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1239 lines
31 KiB
C++
1239 lines
31 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2004 EQEMu Development Team (http://eqemu.org)
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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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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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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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#include "../common/global_define.h"
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#ifdef _EQDEBUG
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#include <iostream>
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#endif
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#include "../common/features.h"
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#include "../common/rulesys.h"
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#include "../common/string_util.h"
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#include "../common/misc_functions.h"
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#include "../common/eqemu_logsys.h"
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#include "map.h"
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#include "npc.h"
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#include "quest_parser_collection.h"
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#include "water_map.h"
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#include "fastmath.h"
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#include "mob_movement_manager.h"
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#include <math.h>
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#include <stdlib.h>
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extern FastMath g_Math;
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struct wp_distance
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{
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float dist;
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int index;
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};
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void NPC::AI_SetRoambox(float max_distance, float roam_distance_variance, uint32 delay, uint32 min_delay) {
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AI_SetRoambox(
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max_distance,
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GetX() + roam_distance_variance,
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GetX() - roam_distance_variance,
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GetY() + roam_distance_variance,
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GetY() - roam_distance_variance,
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delay,
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min_delay
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);
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}
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void NPC::AI_SetRoambox(
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float distance,
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float max_x,
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float min_x,
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float max_y,
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float min_y,
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uint32 delay,
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uint32 min_delay
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)
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{
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roambox_distance = distance;
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roambox_max_x = max_x;
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roambox_min_x = min_x;
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roambox_max_y = max_y;
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roambox_min_y = min_y;
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roambox_destination_x = roambox_max_x + 1; // this will trigger a recalc
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roambox_delay = delay;
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roambox_min_delay = min_delay;
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}
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void NPC::DisplayWaypointInfo(Client *c) {
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c->Message(Chat::White, "Mob is on grid %d, in spawn group %d, on waypoint %d/%d",
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GetGrid(),
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GetSpawnGroupId(),
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GetCurWp(),
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GetMaxWp());
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std::vector<wplist>::iterator cur, end;
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cur = Waypoints.begin();
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end = Waypoints.end();
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for (; cur != end; ++cur) {
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c->Message(Chat::White, "Waypoint %d: (%.2f,%.2f,%.2f,%.2f) pause %d",
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cur->index,
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cur->x,
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cur->y,
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cur->z,
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cur->heading,
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cur->pause);
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}
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}
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void NPC::StopWandering()
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{ // stops a mob from wandering, takes him off grid and sends him back to spawn point
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roamer = false;
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CastToNPC()->SetGrid(0);
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StopNavigation();
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LogPathing("Stop Wandering requested");
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return;
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}
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void NPC::ResumeWandering()
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{ // causes wandering to continue - overrides waypoint pause timer and PauseWandering()
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if (!IsNPC())
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return;
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if (GetGrid() != 0)
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{
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if (GetGrid() < 0)
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{ // we were paused by a quest
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AI_walking_timer->Disable();
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SetGrid(0 - GetGrid());
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if (cur_wp == EQ::WaypointStatus::QuestControlGrid)
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{ // got here by a MoveTo()
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cur_wp = save_wp;
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UpdateWaypoint(cur_wp); // have him head to last destination from here
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}
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LogPathing("Resume Wandering requested. Grid [{}], wp [{}]", GetGrid(), cur_wp);
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}
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else if (AI_walking_timer->Enabled())
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{ // we are at a waypoint paused normally
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LogPathing("Resume Wandering on timed pause. Grid [{}], wp [{}]", GetGrid(), cur_wp);
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AI_walking_timer->Trigger(); // disable timer to end pause now
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}
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else
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{
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LogError("NPC not paused - can't resume wandering: [{}]", (unsigned long)GetNPCTypeID());
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return;
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}
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if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY())
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{ // are we we at a waypoint? if so, trigger event and start to next
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char temp[100];
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itoa(cur_wp, temp, 10); //do this before updating to next waypoint
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CalculateNewWaypoint();
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SetAppearance(eaStanding, false);
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parse->EventNPC(EVENT_WAYPOINT_DEPART, this, nullptr, temp, 0);
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} // if not currently at a waypoint, we continue on to the one we were headed to before the stop
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}
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else
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{
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LogError("NPC not on grid - can't resume wandering: [{}]", (unsigned long)GetNPCTypeID());
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}
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return;
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}
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void NPC::PauseWandering(int pausetime)
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{ // causes wandering to stop but is resumable
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// 0 pausetime means pause until resumed
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// otherwise automatically resume when time is up
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if (GetGrid() != 0) {
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moving = false;
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DistractedFromGrid = true;
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LogPathing("Paused Wandering requested. Grid [{}]. Resuming in [{}] seconds (0=not until told)", GetGrid(), pausetime);
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StopNavigation();
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if (pausetime < 1) { // negative grid number stops him dead in his tracks until ResumeWandering()
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SetGrid(0 - GetGrid());
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}
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else { // specified waiting time, he'll resume after that
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AI_walking_timer->Start(pausetime * 1000); // set the timer
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}
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}
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else {
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LogError("NPC not on grid - can't pause wandering: [{}]", (unsigned long)GetNPCTypeID());
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}
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return;
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}
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void NPC::MoveTo(const glm::vec4 &position, bool saveguardspot)
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{ // makes mob walk to specified location
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if (IsNPC() && GetGrid() != 0) { // he is on a grid
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if (GetGrid() < 0) { // currently stopped by a quest command
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SetGrid(0 - GetGrid()); // get him moving again
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LogAI("MoveTo during quest wandering. Canceling quest wandering and going back to grid [{}] when MoveTo is done", GetGrid());
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}
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AI_walking_timer->Disable(); // disable timer in case he is paused at a wp
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if (cur_wp >= 0) { // we've not already done a MoveTo()
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save_wp = cur_wp; // save the current waypoint
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cur_wp = EQ::WaypointStatus::QuestControlGrid;
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}
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LogAI("MoveTo [{}], pausing regular grid wandering. Grid [{}], save_wp [{}]",
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to_string(static_cast<glm::vec3>(position)).c_str(),
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-GetGrid(),
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save_wp);
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}
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else { // not on a grid
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roamer = true;
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save_wp = 0;
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cur_wp = EQ::WaypointStatus::QuestControlNoGrid;
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LogAI("MoveTo [{}] without a grid", to_string(static_cast<glm::vec3>(position)).c_str());
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}
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glm::vec3 dest(position);
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m_CurrentWayPoint = position;
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m_CurrentWayPoint.z = GetFixedZ(dest);
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if (saveguardspot) {
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m_GuardPoint = m_CurrentWayPoint;
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if (m_GuardPoint.w == 0) {
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m_GuardPoint.w = 0.0001;
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} //hack to make IsGuarding simpler
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if (m_GuardPoint.w == -1)
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m_GuardPoint.w = this->CalculateHeadingToTarget(position.x, position.y);
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LogAI("Setting guard position to [{}]", to_string(static_cast<glm::vec3>(m_GuardPoint)).c_str());
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}
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cur_wp_pause = 0;
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time_until_can_move = 0;
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if (AI_walking_timer->Enabled()) {
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AI_walking_timer->Start(100);
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}
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}
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void NPC::UpdateWaypoint(int wp_index)
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{
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if (wp_index >= static_cast<int>(Waypoints.size())) {
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LogAI("Update to waypoint [{}] failed. Not found", wp_index);
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return;
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}
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std::vector<wplist>::iterator cur;
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cur = Waypoints.begin();
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cur += wp_index;
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m_CurrentWayPoint = glm::vec4(cur->x, cur->y, cur->z, cur->heading);
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cur_wp_pause = cur->pause;
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LogAI("Next waypoint [{}]: ({}, {}, {}, {})", wp_index, m_CurrentWayPoint.x, m_CurrentWayPoint.y, m_CurrentWayPoint.z, m_CurrentWayPoint.w);
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}
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void NPC::CalculateNewWaypoint()
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{
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int old_wp = cur_wp;
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bool reached_end = false;
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bool reached_beginning = false;
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if (cur_wp == max_wp - 1) //cur_wp starts at 0, max_wp starts at 1.
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reached_end = true;
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if (cur_wp == 0)
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reached_beginning = true;
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switch (wandertype)
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{
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case GridCircular:
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{
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if (reached_end)
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cur_wp = 0;
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else
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cur_wp = cur_wp + 1;
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break;
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}
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case GridRandom10:
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{
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std::list<wplist> closest;
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GetClosestWaypoints(closest, 10, glm::vec3(GetPosition()));
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auto iter = closest.begin();
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if (closest.size() != 0)
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{
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iter = closest.begin();
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std::advance(iter, zone->random.Int(0, closest.size() - 1));
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cur_wp = (*iter).index;
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}
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break;
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}
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case GridRandom:
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case GridCenterPoint:
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{
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if (wandertype == GridCenterPoint && !reached_beginning)
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{
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cur_wp = 0;
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}
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else
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{
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cur_wp = zone->random.Int(0, Waypoints.size() - 1);
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if (cur_wp == old_wp || (wandertype == GridCenterPoint && cur_wp == 0))
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{
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if (cur_wp == (Waypoints.size() - 1))
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{
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if (cur_wp > 0)
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{
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cur_wp--;
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}
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}
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else if (cur_wp == 0)
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{
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if ((Waypoints.size() - 1) > 0)
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{
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cur_wp++;
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}
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}
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}
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}
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break;
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}
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case GridRandomCenterPoint:
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{
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bool on_center = Waypoints[cur_wp].centerpoint;
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std::vector<wplist> random_waypoints;
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for (auto &wpl : Waypoints)
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{
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if (wpl.index != cur_wp &&
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((on_center && !wpl.centerpoint) || (!on_center && wpl.centerpoint)))
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{
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random_waypoints.push_back(wpl);
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}
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}
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if (random_waypoints.size() == 0)
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{
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cur_wp = 0;
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}
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else
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{
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int windex = zone->random.Roll0(random_waypoints.size());
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cur_wp = random_waypoints[windex].index;
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}
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break;
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}
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case GridPatrol:
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{
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if (reached_end)
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patrol = 1;
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else if (reached_beginning)
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patrol = 0;
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if (patrol == 1)
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cur_wp = cur_wp - 1;
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else
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cur_wp = cur_wp + 1;
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break;
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}
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case GridOneWayRepop:
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case GridOneWayDepop:
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{
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cur_wp = cur_wp + 1;
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break;
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}
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case GridRand5LoS:
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{
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std::list<wplist> closest;
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GetClosestWaypoints(closest, 5, glm::vec3(GetPosition()));
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auto iter = closest.begin();
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while (iter != closest.end())
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{
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if (CheckLosFN((*iter).x, (*iter).y, (*iter).z, GetSize()))
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{
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++iter;
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}
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else
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{
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iter = closest.erase(iter);
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}
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}
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if (closest.size() != 0)
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{
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iter = closest.begin();
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std::advance(iter, zone->random.Int(0, closest.size() - 1));
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cur_wp = (*iter).index;
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}
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break;
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}
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case GridRandomPath: // randomly select a waypoint but follow path to it instead of walk directly to it ignoring walls
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{
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if (Waypoints.size() == 0)
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{
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cur_wp = 0;
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}
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else
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{
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if (cur_wp == patrol) // reutilizing patrol member instead of making new member for this wander type; here we use it to save a random waypoint
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{
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if (!Waypoints[cur_wp].centerpoint)
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{
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// if we have arrived at a waypoint that is NOT a centerpoint, then check for the existence of any centerpoint waypoint
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// if any exists then randomly go to it otherwise go to one that exist.
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std::vector<wplist> random_centerpoints;
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for (auto& wpl : Waypoints)
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{
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if (wpl.index != cur_wp && wpl.centerpoint)
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{
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random_centerpoints.push_back(wpl);
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}
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}
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if (random_centerpoints.size() == 1)
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{
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patrol = random_centerpoints[0].index;
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break;
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}
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else if (random_centerpoints.size() > 1)
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{
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int windex = zone->random.Roll0(random_centerpoints.size());
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patrol = random_centerpoints[windex].index;
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break;
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}
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}
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while (patrol == cur_wp)
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{
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// Setting a negative number in pause of the select waypoints will NOT be included in the group of waypoints to be random.
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// This will cause the NPC to not stop and pause in any of the waypoints that is not part of random waypoints.
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std::vector<wplist> random_waypoints;
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for (auto& wpl : Waypoints)
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{
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if (wpl.index != cur_wp && wpl.pause >= 0 && !wpl.centerpoint)
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{
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random_waypoints.push_back(wpl);
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}
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}
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int windex = zone->random.Roll0(random_waypoints.size());
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patrol = random_waypoints[windex].index;
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}
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}
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if (patrol > cur_wp)
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cur_wp = cur_wp + 1;
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else
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cur_wp = cur_wp - 1;
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}
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}
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}
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// Preserve waypoint setting for quest controlled NPCs
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if (cur_wp < 0)
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cur_wp = old_wp;
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// Check to see if we need to update the waypoint.
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if (cur_wp != old_wp)
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UpdateWaypoint(cur_wp);
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}
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bool wp_distance_pred(const wp_distance& left, const wp_distance& right)
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{
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return left.dist < right.dist;
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}
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int NPC::GetClosestWaypoint(const glm::vec3& location)
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{
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if (Waypoints.size() <= 1)
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return 0;
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int closest = 0;
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float closestDist = 9999999.0f;
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float dist;
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for (int i = 0; i < Waypoints.size(); ++i)
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{
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dist = DistanceSquared(location, glm::vec3(Waypoints[i].x, Waypoints[i].y, Waypoints[i].z));
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if (dist < closestDist)
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{
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closestDist = dist;
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closest = i;
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}
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}
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return closest;
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}
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// fills wp_list with the closest count number of waypoints
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void NPC::GetClosestWaypoints(std::list<wplist> &wp_list, int count, const glm::vec3& location)
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{
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wp_list.clear();
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if (Waypoints.size() <= count)
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{
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for (int i = 0; i < Waypoints.size(); ++i)
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{
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wp_list.push_back(Waypoints[i]);
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}
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return;
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}
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std::list<wp_distance> distances;
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for (int i = 0; i < Waypoints.size(); ++i)
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{
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float cur_x = (Waypoints[i].x - location.x);
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cur_x *= cur_x;
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float cur_y = (Waypoints[i].y - location.y);
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cur_y *= cur_y;
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float cur_z = (Waypoints[i].z - location.z);
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cur_z *= cur_z;
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float cur_dist = cur_x + cur_y + cur_z;
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wp_distance w_dist;
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w_dist.dist = cur_dist;
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w_dist.index = i;
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distances.push_back(w_dist);
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}
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distances.sort([](const wp_distance& a, const wp_distance& b) {
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return a.dist < b.dist;
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});
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auto iter = distances.begin();
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for (int i = 0; i < count; ++i)
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{
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wp_list.push_back(Waypoints[(*iter).index]);
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++iter;
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}
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}
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void NPC::SetWaypointPause()
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{
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//Declare time to wait on current WP
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if(cur_wp_pause > 0)
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{
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switch (pausetype)
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{
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case 0: //Random Half
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AI_walking_timer->Start((cur_wp_pause - zone->random.Int(0, cur_wp_pause - 1) / 2) * 1000);
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break;
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case 1: //Full
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AI_walking_timer->Start(cur_wp_pause * 1000);
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break;
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case 2: //Random Full
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AI_walking_timer->Start(zone->random.Int(0, cur_wp_pause - 1) * 1000);
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break;
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}
|
|
}
|
|
}
|
|
|
|
void NPC::SaveGuardSpot(const glm::vec4 &pos)
|
|
{
|
|
m_GuardPoint = pos;
|
|
|
|
if (m_GuardPoint.w == 0)
|
|
m_GuardPoint.w = 0.0001; //hack to make IsGuarding simpler
|
|
LogAI("Setting guard position to {0}", to_string(static_cast<glm::vec3>(m_GuardPoint)));
|
|
}
|
|
|
|
void NPC::NextGuardPosition() {
|
|
NavigateTo(m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z);
|
|
if (IsPositionEqualWithinCertainZ(m_Position, m_GuardPoint, 5.0f))
|
|
{
|
|
if (moved)
|
|
{
|
|
moved = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
float Mob::CalculateDistance(float x, float y, float z) {
|
|
return (float)sqrtf(((m_Position.x - x)*(m_Position.x - x)) + ((m_Position.y - y)*(m_Position.y - y)) + ((m_Position.z - z)*(m_Position.z - z)));
|
|
}
|
|
|
|
void Mob::WalkTo(float x, float y, float z)
|
|
{
|
|
mMovementManager->NavigateTo(this, x, y, z, MovementWalking);
|
|
}
|
|
|
|
void Mob::RunTo(float x, float y, float z)
|
|
{
|
|
mMovementManager->NavigateTo(this, x, y, z, MovementRunning);
|
|
}
|
|
|
|
void Mob::NavigateTo(float x, float y, float z)
|
|
{
|
|
if (IsRunning()) {
|
|
RunTo(x, y, z);
|
|
}
|
|
else {
|
|
WalkTo(x, y, z);
|
|
}
|
|
}
|
|
|
|
void Mob::RotateTo(float new_heading)
|
|
{
|
|
if (IsRunning()) {
|
|
RotateToRunning(new_heading);
|
|
}
|
|
else {
|
|
RotateToWalking(new_heading);
|
|
}
|
|
}
|
|
|
|
void Mob::RotateToWalking(float new_heading)
|
|
{
|
|
mMovementManager->RotateTo(this, new_heading, MovementWalking);
|
|
}
|
|
|
|
void Mob::RotateToRunning(float new_heading)
|
|
{
|
|
mMovementManager->RotateTo(this, new_heading, MovementRunning);
|
|
}
|
|
|
|
void Mob::StopNavigation() {
|
|
mMovementManager->StopNavigation(this);
|
|
}
|
|
|
|
void NPC::AssignWaypoints(int32 grid_id, int start_wp)
|
|
{
|
|
if (grid_id == 0)
|
|
return; // grid ID 0 not supported
|
|
|
|
if (grid_id < 0) {
|
|
// Allow setting negative grid values for pausing pathing
|
|
this->CastToNPC()->SetGrid(grid_id);
|
|
return;
|
|
}
|
|
|
|
Waypoints.clear();
|
|
roamer = false;
|
|
|
|
auto grid_entry = GridRepository::GetGrid(zone->zone_grids, grid_id);
|
|
if (grid_entry.id == 0) {
|
|
return;
|
|
}
|
|
|
|
wandertype = grid_entry.type;
|
|
pausetype = grid_entry.type2;
|
|
|
|
SetGrid(grid_id); // Assign grid number
|
|
|
|
roamer = true;
|
|
max_wp = 0; // Initialize it; will increment it for each waypoint successfully added to the list
|
|
|
|
for (auto &entry : zone->zone_grid_entries) {
|
|
if (entry.gridid == grid_id) {
|
|
wplist new_waypoint{};
|
|
new_waypoint.index = max_wp;
|
|
new_waypoint.x = entry.x;
|
|
new_waypoint.y = entry.y;
|
|
new_waypoint.z = entry.z;
|
|
new_waypoint.pause = entry.pause;
|
|
new_waypoint.heading = entry.heading;
|
|
new_waypoint.centerpoint = entry.centerpoint;
|
|
|
|
LogPathing(
|
|
"Loading Grid [{}] number [{}] name [{}]",
|
|
grid_id,
|
|
entry.number,
|
|
GetCleanName()
|
|
);
|
|
|
|
Waypoints.push_back(new_waypoint);
|
|
max_wp++;
|
|
}
|
|
}
|
|
|
|
cur_wp = start_wp;
|
|
UpdateWaypoint(start_wp);
|
|
SetWaypointPause();
|
|
|
|
if (wandertype == GridRandomPath) {
|
|
cur_wp = GetClosestWaypoint(glm::vec3(GetPosition()));
|
|
patrol = cur_wp;
|
|
}
|
|
|
|
if (wandertype == GridRandom10 || wandertype == GridRandom || wandertype == GridRand5LoS) {
|
|
CalculateNewWaypoint();
|
|
}
|
|
|
|
}
|
|
|
|
void Mob::SendTo(float new_x, float new_y, float new_z) {
|
|
if (IsNPC()) {
|
|
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
|
|
}
|
|
|
|
m_Position.x = new_x;
|
|
m_Position.y = new_y;
|
|
m_Position.z = new_z;
|
|
LogAI("Sent To ({}, {}, {})", new_x, new_y, new_z);
|
|
|
|
if (flymode == GravityBehavior::Flying)
|
|
return;
|
|
|
|
//fix up pathing Z, this shouldent be needed IF our waypoints
|
|
//are corrected instead
|
|
if (zone->HasMap() && RuleB(Map, FixPathingZOnSendTo))
|
|
{
|
|
if (!RuleB(Watermap, CheckForWaterOnSendTo) || !zone->HasWaterMap() ||
|
|
(zone->HasWaterMap() && !zone->watermap->InWater(glm::vec3(m_Position))))
|
|
{
|
|
glm::vec3 dest(m_Position.x, m_Position.y, m_Position.z);
|
|
|
|
float newz = zone->zonemap->FindBestZ(dest, nullptr);
|
|
|
|
LogAI("BestZ returned {} at {}, {}, {}", newz, m_Position.x, m_Position.y, m_Position.z);
|
|
|
|
if ((newz > -2000) && std::abs(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaSendTo)) // Sanity check.
|
|
m_Position.z = newz + 1;
|
|
}
|
|
}
|
|
else
|
|
m_Position.z += 0.1;
|
|
}
|
|
|
|
void Mob::SendToFixZ(float new_x, float new_y, float new_z) {
|
|
if (IsNPC()) {
|
|
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z + 0.1);
|
|
}
|
|
|
|
m_Position.x = new_x;
|
|
m_Position.y = new_y;
|
|
m_Position.z = new_z + 0.1;
|
|
|
|
if (zone->HasMap() && RuleB(Map, FixPathingZOnSendTo))
|
|
{
|
|
if (!RuleB(Watermap, CheckForWaterOnSendTo) || !zone->HasWaterMap() ||
|
|
(zone->HasWaterMap() && !zone->watermap->InWater(glm::vec3(m_Position))))
|
|
{
|
|
glm::vec3 dest(m_Position.x, m_Position.y, m_Position.z);
|
|
|
|
float newz = zone->zonemap->FindBestZ(dest, nullptr);
|
|
|
|
LogPathing("BestZ returned [{}] at [{}], [{}], [{}]", newz, m_Position.x, m_Position.y, m_Position.z);
|
|
|
|
if ((newz > -2000) && std::abs(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaSendTo)) // Sanity check.
|
|
m_Position.z = newz + 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
float Mob::GetFixedZ(const glm::vec3 &destination, int32 z_find_offset) {
|
|
BenchTimer timer;
|
|
timer.reset();
|
|
|
|
float new_z = destination.z;
|
|
|
|
if (zone->HasMap()) {
|
|
|
|
if (flymode == GravityBehavior::Flying)
|
|
return new_z;
|
|
|
|
if (zone->HasWaterMap() && zone->watermap->InLiquid(glm::vec3(m_Position)))
|
|
return new_z;
|
|
|
|
/*
|
|
* Any more than 5 in the offset makes NPC's hop/snap to ceiling in small corridors
|
|
*/
|
|
new_z = this->FindDestGroundZ(destination, z_find_offset);
|
|
if (new_z != BEST_Z_INVALID) {
|
|
new_z += this->GetZOffset();
|
|
|
|
if (new_z < -2000) {
|
|
new_z = m_Position.z;
|
|
}
|
|
}
|
|
|
|
auto duration = timer.elapsed();
|
|
|
|
LogFixZ("Mob::GetFixedZ() ([{}]) returned [{}] at [{}], [{}], [{}] - Took [{}]",
|
|
this->GetCleanName(),
|
|
new_z,
|
|
destination.x,
|
|
destination.y,
|
|
destination.z,
|
|
duration);
|
|
}
|
|
|
|
return new_z;
|
|
}
|
|
|
|
void Mob::FixZ(int32 z_find_offset /*= 5*/, bool fix_client_z /*= false*/) {
|
|
if (IsClient() && !fix_client_z) {
|
|
return;
|
|
}
|
|
|
|
if (flymode == GravityBehavior::Flying) {
|
|
return;
|
|
}
|
|
|
|
if (zone->watermap && zone->watermap->InLiquid(m_Position)) {
|
|
return;
|
|
}
|
|
|
|
glm::vec3 current_loc(m_Position);
|
|
float new_z = GetFixedZ(current_loc, z_find_offset);
|
|
|
|
if (new_z == m_Position.z)
|
|
return;
|
|
|
|
if ((new_z > -2000) && new_z != BEST_Z_INVALID) {
|
|
if (RuleB(Map, MobZVisualDebug)) {
|
|
this->SendAppearanceEffect(78, 0, 0, 0, 0);
|
|
}
|
|
|
|
m_Position.z = new_z;
|
|
}
|
|
else {
|
|
if (RuleB(Map, MobZVisualDebug)) {
|
|
this->SendAppearanceEffect(103, 0, 0, 0, 0);
|
|
}
|
|
|
|
LogFixZ("[{}] is failing to find Z [{}]", this->GetCleanName(), std::abs(m_Position.z - new_z));
|
|
}
|
|
}
|
|
|
|
float Mob::GetZOffset() const {
|
|
float offset = 3.125f;
|
|
|
|
switch (GetModel()) {
|
|
case RACE_BASILISK_436:
|
|
offset = 0.577f;
|
|
break;
|
|
case RACE_DRAKE_430:
|
|
offset = 0.5f;
|
|
break;
|
|
case RACE_DRAKE_432:
|
|
offset = 1.9f;
|
|
break;
|
|
case RACE_DRAGON_435:
|
|
offset = 0.93f;
|
|
break;
|
|
case RACE_LAVA_SPIDER_450:
|
|
offset = 0.938f;
|
|
break;
|
|
case RACE_ALLIGATOR_479:
|
|
offset = 0.8f;
|
|
break;
|
|
case RACE_LAVA_SPIDER_QUEEN_451:
|
|
offset = 0.816f;
|
|
break;
|
|
case RACE_DRAGON_437:
|
|
offset = 0.527f;
|
|
break;
|
|
case RACE_PUMA_439:
|
|
offset = 1.536f;
|
|
break;
|
|
case RACE_RAT_415:
|
|
offset = 1.0f;
|
|
break;
|
|
case RACE_DRAGON_438:
|
|
offset = 0.776f;
|
|
break;
|
|
case RACE_DRAGON_452:
|
|
offset = 0.776f;
|
|
break;
|
|
case RACE_SPIDER_QUEEN_441:
|
|
offset = 0.816f;
|
|
break;
|
|
case RACE_SPIDER_440:
|
|
offset = 0.938f;
|
|
break;
|
|
case RACE_SNAKE_468:
|
|
offset = 1.0f;
|
|
break;
|
|
case RACE_CORATHUS_459:
|
|
offset = 1.0f;
|
|
break;
|
|
case RACE_DRACHNID_COCOON_462:
|
|
offset = 1.5f;
|
|
break;
|
|
case RACE_DRAGON_530:
|
|
offset = 1.2f;
|
|
break;
|
|
case RACE_GOO_549:
|
|
offset = 0.5f;
|
|
break;
|
|
case RACE_GOO_548:
|
|
offset = 0.5f;
|
|
break;
|
|
case RACE_GOO_547:
|
|
offset = 0.5f;
|
|
break;
|
|
case RACE_DRACOLICH_604:
|
|
offset = 1.2f;
|
|
break;
|
|
case RACE_TELMIRA_653:
|
|
offset = 5.9f;
|
|
break;
|
|
case RACE_MORELL_THULE_658:
|
|
offset = 4.0f;
|
|
break;
|
|
case RACE_ARMOR_OF_MARR_323:
|
|
offset = 5.0f;
|
|
break;
|
|
case RACE_AMYGDALAN_663:
|
|
offset = 5.0f;
|
|
break;
|
|
case RACE_SANDMAN_664:
|
|
offset = 4.0f;
|
|
break;
|
|
case RACE_ALARAN_SENTRY_STONE_703:
|
|
offset = 9.0f;
|
|
break;
|
|
case RACE_RABBIT_668:
|
|
offset = 5.0f;
|
|
break;
|
|
case RACE_BLIND_DREAMER_669:
|
|
offset = 7.0f;
|
|
break;
|
|
case RACE_GORAL_687:
|
|
offset = 2.0f;
|
|
break;
|
|
case RACE_SELYRAH_686:
|
|
offset = 2.0f;
|
|
break;
|
|
default:
|
|
offset = 3.125f;
|
|
}
|
|
|
|
float mob_size = (GetSize() > 0 ? GetSize() : GetDefaultRaceSize());
|
|
|
|
return static_cast<float>(0.2 * mob_size * offset);
|
|
}
|
|
|
|
// This function will try to move the mob along the relative angle a set distance
|
|
// if it can't be moved, it will lower the distance and try again
|
|
// If we want to move on like say a spawn, we can pass send as false
|
|
void Mob::TryMoveAlong(float distance, float angle, bool send)
|
|
{
|
|
angle += GetHeading();
|
|
angle = FixHeading(angle);
|
|
|
|
glm::vec3 tmp_pos;
|
|
glm::vec3 new_pos = GetPosition();
|
|
new_pos.x += distance * g_Math.FastSin(angle);
|
|
new_pos.y += distance * g_Math.FastCos(angle);
|
|
new_pos.z += GetZOffset();
|
|
|
|
if (zone->HasMap()) {
|
|
auto new_z = zone->zonemap->FindClosestZ(new_pos, nullptr);
|
|
if (new_z != BEST_Z_INVALID)
|
|
new_pos.z = new_z;
|
|
|
|
if (zone->zonemap->LineIntersectsZone(GetPosition(), new_pos, 0.0f, &tmp_pos))
|
|
new_pos = tmp_pos;
|
|
}
|
|
|
|
new_pos.z = GetFixedZ(new_pos);
|
|
Teleport(new_pos);
|
|
}
|
|
|
|
int ZoneDatabase::GetHighestGrid(uint32 zoneid) {
|
|
|
|
std::string query = StringFormat("SELECT COALESCE(MAX(id), 0) FROM grid WHERE zoneid = %i", zoneid);
|
|
auto results = QueryDatabase(query);
|
|
if (!results.Success()) {
|
|
return 0;
|
|
}
|
|
|
|
if (results.RowCount() != 1)
|
|
return 0;
|
|
|
|
auto row = results.begin();
|
|
return atoi(row[0]);
|
|
}
|
|
|
|
uint8 ZoneDatabase::GetGridType2(uint32 grid, uint16 zoneid) {
|
|
|
|
int type2 = 0;
|
|
std::string query = StringFormat("SELECT type2 FROM grid WHERE id = %i AND zoneid = %i", grid, zoneid);
|
|
auto results = QueryDatabase(query);
|
|
if (!results.Success()) {
|
|
return 0;
|
|
}
|
|
|
|
if (results.RowCount() != 1)
|
|
return 0;
|
|
|
|
auto row = results.begin();
|
|
|
|
return atoi(row[0]);
|
|
}
|
|
|
|
bool ZoneDatabase::GetWaypoints(uint32 grid, uint16 zoneid, uint32 num, wplist* wp) {
|
|
|
|
if (wp == nullptr)
|
|
return false;
|
|
|
|
std::string query = StringFormat("SELECT x, y, z, pause, heading FROM grid_entries "
|
|
"WHERE gridid = %i AND number = %i AND zoneid = %i", grid, num, zoneid);
|
|
auto results = QueryDatabase(query);
|
|
if (!results.Success()) {
|
|
return false;
|
|
}
|
|
|
|
if (results.RowCount() != 1)
|
|
return false;
|
|
|
|
auto row = results.begin();
|
|
|
|
wp->x = atof(row[0]);
|
|
wp->y = atof(row[1]);
|
|
wp->z = atof(row[2]);
|
|
wp->pause = atoi(row[3]);
|
|
wp->heading = atof(row[4]);
|
|
|
|
return true;
|
|
}
|
|
|
|
void ZoneDatabase::AssignGrid(Client *client, int grid, int spawn2id) {
|
|
std::string query = StringFormat("UPDATE spawn2 SET pathgrid = %d WHERE id = %d", grid, spawn2id);
|
|
auto results = QueryDatabase(query);
|
|
|
|
if (!results.Success())
|
|
return;
|
|
|
|
if (results.RowsAffected() != 1) {
|
|
return;
|
|
}
|
|
|
|
client->Message(Chat::White, "Grid assign: spawn2 id = %d updated", spawn2id);
|
|
}
|
|
|
|
|
|
/******************
|
|
* ModifyGrid - Either adds an empty grid, or removes a grid and all its waypoints, for a particular zone.
|
|
* remove: TRUE if we are deleting the specified grid, FALSE if we are adding it
|
|
* id: The ID# of the grid to add or delete
|
|
* type,type2: The type and type2 values for the grid being created (ignored if grid is being deleted)
|
|
* zoneid: The ID number of the zone the grid is being created/deleted in
|
|
*/
|
|
void ZoneDatabase::ModifyGrid(Client *client, bool remove, uint32 id, uint8 type, uint8 type2, uint16 zoneid) {
|
|
|
|
if (!remove)
|
|
{
|
|
std::string query = StringFormat("INSERT INTO grid(id, zoneid, type, type2) "
|
|
"VALUES (%i, %i, %i, %i)", id, zoneid, type, type2);
|
|
auto results = QueryDatabase(query);
|
|
if (!results.Success()) {
|
|
return;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
std::string query = StringFormat("DELETE FROM grid where id=%i and zoneid=%i", id, zoneid);
|
|
auto results = QueryDatabase(query);
|
|
|
|
query = StringFormat("DELETE FROM grid_entries WHERE zoneid = %i AND gridid = %i", zoneid, id);
|
|
results = QueryDatabase(query);
|
|
}
|
|
|
|
/**************************************
|
|
* AddWP - Adds a new waypoint to a specific grid for a specific zone.
|
|
*/
|
|
void ZoneDatabase::AddWP(Client *client, uint32 gridid, uint32 wpnum, const glm::vec4& position, uint32 pause, uint16 zoneid)
|
|
{
|
|
std::string query = StringFormat("INSERT INTO grid_entries (gridid, zoneid, `number`, x, y, z, pause, heading) "
|
|
"VALUES (%i, %i, %i, %f, %f, %f, %i, %f)",
|
|
gridid, zoneid, wpnum, position.x, position.y, position.z, pause, position.w);
|
|
auto results = QueryDatabase(query);
|
|
if (!results.Success()) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
/**********
|
|
* ModifyWP() has been obsoleted. The #wp command either uses AddWP() or DeleteWaypoint()
|
|
***********/
|
|
|
|
/******************
|
|
* DeleteWaypoint - Removes a specific waypoint from the grid
|
|
* grid_id: The ID number of the grid whose wp is being deleted
|
|
* wp_num: The number of the waypoint being deleted
|
|
* zoneid: The ID number of the zone that contains the waypoint being deleted
|
|
*/
|
|
void ZoneDatabase::DeleteWaypoint(Client *client, uint32 grid_num, uint32 wp_num, uint16 zoneid)
|
|
{
|
|
std::string query = StringFormat("DELETE FROM grid_entries WHERE "
|
|
"gridid = %i AND zoneid = %i AND `number` = %i",
|
|
grid_num, zoneid, wp_num);
|
|
auto results = QueryDatabase(query);
|
|
if (!results.Success()) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
/******************
|
|
* AddWPForSpawn - Used by the #wpadd command - for a given spawn, this will add a new waypoint to whatever grid that spawn is assigned to.
|
|
* If there is currently no grid assigned to the spawn, a new grid will be created using the next available Grid ID number for the zone
|
|
* the spawn is in.
|
|
* Returns 0 if the function didn't have to create a new grid. If the function had to create a new grid for the spawn, then the ID of
|
|
* the created grid is returned.
|
|
*/
|
|
uint32 ZoneDatabase::AddWPForSpawn(Client *client, uint32 spawn2id, const glm::vec4& position, uint32 pause, int type1, int type2, uint16 zoneid) {
|
|
|
|
uint32 grid_num; // The grid number the spawn is assigned to (if spawn has no grid, will be the grid number we end up creating)
|
|
uint32 next_wp_num; // The waypoint number we should be assigning to the new waypoint
|
|
bool createdNewGrid; // Did we create a new grid in this function?
|
|
|
|
// See what grid number our spawn is assigned
|
|
std::string query = StringFormat("SELECT pathgrid FROM spawn2 WHERE id = %i", spawn2id);
|
|
auto results = QueryDatabase(query);
|
|
if (!results.Success()) {
|
|
// Query error
|
|
return 0;
|
|
}
|
|
|
|
if (results.RowCount() == 0)
|
|
return 0;
|
|
|
|
auto row = results.begin();
|
|
grid_num = atoi(row[0]);
|
|
|
|
if (grid_num == 0)
|
|
{ // Our spawn doesn't have a grid assigned to it -- we need to create a new grid and assign it to the spawn
|
|
createdNewGrid = true;
|
|
grid_num = GetFreeGrid(zoneid);
|
|
if (grid_num == 0) // There are no grids for the current zone -- create Grid #1
|
|
grid_num = 1;
|
|
|
|
query = StringFormat("INSERT INTO grid SET id = '%i', zoneid = %i, type ='%i', type2 = '%i'",
|
|
grid_num, zoneid, type1, type2);
|
|
QueryDatabase(query);
|
|
|
|
query = StringFormat("UPDATE spawn2 SET pathgrid = '%i' WHERE id = '%i'", grid_num, spawn2id);
|
|
QueryDatabase(query);
|
|
|
|
}
|
|
else // NPC had a grid assigned to it
|
|
createdNewGrid = false;
|
|
|
|
// Find out what the next waypoint is for this grid
|
|
query = StringFormat("SELECT max(`number`) FROM grid_entries WHERE zoneid = '%i' AND gridid = '%i'", zoneid, grid_num);
|
|
|
|
results = QueryDatabase(query);
|
|
if (!results.Success()) { // Query error
|
|
return 0;
|
|
}
|
|
|
|
row = results.begin();
|
|
if (row[0] != 0)
|
|
next_wp_num = atoi(row[0]) + 1;
|
|
else // No waypoints in this grid yet
|
|
next_wp_num = 1;
|
|
|
|
query = StringFormat("INSERT INTO grid_entries(gridid, zoneid, `number`, x, y, z, pause, heading) "
|
|
"VALUES (%i, %i, %i, %f, %f, %f, %i, %f)",
|
|
grid_num, zoneid, next_wp_num, position.x, position.y, position.z, pause, position.w);
|
|
results = QueryDatabase(query);
|
|
|
|
return createdNewGrid ? grid_num : 0;
|
|
}
|
|
|
|
uint32 ZoneDatabase::GetFreeGrid(uint16 zoneid) {
|
|
|
|
std::string query = StringFormat("SELECT max(id) FROM grid WHERE zoneid = %i", zoneid);
|
|
auto results = QueryDatabase(query);
|
|
if (!results.Success()) {
|
|
return 0;
|
|
}
|
|
|
|
if (results.RowCount() != 1)
|
|
return 0;
|
|
|
|
auto row = results.begin();
|
|
uint32 freeGridID = row[0] ? atoi(row[0]) + 1 : 1;
|
|
|
|
return freeGridID;
|
|
}
|
|
|
|
int ZoneDatabase::GetHighestWaypoint(uint32 zoneid, uint32 gridid) {
|
|
|
|
std::string query = StringFormat("SELECT COALESCE(MAX(number), 0) FROM grid_entries "
|
|
"WHERE zoneid = %i AND gridid = %i", zoneid, gridid);
|
|
auto results = QueryDatabase(query);
|
|
if (!results.Success()) {
|
|
return 0;
|
|
}
|
|
|
|
if (results.RowCount() != 1)
|
|
return 0;
|
|
|
|
auto row = results.begin();
|
|
return atoi(row[0]);
|
|
}
|
|
|
|
int ZoneDatabase::GetRandomWaypointLocFromGrid(glm::vec4 &loc, uint16 zoneid, int grid)
|
|
{
|
|
loc.x = loc.y = loc.z = loc.w = 0.0f;
|
|
|
|
std::string query = StringFormat("SELECT `x`,`y`,`z`,`heading` "
|
|
"FROM grid_entries WHERE `gridid` = %i AND `zoneid` = %u ORDER BY `number`", grid, zone->GetZoneID());
|
|
auto results = content_db.QueryDatabase(query);
|
|
if (!results.Success()) {
|
|
Log(Logs::General, Logs::Error, "MySQL Error while trying get random waypoint loc from grid %i in zoneid %u; %s", grid, zoneid, results.ErrorMessage().c_str());
|
|
return 0;
|
|
}
|
|
|
|
if (results.RowCount() > 0)
|
|
{
|
|
int roll = zone->random.Int(0, results.RowCount() - 1);
|
|
int i = 0;
|
|
auto row = results.begin();
|
|
while (i < roll)
|
|
{
|
|
row++;
|
|
i++;
|
|
}
|
|
loc.x = atof(row[0]);
|
|
loc.y = atof(row[1]);
|
|
loc.z = atof(row[2]);
|
|
loc.w = atof(row[3]);
|
|
return i;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void NPC::SaveGuardSpotCharm()
|
|
{
|
|
m_GuardPointSaved = m_GuardPoint;
|
|
}
|
|
|
|
void NPC::RestoreGuardSpotCharm()
|
|
{
|
|
m_GuardPoint = m_GuardPointSaved;
|
|
}
|
|
|
|
/******************
|
|
* Bot-specific overloads to make them play nice with the new movement system
|
|
*/
|
|
#ifdef BOTS
|
|
#include "bot.h"
|
|
|
|
void Bot::WalkTo(float x, float y, float z)
|
|
{
|
|
if (IsSitting())
|
|
Stand();
|
|
|
|
Mob::WalkTo(x, y, z);
|
|
}
|
|
|
|
void Bot::RunTo(float x, float y, float z)
|
|
{
|
|
if (IsSitting())
|
|
Stand();
|
|
|
|
Mob::RunTo(x, y, z);
|
|
}
|
|
#endif
|