mirror of
https://github.com/EQEmu/Server.git
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* [Bug Fix] Hero forge armor bug on login and show helm toggle. * Merge in KayenEQ provided revert of original work around * Fix botched merge section.
485 lines
14 KiB
C++
485 lines
14 KiB
C++
/**
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* EQEmulator: Everquest Server Emulator
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* Copyright (C) 2001-2018 EQEmulator Development Team (https://github.com/EQEmu/Server)
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; version 2 of the License.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY except by those people which sell it, which
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* are required to give you total support for your newly bought product;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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* A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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*/
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#include "../common/data_verification.h"
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#include "../common/eqemu_logsys.h"
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#include "../common/item_data.h"
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#include "../common/spdat.h"
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#include "../common/strings.h"
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#include "mob.h"
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#include "quest_parser_collection.h"
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#include "zonedb.h"
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#include "bot.h"
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void Mob::SetMobTextureProfile(
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uint8 material_slot,
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uint32 texture,
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uint32 color,
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uint32 hero_forge_model
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)
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{
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LogMobAppearanceDetail(
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"[{}] material_slot [{}] texture [{}] color [{}] hero_forge_model [{}]",
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GetCleanName(),
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material_slot,
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texture,
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color,
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hero_forge_model
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);
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switch (material_slot) {
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case EQ::textures::armorHead:
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mob_texture_profile.Head.Material = texture;
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mob_texture_profile.Head.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Head.Color = color;
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break;
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case EQ::textures::armorChest:
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mob_texture_profile.Chest.Material = texture;
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mob_texture_profile.Chest.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Chest.Color = color;
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break;
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case EQ::textures::armorArms:
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mob_texture_profile.Arms.Material = texture;
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mob_texture_profile.Arms.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Arms.Color = color;
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break;
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case EQ::textures::armorWrist:
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mob_texture_profile.Wrist.Material = texture;
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mob_texture_profile.Wrist.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Wrist.Color = color;
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break;
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case EQ::textures::armorHands:
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mob_texture_profile.Hands.Material = texture;
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mob_texture_profile.Hands.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Hands.Color = color;
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break;
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case EQ::textures::armorLegs:
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mob_texture_profile.Legs.Material = texture;
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mob_texture_profile.Legs.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Legs.Color = color;
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break;
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case EQ::textures::armorFeet:
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mob_texture_profile.Feet.Material = texture;
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mob_texture_profile.Feet.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Feet.Color = color;
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break;
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case EQ::textures::weaponPrimary:
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mob_texture_profile.Primary.Material = texture;
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mob_texture_profile.Primary.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Primary.Color = color;
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break;
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case EQ::textures::weaponSecondary:
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mob_texture_profile.Secondary.Material = texture;
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mob_texture_profile.Secondary.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Secondary.Color = color;
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break;
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default:
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return;
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}
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}
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uint32 Mob::GetTextureProfileMaterial(uint8 material_slot) const
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{
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switch (material_slot) {
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case EQ::textures::armorHead:
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return mob_texture_profile.Head.Material;
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case EQ::textures::armorChest:
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return mob_texture_profile.Chest.Material;
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case EQ::textures::armorArms:
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return mob_texture_profile.Arms.Material;
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case EQ::textures::armorWrist:
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return mob_texture_profile.Wrist.Material;
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case EQ::textures::armorHands:
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return mob_texture_profile.Hands.Material;
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case EQ::textures::armorLegs:
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return mob_texture_profile.Legs.Material;
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case EQ::textures::armorFeet:
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return mob_texture_profile.Feet.Material;
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case EQ::textures::weaponPrimary:
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return mob_texture_profile.Primary.Material;
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case EQ::textures::weaponSecondary:
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return mob_texture_profile.Secondary.Material;
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default:
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return 0;
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}
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}
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uint32 Mob::GetTextureProfileColor(uint8 material_slot) const
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{
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switch (material_slot) {
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case EQ::textures::armorHead:
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return mob_texture_profile.Head.Color;
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case EQ::textures::armorChest:
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return mob_texture_profile.Chest.Color;
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case EQ::textures::armorArms:
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return mob_texture_profile.Arms.Color;
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case EQ::textures::armorWrist:
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return mob_texture_profile.Wrist.Color;
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case EQ::textures::armorHands:
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return mob_texture_profile.Hands.Color;
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case EQ::textures::armorLegs:
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return mob_texture_profile.Legs.Color;
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case EQ::textures::armorFeet:
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return mob_texture_profile.Feet.Color;
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case EQ::textures::weaponPrimary:
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return mob_texture_profile.Primary.Color;
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case EQ::textures::weaponSecondary:
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return mob_texture_profile.Secondary.Color;
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default:
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return 0;
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}
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}
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uint32 Mob::GetTextureProfileHeroForgeModel(uint8 material_slot) const
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{
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switch (material_slot) {
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case EQ::textures::armorHead:
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return mob_texture_profile.Head.HerosForgeModel;
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case EQ::textures::armorChest:
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return mob_texture_profile.Chest.HerosForgeModel;
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case EQ::textures::armorArms:
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return mob_texture_profile.Arms.HerosForgeModel;
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case EQ::textures::armorWrist:
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return mob_texture_profile.Wrist.HerosForgeModel;
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case EQ::textures::armorHands:
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return mob_texture_profile.Hands.HerosForgeModel;
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case EQ::textures::armorLegs:
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return mob_texture_profile.Legs.HerosForgeModel;
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case EQ::textures::armorFeet:
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return mob_texture_profile.Feet.HerosForgeModel;
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case EQ::textures::weaponPrimary:
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return mob_texture_profile.Primary.HerosForgeModel;
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case EQ::textures::weaponSecondary:
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return mob_texture_profile.Secondary.HerosForgeModel;
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default:
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return 0;
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}
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}
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uint32 Mob::GetEquipmentMaterial(uint8 material_slot) const
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{
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uint32 equipment_material = 0;
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const uint32 texture_profile_material = GetTextureProfileMaterial(material_slot);
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LogMobAppearance(
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"[{}] material_slot [{}] texture_profile_material [{}]",
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clean_name,
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material_slot,
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texture_profile_material
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);
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if (texture_profile_material) {
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return texture_profile_material;
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}
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auto item = database.GetItem(GetEquippedItemFromTextureSlot(material_slot));
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if (item) {
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const auto is_equipped_weapon = EQ::ValueWithin(material_slot, EQ::textures::weaponPrimary, EQ::textures::weaponSecondary);
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if (is_equipped_weapon) {
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if (IsClient()) {
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const auto inventory_slot = EQ::InventoryProfile::CalcSlotFromMaterial(material_slot);
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if (inventory_slot == INVALID_INDEX) {
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return 0;
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}
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const auto inst = CastToClient()->m_inv[inventory_slot];
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if (inst) {
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const auto augment = inst->GetOrnamentationAugment();
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if (augment) {
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item = augment->GetItem();
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if (item && strlen(item->IDFile) > 2 && Strings::IsNumber(&item->IDFile[2])) {
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equipment_material = Strings::ToUnsignedInt(&item->IDFile[2]);
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}
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} else if (inst->GetOrnamentationIDFile()) {
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equipment_material = inst->GetOrnamentationIDFile();
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}
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}
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}
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if (!equipment_material && strlen(item->IDFile) > 2 && Strings::IsNumber(&item->IDFile[2])) {
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equipment_material = Strings::ToUnsignedInt(&item->IDFile[2]);
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}
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} else {
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equipment_material = item->Material;
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}
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}
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return equipment_material;
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}
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uint8 Mob::GetEquipmentType(uint8 material_slot) const
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{
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const auto item = database.GetItem(GetEquippedItemFromTextureSlot(material_slot));
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auto item_type = static_cast<uint8>(EQ::item::ItemType2HBlunt);
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if (item) {
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const auto is_equipped_weapon = EQ::ValueWithin(material_slot, EQ::textures::weaponPrimary, EQ::textures::weaponSecondary);
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if (is_equipped_weapon) {
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if (IsClient()) {
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const auto inventory_slot = EQ::InventoryProfile::CalcSlotFromMaterial(material_slot);
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if (inventory_slot == INVALID_INDEX) {
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return item_type;
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}
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const auto inst = CastToClient()->m_inv[inventory_slot];
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if (inst) {
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item_type = inst->GetItemType();
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}
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}
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}
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}
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return item_type;
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}
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uint32 Mob::GetEquipmentColor(uint8 material_slot) const
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{
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if (armor_tint.Slot[material_slot].Color) {
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return armor_tint.Slot[material_slot].Color;
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}
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const auto item = database.GetItem(GetEquippedItemFromTextureSlot(material_slot));
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if (item) {
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return item->Color;
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}
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return 0;
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}
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uint32 Mob::GetHerosForgeModel(uint8 material_slot) const
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{
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uint32 heros_forge_model = 0;
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if (EQ::ValueWithin(material_slot, 0, EQ::textures::weaponPrimary)) {
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auto item = database.GetItem(GetEquippedItemFromTextureSlot(material_slot));
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const auto slot = EQ::InventoryProfile::CalcSlotFromMaterial(material_slot);
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if (item && slot != INVALID_INDEX) {
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if (IsClient()) {
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const auto inst = CastToClient()->m_inv[slot];
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if (inst) {
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const auto augment = inst->GetOrnamentationAugment();
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if (augment) {
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item = augment->GetItem();
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heros_forge_model = item->HerosForgeModel;
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} else if (inst->GetOrnamentHeroModel()) {
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heros_forge_model = inst->GetOrnamentHeroModel();
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}
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}
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}
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if (!heros_forge_model) {
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heros_forge_model = item->HerosForgeModel;
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}
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}
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if (IsNPC()) {
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heros_forge_model = CastToNPC()->GetHeroForgeModel();
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/**
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* Robes require full model number, and should only be sent to chest, arms, wrists, and legs slots
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*/
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if (
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heros_forge_model > 1000 &&
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material_slot != EQ::textures::armorChest &&
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material_slot != EQ::textures::armorArms &&
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material_slot != EQ::textures::armorWrist &&
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material_slot != EQ::textures::armorLegs
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) {
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heros_forge_model = 0;
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}
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}
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}
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/**
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* Auto-Convert Hero Model to match the slot
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*
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* Otherwise, use the exact Model if model is > 999
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* Robes for example are 11607 to 12107 in RoF
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*/
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if (EQ::ValueWithin(heros_forge_model, 1, 999)) {
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heros_forge_model *= 100;
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heros_forge_model += material_slot;
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}
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return heros_forge_model;
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}
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uint32 NPC::GetEquippedItemFromTextureSlot(uint8 material_slot) const
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{
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if (material_slot >= EQ::textures::materialCount) {
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return 0;
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}
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const int16 inventory_slot = EQ::InventoryProfile::CalcSlotFromMaterial(material_slot);
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if (inventory_slot == INVALID_INDEX) {
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return 0;
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}
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return equipment[inventory_slot];
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}
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void Mob::SendArmorAppearance(Client *one_client)
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{
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/**
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* one_client of 0 means sent to all clients
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*
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* Despite the fact that OP_NewSpawn and OP_ZoneSpawns include the
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* armor being worn and its mats, the client doesn't update the display
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* on arrival of these packets reliably.
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*
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* Send Wear changes if mob is a PC race and item is an armor slot.
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* The other packets work for primary/secondary.
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*/
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LogMobAppearance("[{}]", GetCleanName());
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if (IsPlayerRace(race)) {
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if (!IsClient()) {
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for (uint8 slot_id = 0; slot_id <= EQ::textures::materialCount; ++slot_id) {
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const auto item = database.GetItem(GetEquippedItemFromTextureSlot(slot_id));
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if (item) {
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SendWearChange(slot_id, one_client);
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}
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}
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}
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}
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for (uint8 slot_id = 0; slot_id <= EQ::textures::materialCount; ++slot_id) {
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if (GetTextureProfileMaterial(slot_id)) {
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SendWearChange(slot_id, one_client);
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}
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}
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}
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void Mob::SendWearChange(uint8 material_slot, Client *one_client)
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{
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auto packet = new EQApplicationPacket(OP_WearChange, sizeof(WearChange_Struct));
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auto w = (WearChange_Struct *) packet->pBuffer;
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Log(Logs::Detail, Logs::MobAppearance, "[%s]",
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GetCleanName()
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);
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w->spawn_id = GetID();
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w->material = static_cast<uint32>(GetEquipmentMaterial(material_slot));
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w->elite_material = IsEliteMaterialItem(material_slot);
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w->hero_forge_model = static_cast<uint32>(GetHerosForgeModel(material_slot));
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if (IsBot()) {
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const auto item_inst = CastToBot()->GetBotItem(EQ::InventoryProfile::CalcSlotFromMaterial(material_slot));
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w->color.Color = item_inst ? item_inst->GetColor() : 0;
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} else {
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w->color.Color = GetEquipmentColor(material_slot);
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}
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w->wear_slot_id = material_slot;
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if (!one_client) {
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entity_list.QueueClients(this, packet);
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} else {
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one_client->QueuePacket(packet, false, Client::CLIENT_CONNECTED);
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}
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safe_delete(packet);
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}
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void Mob::SendTextureWC(
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uint8 slot,
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uint32 texture,
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uint32 hero_forge_model,
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uint32 elite_material,
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uint32 unknown06,
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uint32 unknown18
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)
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{
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auto outapp = new EQApplicationPacket(OP_WearChange, sizeof(WearChange_Struct));
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auto w = (WearChange_Struct *) outapp->pBuffer;
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w->color.Color = IsClient() ? GetEquipmentColor(slot) : GetArmorTint(slot);
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w->spawn_id = GetID();
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w->material = texture;
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w->wear_slot_id = slot;
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w->unknown06 = unknown06;
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w->elite_material = elite_material;
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w->hero_forge_model = hero_forge_model;
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w->unknown18 = unknown18;
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SetMobTextureProfile(slot, texture, w->color.Color, hero_forge_model);
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entity_list.QueueClients(this, outapp);
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safe_delete(outapp);
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}
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void Mob::SetSlotTint(uint8 material_slot, uint8 red_tint, uint8 green_tint, uint8 blue_tint)
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{
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uint32 color;
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color = (red_tint & 0xFF) << 16;
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color |= (green_tint & 0xFF) << 8;
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color |= (blue_tint & 0xFF);
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color |= (color) ? (0xFF << 24) : 0;
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armor_tint.Slot[material_slot].Color = color;
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auto outapp = new EQApplicationPacket(OP_WearChange, sizeof(WearChange_Struct));
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auto w = (WearChange_Struct *) outapp->pBuffer;
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w->spawn_id = GetID();
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w->material = GetEquipmentMaterial(material_slot);
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w->hero_forge_model = GetHerosForgeModel(material_slot);
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w->color.Color = color;
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w->wear_slot_id = material_slot;
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SetMobTextureProfile(material_slot, texture, color);
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entity_list.QueueClients(this, outapp);
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safe_delete(outapp);
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}
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void Mob::WearChange(
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uint8 material_slot,
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uint32 texture,
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uint32 color,
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uint32 hero_forge_model
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)
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{
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armor_tint.Slot[material_slot].Color = color;
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SetMobTextureProfile(material_slot, texture, color, hero_forge_model);
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auto outapp = new EQApplicationPacket(OP_WearChange, sizeof(WearChange_Struct));
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auto w = (WearChange_Struct *) outapp->pBuffer;
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w->spawn_id = GetID();
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w->material = texture;
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w->hero_forge_model = hero_forge_model;
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w->color.Color = color;
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w->wear_slot_id = material_slot;
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entity_list.QueueClients(this, outapp);
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safe_delete(outapp);
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}
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