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- License was intended to be GPLv3 per earlier commit of GPLv3 LICENSE FILE - This is confirmed by the inclusion of libraries that are incompatible with GPLv2 - This is also confirmed by KLS and the agreement of KLS's predecessors - Added GPLv3 license headers to the compilable source files - Removed Folly licensing in strings.h since the string functions do not match the Folly functions and are standard functions - this must have been left over from previous implementations - Removed individual contributor license headers since the project has been under the "developer" mantle for many years - Removed comments on files that were previously automatically generated since they've been manually modified multiple times and there are no automatic scripts referencing them (removed in 2023)
517 lines
15 KiB
C++
517 lines
15 KiB
C++
/* EQEmu: EQEmulator
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Copyright (C) 2001-2026 EQEmu Development Team
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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; either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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, see <http://www.gnu.org/licenses/>.
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*/
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#include "mob.h"
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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 "zone/bot.h"
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#include "zone/quest_parser_collection.h"
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#include "zone/zonedb.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(material_slot)) {
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heros_forge_model = inst->GetOrnamentHeroModel(material_slot);
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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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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 (GetRace() != m_last_wearchange_race_id) {
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m_last_seen_wearchange.clear();
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m_last_wearchange_race_id = GetRace();
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}
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// this is a hash-like key to deduplicate packets sent to clients
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// it includes spawn_id, material, elite_material, hero_forge_model, wear_slot_id, and color
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// we send an enormous amount of wearchange packets in brute-force fashion and this is a low cost way to deduplicate them
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// we could remove all the extra wearchanges at the expense of tracing down intermittent visual bugs over a long time
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auto build_key = [&](const WearChange_Struct& s) -> uint64_t {
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uint64_t key = 0;
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key |= static_cast<uint64_t>(s.material & 0xFFF) << 0; // 12 bits
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key |= static_cast<uint64_t>(s.elite_material & 0x1) << 12; // 1 bit
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key |= static_cast<uint64_t>(s.hero_forge_model & 0xFFFFF) << 13; // 20 bits
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key |= static_cast<uint64_t>(GetRace() & 0xFFFF) << 33; // 16 bits
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// Optional: Fold in color for appearance differences
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uint8_t folded_color = static_cast<uint8_t>(
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(s.color.Color * 17ull) & 0xFF
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);
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key |= static_cast<uint64_t>(folded_color) << 49;
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return key;
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};
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auto dedupe_key = build_key(*w);
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auto send_if_changed = [&](Client* client) {
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auto& last_key = m_last_seen_wearchange[client->GetID()][material_slot];
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if (last_key == dedupe_key) {
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return;
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}
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last_key = dedupe_key;
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client->QueuePacket(packet, true, Client::CLIENT_CONNECTED);
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};
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if (one_client) {
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send_if_changed(one_client);
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}
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else {
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for (auto& [_, client] : entity_list.GetClientList()) {
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send_if_changed(client);
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}
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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;
|
|
w->wear_slot_id = material_slot;
|
|
|
|
SetMobTextureProfile(material_slot, texture, color);
|
|
|
|
entity_list.QueueClients(this, outapp);
|
|
safe_delete(outapp);
|
|
}
|
|
|
|
void Mob::WearChange(
|
|
uint8 material_slot,
|
|
uint32 texture,
|
|
uint32 color,
|
|
uint32 hero_forge_model
|
|
)
|
|
{
|
|
armor_tint.Slot[material_slot].Color = color;
|
|
|
|
SetMobTextureProfile(material_slot, texture, color, hero_forge_model);
|
|
|
|
auto outapp = new EQApplicationPacket(OP_WearChange, sizeof(WearChange_Struct));
|
|
auto w = (WearChange_Struct *) outapp->pBuffer;
|
|
|
|
w->spawn_id = GetID();
|
|
w->material = texture;
|
|
w->hero_forge_model = hero_forge_model;
|
|
w->color.Color = color;
|
|
w->wear_slot_id = material_slot;
|
|
|
|
entity_list.QueueClients(this, outapp);
|
|
safe_delete(outapp);
|
|
}
|