
  326. case KERRA:
  327. race_string = "/kerra/kerra";
  328. break;
  329. case OGRE:
  330. race_string = "/ogre/ogre";
  331. break;
  332. case RATONGA:
  333. race_string = "/ratonga/ratonga";
  334. break;
  335. case TROLL:
  336. race_string = "/troll/troll";
  337. break;
  338. case WOOD_ELF:
  339. race_string = "/woodelf/woodelf";
  340. break;
  341. case FAE:
  342. race_string = "/fae/fae_light";
  343. break;
  344. case ARASAI:
  345. race_string = "/fae/fae_dark";
  346. break;
  347. case SARNAK:
  348. gender == 1 ? race_string = "01/sarnak_male/sarnak" : race_string = "01/sarnak_female/sarnak";
  349. break;
  350. case VAMPIRE:
  351. race_string = "/vampire/vampire";
  352. break;
  353. case AERAKYN:
  354. race_string = "/aerakyn/aerakyn";
  355. break;
  356. }
  357. if (race_string.length() > 0)
  358. {
  359. string gender_string;
  360. gender == 1 ? gender_string = "male" : gender_string = "female";
  361. vector<int16>* id_list = database.GetAppearanceIDsLikeName("ec/pc" + race_string + "_" + gender_string);
  362. if (id_list)
  363. {
  364. int32 index = MakeRandomInt(0, id_list->size() - 1);
  365. npc->SetModelType(id_list->at(index));
  366. npc->SetSogaModelType(id_list->at(index));
  367. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Model Type: %i", npc->GetModelType());
  368. int16 wing_type = 0;
  369. if (npc->GetRace() == FAE)
  370. {
  371. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  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. else if (npc->GetRace() == ARASAI)
  378. {
  379. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_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() == AERAKYN)
  386. {
  387. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  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. if (wing_type > 0)
  394. {
  395. EQ2_Color color1;
  396. EQ2_Color color2;
  397. color1.red = MakeRandomInt(0, 255);
  398. color1.green = MakeRandomInt(0, 255);
  399. color1.blue = MakeRandomInt(0, 255);
  400. color2.red = MakeRandomInt(0, 255);
  401. color2.green = MakeRandomInt(0, 255);
  402. color2.blue = MakeRandomInt(0, 255);
  403. npc->SetWingColor1(color1);
  404. npc->SetWingColor2(color2);
  405. }
  406. npc->SetWingType(wing_type);
  407. safe_delete(id_list);
  408. }
  409. }
  410. }
  411. }
  412. if (flags & RANDOMIZE_FACIAL_HAIR_TYPE) {
  413. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/face");
  414. if (id_list) {
  415. int32 index = MakeRandomInt(0, id_list->size() - 1);
  416. npc->SetFacialHairType(id_list->at(index));
  417. npc->SetSogaFacialHairType(id_list->at(index));
  418. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair: %i", npc->GetFacialHairType());
  419. safe_delete(id_list);
  420. }
  421. }
  422. if (flags & RANDOMIZE_HAIR_TYPE) {
  423. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/hair");
  424. if (id_list) {
  425. int32 index = MakeRandomInt(0, id_list->size() - 1);
  426. npc->SetHairType(id_list->at(index));
  427. npc->SetSogaHairType(id_list->at(index));
  428. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair: %i", npc->GetHairType());
  429. safe_delete(id_list);
  430. }
  431. }
  432. if (flags & RANDOMIZE_WING_TYPE) {
  433. int16 wing_type = 0;
  434. if (npc->GetRace() == FAE) {
  435. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  436. if (id_list_wings) {
  437. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  438. safe_delete(id_list_wings);
  439. }
  440. }
  441. else if (npc->GetRace() == ARASAI) {
  442. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
  443. if (id_list_wings) {
  444. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  445. safe_delete(id_list_wings);
  446. }
  447. }
  448. else if (npc->GetRace() == AERAKYN)
  449. {
  450. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  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. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Type: %i", wing_type);
  457. npc->SetWingType(wing_type);
  458. }
  459. if (flags & RANDOMIZE_CHEEK_TYPE) {
  460. for(int i=0;i<3;i++) {
  461. random = MakeRandomFloat(-100, 100);
  462. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Cheek[%i]: %i", i, random);
  463. npc->features.cheek_type[i] = random;
  464. }
  465. }
  466. if (flags & RANDOMIZE_CHIN_TYPE) {
  467. for(int i=0;i<3;i++) {
  468. random = MakeRandomFloat(-100, 100);
  469. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Chin[%i]: %i", i, random);
  470. npc->features.chin_type[i] = MakeRandomFloat(-100, 100);
  471. }
  472. }
  473. if (flags & RANDOMIZE_EAR_TYPE) {
  474. for(int i=0;i<3;i++) {
  475. random = MakeRandomFloat(-100, 100);
  476. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Ear[%i]: %i", i, random);
  477. npc->features.ear_type[i] = MakeRandomFloat(-100, 100);
  478. }
  479. }
  480. if (flags & RANDOMIZE_EYE_BROW_TYPE) {
  481. for(int i=0;i<3;i++) {
  482. random = MakeRandomFloat(-100, 100);
  483. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eyebrow[%i]: %i", i, random);
  484. npc->features.eye_brow_type[i] = MakeRandomFloat(-100, 100);
  485. }
  486. }
  487. if (flags & RANDOMIZE_EYE_TYPE) {
  488. for(int i=0;i<3;i++) {
  489. random = MakeRandomFloat(-100, 100);
  490. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eye[%i]: %i", i, random);
  491. npc->features.eye_type[i] = MakeRandomFloat(-100, 100);
  492. }
  493. }
  494. if (flags & RANDOMIZE_LIP_TYPE) {
  495. for(int i=0;i<3;i++) {
  496. random = MakeRandomFloat(-100, 100);
  497. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Lip[%i]: %i", i, random);
  498. npc->features.lip_type[i] = MakeRandomFloat(-100, 100);
  499. }
  500. }
  501. if (flags & RANDOMIZE_NOSE_TYPE) {
  502. for(int i=0;i<3;i++) {
  503. random = MakeRandomFloat(-100, 100);
  504. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Nose[%i]: %i", i, random);
  505. npc->features.nose_type[i] = MakeRandomFloat(-100, 100);
  506. }
  507. }
  508. /* Randomize Colors */
  509. random = MakeRandomInt(0, 255);
  510. if(random > 30) {
  511. min_val = random - MakeRandomInt(0, 30);
  512. max_val = random + MakeRandomInt(0, 30);
  513. }
  514. if(max_val > 255)
  515. max_val = 255;
  516. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Color Ranges, random: %i, min: %i, max: %i", random, min_val, max_val);
  517. if (flags & RANDOMIZE_EYE_COLOR) {
  518. npc->features.eye_color.red = MakeRandomInt(min_val, max_val);
  519. npc->features.eye_color.green = MakeRandomInt(min_val, max_val);
  520. npc->features.eye_color.blue = MakeRandomInt(min_val, max_val);
  521. 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);
  522. }
  523. if (flags & RANDOMIZE_HAIR_COLOR1) {
  524. npc->features.hair_color1.red = MakeRandomInt(min_val, max_val);
  525. npc->features.hair_color1.green = MakeRandomInt(min_val, max_val);
  526. npc->features.hair_color1.blue = MakeRandomInt(min_val, max_val);
  527. 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);
  528. }
  529. if (flags & RANDOMIZE_HAIR_COLOR2) {
  530. npc->features.hair_color2.red = MakeRandomInt(min_val, max_val);
  531. npc->features.hair_color2.green = MakeRandomInt(min_val, max_val);
  532. npc->features.hair_color2.blue = MakeRandomInt(min_val, max_val);
  533. 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);
  534. }
  535. if (flags & RANDOMIZE_HAIR_HIGHLIGHT) {
  536. npc->features.hair_highlight_color.red = MakeRandomInt(min_val, max_val);
  537. npc->features.hair_highlight_color.green = MakeRandomInt(min_val, max_val);
  538. npc->features.hair_highlight_color.blue = MakeRandomInt(min_val, max_val);
  539. 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);
  540. }
  541. if (flags & RANDOMIZE_HAIR_FACE_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 Facial Hair Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  547. npc->SetFacialHairColor(color1);
  548. }
  549. if (flags & RANDOMIZE_HAIR_FACE_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 Facial Hair Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  555. npc->SetFacialHairHighlightColor(color1);
  556. }
  557. if (flags & RANDOMIZE_HAIR_TYPE_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 Hair Type Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  563. npc->SetHairColor(color1);
  564. }
  565. if (flags & RANDOMIZE_HAIR_TYPE_HIGHLIGHT_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 Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  571. npc->SetHairHighlightColor(color1);
  572. }
  573. if (flags & RANDOMIZE_SKIN_COLOR) {
  574. npc->features.skin_color.red = MakeRandomInt(min_val, max_val);
  575. npc->features.skin_color.green = MakeRandomInt(min_val, max_val);
  576. npc->features.skin_color.blue = MakeRandomInt(min_val, max_val);
  577. 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);
  578. }
  579. if (flags & RANDOMIZE_WING_COLOR1) {
  580. EQ2_Color color1;
  581. color1.red = MakeRandomInt(min_val, max_val);
  582. color1.green = MakeRandomInt(min_val, max_val);
  583. color1.blue = MakeRandomInt(min_val, max_val);
  584. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 1 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  585. npc->SetWingColor1(color1);
  586. }
  587. if (flags & RANDOMIZE_WING_COLOR2) {
  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 2 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  593. npc->SetWingColor2(color1);
  594. }
  595. }
  596. Skill* NPC::GetSkillByName(const char* name, bool check_update){
  597. if(skills && skills->count(name) > 0){
  598. Skill* ret = (*skills)[name];
  599. if(ret && check_update && ret->current_val < ret->max_val && (rand()%100) >= 90)
  600. ret->current_val++;
  601. return ret;
  602. }
  603. return 0;
  604. }
  605. void NPC::SetAttackType(int8 type){
  606. attack_type = type;
  607. }
  608. int8 NPC::GetAttackType(){
  609. return attack_type;
  610. }
  611. void NPC::SetAIStrategy(int8 strategy){
  612. ai_strategy = strategy;
  613. }
  614. int8 NPC::GetAIStrategy(){
  615. return ai_strategy;
  616. }
  617. void NPC::SetPrimarySpellList(int32 id){
  618. primary_spell_list = id;
  619. }
  620. int32 NPC::GetPrimarySpellList(){
  621. return primary_spell_list;
  622. }
  623. void NPC::SetSecondarySpellList(int32 id){
  624. secondary_spell_list = id;
  625. }
  626. int32 NPC::GetSecondarySpellList(){
  627. return secondary_spell_list;
  628. }
  629. void NPC::SetPrimarySkillList(int32 id){
  630. primary_skill_list = id;
  631. }
  632. int32 NPC::GetPrimarySkillList(){
  633. return primary_skill_list;
  634. }
  635. void NPC::SetSecondarySkillList(int32 id){
  636. secondary_skill_list = id;
  637. }
  638. int32 NPC::GetSecondarySkillList(){
  639. return secondary_skill_list;
  640. }
  641. void NPC::SetEquipmentListID(int32 id){
  642. equipment_list_id = id;
  643. }
  644. int32 NPC::GetEquipmentListID(){
  645. return equipment_list_id;
  646. }
  647. Spell* NPC::GetNextSpell(float distance){
  648. int8 val = rand()%100;
  649. if(ai_strategy == AI_STRATEGY_OFFENSIVE){
  650. if(val >= 20)//80% chance to cast offensive spell if Offensive AI
  651. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  652. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  653. }
  654. else if(ai_strategy == AI_STRATEGY_DEFENSIVE){
  655. if(val >= 20)//80% chance to cast defensive spell if Defensive AI
  656. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  657. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  658. }
  659. return GetNextSpell(distance, AI_STRATEGY_BALANCED);
  660. }
  661. Spell* NPC::GetNextSpell(float distance, int8 type){
  662. Spell* ret = 0;
  663. if(spells){
  664. if(distance < 0)
  665. distance = 0;
  666. Spell* tmpSpell = 0;
  667. vector<Spell*>::iterator itr;
  668. for(itr = spells->begin(); itr != spells->end(); itr++){
  669. tmpSpell = *itr;
  670. if(!tmpSpell || (type == AI_STRATEGY_OFFENSIVE && tmpSpell->GetSpellData()->friendly_spell > 0))
  671. continue;
  672. if (tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE)
  673. continue;
  674. if(type == AI_STRATEGY_DEFENSIVE && tmpSpell->GetSpellData()->friendly_spell == 0)
  675. continue;
  676. if(distance <= tmpSpell->GetSpellData()->range && distance >= tmpSpell->GetSpellData()->min_range && GetPower() >= tmpSpell->GetPowerRequired(this)){
  677. ret = tmpSpell;
  678. 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
  679. break;
  680. }
  681. }
  682. if(!ret && type != AI_STRATEGY_BALANCED)
  683. ret = GetNextSpell(distance, AI_STRATEGY_BALANCED); //wasnt able to find a valid match, so find any spell that the NPC has
  684. }
  685. return ret;
  686. }
  687. Spell* NPC::GetNextBuffSpell() {
  688. Spell* ret = 0;
  689. if (spells && GetZone()->GetSpellProcess()) {
  690. Spell* tmpSpell = 0;
  691. vector<Spell*>::iterator itr;
  692. for (itr = spells->begin(); itr != spells->end(); itr++) {
  693. tmpSpell = *itr;
  694. if (tmpSpell && tmpSpell->GetSpellData() && tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE) {
  695. SpellEffects* effect = GetSpellEffect(tmpSpell->GetSpellID());
  696. if (effect) {
  697. if (effect->tier < tmpSpell->GetSpellTier()) {
  698. ret = tmpSpell;
  699. break;
  700. }
  701. }
  702. else {
  703. ret = tmpSpell;
  704. break;
  705. }
  706. }
  707. }
  708. }
  709. return ret;
  710. }
  711. void NPC::SetAggroRadius(float radius){
  712. aggro_radius = radius;
  713. }
  714. float NPC::GetAggroRadius(){
  715. return aggro_radius;
  716. }
  717. void NPC::SetCastPercentage(int8 percentage){
  718. cast_percentage = percentage;
  719. }
  720. int8 NPC::GetCastPercentage(){
  721. return cast_percentage;
  722. }
  723. void NPC::AddSkillBonus(int32 spell_id, int32 skill_id, float value) {
  724. if (value != 0) {
  725. SkillBonus* sb;
  726. if (skill_bonus_list.count(spell_id) == 0) {
  727. sb = new SkillBonus;
  728. sb->spell_id = spell_id;
  729. skill_bonus_list.Put(spell_id, sb);
  730. }
  731. else
  732. sb = skill_bonus_list.Get(spell_id);
  733. if (sb->skills[skill_id] == 0) {
  734. SkillBonusValue* sbv = new SkillBonusValue;
  735. sbv->skill_id = skill_id;
  736. sbv->value = value;
  737. sb->skills[skill_id] = sbv;
  738. if (skills) {
  739. map<string, Skill*>::iterator itr;
  740. for (itr = skills->begin(); itr != skills->end(); itr++) {
  741. Skill* skill = itr->second;
  742. if (skill->skill_id == sbv->skill_id) {
  743. skill->current_val += (int16)sbv->value;
  744. skill->max_val += (int16)sbv->value;
  745. }
  746. }
  747. }
  748. }
  749. }
  750. }
  751. void NPC::RemoveSkillBonus(int32 spell_id) {
  752. if (skill_bonus_list.count(spell_id) > 0) {
  753. SkillBonus* sb = skill_bonus_list.Get(spell_id);
  754. skill_bonus_list.erase(spell_id);
  755. map<int32, SkillBonusValue*>::iterator itr;
  756. for (itr = sb->skills.begin(); itr != sb->skills.end(); itr++) {
  757. SkillBonusValue* sbv = itr->second;
  758. if (skills) {
  759. map<string, Skill*>::iterator skill_itr;
  760. for (skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++) {
  761. Skill* skill = skill_itr->second;
  762. if (sbv->skill_id == skill->skill_id) {
  763. skill->current_val -= (int16)sbv->value;
  764. skill->max_val -= (int16)sbv->value;
  765. }
  766. }
  767. }
  768. safe_delete(sbv);
  769. }
  770. safe_delete(sb);
  771. }
  772. }
  773. void NPC::SetBrain(::Brain* brain) {
  774. // Again, had to use the '::' to refer to the Brain class and not the function defined in the NPC class
  775. MBrain.writelock(__FUNCTION__, __LINE__);
  776. // Check to make sure the NPC the brain controls matches this npc
  777. if (brain->GetBody() != this) {
  778. LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Brain body does not match the npc we tried to assign the brain to.");
  779. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  780. return;
  781. }
  782. // Store the old brain in a temp pointer so we can delete it later
  783. ::Brain* old_brain = m_brain;
  784. // Set the brain for this NPC to the new brain
  785. m_brain = brain;
  786. // Release the lock
  787. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  788. // Delete the old brain
  789. safe_delete(old_brain);
  790. }
  791. Entity* NPC::GetOwner() {
  792. return (Entity*)GetZone()->GetSpawnByID(owner);
  793. }
  794. void NPC::SetZone(ZoneServer* in_zone) {
  795. Spawn::SetZone(in_zone);
  796. if (in_zone){
  797. GetZone()->SetNPCEquipment(this);
  798. SetSkills(GetZone()->GetNPCSkills(primary_skill_list, secondary_skill_list));
  799. SetSpells(GetZone()->GetNPCSpells(primary_spell_list, secondary_spell_list));
  800. }
  801. }