mirror of
https://github.com/EQEmu/Server.git
synced 2025-12-11 21:01:29 +00:00
1226 lines
34 KiB
C++
1226 lines
34 KiB
C++
/* EQEMu: Everquest Server Emulator
|
|
Copyright (C) 2001-2004 EQEMu Development Team (http://eqemu.org)
|
|
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation; version 2 of the License.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY except by those people which sell it, which
|
|
are required to give you total support for your newly bought product;
|
|
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
|
|
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
|
*/
|
|
#include "../common/global_define.h"
|
|
#ifdef _EQDEBUG
|
|
#include <iostream>
|
|
#endif
|
|
|
|
#include "../common/features.h"
|
|
#include "../common/rulesys.h"
|
|
#include "../common/string_util.h"
|
|
#include "../common/misc_functions.h"
|
|
|
|
#include "map.h"
|
|
#include "npc.h"
|
|
#include "quest_parser_collection.h"
|
|
#include "water_map.h"
|
|
|
|
#include <math.h>
|
|
#include <stdlib.h>
|
|
|
|
struct wp_distance
|
|
{
|
|
float dist;
|
|
int index;
|
|
};
|
|
|
|
void NPC::AI_SetRoambox(float iDist, float iRoamDist, uint32 iDelay, uint32 iMinDelay) {
|
|
AI_SetRoambox(iDist, GetX()+iRoamDist, GetX()-iRoamDist, GetY()+iRoamDist, GetY()-iRoamDist, iDelay, iMinDelay);
|
|
}
|
|
|
|
void NPC::AI_SetRoambox(float iDist, float iMaxX, float iMinX, float iMaxY, float iMinY, uint32 iDelay, uint32 iMinDelay) {
|
|
roambox_distance = iDist;
|
|
roambox_max_x = iMaxX;
|
|
roambox_min_x = iMinX;
|
|
roambox_max_y = iMaxY;
|
|
roambox_min_y = iMinY;
|
|
roambox_movingto_x = roambox_max_x + 1; // this will trigger a recalc
|
|
roambox_delay = iDelay;
|
|
roambox_min_delay = iMinDelay;
|
|
}
|
|
|
|
void NPC::DisplayWaypointInfo(Client *c) {
|
|
|
|
c->Message(0, "Mob is on grid %d, in spawn group %d, on waypoint %d/%d",
|
|
GetGrid(),
|
|
GetSp2(),
|
|
GetCurWp(),
|
|
GetMaxWp() );
|
|
|
|
|
|
std::vector<wplist>::iterator cur, end;
|
|
cur = Waypoints.begin();
|
|
end = Waypoints.end();
|
|
for(; cur != end; ++cur) {
|
|
c->Message(0,"Waypoint %d: (%.2f,%.2f,%.2f,%.2f) pause %d",
|
|
cur->index,
|
|
cur->x,
|
|
cur->y,
|
|
cur->z,
|
|
cur->heading,
|
|
cur->pause );
|
|
}
|
|
}
|
|
|
|
void NPC::StopWandering()
|
|
{ // stops a mob from wandering, takes him off grid and sends him back to spawn point
|
|
roamer=false;
|
|
CastToNPC()->SetGrid(0);
|
|
SendPosition();
|
|
Log.Out(Logs::Detail, Logs::Pathing, "Stop Wandering requested.");
|
|
return;
|
|
}
|
|
|
|
void NPC::ResumeWandering()
|
|
{ // causes wandering to continue - overrides waypoint pause timer and PauseWandering()
|
|
if(!IsNPC())
|
|
return;
|
|
if (GetGrid() != 0)
|
|
{
|
|
if (GetGrid() < 0)
|
|
{ // we were paused by a quest
|
|
AIwalking_timer->Disable();
|
|
SetGrid( 0 - GetGrid());
|
|
if (cur_wp==-1)
|
|
{ // got here by a MoveTo()
|
|
cur_wp=save_wp;
|
|
UpdateWaypoint(cur_wp); // have him head to last destination from here
|
|
}
|
|
Log.Out(Logs::Detail, Logs::Pathing, "Resume Wandering requested. Grid %d, wp %d", GetGrid(), cur_wp);
|
|
}
|
|
else if (AIwalking_timer->Enabled())
|
|
{ // we are at a waypoint paused normally
|
|
Log.Out(Logs::Detail, Logs::Pathing, "Resume Wandering on timed pause. Grid %d, wp %d", GetGrid(), cur_wp);
|
|
AIwalking_timer->Trigger(); // disable timer to end pause now
|
|
}
|
|
else
|
|
{
|
|
Log.Out(Logs::General, Logs::Error, "NPC not paused - can't resume wandering: %lu", (unsigned long)GetNPCTypeID());
|
|
return;
|
|
}
|
|
|
|
if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY())
|
|
{ // are we we at a waypoint? if so, trigger event and start to next
|
|
char temp[100];
|
|
itoa(cur_wp,temp,10); //do this before updating to next waypoint
|
|
CalculateNewWaypoint();
|
|
SetAppearance(eaStanding, false);
|
|
parse->EventNPC(EVENT_WAYPOINT_DEPART, this, nullptr, temp, 0);
|
|
} // if not currently at a waypoint, we continue on to the one we were headed to before the stop
|
|
}
|
|
else
|
|
{
|
|
Log.Out(Logs::General, Logs::Error, "NPC not on grid - can't resume wandering: %lu", (unsigned long)GetNPCTypeID());
|
|
}
|
|
return;
|
|
}
|
|
|
|
void NPC::PauseWandering(int pausetime)
|
|
{ // causes wandering to stop but is resumable
|
|
// 0 pausetime means pause until resumed
|
|
// otherwise automatically resume when time is up
|
|
if (GetGrid() != 0)
|
|
{
|
|
DistractedFromGrid = true;
|
|
Log.Out(Logs::Detail, Logs::Pathing, "Paused Wandering requested. Grid %d. Resuming in %d ms (0=not until told)", GetGrid(), pausetime);
|
|
SendPosition();
|
|
if (pausetime<1)
|
|
{ // negative grid number stops him dead in his tracks until ResumeWandering()
|
|
SetGrid( 0 - GetGrid());
|
|
}
|
|
else
|
|
{ // specified waiting time, he'll resume after that
|
|
AIwalking_timer->Start(pausetime*1000); // set the timer
|
|
}
|
|
} else {
|
|
Log.Out(Logs::General, Logs::Error, "NPC not on grid - can't pause wandering: %lu", (unsigned long)GetNPCTypeID());
|
|
}
|
|
return;
|
|
}
|
|
|
|
void NPC::MoveTo(const glm::vec4& position, bool saveguardspot)
|
|
{ // makes mob walk to specified location
|
|
if (IsNPC() && GetGrid() != 0)
|
|
{ // he is on a grid
|
|
if (GetGrid() < 0)
|
|
{ // currently stopped by a quest command
|
|
SetGrid( 0 - GetGrid()); // get him moving again
|
|
Log.Out(Logs::Detail, Logs::AI, "MoveTo during quest wandering. Canceling quest wandering and going back to grid %d when MoveTo is done.", GetGrid());
|
|
}
|
|
AIwalking_timer->Disable(); // disable timer in case he is paused at a wp
|
|
if (cur_wp>=0)
|
|
{ // we've not already done a MoveTo()
|
|
save_wp=cur_wp; // save the current waypoint
|
|
cur_wp=-1; // flag this move as quest controlled
|
|
}
|
|
Log.Out(Logs::Detail, Logs::AI, "MoveTo %s, pausing regular grid wandering. Grid %d, save_wp %d",to_string(static_cast<glm::vec3>(position)).c_str(), -GetGrid(), save_wp);
|
|
}
|
|
else
|
|
{ // not on a grid
|
|
roamer=true;
|
|
save_wp=0;
|
|
cur_wp=-2; // flag as quest controlled w/no grid
|
|
Log.Out(Logs::Detail, Logs::AI, "MoveTo %s without a grid.", to_string(static_cast<glm::vec3>(position)).c_str());
|
|
}
|
|
if (saveguardspot)
|
|
{
|
|
m_GuardPoint = position;
|
|
|
|
if(m_GuardPoint.w == 0)
|
|
m_GuardPoint.w = 0.0001; //hack to make IsGuarding simpler
|
|
|
|
if(m_GuardPoint.w == -1)
|
|
m_GuardPoint.w = this->CalculateHeadingToTarget(position.x, position.y);
|
|
|
|
Log.Out(Logs::Detail, Logs::AI, "Setting guard position to %s", to_string(static_cast<glm::vec3>(m_GuardPoint)).c_str());
|
|
}
|
|
|
|
m_CurrentWayPoint = position;
|
|
cur_wp_pause = 0;
|
|
pLastFightingDelayMoving = 0;
|
|
if(AIwalking_timer->Enabled())
|
|
AIwalking_timer->Start(100);
|
|
}
|
|
|
|
void NPC::UpdateWaypoint(int wp_index)
|
|
{
|
|
if(wp_index >= static_cast<int>(Waypoints.size())) {
|
|
Log.Out(Logs::Detail, Logs::AI, "Update to waypoint %d failed. Not found.", wp_index);
|
|
return;
|
|
}
|
|
std::vector<wplist>::iterator cur;
|
|
cur = Waypoints.begin();
|
|
cur += wp_index;
|
|
|
|
m_CurrentWayPoint = glm::vec4(cur->x, cur->y, cur->z, cur->heading);
|
|
cur_wp_pause = cur->pause;
|
|
Log.Out(Logs::Detail, Logs::AI, "Next waypoint %d: (%.3f, %.3f, %.3f, %.3f)", wp_index, m_CurrentWayPoint.x, m_CurrentWayPoint.y, m_CurrentWayPoint.z, m_CurrentWayPoint.w);
|
|
|
|
//fix up pathing Z
|
|
if(zone->HasMap() && RuleB(Map, FixPathingZAtWaypoints))
|
|
{
|
|
|
|
if(!RuleB(Watermap, CheckForWaterAtWaypoints) || !zone->HasWaterMap() ||
|
|
(zone->HasWaterMap() && !zone->watermap->InWater(glm::vec3(m_CurrentWayPoint))))
|
|
{
|
|
glm::vec3 dest(m_CurrentWayPoint.x, m_CurrentWayPoint.y, m_CurrentWayPoint.z);
|
|
|
|
float newz = zone->zonemap->FindBestZ(dest, nullptr);
|
|
|
|
if ((newz > -2000) && std::abs(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaWaypoint))
|
|
m_CurrentWayPoint.z = newz + 1;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void NPC::CalculateNewWaypoint()
|
|
{
|
|
int old_wp = cur_wp;
|
|
bool reached_end = false;
|
|
bool reached_beginning = false;
|
|
if (cur_wp == max_wp)
|
|
reached_end = true;
|
|
if (cur_wp == 0)
|
|
reached_beginning = true;
|
|
|
|
switch(wandertype)
|
|
{
|
|
case 0: //circle
|
|
{
|
|
if (reached_end)
|
|
cur_wp = 0;
|
|
else
|
|
cur_wp = cur_wp + 1;
|
|
break;
|
|
}
|
|
case 1: //10 closest
|
|
{
|
|
std::list<wplist> closest;
|
|
GetClosestWaypoint(closest, 10, glm::vec3(GetPosition()));
|
|
std::list<wplist>::iterator iter = closest.begin();
|
|
if(closest.size() != 0)
|
|
{
|
|
iter = closest.begin();
|
|
std::advance(iter, zone->random.Int(0, closest.size() - 1));
|
|
cur_wp = (*iter).index;
|
|
}
|
|
|
|
break;
|
|
}
|
|
case 2: //random
|
|
{
|
|
cur_wp = zone->random.Int(0, Waypoints.size() - 1);
|
|
if(cur_wp == old_wp)
|
|
{
|
|
if(cur_wp == (Waypoints.size() - 1))
|
|
{
|
|
if(cur_wp > 0)
|
|
{
|
|
cur_wp--;
|
|
}
|
|
}
|
|
else if(cur_wp == 0)
|
|
{
|
|
if((Waypoints.size() - 1) > 0)
|
|
{
|
|
cur_wp++;
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case 3: //patrol
|
|
{
|
|
if(reached_end)
|
|
patrol = 1;
|
|
else if(reached_beginning)
|
|
patrol = 0;
|
|
if(patrol == 1)
|
|
cur_wp = cur_wp - 1;
|
|
else
|
|
cur_wp = cur_wp + 1;
|
|
|
|
break;
|
|
}
|
|
case 4: //goto the end and depop with spawn timer
|
|
case 6: //goto the end and depop without spawn timer
|
|
{
|
|
cur_wp = cur_wp + 1;
|
|
break;
|
|
}
|
|
case 5: //pick random closest 5 and pick one that's in sight
|
|
{
|
|
std::list<wplist> closest;
|
|
GetClosestWaypoint(closest, 5, glm::vec3(GetPosition()));
|
|
|
|
std::list<wplist>::iterator iter = closest.begin();
|
|
while(iter != closest.end())
|
|
{
|
|
if(CheckLosFN((*iter).x, (*iter).y, (*iter).z, GetSize()))
|
|
{
|
|
++iter;
|
|
}
|
|
else
|
|
{
|
|
iter = closest.erase(iter);
|
|
}
|
|
}
|
|
|
|
if(closest.size() != 0)
|
|
{
|
|
iter = closest.begin();
|
|
std::advance(iter, zone->random.Int(0, closest.size() - 1));
|
|
cur_wp = (*iter).index;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
tar_ndx = 52;
|
|
|
|
// Preserve waypoint setting for quest controlled NPCs
|
|
if (cur_wp < 0)
|
|
cur_wp = old_wp;
|
|
|
|
// Check to see if we need to update the waypoint.
|
|
if (cur_wp != old_wp)
|
|
UpdateWaypoint(cur_wp);
|
|
}
|
|
|
|
bool wp_distance_pred(const wp_distance& left, const wp_distance& right)
|
|
{
|
|
return left.dist < right.dist;
|
|
}
|
|
|
|
void NPC::GetClosestWaypoint(std::list<wplist> &wp_list, int count, const glm::vec3& location)
|
|
{
|
|
wp_list.clear();
|
|
if(Waypoints.size() <= count)
|
|
{
|
|
for(int i = 0; i < Waypoints.size(); ++i)
|
|
{
|
|
wp_list.push_back(Waypoints[i]);
|
|
}
|
|
return;
|
|
}
|
|
|
|
std::list<wp_distance> distances;
|
|
for(int i = 0; i < Waypoints.size(); ++i)
|
|
{
|
|
float cur_x = (Waypoints[i].x - location.x);
|
|
cur_x *= cur_x;
|
|
float cur_y = (Waypoints[i].y - location.y);
|
|
cur_y *= cur_y;
|
|
float cur_z = (Waypoints[i].z - location.z);
|
|
cur_z *= cur_z;
|
|
float cur_dist = cur_x + cur_y + cur_z;
|
|
wp_distance w_dist;
|
|
w_dist.dist = cur_dist;
|
|
w_dist.index = i;
|
|
distances.push_back(w_dist);
|
|
}
|
|
distances.sort([](const wp_distance& a, const wp_distance& b) {
|
|
return a.dist < b.dist;
|
|
});
|
|
|
|
std::list<wp_distance>::iterator iter = distances.begin();
|
|
for(int i = 0; i < count; ++i)
|
|
{
|
|
wp_list.push_back(Waypoints[(*iter).index]);
|
|
++iter;
|
|
}
|
|
}
|
|
|
|
void NPC::SetWaypointPause()
|
|
{
|
|
//Declare time to wait on current WP
|
|
|
|
if (cur_wp_pause == 0) {
|
|
AIwalking_timer->Start(100);
|
|
}
|
|
else
|
|
{
|
|
|
|
switch (pausetype)
|
|
{
|
|
case 0: //Random Half
|
|
AIwalking_timer->Start((cur_wp_pause - zone->random.Int(0, cur_wp_pause-1)/2)*1000);
|
|
break;
|
|
case 1: //Full
|
|
AIwalking_timer->Start(cur_wp_pause*1000);
|
|
break;
|
|
case 2: //Random Full
|
|
AIwalking_timer->Start(zone->random.Int(0, cur_wp_pause-1)*1000);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void NPC::SaveGuardSpot(bool iClearGuardSpot) {
|
|
if (iClearGuardSpot) {
|
|
Log.Out(Logs::Detail, Logs::AI, "Clearing guard order.");
|
|
m_GuardPoint = glm::vec4();
|
|
}
|
|
else {
|
|
m_GuardPoint = m_Position;
|
|
|
|
if(m_GuardPoint.w == 0)
|
|
m_GuardPoint.w = 0.0001; //hack to make IsGuarding simpler
|
|
Log.Out(Logs::Detail, Logs::AI, "Setting guard position to %s", to_string(static_cast<glm::vec3>(m_GuardPoint)).c_str());
|
|
}
|
|
}
|
|
|
|
void NPC::NextGuardPosition() {
|
|
if (!CalculateNewPosition2(m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z, GetMovespeed())) {
|
|
SetHeading(m_GuardPoint.w);
|
|
Log.Out(Logs::Detail, Logs::AI, "Unable to move to next guard position. Probably rooted.");
|
|
}
|
|
else if((m_Position.x == m_GuardPoint.x) && (m_Position.y == m_GuardPoint.y) && (m_Position.z == m_GuardPoint.z))
|
|
{
|
|
if(moved)
|
|
{
|
|
moved=false;
|
|
SetMoving(false);
|
|
SendPosition();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
// we need this for charmed NPCs
|
|
void Mob::SaveSpawnSpot() {
|
|
spawn_x = x_pos;
|
|
spawn_y = y_pos;
|
|
spawn_z = z_pos;
|
|
spawn_heading = heading;
|
|
}*/
|
|
|
|
|
|
|
|
|
|
/*float Mob::CalculateDistanceToNextWaypoint() {
|
|
return CalculateDistance(cur_wp_x, cur_wp_y, cur_wp_z);
|
|
}*/
|
|
|
|
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)) );
|
|
}
|
|
|
|
/*
|
|
uint8 NPC::CalculateHeadingToNextWaypoint() {
|
|
return CalculateHeadingToTarget(cur_wp_x, cur_wp_y);
|
|
}
|
|
*/
|
|
float Mob::CalculateHeadingToTarget(float in_x, float in_y) {
|
|
float angle;
|
|
|
|
if (in_x-m_Position.x > 0)
|
|
angle = - 90 + atan((float)(in_y-m_Position.y) / (float)(in_x-m_Position.x)) * 180 / M_PI;
|
|
else if (in_x-m_Position.x < 0)
|
|
angle = + 90 + atan((float)(in_y-m_Position.y) / (float)(in_x-m_Position.x)) * 180 / M_PI;
|
|
else // Added?
|
|
{
|
|
if (in_y-m_Position.y > 0)
|
|
angle = 0;
|
|
else
|
|
angle = 180;
|
|
}
|
|
if (angle < 0)
|
|
angle += 360;
|
|
if (angle > 360)
|
|
angle -= 360;
|
|
return (256*(360-angle)/360.0f);
|
|
}
|
|
|
|
bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, bool checkZ) {
|
|
if(GetID()==0)
|
|
return true;
|
|
|
|
if ((m_Position.x-x == 0) && (m_Position.y-y == 0)) {//spawn is at target coords
|
|
if(m_Position.z-z != 0) {
|
|
m_Position.z = z;
|
|
Log.Out(Logs::Detail, Logs::AI, "Calc Position2 (%.3f, %.3f, %.3f): Jumping pure Z.", x, y, z);
|
|
return true;
|
|
}
|
|
Log.Out(Logs::Detail, Logs::AI, "Calc Position2 (%.3f, %.3f, %.3f) inWater=%d: We are there.", x, y, z, inWater);
|
|
return false;
|
|
} else if ((std::abs(m_Position.x - x) < 0.1) && (std::abs(m_Position.y - y) < 0.1)) {
|
|
Log.Out(Logs::Detail, Logs::AI, "Calc Position2 (%.3f, %.3f, %.3f): X/Y difference <0.1, Jumping to target.", x, y, z);
|
|
|
|
if(IsNPC()) {
|
|
entity_list.ProcessMove(CastToNPC(), x, y, z);
|
|
}
|
|
|
|
m_Position.x = x;
|
|
m_Position.y = y;
|
|
m_Position.z = z;
|
|
return true;
|
|
}
|
|
|
|
int compare_steps = IsBoat() ? 1 : 20;
|
|
if(tar_ndx < compare_steps && m_TargetLocation.x==x && m_TargetLocation.y==y) {
|
|
|
|
float new_x = m_Position.x + m_TargetV.x*tar_vector;
|
|
float new_y = m_Position.y + m_TargetV.y*tar_vector;
|
|
float new_z = m_Position.z + m_TargetV.z*tar_vector;
|
|
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;
|
|
|
|
Log.Out(Logs::Detail, Logs::AI, "Calculating new position2 to (%.3f, %.3f, %.3f), old vector (%.3f, %.3f, %.3f)", x, y, z, m_TargetV.x, m_TargetV.y, m_TargetV.z);
|
|
|
|
uint8 NPCFlyMode = 0;
|
|
|
|
if(IsNPC()) {
|
|
if(CastToNPC()->GetFlyMode() == 1 || CastToNPC()->GetFlyMode() == 2)
|
|
NPCFlyMode = 1;
|
|
}
|
|
|
|
//fix up pathing Z
|
|
if(!NPCFlyMode && checkZ && zone->HasMap() && RuleB(Map, FixPathingZWhenMoving))
|
|
{
|
|
if(!RuleB(Watermap, CheckForWaterWhenMoving) || !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) + 2.0f;
|
|
|
|
Log.Out(Logs::Detail, Logs::AI, "BestZ returned %4.3f at %4.3f, %4.3f, %4.3f", newz,m_Position.x,m_Position.y,m_Position.z);
|
|
|
|
if ((newz > -2000) &&
|
|
std::abs(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaMoving)) // Sanity check.
|
|
{
|
|
if ((std::abs(x - m_Position.x) < 0.5) &&
|
|
(std::abs(y - m_Position.y) < 0.5)) {
|
|
if (std::abs(z - m_Position.z) <=
|
|
RuleR(Map, FixPathingZMaxDeltaMoving))
|
|
m_Position.z = z;
|
|
else
|
|
m_Position.z = newz + 1;
|
|
}
|
|
else
|
|
m_Position.z = newz + 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
tar_ndx++;
|
|
return true;
|
|
}
|
|
|
|
|
|
if (tar_ndx>50) {
|
|
tar_ndx--;
|
|
} else {
|
|
tar_ndx=0;
|
|
}
|
|
m_TargetLocation = glm::vec3(x, y, z);
|
|
|
|
float nx = this->m_Position.x;
|
|
float ny = this->m_Position.y;
|
|
float nz = this->m_Position.z;
|
|
// float nh = this->heading;
|
|
|
|
m_TargetV.x = x - nx;
|
|
m_TargetV.y = y - ny;
|
|
m_TargetV.z = z - nz;
|
|
|
|
//pRunAnimSpeed = (int8)(speed*NPC_RUNANIM_RATIO);
|
|
//speed *= NPC_SPEED_MULTIPLIER;
|
|
|
|
Log.Out(Logs::Detail, Logs::AI, "Calculating new position2 to (%.3f, %.3f, %.3f), new vector (%.3f, %.3f, %.3f) rate %.3f, RAS %d", x, y, z, m_TargetV.x, m_TargetV.y, m_TargetV.z, speed, pRunAnimSpeed);
|
|
|
|
// --------------------------------------------------------------------------
|
|
// 2: get unit vector
|
|
// --------------------------------------------------------------------------
|
|
float mag = sqrtf (m_TargetV.x*m_TargetV.x + m_TargetV.y*m_TargetV.y + m_TargetV.z*m_TargetV.z);
|
|
tar_vector = speed / mag;
|
|
|
|
// mob move fix
|
|
int numsteps = (int) ( mag * 20 / speed) + 1;
|
|
|
|
|
|
// mob move fix
|
|
|
|
if (numsteps<20)
|
|
{
|
|
if (numsteps>1)
|
|
{
|
|
tar_vector=1.0f ;
|
|
m_TargetV.x = m_TargetV.x/numsteps;
|
|
m_TargetV.y = m_TargetV.y/numsteps;
|
|
m_TargetV.z = m_TargetV.z/numsteps;
|
|
|
|
float new_x = m_Position.x + m_TargetV.x;
|
|
float new_y = m_Position.y + m_TargetV.y;
|
|
float new_z = m_Position.z + m_TargetV.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;
|
|
m_Position.w = CalculateHeadingToTarget(x, y);
|
|
tar_ndx = 22 - numsteps;
|
|
Log.Out(Logs::Detail, Logs::AI, "Next position2 (%.3f, %.3f, %.3f) (%d steps)", m_Position.x, m_Position.y, m_Position.z, numsteps);
|
|
}
|
|
else
|
|
{
|
|
if(IsNPC()) {
|
|
entity_list.ProcessMove(CastToNPC(), x, y, z);
|
|
}
|
|
|
|
m_Position.x = x;
|
|
m_Position.y = y;
|
|
m_Position.z = z;
|
|
|
|
Log.Out(Logs::Detail, Logs::AI, "Only a single step to get there... jumping.");
|
|
|
|
}
|
|
}
|
|
|
|
else {
|
|
tar_vector/=20;
|
|
|
|
float new_x = m_Position.x + m_TargetV.x*tar_vector;
|
|
float new_y = m_Position.y + m_TargetV.y*tar_vector;
|
|
float new_z = m_Position.z + m_TargetV.z*tar_vector;
|
|
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;
|
|
m_Position.w = CalculateHeadingToTarget(x, y);
|
|
Log.Out(Logs::Detail, Logs::AI, "Next position2 (%.3f, %.3f, %.3f) (%d steps)", m_Position.x, m_Position.y, m_Position.z, numsteps);
|
|
}
|
|
|
|
uint8 NPCFlyMode = 0;
|
|
|
|
if(IsNPC()) {
|
|
if(CastToNPC()->GetFlyMode() == 1 || CastToNPC()->GetFlyMode() == 2)
|
|
NPCFlyMode = 1;
|
|
}
|
|
|
|
//fix up pathing Z
|
|
if(!NPCFlyMode && checkZ && zone->HasMap() && RuleB(Map, FixPathingZWhenMoving)) {
|
|
|
|
if(!RuleB(Watermap, CheckForWaterWhenMoving) || !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);
|
|
|
|
Log.Out(Logs::Detail, Logs::AI, "BestZ returned %4.3f at %4.3f, %4.3f, %4.3f", newz,m_Position.x, m_Position.y, m_Position.z);
|
|
|
|
if ((newz > -2000) &&
|
|
std::abs(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaMoving)) // Sanity check.
|
|
{
|
|
if (std::abs(x - m_Position.x) < 0.5 && std::abs(y - m_Position.y) < 0.5) {
|
|
if (std::abs(z - m_Position.z) <= RuleR(Map, FixPathingZMaxDeltaMoving))
|
|
m_Position.z = z;
|
|
else
|
|
m_Position.z = newz + 1;
|
|
}
|
|
else
|
|
m_Position.z = newz+1;
|
|
}
|
|
}
|
|
}
|
|
|
|
SetMoving(true);
|
|
moved=true;
|
|
|
|
m_Delta = glm::vec4(m_Position.x - nx, m_Position.y - ny, m_Position.z - nz, 0.0f);
|
|
|
|
if (IsClient())
|
|
SendPosUpdate(1);
|
|
else
|
|
SendPosUpdate();
|
|
|
|
SetAppearance(eaStanding, false);
|
|
pLastChange = Timer::GetCurrentTime();
|
|
return true;
|
|
}
|
|
|
|
bool Mob::CalculateNewPosition2(float x, float y, float z, float speed, bool checkZ) {
|
|
if(IsNPC() || IsClient() || IsPet()) {
|
|
pRunAnimSpeed = (int8)(speed*NPC_RUNANIM_RATIO);
|
|
speed *= NPC_SPEED_MULTIPLIER;
|
|
}
|
|
|
|
return MakeNewPositionAndSendUpdate(x, y, z, speed, checkZ);
|
|
}
|
|
|
|
bool Mob::CalculateNewPosition(float x, float y, float z, float speed, bool checkZ) {
|
|
if(GetID()==0)
|
|
return true;
|
|
|
|
float nx = m_Position.x;
|
|
float ny = m_Position.y;
|
|
float nz = m_Position.z;
|
|
|
|
// if NPC is rooted
|
|
if (speed == 0.0) {
|
|
SetHeading(CalculateHeadingToTarget(x, y));
|
|
if(moved){
|
|
SendPosition();
|
|
SetMoving(false);
|
|
moved=false;
|
|
}
|
|
SetRunAnimSpeed(0);
|
|
Log.Out(Logs::Detail, Logs::AI, "Rooted while calculating new position to (%.3f, %.3f, %.3f)", x, y, z);
|
|
return true;
|
|
}
|
|
|
|
float old_test_vector=test_vector;
|
|
m_TargetV.x = x - nx;
|
|
m_TargetV.y = y - ny;
|
|
m_TargetV.z = z - nz;
|
|
|
|
if (m_TargetV.x == 0 && m_TargetV.y == 0)
|
|
return false;
|
|
pRunAnimSpeed = (uint8)(speed*NPC_RUNANIM_RATIO);
|
|
speed *= NPC_SPEED_MULTIPLIER;
|
|
|
|
Log.Out(Logs::Detail, Logs::AI, "Calculating new position to (%.3f, %.3f, %.3f) vector (%.3f, %.3f, %.3f) rate %.3f RAS %d", x, y, z, m_TargetV.x, m_TargetV.y, m_TargetV.z, speed, pRunAnimSpeed);
|
|
|
|
// --------------------------------------------------------------------------
|
|
// 2: get unit vector
|
|
// --------------------------------------------------------------------------
|
|
test_vector=sqrtf (x*x + y*y + z*z);
|
|
tar_vector = speed / sqrtf (m_TargetV.x*m_TargetV.x + m_TargetV.y*m_TargetV.y + m_TargetV.z*m_TargetV.z);
|
|
m_Position.w = CalculateHeadingToTarget(x, y);
|
|
|
|
if (tar_vector >= 1.0) {
|
|
if(IsNPC()) {
|
|
entity_list.ProcessMove(CastToNPC(), x, y, z);
|
|
}
|
|
|
|
m_Position.x = x;
|
|
m_Position.y = y;
|
|
m_Position.z = z;
|
|
Log.Out(Logs::Detail, Logs::AI, "Close enough, jumping to waypoint");
|
|
}
|
|
else {
|
|
float new_x = m_Position.x + m_TargetV.x*tar_vector;
|
|
float new_y = m_Position.y + m_TargetV.y*tar_vector;
|
|
float new_z = m_Position.z + m_TargetV.z*tar_vector;
|
|
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;
|
|
Log.Out(Logs::Detail, Logs::AI, "Next position (%.3f, %.3f, %.3f)", m_Position.x, m_Position.y, m_Position.z);
|
|
}
|
|
|
|
uint8 NPCFlyMode = 0;
|
|
|
|
if(IsNPC()) {
|
|
if(CastToNPC()->GetFlyMode() == 1 || CastToNPC()->GetFlyMode() == 2)
|
|
NPCFlyMode = 1;
|
|
}
|
|
|
|
//fix up pathing Z
|
|
if(!NPCFlyMode && checkZ && zone->HasMap() && RuleB(Map, FixPathingZWhenMoving))
|
|
{
|
|
if(!RuleB(Watermap, CheckForWaterWhenMoving) || !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) + 2.0f;
|
|
|
|
Log.Out(Logs::Detail, Logs::AI, "BestZ returned %4.3f at %4.3f, %4.3f, %4.3f", newz,m_Position.x,m_Position.y,m_Position.z);
|
|
|
|
if ((newz > -2000) &&
|
|
std::abs(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaMoving)) // Sanity check.
|
|
{
|
|
if (std::abs(x - m_Position.x) < 0.5 && std::abs(y - m_Position.y) < 0.5) {
|
|
if (std::abs(z - m_Position.z) <= RuleR(Map, FixPathingZMaxDeltaMoving))
|
|
m_Position.z = z;
|
|
else
|
|
m_Position.z = newz + 1;
|
|
}
|
|
else
|
|
m_Position.z = newz+1;
|
|
}
|
|
}
|
|
}
|
|
|
|
//OP_MobUpdate
|
|
if((old_test_vector!=test_vector) || tar_ndx>20){ //send update
|
|
tar_ndx=0;
|
|
this->SetMoving(true);
|
|
moved=true;
|
|
m_Delta = glm::vec4(m_Position.x - nx, m_Position.y - ny, m_Position.z - nz, 0.0f);
|
|
SendPosUpdate();
|
|
}
|
|
tar_ndx++;
|
|
|
|
// now get new heading
|
|
SetAppearance(eaStanding, false); // make sure they're standing
|
|
pLastChange = Timer::GetCurrentTime();
|
|
return true;
|
|
}
|
|
|
|
void NPC::AssignWaypoints(int32 grid)
|
|
{
|
|
if (grid == 0)
|
|
return; // grid ID 0 not supported
|
|
|
|
if (grid < 0) {
|
|
// Allow setting negative grid values for pausing pathing
|
|
this->CastToNPC()->SetGrid(grid);
|
|
return;
|
|
}
|
|
|
|
Waypoints.clear();
|
|
roamer = false;
|
|
|
|
// Retrieve the wander and pause types for this grid
|
|
std::string query = StringFormat("SELECT `type`, `type2` FROM `grid` WHERE `id` = %i AND `zoneid` = %i", grid,
|
|
zone->GetZoneID());
|
|
auto results = database.QueryDatabase(query);
|
|
if (!results.Success()) {
|
|
return;
|
|
}
|
|
|
|
if (results.RowCount() == 0)
|
|
return;
|
|
|
|
auto row = results.begin();
|
|
|
|
wandertype = atoi(row[0]);
|
|
pausetype = atoi(row[1]);
|
|
|
|
SetGrid(grid); // Assign grid number
|
|
|
|
// Retrieve all waypoints for this grid
|
|
query = StringFormat("SELECT `x`,`y`,`z`,`pause`,`heading` "
|
|
"FROM grid_entries WHERE `gridid` = %i AND `zoneid` = %i "
|
|
"ORDER BY `number`", grid, zone->GetZoneID());
|
|
results = database.QueryDatabase(query);
|
|
if (!results.Success()) {
|
|
return;
|
|
}
|
|
|
|
roamer = true;
|
|
max_wp = 0; // Initialize it; will increment it for each waypoint successfully added to the list
|
|
|
|
for (auto row = results.begin(); row != results.end(); ++row, ++max_wp)
|
|
{
|
|
wplist newwp;
|
|
newwp.index = max_wp;
|
|
newwp.x = atof(row[0]);
|
|
newwp.y = atof(row[1]);
|
|
newwp.z = atof(row[2]);
|
|
|
|
if(zone->HasMap() && RuleB(Map, FixPathingZWhenLoading) )
|
|
{
|
|
auto positon = glm::vec3(newwp.x,newwp.y,newwp.z);
|
|
if(!RuleB(Watermap, CheckWaypointsInWaterWhenLoading) || !zone->HasWaterMap() ||
|
|
(zone->HasWaterMap() && !zone->watermap->InWater(positon)))
|
|
{
|
|
glm::vec3 dest(newwp.x, newwp.y, newwp.z);
|
|
float newz = zone->zonemap->FindBestZ(dest, nullptr);
|
|
|
|
if ((newz > -2000) && std::abs(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaLoading))
|
|
newwp.z = newz + 1;
|
|
}
|
|
}
|
|
|
|
newwp.pause = atoi(row[3]);
|
|
newwp.heading = atof(row[4]);
|
|
Waypoints.push_back(newwp);
|
|
}
|
|
|
|
UpdateWaypoint(0);
|
|
SetWaypointPause();
|
|
|
|
if (wandertype == 1 || wandertype == 2 || wandertype == 5)
|
|
CalculateNewWaypoint();
|
|
|
|
if (wandertype == 1 || wandertype == 2 || wandertype == 5)
|
|
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;
|
|
Log.Out(Logs::Detail, Logs::AI, "Sent To (%.3f, %.3f, %.3f)", new_x, new_y, new_z);
|
|
|
|
if(flymode == FlyMode1)
|
|
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);
|
|
|
|
Log.Out(Logs::Detail, Logs::AI, "BestZ returned %4.3f at %4.3f, %4.3f, %4.3f", 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;
|
|
|
|
//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);
|
|
|
|
Log.Out(Logs::Detail, Logs::AI, "BestZ returned %4.3f at %4.3f, %4.3f, %4.3f", 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
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(0, "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", id);
|
|
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 = 1;
|
|
freeGridID = atoi(row[0]) + 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]);
|
|
}
|
|
|
|
void NPC::SaveGuardSpotCharm()
|
|
{
|
|
m_GuardPointSaved = m_GuardPoint;
|
|
}
|
|
|
|
void NPC::RestoreGuardSpotCharm()
|
|
{
|
|
m_GuardPoint = m_GuardPointSaved;
|
|
}
|