#include "uox3.h" #include "magic.h" #include "power.h" #include "weight.h" #include "cGuild.h" #include "townregion.h" #include "cRaces.h" #include "cServerDefinitions.h" #include "cMagic.h" #include "skills.h" #include "ssection.h" #include "CJSMapping.h" #include "cScript.h" #include "cEffects.h" #include "CPacketSend.h" #include "classes.h" #include "regions.h" #include "combat.h" #include "Dictionary.h" #include "movement.h" #include "scriptc.h" #include "StringUtility.hpp" #include "ObjectFactory.h" #include cMagic *Magic = nullptr; #define SPELL_MAX 68 // use define for now; can make autocount later // Look up spell-names from dictionary-files const MagicTable_s magic_table[] = { { 593, (MAGIC_DEFN)&splClumsy }, { 594, (MAGIC_DEFN)&splCreateFood }, { 595, (MAGIC_DEFN)&splFeeblemind }, { 596, (MAGIC_DEFN)&splHeal }, { 597, (MAGIC_DEFN)&splMagicArrow }, { 598, (MAGIC_DEFN)&splNightSight }, { 599, (MAGIC_DEFN)&splReactiveArmor }, { 600, (MAGIC_DEFN)&splWeaken }, { 601, (MAGIC_DEFN)&splAgility }, { 602, (MAGIC_DEFN)&splCunning }, { 603, (MAGIC_DEFN)&splCure }, { 604, (MAGIC_DEFN)&splHarm }, { 605, (MAGIC_DEFN)&splMagicTrap }, { 606, (MAGIC_DEFN)&splMagicUntrap }, { 607, (MAGIC_DEFN)&splProtection }, { 608, (MAGIC_DEFN)&splStrength }, { 609, (MAGIC_DEFN)&splBless }, { 610, (MAGIC_DEFN)&splFireball }, { 611, (MAGIC_DEFN)&splMagicLock }, { 612, (MAGIC_DEFN)&splPoison }, { 613, (MAGIC_DEFN)&splTelekinesis }, { 614, (MAGIC_DEFN)&splTeleport }, { 615, (MAGIC_DEFN)&splUnlock }, { 616, (MAGIC_DEFN)&splWallOfStone }, { 617, (MAGIC_DEFN)&splArchCure }, { 618, (MAGIC_DEFN)&splArchProtection }, { 619, (MAGIC_DEFN)&splCurse }, { 620, (MAGIC_DEFN)&splFireField }, { 621, (MAGIC_DEFN)&splGreaterHeal }, { 622, (MAGIC_DEFN)&splLightning }, { 623, (MAGIC_DEFN)&splManaDrain }, { 624, (MAGIC_DEFN)&splRecall }, { 625, (MAGIC_DEFN)&splBladeSpirits }, { 626, (MAGIC_DEFN)&splDispelField }, { 627, (MAGIC_DEFN)&splIncognito }, { 628, (MAGIC_DEFN)&splMagicReflection }, { 629, (MAGIC_DEFN)&splMindBlast }, { 630, (MAGIC_DEFN)&splParalyze }, { 631, (MAGIC_DEFN)&splPoisonField }, { 632, (MAGIC_DEFN)&splSummonCreature }, { 633, (MAGIC_DEFN)&splDispel }, { 634, (MAGIC_DEFN)&splEnergyBolt }, { 635, (MAGIC_DEFN)&splExplosion }, { 636, (MAGIC_DEFN)&splInvisibility }, { 637, (MAGIC_DEFN)&splMark }, { 638, (MAGIC_DEFN)&splMassCurse }, { 639, (MAGIC_DEFN)&splParalyzeField }, { 640, (MAGIC_DEFN)&splReveal }, { 641, (MAGIC_DEFN)&splChainLightning }, { 642, (MAGIC_DEFN)&splEnergyField }, { 643, (MAGIC_DEFN)&splFlameStrike }, { 644, (MAGIC_DEFN)&splGateTravel }, { 645, (MAGIC_DEFN)&splManaVampire }, { 646, (MAGIC_DEFN)&splMassDispel }, { 647, (MAGIC_DEFN)&splMeteorSwarm }, { 648, (MAGIC_DEFN)&splPolymorph }, { 649, (MAGIC_DEFN)&splEarthquake }, { 650, (MAGIC_DEFN)&splEnergyVortex }, { 651, (MAGIC_DEFN)&splResurrection }, { 652, (MAGIC_DEFN)&splSummonAir }, { 653, (MAGIC_DEFN)&splSummonDaemon }, { 654, (MAGIC_DEFN)&splSummonEarth }, { 655, (MAGIC_DEFN)&splSummonFire }, { 656, (MAGIC_DEFN)&splSummonWater }, { 657, (MAGIC_DEFN)&splRandom }, { 658, (MAGIC_DEFN)&splNecro1 }, { 659, (MAGIC_DEFN)&splNecro2 }, { 660, (MAGIC_DEFN)&splNecro3 }, { 661, (MAGIC_DEFN)&splNecro4 }, { 662, (MAGIC_DEFN)&splNecro5 }, { 0, nullptr } }; //o-----------------------------------------------------------------------------------------------o //| Function - SpawnGate( CChar *caster, SI16 srcX, SI16 srcY, SI08 srcZ, UI08 srcWorld, SI16 trgX, SI16 trgY, SI08 trgZ, UI08 trgWorld ) //| Date - 17th September, 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - It will construct 2 linked gates, one at srcX / srcY / srcZ and another at trgX / trgY / trgZ //o-----------------------------------------------------------------------------------------------o void SpawnGate( CChar *caster, SI16 srcX, SI16 srcY, SI08 srcZ, UI08 srcWorld, SI16 trgX, SI16 trgY, SI08 trgZ, UI08 trgWorld ) { CItem *g1 = Items->CreateItem( nullptr, caster, 0x0F6C, 1, 0, OT_ITEM ); if( ValidateObject( g1 ) ) { g1->SetDecayable( true ); g1->SetType( IT_GATE ); g1->SetLocation( srcX, srcY, srcZ, srcWorld, g1->GetInstanceID() ); g1->SetDecayTime( cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_GATE ) ); g1->SetDir( 1 ); CItem *g2 = Items->CreateItem( nullptr, caster, 0x0F6C, 1, 0, OT_ITEM ); if( ValidateObject( g2 ) ) { g2->SetDecayable( true ); g2->SetType( IT_GATE ); g2->SetLocation( trgX, trgY, trgZ, trgWorld, g2->GetInstanceID() ); g2->SetDecayTime( cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_GATE ) ); g2->SetDir( 1 ); g2->SetTempVar( CITV_MOREX, g1->GetSerial() ); g1->SetTempVar( CITV_MOREX, g2->GetSerial() ); } else g1->Delete(); } } //o-----------------------------------------------------------------------------------------------o //| Function - bool FieldSpell( CChar *caster, UI16 id, SI16 x, SI16 y, SI08 z, UI08 fieldDir, SI08 spellNum ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Creates rows of items for field spells like firewalls, wall of stone, etc //o-----------------------------------------------------------------------------------------------o bool FieldSpell( CChar *caster, UI16 id, SI16 x, SI16 y, SI08 z, UI08 fieldDir, SI08 spellNum ) { SI16 fx[5], fy[5]; if( fieldDir ) { fx[0] = fx[1] = fx[2] = fx[3] = fx[4] = x; fy[0] = y - 1; fy[1] = y + 1; fy[2] = y - 2; fy[3] = y + 2; fy[4] = y; } else { fy[0] = fy[1] = fy[2] = fy[3] = fy[4] = y; fx[0] = x - 1; fx[1] = x + 1; fx[2] = x - 2; fx[3] = x + 2; fx[4] = x; } CItem *i = nullptr; UI08 worldNumber = caster->WorldNumber(); UI16 instanceID = caster->GetInstanceID(); for( UI08 j = 0; j < 5; ++j ) // how about we make this 5, huh? missing part of the field { if( id != 0x0080 || ( id == 0x0080 && !Movement->CheckForCharacterAtXYZ( caster, fx[j], fy[j], z ))) { i = Items->CreateItem( nullptr, caster, id, 1, 0, OT_ITEM ); if( i != nullptr ) { i->SetDispellable( true ); i->SetDecayable( true ); // Duration of field item based on caster's Magery skill i->SetDecayTime( BuildTimeValue( static_cast(caster->GetSkill( MAGERY ) / 15 )) ); // If Poison Field, use average of caster's Magery and Poisoning skills if( spellNum == 39 ) // Poison Field i->SetTempVar( CITV_MOREX, static_cast((caster->GetSkill( MAGERY ) + caster->GetSkill( POISONING )) / 2) ); else i->SetTempVar( CITV_MOREX, caster->GetSkill( MAGERY ) ); // remember casters magery skill for damage // Store caster's serial in field item i->SetTempVar( CITV_MOREY, caster->GetSerial() ); i->SetLocation( fx[j], fy[j], Map->Height( fx[j], fy[j], z, worldNumber, instanceID ) ); i->SetDir( 29 ); i->SetMovable( 2 ); // Don't save these temporary effect items! i->ShouldSave( false ); CMagicStat temp = Magic->spells[spellNum].StaticEffect(); if( temp.Effect() != INVALIDID ) Effects->PlayStaticAnimation( i, temp.Effect(), temp.Speed(), temp.Loop() ); } } } return true; } bool splClumsy( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { // This spell is now handled in JS/MAGIC/level1targ.js return false; } bool splCreateFood( CSocket *sock, CChar *caster, SI08 curSpell ) { // This spell is now handled in JS/MAGIC/createfood.js return false; } bool splFeeblemind( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { // This spell is now handled in JS/MAGIC/level1targ.js return false; } bool splHeal( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { // This spell is now handled in JS/MAGIC/level1targ.js return false; } bool splMagicArrow( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { // This spell is now handled in JS/MAGIC/level1targ.js return false; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splNightSight( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Night Sight spell //o-----------------------------------------------------------------------------------------------o bool splNightSight( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { Effects->tempeffect( src, target, 2, 0, 0, 0); if( target->IsMurderer() ) criminal( caster ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splReactiveArmor( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Reactive Armor spell //o-----------------------------------------------------------------------------------------------o bool splReactiveArmor( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { Effects->tempeffect( src, target, 15, caster->GetSkill( MAGERY )/100, 0, 0 ); target->SetReactiveArmour( true ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splWeaken( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Weaken spell //o-----------------------------------------------------------------------------------------------o bool splWeaken( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { Effects->tempeffect( src, target, 5, caster->GetSkill( MAGERY )/100, 0, 0); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splAgility( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Agility spell //o-----------------------------------------------------------------------------------------------o bool splAgility( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { Effects->tempeffect( src, target, 6, caster->GetSkill( MAGERY )/100, 0, 0); if( target->IsMurderer() ) criminal( caster ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splCunning( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Cunning spell //o-----------------------------------------------------------------------------------------------o bool splCunning( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { Effects->tempeffect( src, target, 7, caster->GetSkill( MAGERY )/100, 0, 0); if( target->IsMurderer() ) criminal( caster ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splCure( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Cure spell //o-----------------------------------------------------------------------------------------------o bool splCure( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { target->SetPoisoned( 0 ); target->SetTimer( tCHAR_POISONWEAROFF, cwmWorldState->GetUICurrentTime() ); if( target->IsMurderer() ) criminal( caster ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splHarm( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Harm spell //o-----------------------------------------------------------------------------------------------o bool splHarm( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { SI16 spellDamage = 0; bool spellResisted = Magic->CheckResist( caster, target, Magic->spells[curSpell].Circle() ); spellDamage = Magic->spells[curSpell].BaseDmg(); spellDamage = CalcSpellDamageMod( caster, target, spellDamage, spellResisted ); Effects->tempeffect( src, target, 29, spellDamage, 0, 0 ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splMagicTrap( CSocket *sock, CChar *caster, CItem *target, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Magic Trap spell //o-----------------------------------------------------------------------------------------------o bool splMagicTrap( CSocket *sock, CChar *caster, CItem *target, SI08 curSpell ) { if( target->IsContType() && target->GetID() != 0x0E75 ) { target->SetTempVar( CITV_MOREZ, calcserial( 1, caster->GetSkill( MAGERY ) / 200, caster->GetSkill( MAGERY ) / 100, 0 ) ); if( Magic->spells[13].Effect() != INVALIDID ) Effects->PlaySound( caster, Magic->spells[13].Effect() ); CMagicStat temp = Magic->spells[13].StaticEffect(); if( temp.Effect() != INVALIDID ) Effects->PlayStaticAnimation( target, temp.Effect(), temp.Speed(), temp.Loop() ); } else sock->sysmessage( 663 ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splMagicUntrap( CSocket *sock, CChar *caster, CItem *target, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Magic Untrap spell //o-----------------------------------------------------------------------------------------------o bool splMagicUntrap( CSocket *sock, CChar *caster, CItem *target, SI08 curSpell ) { if( target->IsContType() ) { if( target->GetTempVar( CITV_MOREZ, 1 ) == 1 ) { if( RandomNum( 1, 100 ) <= 50 + ( caster->GetSkill( MAGERY )/10) - target->GetTempVar( CITV_MOREZ, 3 ) ) { target->SetTempVar( CITV_MOREZ, 1, 0 ); if( Magic->spells[14].Effect() != INVALIDID ) Effects->PlaySound( caster, Magic->spells[14].Effect() ); CMagicStat temp = Magic->spells[14].StaticEffect(); if( temp.Effect() != INVALIDID ) Effects->PlayStaticAnimation( target, temp.Effect(), temp.Speed(), temp.Loop() ); sock->sysmessage( 664 ); } else sock->sysmessage( 665 ); } else sock->sysmessage( 667 ); } else sock->sysmessage( 668 ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splProtection( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Protection spell //o-----------------------------------------------------------------------------------------------o bool splProtection( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { Effects->tempeffect( src, target, 21, caster->GetSkill( MAGERY )/10, 0, 0 ); if( target->IsMurderer() ) criminal( caster ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splStrength( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Strength spell //o-----------------------------------------------------------------------------------------------o bool splStrength( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { Effects->tempeffect( src, target, 8, caster->GetSkill( MAGERY )/100, 0, 0); if( target->IsMurderer() ) criminal( caster ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splBless( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Bless spell //o-----------------------------------------------------------------------------------------------o bool splBless( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { SI32 j = caster->GetSkill( MAGERY )/100; Effects->tempeffect( src, target, 11, j, j, j); if( target->IsMurderer() ) criminal( caster ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splFireball( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Fireball spell //o-----------------------------------------------------------------------------------------------o bool splFireball( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { SI16 spellDamage = 0; bool spellResisted = Magic->CheckResist( caster, target, Magic->spells[curSpell].Circle() ); spellDamage = Magic->spells[curSpell].BaseDmg(); spellDamage = CalcSpellDamageMod( caster, target, spellDamage, spellResisted ); Effects->tempeffect( src, target, 30, spellDamage, 0, 0 ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splMagicLock( CSocket *sock, CChar *caster, CItem *target, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Magic Lock spell //o-----------------------------------------------------------------------------------------------o bool splMagicLock( CSocket *sock, CChar *caster, CItem *target, SI08 curSpell ) { ItemTypes type = target->GetType(); if( ( type == IT_CONTAINER || type == IT_DOOR || type == IT_SPAWNCONT ) && ( target->GetID( 1 ) != 0x0E || target->GetID( 2 ) != 0x75 ) ) { switch( type ) { case IT_CONTAINER: target->SetType( IT_LOCKEDCONTAINER ); break; case IT_DOOR: target->SetType( IT_LOCKEDDOOR ); break; case IT_SPAWNCONT: target->SetType( IT_LOCKEDSPAWNCONT ); break; default: Console.error( "Fallout of switch statement without default. magic.cpp, magiclocktarget()" ); break; } if( Magic->spells[19].Effect() != INVALIDID ) Effects->PlaySound( caster, Magic->spells[19].Effect() ); CMagicStat temp = Magic->spells[19].StaticEffect(); if( temp.Effect() != INVALIDID ) Effects->PlayStaticAnimation( target, temp.Effect(), temp.Speed(), temp.Loop() ); } else sock->sysmessage( 669 ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 CalculateMagicPoisonStrength( CChar *caster, CChar *target, UI16 skillVal, bool checkDistance, UI08 spellCircle ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Calculate strength of magic poison based on caster and target //o-----------------------------------------------------------------------------------------------o UI08 CalculateMagicPoisonStrength( CChar *caster, CChar *target, UI16 skillVal, bool checkDistance, UI08 spellCircle ) { // Default to Lesser Poison if caster is further than 2 tiles away from target UI08 poisonStrength = 1; // Check if caster is within 2 tiles of target if( !checkDistance || getDist( caster, target ) <= 2 ) { // Calculate poison strength based on average of caster's Magery and Poisoning skills if( skillVal == 0 ) skillVal = static_cast(( caster->GetSkill( MAGERY ) + caster->GetSkill( POISONING )) / 2); if( skillVal >= 1000 ) // GM in both skills { // 5% chance of Deadly Poison if spellCircle is lower than 5, or always Deadly if spellCircle is 5 if( spellCircle == 5 || RandomNum( 1, 100 ) <= 5 ) poisonStrength = 4; // Deadly Poison else poisonStrength = 3; // Greater Poison } else if( skillVal > 701 ) poisonStrength = 3; // Greater Poison else if( skillVal > 301 ) poisonStrength = 2; // Regular Poison } // If target resists spell, reduce strength of poison if( Magic->CheckResist( caster, target, 3 ) ) { if( poisonStrength > 1 ) poisonStrength--; } return poisonStrength; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splPoison( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Poison spell //o-----------------------------------------------------------------------------------------------o bool splPoison( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { // Calculate poison strength of spell based on caster's skills, range to target and whether target resists UI08 poisonStrength = CalculateMagicPoisonStrength( caster, target, 0, true, 3 ); // Apply poison on target target->SetPoisoned( poisonStrength ); // Set time until poison wears off completely target->SetTimer( tCHAR_POISONWEAROFF, BuildTimeValue( getPoisonDuration( poisonStrength ))); // Handle criminal flagging if( ValidateObject( caster ) && target->IsInnocent() ) { if( WillResultInCriminal( caster, target ) && ValidateObject( caster ) && !caster->IsGM() && !caster->IsCounselor() ) criminal( caster ); } return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splTelekinesis( CSocket *sock, CChar *caster, CItem *target, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Telekinesis spell //o-----------------------------------------------------------------------------------------------o bool splTelekinesis( CSocket *sock, CChar *caster, CItem *target, SI08 curSpell ) { if( target->IsContType() ) { if( target->GetTempVar( CITV_MOREZ, 1 ) == 1 ) { target->SetTempVar( CITV_MOREZ, 1, 0 ); if( Magic->spells[21].Effect() != INVALIDID ) Effects->PlaySound( caster, Magic->spells[21].Effect() ); CMagicStat temp = Magic->spells[21].StaticEffect(); if( temp.Effect() != INVALIDID ) Effects->PlayStaticAnimation( target, temp.Effect(), temp.Speed(), temp.Loop() ); Magic->MagicTrap( caster, target ); } else sock->sysmessage( 667 ); } else sock->sysmessage( 668 ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splTeleport( CSocket *sock, CChar *caster, SI16 x, SI16 y, SI08 z, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Teleport spell //o-----------------------------------------------------------------------------------------------o bool splTeleport( CSocket *sock, CChar *caster, SI16 x, SI16 y, SI08 z, SI08 curSpell ) { CMultiObj *m = findMulti( x, y, z, caster->WorldNumber(), caster->GetInstanceID() ); if( ValidateObject( m ) && m->GetOwnerObj() != caster && !caster->IsNpc() ) { sock->sysmessage( 670 ); return false; } if( !caster->IsNpc() ) { CTile& tile = Map->SeekTile( sock->GetWord( 0x11 ) ); if( (!strcmp( tile.Name(), "water")) || tile.CheckFlag( TF_WET ) ) { sock->sysmessage( 671 ); return false; } if( tile.CheckFlag( TF_ROOF ) ) // slanted roof tile!!! naughty naughty { sock->sysmessage( 672 ); return false; } } if( Weight->isOverloaded( caster ) ) { if( caster->GetMana() >= 20 ) caster->SetMana( (SI16)(caster->GetMana() - 20) ); else { sock->sysmessage( 1386 ); return false; } } CMagicStat temp = Magic->spells[22].StaticEffect(); if( temp.Effect() != INVALIDID ) { Effects->PlayStaticAnimation( caster->GetX(), caster->GetY(), caster->GetZ(), temp.Effect(), temp.Speed(), temp.Loop(), false ); caster->SetLocation( x, y, z ); Magic->doStaticEffect( caster, 22 ); } return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splUnlock( CSocket *sock, CChar *caster, CItem *target, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Unlock spell //o-----------------------------------------------------------------------------------------------o bool splUnlock( CSocket *sock, CChar *caster, CItem *target, SI08 curSpell ) { if( target->isDivineLocked() ) { sock->sysmessage( 673 ); return false; } if( target->GetType() == IT_LOCKEDCONTAINER ) { target->SetType( IT_CONTAINER ); sock->sysmessage( 674 ); target->RemoveFromSight(); target->Update(); if( Magic->spells[23].Effect() != INVALIDID ) Effects->PlaySound( caster, Magic->spells[23].Effect() ); CMagicStat temp = Magic->spells[23].StaticEffect(); if( temp.Effect() != INVALIDID ) Effects->PlayStaticAnimation( target, temp.Effect(), temp.Speed(), temp.Loop() ); } else if( target->GetType() == IT_LOCKEDSPAWNCONT ) { target->SetType( IT_SPAWNCONT ); sock->sysmessage( 675 ); target->RemoveFromSight(); target->Update(); if( Magic->spells[23].Effect() != INVALIDID ) Effects->PlaySound( caster, Magic->spells[23].Effect() ); CMagicStat temp = Magic->spells[23].StaticEffect(); if( temp.Effect() != INVALIDID ) Effects->PlayStaticAnimation( target, temp.Effect(), temp.Speed(), temp.Loop() ); } else if( target->GetType() == IT_CONTAINER || target->GetType() == IT_SPAWNCONT || target->GetType() == IT_LOCKEDSPAWNCONT || target->GetType() == IT_TRASHCONT ) sock->sysmessage( 676 ); else if( target->GetType() == IT_DOOR ) sock->sysmessage( 677 ); else sock->sysmessage( 678 ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splWallOfStone( CSocket *sock, CChar *caster, UI08 fieldDir, SI16 x, SI16 y, SI08 z, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Wall of Stone spell //o-----------------------------------------------------------------------------------------------o bool splWallOfStone( CSocket *sock, CChar *caster, UI08 fieldDir, SI16 x, SI16 y, SI08 z, SI08 curSpell ) { return FieldSpell( caster, 0x0080, x, y, z, fieldDir, curSpell ); } //o-----------------------------------------------------------------------------------------------o //| Function - void ArchCureStub( CChar *caster, CChar *target, SI08 curSpell, SI08 targCount ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Arch Cure spell to an individual target //o-----------------------------------------------------------------------------------------------o void ArchCureStub( CChar *caster, CChar *target, SI08 curSpell, SI08 targCount ) { target->SetPoisoned( 0 ); target->SetTimer( tCHAR_POISONWEAROFF, cwmWorldState->GetUICurrentTime() ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool splArchCure( CSocket *sock, CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Casts Arch Cure as an area affect spell //o-----------------------------------------------------------------------------------------------o bool splArchCure( CSocket *sock, CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { AreaAffectSpell( sock, caster, &ArchCureStub, curSpell ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - void ArchProtectionStub( CChar *caster, CChar *target, SI08 curSpell, SI08 targCount ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Arch Protection spell to an individual target //o-----------------------------------------------------------------------------------------------o void ArchProtectionStub( CChar *caster, CChar *target, SI08 curSpell, SI08 targCount ) { Magic->playSound( target, 26 ); Magic->doStaticEffect( target, 15 ); // protection Effects->tempeffect( caster, target, 21, caster->GetSkill( MAGERY )/10, 0, 0 ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool splArchProtection( CSocket *sock, CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Casts Arch Protection as an area affect spell //o-----------------------------------------------------------------------------------------------o bool splArchProtection( CSocket *sock, CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { AreaAffectSpell( sock, caster, &ArchProtectionStub, curSpell ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splCurse( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Curse spell //o-----------------------------------------------------------------------------------------------o bool splCurse( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { SI32 j = caster->GetSkill( MAGERY ) / 100; Effects->tempeffect(caster, target, 12, j, j, j); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splFireField( CSocket *sock, CChar *caster, UI08 fieldDir, SI16 x, SI16 y, SI08 z, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Casts Fire Field as a field spell //o-----------------------------------------------------------------------------------------------o bool splFireField( CSocket *sock, CChar *caster, UI08 fieldDir, SI16 x, SI16 y, SI08 z, SI08 curSpell ) { if( fieldDir == 0 ) return FieldSpell( caster, 0x398C, x, y, z, fieldDir, curSpell ); else return FieldSpell( caster, 0x3996, x, y, z, fieldDir, curSpell ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool splGreaterHeal( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Greater Heal spell //o-----------------------------------------------------------------------------------------------o bool splGreaterHeal( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { SI32 srcHealth = target->GetHP(); SI32 baseHealing = Magic->spells[curSpell].BaseDmg(); SI32 j = caster->GetSkill( MAGERY ) / 30 + HalfRandomNum( baseHealing ); target->Heal( j, caster ); Magic->SubtractHealth( caster, std::min( target->GetStrength(), (SI16)(srcHealth + j) ), 29 ); if( target->IsMurderer() ) criminal( caster ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splLightning( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Lightning spell //o-----------------------------------------------------------------------------------------------o bool splLightning( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { SI16 spellDamage = 0; bool spellResisted = Magic->CheckResist( caster, target, Magic->spells[curSpell].Circle() ); spellDamage = Magic->spells[curSpell].BaseDmg(); spellDamage = CalcSpellDamageMod( caster, target, spellDamage, spellResisted ); Effects->tempeffect( src, target, 31, spellDamage, 0, 0 ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splManaDrain( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Mana Drain spell //o-----------------------------------------------------------------------------------------------o bool splManaDrain( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { if( !Magic->CheckResist( caster, target, 4 ) ) { target->SetMana( target->GetMana() - caster->GetSkill( MAGERY )/35 ); if( target->GetMana() < 0 ) target->SetMana( 0 ); } return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splRecall( CSocket *sock, CChar *caster, CItem *i, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Recall spell //o-----------------------------------------------------------------------------------------------o bool splRecall( CSocket *sock, CChar *caster, CItem *i, SI08 curSpell ) { // No recall if too heavy, GMs excempt if( Weight->isOverloaded( caster ) && !cwmWorldState->ServerData()->TravelSpellsWhileOverweight() && ( !caster->IsCounselor() && !caster->IsGM() ) ) { sock->sysmessage( 680 ); // You are too heavy to do that! sock->sysmessage( 681 ); // You feel drained from the attempt. return false; } else if( i->GetType() == 7 ) { // Player recalled off a key CMultiObj *shipMulti = calcMultiFromSer( i->GetTempVar( CITV_MORE ) ); if( ValidateObject( shipMulti ) && shipMulti->CanBeObjType( OT_BOAT ) ) { if(( shipMulti->WorldNumber() == caster->WorldNumber() || cwmWorldState->ServerData()->TravelSpellsBetweenWorlds() ) && shipMulti->GetInstanceID() == caster->GetInstanceID() ) { caster->SetLocation( shipMulti->GetX() + 1, shipMulti->GetY(), shipMulti->GetZ() + 3, shipMulti->WorldNumber(), shipMulti->GetInstanceID() ); return true; } else { sock->sysmessage( 2063 ); // You are unable to recall to your ship - it might be in another world! return false; } } else { sock->sysmessage( 2065 ); // You can only recall off of recall runes or valid ship keys! return false; } } else { // Check if rune was marked in a multi - if so, try to take user directly there TAGMAPOBJECT runeMore = i->GetTag( "multiSerial" ); if( runeMore.m_StringValue != "" ) { SERIAL mSerial = strutil::value( runeMore.m_StringValue ); if( mSerial != 0 && mSerial != INVALIDSERIAL ) { CMultiObj *shipMulti = calcMultiFromSer( mSerial ); if( ValidateObject( shipMulti ) && shipMulti->CanBeObjType( OT_BOAT ) ) { if(( shipMulti->WorldNumber() == caster->WorldNumber() || cwmWorldState->ServerData()->TravelSpellsBetweenWorlds() ) && shipMulti->GetInstanceID() == caster->GetInstanceID() ) { caster->SetLocation( shipMulti->GetX() + 1, shipMulti->GetY(), shipMulti->GetZ() + 3, shipMulti->WorldNumber(), shipMulti->GetInstanceID() ); return true; } else { sock->sysmessage( 2063 ); // You are unable to recall to your ship - it might be in another world! return false; } } } sock->sysmessage( 2062 ); // Unable to locate ship - it might have been dry-docked... or sunk! return false; } else if( i->GetTempVar( CITV_MOREX ) == 0 && i->GetTempVar( CITV_MOREY ) == 0 ) { sock->sysmessage( 679 ); // That rune has not been marked yet! return false; } else { UI08 worldNum = static_cast(i->GetTempVar( CITV_MORE )); if( !Map->MapExists( worldNum ) ) worldNum = caster->WorldNumber(); if( worldNum != caster->WorldNumber() ) { if( cwmWorldState->ServerData()->TravelSpellsBetweenWorlds() ) { caster->SetLocation( static_cast(i->GetTempVar( CITV_MOREX )), static_cast(i->GetTempVar( CITV_MOREY )), static_cast(i->GetTempVar( CITV_MOREZ )), worldNum, caster->GetInstanceID() ); SendMapChange( caster->WorldNumber(), sock, false ); } else { sock->sysmessage( 2061 ); // Travelling between worlds using Recall or Gate spells is not possible. return false; } } else caster->SetLocation( static_cast(i->GetTempVar( CITV_MOREX )), static_cast(i->GetTempVar( CITV_MOREY )), static_cast(i->GetTempVar( CITV_MOREZ )), worldNum, caster->GetInstanceID() ); sock->sysmessage( 682 ); // You have recalled from the rune. return true; } } } //o-----------------------------------------------------------------------------------------------o //| Function - bool splBladeSpirits( CSocket *sock, CChar *caster, SI16 x, SI16 y, SI08 z, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Blade Spirits spell (summons a Blade Spirit) //o-----------------------------------------------------------------------------------------------o bool splBladeSpirits( CSocket *sock, CChar *caster, SI16 x, SI16 y, SI08 z, SI08 curSpell ) { Magic->SummonMonster( sock, caster, 6, x, y, z ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splDispelField( CSocket *sock, CChar *caster, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Dispel Field spell //o-----------------------------------------------------------------------------------------------o bool splDispelField( CSocket *sock, CChar *caster, SI08 curSpell ) { CItem *i = calcItemObjFromSer( sock->GetDWord( 7 ) ); if( ValidateObject( i ) ) { if( LineOfSight( sock, caster, i->GetX(), i->GetY(), ( i->GetZ() + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ) || caster->IsGM() ) { if( i->isDecayable() || i->isDispellable() ) { std::vector scriptTriggers = i->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute != nullptr ) { if( toExecute->OnDispel( i ) == 1 ) // if it exists and we don't want hard code, return return false; } } i->Delete(); } Effects->PlaySound( caster, 0x0201 ); } else sock->sysmessage( 683 ); } return true; } void setRandomName( CChar *s, const std::string& namelist ); //o-----------------------------------------------------------------------------------------------o //| Function - bool splIncognito( CSocket *sock, CChar *caster, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Incognito spell //o-----------------------------------------------------------------------------------------------o bool splIncognito( CSocket *sock, CChar *caster, SI08 curSpell ) { if( caster->IsIncognito() ) { sock->sysmessage( 1636 ); return false; } // ------ SEX ------ caster->SetOrgID( caster->GetID() ); UI08 randomGender = RandomNum( 0, 3 ); switch( randomGender ) { case 0: caster->SetID( 0x0190 ); break; // male, human case 1: caster->SetID( 0x0191 ); break; // female, human case 2: caster->SetID( 0x025D ); break; // male, elf case 3: caster->SetID( 0x025E ); break; // female, elf } // ------ NAME ----- caster->SetOrgName( caster->GetName() ); switch( randomGender ) { case 0: setRandomName( caster, "1" ); break; // get a name from human male list case 1: setRandomName( caster, "2" ); break; // get a name from human female list case 2: setRandomName( caster, "3" ); break; // get a name from elf male list case 3: setRandomName( caster, "4" ); break; // get a name from elf female list } SI32 color = RandomNum( 0x044E, 0x047D ); CItem *j = caster->GetItemAtLayer( IL_HAIR ); if( ValidateObject( j ) ) { caster->SetHairColour( j->GetColour() ); caster->SetHairStyle( j->GetID() ); SI32 rNum = RandomNum( 0, 9 ); switch( rNum ) { case 0: case 1: case 2: j->SetID( 0x3B + rNum, 2 ); break; case 3: case 4: case 5: case 6: case 7: case 8: case 9: j->SetID( 0x44 + ( rNum - 3 ), 2 ); break; } j->SetColour( color ); } if( randomGender == 0 || randomGender == 2 ) { j = caster->GetItemAtLayer( IL_FACIALHAIR ); if( ValidateObject( j ) ) { caster->SetBeardColour( j->GetColour() ); caster->SetBeardStyle( j->GetID() ); SI32 rNum2 = RandomNum( 0, 6 ); switch( rNum2 ) { case 0: case 1: case 2: case 3: j->SetID( 0x3E + rNum2, 2 ); break; case 4: case 5: case 6: j->SetID( 0x4B + (rNum2 - 4), 2 ); break; } j->SetColour( color ); } } //only refresh once caster->SendWornItems( sock ); Effects->PlaySound( caster, 0x0203 ); Effects->tempeffect( caster, caster, 19, 0, 0, 0 ); caster->IsIncognito( true ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splMagicReflection( CSocket *sock, CChar *caster, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Magic Reflection spell //o-----------------------------------------------------------------------------------------------o bool splMagicReflection( CSocket *sock, CChar *caster, SI08 curSpell ) { caster->SetTempReflected( true ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splMindBlast( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Mind Blast spell //o-----------------------------------------------------------------------------------------------o bool splMindBlast( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { SI16 spellDamage = 0; SI16 baseDamage = 0; SI16 targetStats = target->GetIntelligence() + target->GetStrength() + target->GetDexterity(); SI16 casterStats = caster->GetIntelligence() + caster->GetStrength() + caster->GetDexterity(); //If target's int makes out a larger percentage of the total stats than the caster's, backfire spell onto caster if(( target->GetIntelligence() * 100 ) / targetStats > ( caster->GetIntelligence() * 100 ) / casterStats ) target = src; bool spellResisted = Magic->CheckResist( caster, target, Magic->spells[curSpell].Circle() ); baseDamage = Magic->spells[curSpell].BaseDmg(); spellDamage = baseDamage; spellDamage = CalcSpellDamageMod( caster, target, spellDamage, spellResisted ); //Damage should not exceed 60% of target maxhp if( spellDamage > ( target->GetMaxHP() * 0.6 ) ) spellDamage = (SI16) roundNumber( target->GetMaxHP() * 0.6 ); //Damage should not exceed basedamage from DFN + 20% if( spellDamage > baseDamage * 1.20 ) spellDamage = baseDamage * 1.20; Effects->tempeffect( src, target, 32, spellDamage, 0, 0 ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splParalyze( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Paralyze spell //o-----------------------------------------------------------------------------------------------o bool splParalyze( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { if( !Magic->CheckResist( caster, target, 7 ) ) Effects->tempeffect( caster, target, 1, 0, 0, 0 ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splPoisonField( CSocket *sock, CChar *caster, UI08 fieldDir, SI16 x, SI16 y, SI08 z, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Casts Poison Field as a field spell //o-----------------------------------------------------------------------------------------------o bool splPoisonField( CSocket *sock, CChar *caster, UI08 fieldDir, SI16 x, SI16 y, SI08 z, SI08 curSpell ) { if( fieldDir == 0 ) return FieldSpell( caster, 0x3915, x, y, z, fieldDir, curSpell ); else return FieldSpell( caster, 0x3921, x, y, z, fieldDir, curSpell ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool splSummonCreature( CSocket *sock, CChar *caster, SI16 x, SI16 y, SI08 z, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Summon Creature spell (summons a creature) //o-----------------------------------------------------------------------------------------------o bool splSummonCreature( CSocket *sock, CChar *caster, SI16 x, SI16 y, SI08 z, SI08 curSpell ) { if( caster->GetSkill( MAGERY ) <= 380 ) return false; else Magic->SummonMonster( sock, caster, 0, x, y, z ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splDispel( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Dispel spell //o-----------------------------------------------------------------------------------------------o bool splDispel( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { if( target->IsDispellable() ) { //Effects->PlayStaticAnimation( target, 0x372A, 0x09, 0x06 ); // why the specifics here? if( target->IsNpc() ) { std::vector scriptTriggers = target->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute != nullptr ) { if( toExecute->OnDispel( target ) == 1 ) // if it exists and we don't want hard code, return return false; } } // Base chance of dispelling on Dispel caster's Magery skill vs summoner's magicresistance UI16 casterMagery = caster->GetSkill( MAGERY ); UI16 targetResist = 0; targetResist = target->GetSkill( MAGICRESISTANCE ); // If creature was summoned, use highest of creature's resist and summoner's resist if( target->GetOwner() != INVALIDSERIAL ) targetResist = std::max( targetResist, target->GetOwnerObj()->GetSkill( MAGICRESISTANCE )); UI16 dispelChance = static_cast(std::max( static_cast(950), static_cast(std::ceil(( 500 - ( targetResist - casterMagery )) / 1.5 )))); if( dispelChance > RandomNum( 0, 1000 ) ) { // Dispel succeeded! if( Magic->spells[41].Effect() != INVALIDID ) Effects->PlaySound( target, Magic->spells[41].Effect() ); CMagicStat temp = Magic->spells[41].StaticEffect(); if( temp.Effect() != INVALIDID ) { // Play static effect at target's location, since target gets destroyed Effects->PlayStaticAnimation( target->GetX(), target->GetY(), target->GetZ(), temp.Effect(), temp.Speed(), temp.Loop(), false ); } target->Delete(); } else if( caster->GetSocket() != nullptr ) { // Dispel resisted! caster->GetSocket()->sysmessage( 2761 ); // The creature resisted the attempt to dispel it! } } else HandleDeath( target, nullptr ); } return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splEnergyBolt( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Energy Bolt spell //o-----------------------------------------------------------------------------------------------o bool splEnergyBolt( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { SI16 spellDamage = 0; bool spellResisted = Magic->CheckResist( caster, target, Magic->spells[curSpell].Circle() ); spellDamage = Magic->spells[curSpell].BaseDmg(); spellDamage = CalcSpellDamageMod( caster, target, spellDamage, spellResisted ); Effects->tempeffect( src, target, 33, spellDamage, 0, 0 ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splExplosion( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Explosion spell. Delay configurable in UOX.INI //o-----------------------------------------------------------------------------------------------o bool splExplosion( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { SI16 spellDamage = 0; bool spellResisted = Magic->CheckResist( caster, target, Magic->spells[curSpell].Circle() ); spellDamage = Magic->spells[curSpell].BaseDmg(); spellDamage = CalcSpellDamageMod( caster, target, spellDamage, spellResisted ); Effects->tempeffect( src, target, 27, spellDamage, 0, 0 ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splInvisibility( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Invisibility spell //o-----------------------------------------------------------------------------------------------o bool splInvisibility( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { target->SetVisible( VT_INVISIBLE ); target->SetTimer( tCHAR_INVIS, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_INVISIBILITY ) ); if( target->IsMurderer() ) criminal( caster ); //Stop autodefending against targets in combat once you turn invisible if( !target->IsNpc() ) Combat->InvalidateAttacker( target ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splMark( CSocket *sock, CChar *caster, CItem *i, SI08 curSpell ) //| Date - 09/22/2002 //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Mark spell //| //| Changes - 09/22/2002 - Fixed marking of locked down runes.. //| (shouldn't be possible) //o-----------------------------------------------------------------------------------------------o bool splMark( CSocket *sock, CChar *caster, CItem *i, SI08 curSpell ) { if( i->IsLockedDown() ) { sock->sysmessage( 774 ); // That is locked down and you cannot use it. return false; } if( i->GetType() == IT_RUNEBOOK ) { sock->sysmessage( 710 ); // That item is not a recall rune. return false; } bool markedInMulti = false; CMultiObj *multi = caster->GetMultiObj(); if( ValidateObject( multi ) ) { if( !multi->IsOnOwnerList( caster ) ) { sock->sysmessage( 9034 ); // Marking a rune in property you don't own is not possible. return false; } else if( !cwmWorldState->ServerData()->MarkRunesInMultis() ) { sock->sysmessage( 9035 ); // "Marking a rune inside one's property is not permitted. return false; } else { // Let's allow marking the rune in the multi, and store multi's serial in a tag auto mSerial = multi->GetSerial(); TAGMAPOBJECT tagObject; tagObject.m_Destroy = FALSE; tagObject.m_StringValue = std::to_string(mSerial); tagObject.m_IntValue = static_cast( tagObject.m_StringValue.size() ); tagObject.m_ObjectType = TAGMAP_TYPE_STRING; i->SetTag( "multiSerial", tagObject ); markedInMulti = true; std::string tempRuneName = strutil::format( Dictionary->GetEntry( 684 ), multi->GetName().c_str() ); if( tempRuneName.length() > 0 ) i->SetName( tempRuneName ); } } if( !markedInMulti ) { i->SetTempVar( CITV_MOREX, caster->GetX() ); i->SetTempVar( CITV_MOREY, caster->GetY() ); i->SetTempVar( CITV_MOREZ, caster->GetZ() ); i->SetTempVar( CITV_MORE, caster->WorldNumber() ); std::string tempitemname; if( caster->GetRegion()->GetName()[0] != 0 ){ tempitemname = strutil::format(Dictionary->GetEntry( 684 ), caster->GetRegion()->GetName().c_str() ); } else { tempitemname=Dictionary->GetEntry( 685 ); } i->SetName( tempitemname ); // Change ID of rune from a blank, unmarked rune (0x1f17) to a marked one (0x1f14) i->SetID( 0x1f14 ); } sock->sysmessage( 686 ); // Recall rune marked. return true; } //o-----------------------------------------------------------------------------------------------o //| Function - void MassCurseStub( CChar *caster, CChar *target, SI08 curSpell, SI08 targCount ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Mass Curse spell to an individual target //o-----------------------------------------------------------------------------------------------o void MassCurseStub( CChar *caster, CChar *target, SI08 curSpell, SI08 targCount ) { if( target->IsNpc() && target->GetNPCAiType() == AI_PLAYERVENDOR ) return; // Player Vendors can't be killed if( target->IsGM() || target->IsInvulnerable() ) return; // GMs/Invuls can't be killed SI32 j; if( target->IsNpc() ) Combat->AttackTarget( caster, target ); Effects->PlayStaticAnimation( target, 0x374A, 0, 15 ); Effects->PlaySound( target, 0x01FC ); if( Magic->CheckResist( caster, target, 6 ) ) j = caster->GetSkill( MAGERY )/200; else j = caster->GetSkill( MAGERY )/75; Effects->tempeffect( caster, target, 12, j, j, j ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool splMassCurse( CSocket *sock, CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Casts Mass Curse as an area affect spell //o-----------------------------------------------------------------------------------------------o bool splMassCurse( CSocket *sock, CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { AreaAffectSpell( sock, caster, &MassCurseStub, curSpell ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splParalyzeField( CSocket *sock, CChar *caster, UI08 fieldDir, SI16 x, SI16 y, SI08 z, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Casts Paralyze Field as a field spell //o-----------------------------------------------------------------------------------------------o bool splParalyzeField( CSocket *sock, CChar *caster, UI08 fieldDir, SI16 x, SI16 y, SI08 z, SI08 curSpell ) { if( fieldDir == 0 ) return FieldSpell( caster, 0x3967, x, y, z, fieldDir, curSpell ); else return FieldSpell( caster, 0x3979, x, y, z, fieldDir, curSpell ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool splReveal( CSocket *sock, CChar *caster, SI16 x, SI16 y, SI08 z, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Reveal spell //o-----------------------------------------------------------------------------------------------o bool splReveal( CSocket *sock, CChar *caster, SI16 x, SI16 y, SI08 z, SI08 curSpell ) { if( LineOfSight( sock, caster, x, y, ( z + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ) || caster->IsGM() ) { UI16 j = caster->GetSkill( MAGERY ); SI32 range=(((j-261)*(15))/739)+5; //If the caster has a Magery of 26.1 (min to cast reveal w/ scroll), range radius is //5 tiles, if magery is maxed out at 100.0 (except for gms I suppose), range is 20 REGIONLIST nearbyRegions = MapRegion->PopulateList( caster ); for( REGIONLIST_CITERATOR rIter = nearbyRegions.begin(); rIter != nearbyRegions.end(); ++rIter ) { CMapRegion *MapArea = (*rIter); if( MapArea == nullptr ) // no valid region continue; GenericList< CChar * > *regChars = MapArea->GetCharList(); regChars->Push(); for( CChar *tempChar = regChars->First(); !regChars->Finished(); tempChar = regChars->Next() ) { if( !ValidateObject( tempChar ) || tempChar->GetInstanceID() != caster->GetInstanceID() ) continue; if( tempChar->GetVisible() == VT_TEMPHIDDEN || tempChar->GetVisible() == VT_INVISIBLE ) { point3 difference = ( tempChar->GetLocation() - point3( x, y, z ) ); if( difference.MagSquared() <= ( range * range ) ) // char to reveal is within radius or range { tempChar->ExposeToView(); CMagicStat temp = Magic->spells[48].StaticEffect(); if( temp.Effect() != INVALIDID ) Effects->PlayStaticAnimation( tempChar, temp.Effect(), temp.Speed(), temp.Loop() ); } } } regChars->Pop(); } if( Magic->spells[48].Effect() != INVALIDID ) Effects->PlaySound( sock, Magic->spells[48].Effect(), true ); } else sock->sysmessage( 687 ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - void ChainLightningStub( CChar *caster, CChar *target, SI08 curSpell, SI08 targCount ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Chain Lightning spell to an individual target //o-----------------------------------------------------------------------------------------------o void ChainLightningStub( CChar *caster, CChar *target, SI08 curSpell, SI08 targCount ) { if( target->IsNpc() && target->GetNPCAiType() == AI_PLAYERVENDOR ) return; // Player Vendors can't be killed if( target->IsGM() || target->IsInvulnerable() ) return; // GMs/Invuls can't be killed if( target->IsNpc() ) Combat->AttackTarget( target, caster ); /*Effects->PlaySound( caster, 0x0029 );*/ CChar *def = nullptr; if( Magic->CheckMagicReflect( target ) ) def = caster; else def = target; SI16 spellDamage = 0; bool spellResisted = Magic->CheckResist( caster, target, Magic->spells[curSpell].Circle() ); spellDamage = Magic->spells[curSpell].BaseDmg(); spellDamage = CalcSpellDamageMod( caster, target, spellDamage, spellResisted ); //If targetCOunt is > 1, do equal damage to two targets, split damage on more targets if( targCount > 1 ) spellDamage = ( spellDamage * 2 ) / targCount; Effects->tempeffect( caster, target, 34, spellDamage, 0, 0 ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool splChainLightning( CSocket *sock, CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Casts Chain Lightning as an area affect spell //o-----------------------------------------------------------------------------------------------o bool splChainLightning( CSocket *sock, CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { AreaAffectSpell( sock, caster, &ChainLightningStub, curSpell ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splEnergyField( CSocket *sock, CChar *caster, UI08 fieldDir, SI16 x, SI16 y, SI08 z, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Casts Energy Field spell as a field spell //o-----------------------------------------------------------------------------------------------o bool splEnergyField( CSocket *sock, CChar *caster, UI08 fieldDir, SI16 x, SI16 y, SI08 z, SI08 curSpell ) { if( fieldDir == 0 ) return FieldSpell( caster, 0x3946, x, y, z, fieldDir, curSpell ); else return FieldSpell( caster, 0x3956, x, y, z, fieldDir, curSpell ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool splFlameStrike( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Flame Strike spell on target //o-----------------------------------------------------------------------------------------------o bool splFlameStrike( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { SI16 spellDamage = 0; bool spellResisted = Magic->CheckResist( caster, target, Magic->spells[curSpell].Circle() ); spellDamage = Magic->spells[curSpell].BaseDmg(); spellDamage = CalcSpellDamageMod( caster, target, spellDamage, spellResisted ); Effects->tempeffect( caster, target, 35, spellDamage, 0, 0 ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splGateTravel( CSocket *sock, CChar *caster, CItem *i, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Gate Travel spell (opens gate from recall rune) //o-----------------------------------------------------------------------------------------------o bool splGateTravel( CSocket *sock, CChar *caster, CItem *i, SI08 curSpell ) { // No recall if too heavy, GM's excempt if( Weight->isOverloaded( caster ) && !cwmWorldState->ServerData()->TravelSpellsWhileOverweight() && ( !caster->IsCounselor() && !caster->IsGM() ) ) { sock->sysmessage( 680 ); // You are too heavy to do that! sock->sysmessage( 681 ); // You feel drained from the attempt. return false; } else { // Check if rune was marked in a multi - if so, try to take user directly there TAGMAPOBJECT runeMore = i->GetTag( "multiSerial" ); if( runeMore.m_StringValue != "" ) { SERIAL mSerial = strutil::value( runeMore.m_StringValue ); if( mSerial != 0 && mSerial != INVALIDSERIAL ) { CMultiObj *shipMulti = calcMultiFromSer( mSerial ); if( ValidateObject( shipMulti ) && shipMulti->CanBeObjType( OT_BOAT ) ) { if( ( shipMulti->WorldNumber() == caster->WorldNumber() || cwmWorldState->ServerData()->TravelSpellsBetweenWorlds() ) && shipMulti->GetInstanceID() == caster->GetInstanceID() ) { caster->SetLocation( shipMulti->GetX() + 1, shipMulti->GetY(), shipMulti->GetZ() + 3 ); SpawnGate( caster, caster->GetX() + 1, caster->GetY() + 1, caster->GetZ(), caster->WorldNumber(), shipMulti->GetX() + 1, shipMulti->GetY(), shipMulti->GetZ() + 3, shipMulti->WorldNumber() ); return true; } else { sock->sysmessage( 2064 ); // You are unable to open a gate to your ship - it might be in another world! return false; } } } sock->sysmessage( 2062 ); // Unable to locate ship - it might have been dry-docked... or sunk! return false; } else if( i->GetTempVar( CITV_MOREX ) == 0 && i->GetTempVar( CITV_MOREY ) == 0 ) { sock->sysmessage( 679 ); // That rune has not been marked yet! return false; } else { UI08 worldNum = static_cast( i->GetTempVar( CITV_MORE ) ); if( !Map->MapExists( worldNum ) ) worldNum = caster->WorldNumber(); if( caster->WorldNumber() != worldNum && !cwmWorldState->ServerData()->TravelSpellsBetweenWorlds() ) { sock->sysmessage( 2061 ); // Travelling between worlds using Recall or Gate spells is not possible. return false; } SpawnGate( caster, caster->GetX() + 1, caster->GetY() + 1, caster->GetZ(), caster->WorldNumber(), static_cast(i->GetTempVar( CITV_MOREX )), static_cast(i->GetTempVar( CITV_MOREY )), static_cast(i->GetTempVar( CITV_MOREZ )), worldNum ); return true; } } } //o-----------------------------------------------------------------------------------------------o //| Function - bool splManaVampire( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Mana Vampire spell to target //o-----------------------------------------------------------------------------------------------o bool splManaVampire( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { if( !Magic->CheckResist( caster, target, 7 ) ) { if( target->GetMana() < 40 ) { caster->SetMana( caster->GetMana() + target->GetMana() ); target->SetMana( 0 ); } else { target->SetMana( target->GetMana() - 40 ); caster->SetMana( caster->GetMana() + 40 ); } } return true; } //o-----------------------------------------------------------------------------------------------o //| Function - void MassDispelStub( CChar *caster, CChar *target, SI08 curSpell, SI08 targCount ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Mass Dispel spell to an individual target //o-----------------------------------------------------------------------------------------------o void MassDispelStub( CChar *caster, CChar *target, SI08 curSpell, SI08 targCount ) { if( target->IsDispellable() ) { //Effects->PlayStaticAnimation( target, 0x372A, 0x09, 0x06 ); // why the specifics here? if( target->IsNpc() ) { std::vector scriptTriggers = target->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute != nullptr ) { if( toExecute->OnDispel( target ) == 1 ) // if it exists and we don't want hard code, return return; } } // Base chance of dispelling on Dispel caster's Magery skill vs summoner's magicresistance UI16 casterMagery = caster->GetSkill( MAGERY ); UI16 targetResist = 0; targetResist = target->GetSkill( MAGICRESISTANCE ); // If creature was summoned, use highest of creature's resist and summoner's resist if( target->GetOwner() != INVALIDSERIAL ) targetResist = std::max( targetResist, target->GetOwnerObj()->GetSkill( MAGICRESISTANCE )); UI16 dispelChance = static_cast(std::max( static_cast(950), static_cast(std::ceil(( 500 - ( targetResist - casterMagery )) / 1.5 )))); if( dispelChance > RandomNum( 0, 1000 ) ) { // Dispel succeeded! if( Magic->spells[41].Effect() != INVALIDID ) Effects->PlaySound( target, Magic->spells[41].Effect() ); CMagicStat temp = Magic->spells[41].StaticEffect(); if( temp.Effect() != INVALIDID ) { // Play static effect at target's location, since target gets destroyed Effects->PlayStaticAnimation( target->GetX(), target->GetY(), target->GetZ(), temp.Effect(), temp.Speed(), temp.Loop(), false ); } target->Delete(); } else if( caster->GetSocket() != nullptr ) { // Dispel resisted! caster->GetSocket()->sysmessage( 2761 ); // The creature resisted the attempt to dispel it! } } else HandleDeath( target, nullptr ); } } //o-----------------------------------------------------------------------------------------------o //| Function - bool splMassDispel( CSocket *sock, CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Casts Mass Dispel spell as an area affect spell //o-----------------------------------------------------------------------------------------------o bool splMassDispel( CSocket *sock, CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { AreaAffectSpell( sock, caster, &MassDispelStub, curSpell ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - void MeteorSwarmStub( CChar *caster, CChar *target, SI08 curSpell, SI08 targCount ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Meteor Swarm spell to an individual target //o-----------------------------------------------------------------------------------------------o void MeteorSwarmStub( CChar *caster, CChar *target, SI08 curSpell, SI08 targCount ) { if( target->IsNpc() && target->GetNPCAiType() == AI_PLAYERVENDOR ) return; // Player Vendors can't be killed if( target->IsInvulnerable() ) return; // GMs/Invuls can't be killed if( target->IsNpc() ) Combat->AttackTarget( target, caster ); SI16 spellDamage = 0; bool spellResisted = Magic->CheckResist( caster, target, Magic->spells[curSpell].Circle() ); spellDamage = Magic->spells[curSpell].BaseDmg(); spellDamage = CalcSpellDamageMod( caster, target, spellDamage, spellResisted ); //If targetCOunt is > 1, do equal damage to two targets, split damage on more targets if( targCount > 1 ) spellDamage = ( spellDamage * 2 ) / targCount; Effects->tempeffect( caster, target, 36, spellDamage, 0, 0 ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool AreaAffectSpell( CSocket *sock, CChar *caster, void (*trgFunc)( MAGIC_AREA_STUB_LIST ), SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Provides shared functionality for all area affect spells //o-----------------------------------------------------------------------------------------------o bool AreaAffectSpell( CSocket *sock, CChar *caster, void (*trgFunc)( MAGIC_AREA_STUB_LIST ), SI08 curSpell ) { SI16 x1, x2, y1, y2; SI08 z1, z2; x1 = x2 = y1 = y2 = z1 = z2 = 0; SI08 targCount = 0; UI16 i; std::vector< CChar * > targetList; Magic->BoxSpell( sock, caster, x1, x2, y1, y2, z1, z2 ); REGIONLIST nearbyRegions = MapRegion->PopulateList( caster ); for( REGIONLIST_CITERATOR rIter = nearbyRegions.begin(); rIter != nearbyRegions.end(); ++rIter ) { CMapRegion *MapArea = (*rIter); if( MapArea == nullptr ) // no valid region continue; GenericList< CChar * > *regChars = MapArea->GetCharList(); regChars->Push(); for( CChar *tempChar = regChars->First(); !regChars->Finished(); tempChar = regChars->Next() ) { if( !ValidateObject( tempChar ) || tempChar->GetInstanceID() != caster->GetInstanceID() ) continue; if( tempChar->GetX() >= x1 && tempChar->GetX() <= x2 && tempChar->GetY() >= y1 && tempChar->GetY() <= y2 && tempChar->GetZ() >= z1 && tempChar->GetZ() <= z2 && ( isOnline( (*tempChar) ) || tempChar->IsNpc() ) ) { if( tempChar == caster || LineOfSight( sock, caster, tempChar->GetX(), tempChar->GetY(), ( tempChar->GetZ() + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ) || caster->IsGM() ) { //Store target candidates in targetList targetList.push_back( tempChar ); //trgFunc( caster, tempChar, curSpell, targCount ); } else if( sock != nullptr ) sock->sysmessage( 688 ); } } regChars->Pop(); } // Iterate through list of valid targets, do damage targCount = static_cast(targetList.size()); for( i = 0; i < targetList.size(); ++i ) { trgFunc( caster, targetList[i], curSpell, targCount ); } return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splMeteorSwarm( CSocket *sock, CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Casts Meteor Swarm spell as an area affect spell //o-----------------------------------------------------------------------------------------------o bool splMeteorSwarm( CSocket *sock, CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { AreaAffectSpell( sock, caster, &MeteorSwarmStub, curSpell ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splPolymorph( CSocket *sock, CChar *caster, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Polymorph spell //o-----------------------------------------------------------------------------------------------o bool splPolymorph( CSocket *sock, CChar *caster, SI08 curSpell ) { if( caster->IsPolymorphed() ) { sock->sysmessage( 1637 ); return false; } Magic->PolymorphMenu( sock, POLYMORPHMENUOFFSET ); // Antichrists Polymorph return true; } //o-----------------------------------------------------------------------------------------------o //| Function - void EarthquakeStub( CChar *caster, CChar *target, SI08 curSpell, SI08 targCount ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Earthquake spell to an individual target //o-----------------------------------------------------------------------------------------------o void EarthquakeStub( CChar *caster, CChar *target, SI08 curSpell, SI08 targCount ) { // Check if target is in a safe zone, or invulnerable if( target->GetRegion()->IsSafeZone() || target->IsInvulnerable() ) { // Target is in a safe zone, or invulnerable ignore spell effect return; } SI32 distx = abs(target->GetX() - caster->GetX() ); SI32 disty = abs(target->GetY() - caster->GetY() ); SI32 dmgmod = std::min( distx, disty ); dmgmod = -(dmgmod - 7); SI16 spellDamage = 0; bool spellResisted = Magic->CheckResist( caster, target, Magic->spells[curSpell].Circle() ); spellDamage = Magic->spells[curSpell].BaseDmg(); spellDamage = CalcSpellDamageMod( caster, target, spellDamage, spellResisted ); //If targetCOunt is > 1, do equal damage to two targets, split damage on more targets //if( targCount > 1 ) // spellDamage = ( spellDamage * 2 ) / targCount; //Apply bonus damage based on target distance from center of earthquake spellDamage += dmgmod; target->Damage( spellDamage, LIGHTNING, caster, true ); // If this killed the target, don't continue if( target->IsDead() ) return; target->SetStamina( target->GetStamina() - ( RandomNum( 0, 9 ) + 5 ) ); if( target->GetStamina() == -1 ) target->SetStamina( 0 ); if(( !target->IsNpc() && isOnline((*target))) || ( target->IsNpc() && cwmWorldState->creatures[target->GetID()].IsHuman() )) { if( !target->IsOnHorse() && !target->IsFlying() ) { if( target->GetBodyType() == BT_GARGOYLE ) { Effects->PlayNewCharacterAnimation( target, N_ACT_IMPACT ); // Impact anim (0x04) - can't seem to trigger death anim manually with new animation packet } else // BT_HUMAN and BT_ELF { if( RandomNum( 0, 1 ) ) Effects->PlayCharacterAnimation( target, ACT_DIE_BACKWARD, 0, 6 ); // Death anim variation 1 - 0x15, forward else Effects->PlayCharacterAnimation( target, ACT_DIE_FORWARD, 0, 6 ); // Death anim variation 2 - 0x16, backward } } } else // Monsters, animals { if( target->GetHP() > 0 ) { Effects->PlayCharacterAnimation( target, 0x2, 0, 4 ); } } } //o-----------------------------------------------------------------------------------------------o //| Function - bool splEarthquake( CSocket *sock, CChar *caster, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Casts Earthquake spell as an area affect spell //o-----------------------------------------------------------------------------------------------o bool splEarthquake( CSocket *sock, CChar *caster, SI08 curSpell ) { criminal( caster ); if( sock != nullptr ) { sock->SetWord( 11, caster->GetX() ); sock->SetWord( 13, caster->GetY() ); sock->SetByte( 16, caster->GetZ() ); } AreaAffectSpell( sock, caster, &EarthquakeStub, curSpell ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splEnergyVortex( CSocket *sock, CChar *caster, SI16 x, SI16 y, SI08 z, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Energy Vortex spell (summons an Energy Vortex) //o-----------------------------------------------------------------------------------------------o bool splEnergyVortex( CSocket *sock, CChar *caster, SI16 x, SI16 y, SI08 z, SI08 curSpell ) { if( caster->GetSkill( MAGERY ) <= 800 ) return false; Magic->SummonMonster( sock, caster, 1, x, y, z ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splResurrection( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Resurrection spell to a target //o-----------------------------------------------------------------------------------------------o bool splResurrection( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { if( target->IsDead() ) { NpcResurrectTarget( target ); return true; } return false; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splSummonAir( CSocket *sock, CChar *caster, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Summon Air Elemental spell (Summons Air Elemental) //o-----------------------------------------------------------------------------------------------o bool splSummonAir( CSocket *sock, CChar *caster, SI08 curSpell ) { if( caster->GetSkill( MAGERY ) <= 800 ) return false; Magic->SummonMonster( sock, caster, 2, caster->GetX() + 1, caster->GetY() + 1, caster->GetZ() ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splSummonDaemon( CSocket *sock, CChar *caster, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Summon Daemon spell (Summons Daemon) //o-----------------------------------------------------------------------------------------------o bool splSummonDaemon( CSocket *sock, CChar *caster, SI08 curSpell ) { if( caster->GetSkill( MAGERY ) <= 800 ) return false; Magic->SummonMonster( sock, caster, 7, caster->GetX() + 1, caster->GetY() + 1, caster->GetZ() ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splSummonEarth( CSocket *sock, CChar *caster, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Summon Earth Elemental spell (Summons Earth Elemental) //o-----------------------------------------------------------------------------------------------o bool splSummonEarth( CSocket *sock, CChar *caster, SI08 curSpell ) { if( caster->GetSkill( MAGERY ) <= 800 ) return false; Magic->SummonMonster( sock, caster, 3, caster->GetX() + 1, caster->GetY() + 1, caster->GetZ() ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splSummonFire( CSocket *sock, CChar *caster, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Summon Fire Elemental spell (Summons Fire Elemental) //o-----------------------------------------------------------------------------------------------o bool splSummonFire( CSocket *sock, CChar *caster, SI08 curSpell ) { if( caster->GetSkill( MAGERY ) <= 800 ) return false; Magic->SummonMonster( sock, caster, 4, caster->GetX() + 1, caster->GetY() + 1, caster->GetZ() ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splSummonWater( CSocket *sock, CChar *caster, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Summon Water Elemental spell (Summons Water Elemental) //o-----------------------------------------------------------------------------------------------o bool splSummonWater( CSocket *sock, CChar *caster, SI08 curSpell ) { if( caster->GetSkill( MAGERY ) <= 800 ) return false; Magic->SummonMonster( sock, caster, 5, caster->GetX() + 1, caster->GetY() + 1, caster->GetZ() ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splRandom( CSocket *sock, CChar *caster, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Summon Monster spell (Summons random monster) //o-----------------------------------------------------------------------------------------------o bool splRandom( CSocket *sock, CChar *caster, SI08 curSpell ) { if( caster->GetSkill( MAGERY ) <= 800 ) return false; Magic->SummonMonster( sock, caster, 8, caster->GetX() + 1, caster->GetY() + 1, caster->GetZ() ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splNecro1( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - UNUSED //o-----------------------------------------------------------------------------------------------o bool splNecro1( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splNecro2( CSocket *sock, CChar *caster, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effect of Necromantic summon spell (summons monster) //o-----------------------------------------------------------------------------------------------o bool splNecro2( CSocket *sock, CChar *caster, SI08 curSpell ) { Magic->SummonMonster( sock, caster, 9, caster->GetX() +1, caster->GetY() +1, caster->GetZ() ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splNecro3( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - UNUSED //o-----------------------------------------------------------------------------------------------o bool splNecro3( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splNecro4( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - UNUSED //o-----------------------------------------------------------------------------------------------o bool splNecro4( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool splNecro5( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) //o-----------------------------------------------------------------------------------------------o //| Purpose - UNUSED //o-----------------------------------------------------------------------------------------------o bool splNecro5( CChar *caster, CChar *target, CChar *src, SI08 curSpell ) { return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool DiamondSpell( CSocket *sock, CChar *caster, UI16 id, SI16 x, SI16 y, SI08 z, UI08 length ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Casts field spell in the shape of a diamond //o-----------------------------------------------------------------------------------------------o bool DiamondSpell( CSocket *sock, CChar *caster, UI16 id, SI16 x, SI16 y, SI08 z, UI08 length ) { SI32 j; SI16 fx[5], fy[5]; SI16 yOffset = length; SI16 xOffset = length; fx[0] = -xOffset; fy[0] = 0; fx[1] = 0; fy[1] = yOffset; fx[2] = 0; fy[2] = -yOffset; fx[3] = xOffset; fy[3] = 0; CItem *i = nullptr; UI08 worldNumber = caster->WorldNumber(); UI16 instanceID = caster->GetInstanceID(); for( j = 0; j < 4; ++j ) // Draw the corners of our diamond { i = Items->CreateItem( nullptr, caster, id, 1, 0, OT_ITEM ); if( i != nullptr ) { i->SetDispellable( true ); i->SetDecayable( true ); i->SetDecayTime( BuildTimeValue( static_cast(caster->GetSkill( MAGERY ) / 15 )) ); i->SetTempVar( CITV_MOREX, caster->GetSkill( MAGERY ) ); // remember casters magery skill for damage i->SetTempVar( CITV_MOREY, caster->GetSerial() ); i->SetLocation( x + fx[j], y + fy[j], Map->Height( x + fx[j], y + fy[j], z, worldNumber, instanceID ) ); i->SetDir( 29 ); i->SetMovable( 2 ); } } for( j = -1; j < 2; j = j + 2 ) { for( SI08 counter2 = -1; counter2 < 2; counter2 += 2 ) { for( SI32 counter3 = 1; counter3 < yOffset; ++counter3 ) { i = Items->CreateItem( nullptr, caster, id, 1, 0, OT_ITEM ); if( i != nullptr ) { i->SetDispellable( true ); i->SetDecayable( true ); i->SetDecayTime( BuildTimeValue(static_cast( caster->GetSkill( MAGERY ) / 15 )) ); i->SetTempVar( CITV_MOREX, caster->GetSkill( MAGERY ) ); // remember casters magery skill for damage i->SetTempVar( CITV_MOREY, caster->GetSerial() ); const SI16 newX = x + counter2 * counter3; const SI16 newY = y + j * ( yOffset - counter3 ); i->SetLocation( newX, newY, Map->Height( newX, newY, z, worldNumber, instanceID ) ); i->SetDir( 29 ); i->SetMovable( 2 ); } } } } return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool SquareSpell( CSocket *sock, CChar *caster, UI16 id, SI16 x, SI16 y, SI08 z, UI08 length ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Casts field spell in the shape of a square //o-----------------------------------------------------------------------------------------------o bool SquareSpell( CSocket *sock, CChar *caster, UI16 id, SI16 x, SI16 y, SI08 z, UI08 length ) { SI16 fx[5], fy[5]; SI16 yOffset = length; SI16 xOffset = length; fx[0] = -xOffset; fy[0] = xOffset; fx[1] = -yOffset; fy[1] = yOffset; fx[2] = -xOffset; fy[2] = xOffset; fx[3] = -yOffset; fy[3] = yOffset; CItem *i = nullptr; UI08 worldNumber = caster->WorldNumber(); UI16 instanceID = caster->GetInstanceID(); for( UI08 j = 0; j < 4; ++j ) // Draw the corners of our diamond { for( SI32 counter = fx[j]; counter < fy[j]; ++counter ) { i = Items->CreateItem( nullptr, caster, id, 1, 0, OT_ITEM ); if( i != nullptr ) { i->SetDispellable( true ); i->SetDecayable( true ); i->SetDecayTime( BuildTimeValue( static_cast(caster->GetSkill( MAGERY ) / 15 )) ); i->SetTempVar( CITV_MOREX, caster->GetSkill( MAGERY ) ); // remember casters magery skill for damage i->SetTempVar( CITV_MOREY, caster->GetSerial() ); switch( j ) { case 0: case 2: i->SetLocation( x + counter, y + (j - 1) * yOffset, Map->Height( x + counter, y + (j-1) * yOffset, z, worldNumber, instanceID ) ); break; case 1: case 3: i->SetLocation( x + (j-2) * xOffset, y + counter, Map->Height( x + (j-2) * xOffset, y + counter, z, worldNumber, instanceID ) ); break; } i->SetDir( 29 ); i->SetMovable( 2 ); } } } return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool FloodSpell( CSocket *sock, CChar *caster, UI16 id, SI16 x, SI16 y, SI08 z, UI08 length ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Casts field spell in the shape of a filled square //o-----------------------------------------------------------------------------------------------o bool FloodSpell( CSocket *sock, CChar *caster, UI16 id, SI16 x, SI16 y, SI08 z, UI08 length ) { SI16 yOffset = length; SI16 xOffset = length; SI16 maxX = x + xOffset; SI16 maxY = y + yOffset; SI16 minX = x - xOffset; SI16 minY = y - yOffset; UI08 worldNumber = caster->WorldNumber(); UI16 instanceID = caster->GetInstanceID(); for( SI32 counter1 = minX; counter1 <= maxX; ++counter1 ) { for( SI32 counter2 = minY; counter2 <= maxY; ++counter2 ) { CItem *i = Items->CreateItem( nullptr, caster, id, 1, 0, OT_ITEM ); if( i != nullptr ) { i->SetDispellable( true ); i->SetDecayable( true ); i->SetDecayTime( BuildTimeValue( static_cast(caster->GetSkill( MAGERY ) / 15 )) ); i->SetTempVar( CITV_MOREX, caster->GetSkill( MAGERY ) ); // remember casters magery skill for damage i->SetTempVar( CITV_MOREY, caster->GetSerial() ); i->SetLocation( counter1, counter2, Map->Height( counter1, counter2, z, worldNumber, instanceID ) ); i->SetDir( 29 ); i->SetMovable( 2 ); } } } return true; } ///////////////////////////////////////////////////////////////// /// INDEX: // - misc magic functions // - NPCs casting spells related functions // - ITEMs magic powers related functions // - PCs casting spells related functions ///////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////// /////// MISC MAGIC FUNCTIONS //////////////////////////////////// ///////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////// // added constructor/destructor cMagic::cMagic() : spellCount( 1 ) { spells.resize( 0 ); } cMagic::~cMagic() { // delete any allocations spells.clear(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool HasSpell( CItem *book, SI32 spellNum ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks if given spellbook contains specific spell //o-----------------------------------------------------------------------------------------------o bool cMagic::HasSpell( CItem *book, SI32 spellNum ) { if( !ValidateObject( book ) ) return false; UI32 wordNum = spellNum / 32; UI32 bitNum = (spellNum % 32); UI32 flagToCheck = power( 2, bitNum ); UI32 sourceAmount = 0; if( wordNum < 3 ) sourceAmount = book->GetSpell( (UI08)wordNum ); return ((sourceAmount&flagToCheck) == flagToCheck); } //o-----------------------------------------------------------------------------------------------o //| Function - void AddSpell( CItem *book, SI32 spellNum ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Adds specific spell to given spellbook //o-----------------------------------------------------------------------------------------------o void cMagic::AddSpell( CItem *book, SI32 spellNum ) { std::vector scriptTriggers = book->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute != nullptr ) { // If script returns false/0, prevent addition of spell to spellbook if( toExecute->OnSpellGain( book, spellNum ) == 0 ) { return; } } } if( !ValidateObject( book ) ) return; UI32 wordNum = spellNum / 32; if( wordNum < 3 ) { UI32 bitNum = (spellNum % 32); UI32 flagToSet = power( 2, bitNum ); UI32 targAmount; targAmount = ( book->GetSpell( (UI08)wordNum ) | flagToSet ); book->SetSpell( (UI08)wordNum, targAmount ); } } //o-----------------------------------------------------------------------------------------------o //| Function - void cMagic::RemoveSpell( CItem *book, SI32 spellNum ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Removes specific spell from given spellbook //o-----------------------------------------------------------------------------------------------o void cMagic::RemoveSpell( CItem *book, SI32 spellNum ) { std::vector scriptTriggers = book->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute != nullptr ) { // If script returns false/0, prevent removal of spell from spellbook if( toExecute->OnSpellLoss( book, spellNum ) == 0 ) { return; } } } if( !ValidateObject( book ) ) return; UI32 wordNum = spellNum / 32; if( wordNum < 3 ) { UI32 bitNum = (spellNum % 32); UI32 flagToSet = power( 2, bitNum ); UI32 flagMask = 0xFFFFFFFF; UI32 targAmount; flagMask ^= flagToSet; targAmount = ( book->GetSpell( (UI08)wordNum ) & flagMask ); book->SetSpell( (UI08)wordNum, targAmount ); } } //o-----------------------------------------------------------------------------------------------o //| Function - void SpellBook( CSocket *mSock ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Opens the spellbook and displays all spells a character has in his book //o-----------------------------------------------------------------------------------------------o void cMagic::SpellBook( CSocket *mSock ) { UI08 spellsList[70]; SERIAL serial = ( mSock->GetDWord( 1 ) & 0x7FFFFFFF ); CChar *mChar = mSock->CurrcharObj(); CItem *spellBook = calcItemObjFromSer( serial ); // Here's the kicker. We NEVER needed to search through our pack for our spellbook!!! Why, you might ask??? // Because we are able to calculate the serial of the spellbook, because it's targetted for us!!!! // Hence, we can remove all searches from here, and just use it directly // The only time we need to search is when they use the macro, and that's easily done (item == -1) if( !ValidateObject( spellBook ) ) // used a macro!!! spellBook = FindItemOfType( mChar, IT_SPELLBOOK ); if( !ValidateObject( spellBook ) ) // we STILL have no spellbook!!! { mSock->sysmessage( 692 ); return; } CItem *x = mChar->GetPackItem(); if( spellBook->GetCont() != mChar && spellBook->GetCont() != x ) { mSock->sysmessage( 403 ); return; } CPDrawContainer sbStart( (*spellBook) ); sbStart.Model( 0xFFFF ); if( mSock->ClientType() >= CV_HS2D && mSock->ClientVerShort() >= CVS_7090 ) sbStart.ContType( 0x7D ); mSock->Send( &sbStart ); // Support for new Client Spellbook CPNewSpellBook ourBook( (*spellBook) ); if( ourBook.ClientCanReceive( mSock ) ) { mSock->Send( &ourBook ); return; } else { memset( spellsList, 0, sizeof( UI08 ) * 70 ); for( UI08 j = 0; j < 65; ++j ) { if( HasSpell( spellBook, j ) ) spellsList[j] = 1; } UI08 i; i = spellsList[0]; spellsList[0] = spellsList[1]; spellsList[1] = spellsList[2]; spellsList[2] = spellsList[3]; spellsList[3] = spellsList[4]; spellsList[4] = spellsList[5]; spellsList[5] = spellsList[6]; spellsList[6] = i; if( spellsList[64] ) { for( i = 0; i < 65; ++i ) spellsList[i] = 1; spellsList[64] = 0; } spellsList[64] = spellsList[65]; spellsList[65] = 0; UI08 scount = 0; for( i = 0; i < 65; ++i ) { if( spellsList[i] ) ++scount; } if( scount > 0 ) { CPItemsInContainer mItems; if( mSock->ClientVerShort() >= CVS_6017 ) mItems.UOKRFlag( true ); mItems.NumberOfItems( scount ); UI16 runningCounter = 0; const SERIAL CONTSER = spellBook->GetSerial(); for( i = 0; i < 65; ++i ) { if( spellsList[i] ) mItems.Add( runningCounter++, 0x41000000 + i, CONTSER, i + 1 ); } mSock->Send( &mItems ); } } } //o-----------------------------------------------------------------------------------------------o //| Function - void GateCollision( CSocket *mSock, CChar *mChar, CItem *itemCheck, ItemTypes type ) //| Changes - collision dir //o-----------------------------------------------------------------------------------------------o //| Purpose - Used when a PLAYER passes through a gate. Takes the player //| to the other side of the gate-link. //o-----------------------------------------------------------------------------------------------o void cMagic::GateCollision( CSocket *mSock, CChar *mChar, CItem *itemCheck, ItemTypes type ) { if( type == IT_GATE ) { CItem *otherGate = calcItemObjFromSer( itemCheck->GetTempVar( CITV_MOREX ) ); if( !ValidateObject( otherGate ) ) return; SI08 dirOffset = 0; if( mChar->GetDir() < SOUTH ) dirOffset = 1; else dirOffset = -1; if( otherGate->WorldNumber() != mChar->WorldNumber() ) { mChar->SetLocation( otherGate->GetX() + dirOffset, otherGate->GetY(), otherGate->GetZ(), otherGate->WorldNumber(), otherGate->GetInstanceID() ); SendMapChange( mChar->WorldNumber(), mSock, false ); } else mChar->SetLocation( otherGate->GetX() + dirOffset, otherGate->GetY(), otherGate->GetZ(), otherGate->WorldNumber(), otherGate->GetInstanceID() ); if( !mChar->IsNpc() ) { GenericList< CChar * > *myPets = mChar->GetPetList(); for( CChar *myPet = myPets->First(); !myPets->Finished(); myPet = myPets->Next() ) { if( !ValidateObject( myPet ) ) continue; if( !myPet->GetMounted() && myPet->IsNpc() && myPet->GetOwnerObj() == mChar ) { if( objInOldRange( mChar, myPet, DIST_INRANGE ) ) myPet->SetLocation( mChar ); } } } Effects->PlaySound( mSock, 0x01FE, true ); Effects->PlayStaticAnimation( mChar, 0x372A, 0x09, 0x06 ); } } //o-----------------------------------------------------------------------------------------------o //| Function - void SummonMonster( CSocket *s, CChar *caster, UI16 id, SI16 x, SI16 y, SI08 z ) //| Changes - May 4th, 2000 - made function general words PC's and NPC's //o-----------------------------------------------------------------------------------------------o //| Purpose - Summon a monster (dispellable with DISPEL). //o-----------------------------------------------------------------------------------------------o void cMagic::SummonMonster( CSocket *s, CChar *caster, UI16 id, SI16 x, SI16 y, SI08 z ) { bool validSocket = ( s != nullptr ); if( validSocket ) caster = s->CurrcharObj(); else { // Since caster will determine who is casting the spell... get a socket for players to see animations and hear effects if( caster->IsNpc() && !caster->GetTarg()->IsNpc() ) s = caster->GetTarg()->GetSocket(); } UI08 maxControlSlots = cwmWorldState->ServerData()->MaxControlSlots(); UI08 maxFollowers = cwmWorldState->ServerData()->MaxFollowers(); UI08 controlSlotsUsed = caster->GetControlSlotsUsed(); UI08 petCount = static_cast(caster->GetPetList()->Num()); CChar *newChar=nullptr; switch( id ) { case 0: // summon monster { newChar = Npcs->CreateRandomNPC( "10000" ); if( !ValidateObject( newChar ) ) { if( validSocket ) s->sysmessage( 694 ); return; } if( maxControlSlots > 0 && ( controlSlotsUsed + newChar->GetControlSlots() > maxControlSlots ) ) { newChar->Delete(); if( validSocket ) s->sysmessage( 2390 ); // That would exceed your maximum pet control slots. return; } else if( petCount >= maxFollowers ) { newChar->Delete(); if( validSocket ) s->sysmessage( 2346, maxFollowers ); // You can maximum have %i pets / followers active at the same time. } if( Magic->spells[40].Effect() != INVALIDID ) Effects->PlaySound( newChar, Magic->spells[40].Effect() ); CMagicStat temp = Magic->spells[40].StaticEffect(); if( temp.Effect() != INVALIDID ) { Magic->doStaticEffect( newChar, 40 ); } newChar->SetOwner( caster ); caster->SetControlSlotsUsed( std::clamp(controlSlotsUsed + newChar->GetControlSlots(), 0, 255) ); newChar->SetTimer( tNPC_SUMMONTIME, BuildTimeValue( static_cast(caster->GetSkill( MAGERY ) / 5 )) ); newChar->SetLocation( caster ); Effects->PlayCharacterAnimation( newChar, ACT_SPELL_AREA, 0, 7 ); // 0x11, used to be 0x0C newChar->SetFTarg( caster ); newChar->SetNpcWander( WT_FOLLOW ); newChar->SetDispellable( true ); if( validSocket ) s->sysmessage( 695 ); return; } case 1: // Energy Vortex Effects->PlaySound( s, 0x0216, true ); // EV newChar = Npcs->CreateNPCxyz( "energyvortex-summon", 0, 0, 0, caster->WorldNumber(), caster->GetInstanceID() ); break; case 2: // Air Elemental Effects->PlaySound( s, 0x0217, true ); // AE newChar = Npcs->CreateNPCxyz( "airele-summon", 0, 0, 0, caster->WorldNumber(), caster->GetInstanceID() ); break; case 3: //Earth Elemental Effects->PlaySound( s, 0x0217, true ); newChar = Npcs->CreateNPCxyz( "earthele-summon", 0, 0, 0, caster->WorldNumber(), caster->GetInstanceID() ); break; case 4: //Fire Elemental Effects->PlaySound( s, 0x0217, true ); newChar = Npcs->CreateNPCxyz( "firele-summon", 0, 0, 0, caster->WorldNumber(), caster->GetInstanceID() ); break; case 5: //Water Elemental Effects->PlaySound( s, 0x0217, true ); newChar = Npcs->CreateNPCxyz( "waterele-summon", 0, 0, 0, caster->WorldNumber(), caster->GetInstanceID() ); break; case 6: //Blade Spirits Effects->PlaySound( s, 0x0212, true ); // I don't know if this is the right effect... newChar = Npcs->CreateNPCxyz( "bladespirit-summon", 0, 0, 0, caster->WorldNumber(), caster->GetInstanceID() ); break; case 7: // Daemon Effects->PlaySound( s, 0x0216, true ); newChar = Npcs->CreateNPCxyz( "daemon-summon", 0, 0, 0, caster->WorldNumber(), caster->GetInstanceID() ); break; case 8: // Dupre The Hero Effects->PlaySound( s, 0x0246, true ); newChar = Npcs->CreateNPCxyz( "dupre-summon", 0, 0, 0, caster->WorldNumber(), caster->GetInstanceID() ); break; case 9: // Black Night Effects->PlaySound( s, 0x0216, true ); newChar = Npcs->CreateNPCxyz( "blacknight-summon", 0, 0, 0, caster->WorldNumber(), caster->GetInstanceID() ); break; default: Effects->PlaySound( s, 0x0215, true ); } if( !ValidateObject( newChar ) ) return; if( maxControlSlots > 0 && ( controlSlotsUsed + newChar->GetControlSlots() > maxControlSlots ) ) { newChar->Delete(); if( validSocket ) s->sysmessage( 2390 ); // That would exceed your maximum pet control slots. return; } else if( petCount >= maxFollowers ) { newChar->Delete(); if( validSocket ) s->sysmessage( 2346, maxFollowers ); // You can maximum have %i pets / followers active at the same time. } newChar->SetDispellable( true ); // pc's don't own BS/EV, NPCs do if( caster->IsNpc() || ( id != 1 && id != 6 ) ) { newChar->SetOwner( caster ); if( !caster->IsNpc() ) { // Update control slots used caster->SetControlSlotsUsed( std::clamp(controlSlotsUsed + newChar->GetControlSlots(), 0, 255) ); } } if( x == 0 ) newChar->SetLocation( caster->GetX()-1, caster->GetY(), caster->GetZ() ); else { if( Map->ValidSpawnLocation( x, y, z, caster->WorldNumber(), caster->GetInstanceID() ) ) newChar->SetLocation( x, y, z ); else newChar->SetLocation( caster->GetX()-1, caster->GetY(), caster->GetZ() ); } newChar->SetSpDelay( 10 ); newChar->SetTimer( tNPC_SUMMONTIME, BuildTimeValue( static_cast(caster->GetSkill( MAGERY ) / 5 )) ); Effects->PlayCharacterAnimation( newChar, ACT_SPELL_AREA, 0, 7 ); // 0x11, used to be 0x0C // (9/99) - added the chance to make the monster attack // the person you targeted ( if you targeted a char, naturally :) ) CChar *i = nullptr; if( !caster->IsNpc() && s != nullptr ) { if( s->GetDWord( 7 ) != INVALIDSERIAL ) { i = calcCharObjFromSer( s->GetDWord( 7 ) ); if( !ValidateObject( i ) ) return; } } else i = caster->GetTarg(); Combat->AttackTarget( newChar, i ); } //o-----------------------------------------------------------------------------------------------o //| Function - CheckBook( SI32 circle, SI32 spell, CItem *i ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Check if the spell is memorized into the spellbook. //o-----------------------------------------------------------------------------------------------o bool cMagic::CheckBook( SI32 circle, SI32 spell, CItem *i ) { SI32 spellnum = spell + ( circle - 1 ) * 8; return HasSpell( i, spellnum ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool CheckMana( CChar *s, SI32 circle ) //| Changes - to use spells[] array. //o-----------------------------------------------------------------------------------------------o //| Purpose - Check if character has enough mana to cast spell //o-----------------------------------------------------------------------------------------------o bool cMagic::CheckMana( CChar *s, SI32 num ) { if( !ValidateObject( s ) ) return true; if( s->NoNeedMana() ) return true; if( s->GetMana() >= spells[num].Mana() ) return true; else { CSocket *p = s->GetSocket(); if( p != nullptr ) p->sysmessage( 696 ); } return false; } //o-----------------------------------------------------------------------------------------------o //| Function - bool CheckStamina( CChar *s, SI32 num ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Check if character has enough stamina to cast spell //o-----------------------------------------------------------------------------------------------o bool cMagic::CheckStamina( CChar *s, SI32 num ) { if( !ValidateObject( s ) ) return true; if( s->NoNeedMana() ) return true; if( s->GetStamina() >= spells[num].Stamina() ) return true; else { CSocket *p = s->GetSocket(); if( p != nullptr ) p->sysmessage( 697 ); } return false; } //o-----------------------------------------------------------------------------------------------o //| Function - bool CheckHealth( CChar *s, SI32 num ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Check if character has enough health to cast spell //o-----------------------------------------------------------------------------------------------o bool cMagic::CheckHealth( CChar *s, SI32 num ) { if( !ValidateObject( s ) ) return true; if( s->NoNeedMana() ) return true; if( spells[num].Health() == 0 ) return true; if( spells[num].Health() > 0 ) { if( s->GetHP() >= spells[num].Health() ) return true; } else return true; CSocket *p = s->GetSocket(); if( p != nullptr ) p->sysmessage( 698 ); return false; } //o-----------------------------------------------------------------------------------------------o //| Function - void SubtractMana( CChar *s, SI32 mana) //o-----------------------------------------------------------------------------------------------o //| Purpose - Subtract the required mana from character's mana reserve //o-----------------------------------------------------------------------------------------------o void cMagic::SubtractMana( CChar *s, SI32 mana) { if( s->NoNeedMana() ) return; s->SetMana( s->GetMana() - mana ); if( s->GetMana() < 0 ) s->SetMana( 0 ); } //o-----------------------------------------------------------------------------------------------o //| Function - void SubtractStamina( CChar *s, SI32 stamina ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Subtract the required stmina from character's stamina reserve //o-----------------------------------------------------------------------------------------------o void cMagic::SubtractStamina( CChar *s, SI32 stamina ) { if( s->NoNeedMana() ) return; s->SetStamina( s->GetStamina() - stamina ); if( s->GetStamina() == -1 ) s->SetStamina( 0 ); } //o-----------------------------------------------------------------------------------------------o //| Function - void SubtractHealth( CChar *s, SI32 health, SI32 spellNum ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Subtract the required health from character's stamina reserve //o-----------------------------------------------------------------------------------------------o void cMagic::SubtractHealth( CChar *s, SI32 health, SI32 spellNum ) { if( s->NoNeedMana() || spells[spellNum].Health() == 0 ) return; if( spells[spellNum].Health() < 0 ) { if( abs( spells[spellNum].Health() * health ) > s->GetHP() ) s->SetHP( 0 ); else s->IncHP( spells[spellNum].Health() * health ); } else s->IncHP( -health ); if( s->GetHP() < 0 ) s->SetHP( 0 ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool CheckMagicReflect( CChar *i ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Check if character is protected by MagicReflect. //| If yes, remove the protection and do visual effect. //| However, don't touch the protection if character is permanently protected //o-----------------------------------------------------------------------------------------------o bool cMagic::CheckMagicReflect( CChar *i ) { if( i->IsTempReflected() ) { // Is character temporarily protected by a magic reflect spell? i->SetTempReflected( false ); Effects->PlayStaticAnimation( i, 0x373A, 0, 15 ); return true; } else if( i->IsPermReflected() ) { // Is character permanently protected by a magic reflect spell? Effects->PlayStaticAnimation( i, 0x373A, 0, 15 ); return true; } return false; } //o-----------------------------------------------------------------------------------------------o //| Function - bool CheckResist( CChar *attacker, CChar *defender, SI32 circle ) //| Changes - to add EV.INT. check //o-----------------------------------------------------------------------------------------------o //| Purpose - Check character's magic resistance. //o-----------------------------------------------------------------------------------------------o bool cMagic::CheckResist( CChar *attacker, CChar *defender, SI32 circle ) { bool i = Skills->CheckSkill( defender, MAGICRESISTANCE, 80*circle, 800+(80*circle) ); CSocket *s = nullptr; if( ValidateObject( attacker ) ) { // Check what is higher between user's normal resistchance and a fallback value // To ensure user always has a chance of resisting, however small (except at resist-skill 0) SI16 defaultChance = defender->GetSkill( MAGICRESISTANCE ) / 5; SI16 resistChance = defender->GetSkill( MAGICRESISTANCE ) - ((( attacker->GetSkill( MAGERY ) - 20 ) / 5 ) + ( circle * 5 )); if( defaultChance > resistChance ) resistChance = defaultChance; if( RandomNum( 1, 100 ) < resistChance / 10 ) { s = defender->GetSocket(); if( s != nullptr ) s->sysmessage( 699 ); // You feel yourself resisting magical energy! i = true; } else i = false; } else { if( i ) { s = defender->GetSocket(); if( s != nullptr ) s->sysmessage( 699 ); // You feel yourself resisting magical energy! } } return i; } //o-----------------------------------------------------------------------------------------------o //| Function - bool CheckResist( SI16 *resistDifficulty, CChar *defender, SI32 circle ) //| Changes - to add EV.INT. check //o-----------------------------------------------------------------------------------------------o //| Purpose - Check character's magic resistance. //o-----------------------------------------------------------------------------------------------o bool cMagic::CheckResist( SI16 resistDifficulty, CChar *defender, SI32 circle ) { bool i = Skills->CheckSkill( defender, MAGICRESISTANCE, 80*circle, 800+(80*circle) ); CSocket *s = nullptr; // Calculate chance of resisting the magic effect based on defender's magic resistance vs the resistDifficulty SI16 defaultChance = defender->GetSkill( MAGICRESISTANCE ) / 5; SI16 resistChance = defender->GetSkill( MAGICRESISTANCE ) - ((( resistDifficulty - 20 ) / 5 ) + ( circle * 5 )); if( defaultChance > resistChance ) resistChance = defaultChance; if( RandomNum( 1, 100 ) < resistChance / 10 ) { s = defender->GetSocket(); if( s != nullptr ) s->sysmessage( 699 ); // You feel yourself resisting magical energy! i = true; } else i = false; return i; } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 CalcSpellDamageMod( CChar *caster, CChar *target, SI16 spellDamage, bool spellResisted ) //| Date - November 7th 2011 //o-----------------------------------------------------------------------------------------------o //| Purpose - Calculate Spell Damage after skill-modifiers //o-----------------------------------------------------------------------------------------------o SI16 CalcSpellDamageMod( CChar *caster, CChar *target, SI16 spellDamage, bool spellResisted ) { // Randomize in upper-half of damage range for some variety spellDamage = HalfRandomNum( spellDamage ); // If spell was resisted, halve damage if( spellResisted ) spellDamage = (SI16) roundNumber( spellDamage / 2 ); // Add damage bonus/penalty based on attacker's EVALINT vs defender's MAGICRESISTANCE UI16 casterEval = caster->GetSkill( EVALUATINGINTEL )/10; UI16 targetResist = target->GetSkill( MAGICRESISTANCE )/10; if( targetResist > casterEval ) spellDamage *= ((( casterEval - targetResist ) / 200.0f ) + 1 ); else spellDamage *= ((( casterEval - targetResist ) / 500.0f ) + 1 ); // Randomize some more to get broader min/max damage values SI32 i = RandomNum( 0, 4 ); if( i <= 2 ) spellDamage = roundNumber( RandomNum( static_cast( HalfRandomNum( spellDamage ) / 2 ), spellDamage )); else if( i == 3 ) spellDamage = roundNumber( HalfRandomNum( spellDamage )); else //keep current spellDamage spellDamage = roundNumber( spellDamage ); return spellDamage; } //o-----------------------------------------------------------------------------------------------o //| Function - void MagicDamage( CChar *p, SI16 amount, CChar *attacker, WeatherType element ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Calculate and inflict magic damage. //o-----------------------------------------------------------------------------------------------o void cMagic::MagicDamage( CChar *p, SI16 amount, CChar *attacker, WeatherType element ) { if( !ValidateObject( p ) ) return; if( p->IsDead() || p->GetHP() <= 0 ) // extra condition check, to see if deathstuff hasn't been hit yet return; CSocket *mSock = p->GetSocket(); if( p->IsFrozen() && p->GetDexterity() > 0 ) { p->SetFrozen( false ); if( mSock != nullptr ) mSock->sysmessage( 700 ); } // Allow damage if target is not invulnerable or in a zone safe from aggressive magic if( !p->IsInvulnerable() && !p->GetRegion()->IsSafeZone() && p->GetRegion()->CanCastAggressive() ) { UI08 hitLoc = Combat->CalculateHitLoc(); SI16 damage = Combat->ApplyDamageBonuses( element, attacker, p, MAGERY, hitLoc, amount); damage = Combat->ApplyDefenseModifiers( element, attacker, p, MAGERY, hitLoc, damage, true); if( damage <= 0 ) damage = 1; p->Damage( damage, element, attacker, true ); p->ReactOnDamage( element, attacker ); } } //o-----------------------------------------------------------------------------------------------o //| Function - void PoisonDamage( CChar *p, SI32 poison ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Apply the poison to the character. //o-----------------------------------------------------------------------------------------------o void cMagic::PoisonDamage( CChar *p, SI32 poison ) { if( p->IsFrozen() ) { p->SetFrozen( false ); CSocket *s = p->GetSocket(); if( s != nullptr ) s->sysmessage( 700 ); } // Allow poison damage if target is not invunlnerable or in a zone safe from aggressive magic if( !p->IsInvulnerable() && !p->GetRegion()->IsSafeZone() && p->GetRegion()->CanCastAggressive() ) { if( poison > 5 ) poison = 5; if( poison < 0 ) poison = 1; // Apply poison on target p->SetPoisoned( poison ); // Set time until poison wears off completely p->SetTimer( tCHAR_POISONWEAROFF, BuildTimeValue( getPoisonDuration( poison ))); } } //o-----------------------------------------------------------------------------------------------o //| Function - void CheckFieldEffects( CChar& mChar ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Check if character stands on a magic-field and apply effects. //o-----------------------------------------------------------------------------------------------o void cMagic::CheckFieldEffects( CChar& mChar ) { CMapRegion *toCheck = MapRegion->GetMapRegion( &mChar ); if( toCheck == nullptr ) // no valid region return; GenericList< CItem * > *regItems = toCheck->GetItemList(); regItems->Push(); for( CItem *inItemList = regItems->First(); !regItems->Finished(); inItemList = regItems->Next() ) { if( !ValidateObject( inItemList ) || inItemList->GetInstanceID() != mChar.GetInstanceID() ) continue; if( inItemList->GetX() == mChar.GetX() && inItemList->GetY() == mChar.GetY() ) { HandleFieldEffects( (&mChar), inItemList, inItemList->GetID() ); } } regItems->Pop(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool HandleFieldEffects( CChar *mChar, CItem *fieldItem, UI16 id ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Handle the effects of characters entering field spells //o-----------------------------------------------------------------------------------------------o bool cMagic::HandleFieldEffects( CChar *mChar, CItem *fieldItem, UI16 id ) { CChar *caster; if( id >= 0x398C && id <= 0x399F ) //fire field { caster = calcCharObjFromSer( fieldItem->GetTempVar( CITV_MOREY ) ); // store caster in morey if( ValidateObject( caster) ) { if( mChar->GetTimer( tCHAR_FIREFIELDTICK ) < cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) { // Set a timer, so another field spell cannot "tick" for this character for a short while mChar->SetTimer( tCHAR_FIREFIELDTICK, BuildTimeValue( static_cast( Magic->spells[28].DamageDelay() ))); // Fetch spell damage from Fire Field spell auto spellDamage = Magic->spells[28].BaseDmg(); // Apply magic damage if( !CheckResist( nullptr, mChar, 4 ) ) MagicDamage( mChar, spellDamage, caster, HEAT ); else MagicDamage( mChar, spellDamage / 2, caster, HEAT ); Effects->PlaySound( mChar, 520 ); } } return true; } else if( id >= 0x3914 && id <= 0x3929 ) //poison field { caster = calcCharObjFromSer( fieldItem->GetTempVar( CITV_MOREY ) ); // caster is stored in MOREY if( ValidateObject( caster ) && mChar->IsInnocent() ) { if( WillResultInCriminal( caster, mChar ) && ValidateObject( caster ) && !caster->IsGM() && !caster->IsCounselor() ) criminal( caster ); } if( mChar->GetTimer( tCHAR_POISONFIELDTICK ) < cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) { // Set a timer, so another field spell cannot "tick" for this character for a short while mChar->SetTimer( tCHAR_POISONFIELDTICK, BuildTimeValue( static_cast( Magic->spells[39].DamageDelay() ))); // Calculate strength of poison, but disregard range check UI08 poisonStrength = 1; // Fetch average skill value of poison field caster's Magery and Poisoning skills UI16 skillVal = fieldItem->GetTempVar( CITV_MOREX ); // Calculate strength of poison poisonStrength = CalculateMagicPoisonStrength( caster, mChar, skillVal, false, 5 ); // Apply poison on character PoisonDamage( mChar, poisonStrength ); Effects->PlaySound( mChar, 520 ); } return true; } else if( id >= 0x3967 && id <= 0x398A ) //paralysis field { caster = calcCharObjFromSer( fieldItem->GetTempVar( CITV_MOREY ) ); // store caster in morey if( mChar->IsInnocent() ) { if( WillResultInCriminal( caster, mChar ) && ValidateObject( caster ) && !caster->IsGM() && !caster->IsCounselor() ) criminal( caster ); } if( mChar->GetTimer( tCHAR_PARAFIELDTICK ) < cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) { // Set a timer, so another field spell cannot "tick" for this character for a short while mChar->SetTimer( tCHAR_PARAFIELDTICK, BuildTimeValue( static_cast( Magic->spells[39].DamageDelay() ))); if( !CheckResist( nullptr, mChar, 6 ) ) { Effects->tempeffect( caster, mChar, 1, 0, 0, 0 ); Effects->PlaySound( mChar, 520 ); } } return true; } else if( id >= 0x3946 && id <= 0x3964 ) //energy field { caster = calcCharObjFromSer( fieldItem->GetTempVar( CITV_MOREY ) ); // store caster in morey if( ValidateObject( caster) ) { if( RandomNum( 0, 2 ) == 1 ) { if( !CheckResist( nullptr, mChar, 4 ) ) MagicDamage( mChar, fieldItem->GetTempVar( CITV_MOREX ) / 50, caster, LIGHTNING ); else MagicDamage( mChar, fieldItem->GetTempVar( CITV_MOREX ) / 100, caster, LIGHTNING ); Effects->PlaySound( mChar, 520 ); } } return true; } return false; } //o-----------------------------------------------------------------------------------------------o //| Function - void BoxSpell( CSocket *s, CChar *caster, SI16& x1, SI16& x2, SI16& y1, SI16& y2, SI08& z1, SI08& z2) //o-----------------------------------------------------------------------------------------------o //| Purpose - Calculate the spell box effect, depending on character's magery skill //o-----------------------------------------------------------------------------------------------o void cMagic::BoxSpell( CSocket *s, CChar *caster, SI16& x1, SI16& x2, SI16& y1, SI16& y2, SI08& z1, SI08& z2) { SI16 x, y; SI08 z; SI16 length; if( s != nullptr ) { x = s->GetWord( 11 ); y = s->GetWord( 13 ); z = s->GetByte( 16 ); } else { x = caster->GetTarg()->GetX(); y = caster->GetTarg()->GetY(); z = caster->GetTarg()->GetZ(); } length = std::max( caster->GetSkill( MAGERY ) / 130, 1 ); x1 = x - length; x2 = x + length; y1 = y - length; y2 = y + length; z1 = z; z2 = z+3; } //o-----------------------------------------------------------------------------------------------o //| Function - void MagicTrap( CChar *s, CItem *i ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Do the visual effect and apply damage when a player opens a trapped container //o-----------------------------------------------------------------------------------------------o void cMagic::MagicTrap( CChar *s, CItem *i ) { if( !ValidateObject( s ) || !ValidateObject( i ) ) return; if( FindItemOwner( i ) == s || objInRange( s, i, DIST_NEARBY ) ) { Effects->PlayStaticAnimation( i, 0x36B0, 0x09, 0x09 ); Effects->PlayStaticAnimation( s, 0x36B0, 0x09, 0x09 ); Effects->PlaySound( s, 0x0207 ); if( CheckResist( nullptr, s, 4 ) ) MagicDamage( s, i->GetTempVar( CITV_MOREZ, 2 ) / 2, nullptr, HEAT ); else MagicDamage( s, i->GetTempVar( CITV_MOREZ, 2 ), nullptr, HEAT ); } else { // Player is out of range, possibly opened the trapped container using Telekinesis from a safe distance Effects->PlayStaticAnimation( i, 0x36B0, 0x09, 0x09 ); Effects->PlaySound( i, 0x0207 ); // Find nearby players and apply damage to them? REGIONLIST nearbyRegions = MapRegion->PopulateList( s ); for( REGIONLIST_CITERATOR rIter = nearbyRegions.begin(); rIter != nearbyRegions.end(); ++rIter ) { CMapRegion *MapArea = (*rIter); if( MapArea == nullptr ) // no valid region continue; GenericList< CChar * > *regChars = MapArea->GetCharList(); regChars->Push(); for( CChar *tempChar = regChars->First(); !regChars->Finished(); tempChar = regChars->Next() ) { if( !ValidateObject( tempChar ) || tempChar->GetInstanceID() != s->GetInstanceID() || tempChar->GetSerial() == s->GetSerial() ) continue; if( objInRange( tempChar, i, DIST_NEARBY ) ) { if( CheckResist( nullptr, tempChar, 4 ) ) MagicDamage( tempChar, i->GetTempVar( CITV_MOREZ, 2 ) / 2, s, HEAT ); else MagicDamage( tempChar, i->GetTempVar( CITV_MOREZ, 2 ), s, HEAT ); // Reveal hidden players impacted by the explosion if( tempChar->GetVisible() == VT_TEMPHIDDEN || tempChar->GetVisible() == VT_INVISIBLE ) { tempChar->ExposeToView(); } } } regChars->Pop(); } } // Set first part of MOREZ to 0 to disable trap, but leave other parts intact i->SetTempVar( CITV_MOREZ, 1, 0 ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool CheckReagents( CChar *s, const reag_st *reagents ) //| Changes - to use reag-st //o-----------------------------------------------------------------------------------------------o //| Purpose - Check for required reagents in player's backpack. //o-----------------------------------------------------------------------------------------------o bool cMagic::CheckReagents( CChar *s, const reag_st *reagents ) { reag_st failmsg; if( s->NoNeedReags() ) return true; if( reagents->ash != 0 && GetItemAmount( s, 0x0F8C ) < reagents->ash ) failmsg.ash = 1; if( reagents->drake!=0 && GetItemAmount( s, 0x0F86 ) < reagents->drake ) failmsg.drake = 1; if( reagents->garlic != 0 && GetItemAmount( s, 0x0F84 ) < reagents->garlic ) failmsg.garlic = 1; if( reagents->ginseng != 0 && GetItemAmount( s, 0x0F85 ) < reagents->ginseng ) failmsg.ginseng = 1; if( reagents->moss != 0 && GetItemAmount( s, 0x0F7B ) < reagents->moss ) failmsg.moss = 1; if( reagents->pearl != 0 && GetItemAmount( s, 0x0F7A ) < reagents->pearl ) failmsg.pearl = 1; if( reagents->shade != 0 && GetItemAmount( s, 0x0F88 ) < reagents->shade ) failmsg.shade = 1; if( reagents->silk != 0 && GetItemAmount( s, 0x0F8D ) < reagents->silk ) failmsg.silk = 1; return RegMsg( s, failmsg ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool RegMsg( CChar *s, reag_st failmsg ) //| Changes - display missing reagents types //o-----------------------------------------------------------------------------------------------o //| Purpose - Display an error message if character has not enough regs //o-----------------------------------------------------------------------------------------------o bool cMagic::RegMsg( CChar *s, reag_st failmsg ) { if( !ValidateObject( s ) ) return true; bool display = false; char message[100] = { 0, }; // Copy dictionary message into char array strcpy( message, Dictionary->GetEntry( 702 ).c_str() ); // Create temporary string to hold info on our missing reagents std::string tempString; tempString = " ["; if( failmsg.ash ) { display = true; tempString += "Sa, "; } if( failmsg.drake ) { display = true; tempString += "Mr, "; } if( failmsg.garlic ) { display = true; tempString += "Ga, "; } if( failmsg.ginseng ) { display = true; tempString += "Gi, "; } if( failmsg.moss ) { display = true; tempString += "Bm, "; } if( failmsg.pearl ) { display = true; tempString += "Bp, "; } if( failmsg.shade ) { display = true; tempString += "Ns, "; } if( failmsg.silk ) { display = true; tempString += "Ss, "; } // Append our temporary string to the end of the char array and add an end-bracket strcat( message, tempString.c_str() ); message[strlen( message ) - 2] = ']'; if( display ) { CSocket *i = s->GetSocket(); if( i != nullptr ) i->sysmessage( message ); return false; } return true; } //o-----------------------------------------------------------------------------------------------o //| Function - void SpellFail( CSocket *s ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Do visual and sound effects when a player fails to cast a spell. //o-----------------------------------------------------------------------------------------------o void cMagic::SpellFail( CSocket *s ) { CChar *mChar = s->CurrcharObj(); Effects->PlayStaticAnimation( mChar, 0x3735, 0, 30 ); Effects->PlaySound( mChar, 0x005C ); mChar->TextMessage( s, 771, EMOTE, false ); } ///////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////// /////// PCs CASTING SPELLS RELATED FUNCTIONS //////////////////// ///////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////// //o-----------------------------------------------------------------------------------------------o //| Function - bool SelectSpell( CSocket *mSock, SI32 num ) //| Date - 28 August 1999 / 10 September 1999 //o-----------------------------------------------------------------------------------------------o //| Purpose - Execute the selected spell to cast. //| //| Changes - Use spells (memory version of script info ) //| Made memory optionable //| Perma cached //| Added JS handling //o-----------------------------------------------------------------------------------------------o bool cMagic::SelectSpell( CSocket *mSock, SI32 num ) { /*SI16 lowSkill = 0, highSkill = 0;*/ CChar *mChar = mSock->CurrcharObj(); cScript *jsScript = JSMapping->GetScript( spells[num].JSScript() ); if( jsScript != nullptr ) { // It is the responsibility of the JS script to call the proper events (ie onSpellSuccess and so forth) // They deal with their own mana subtraction and all sorts of things // They also deal with valid regions and what not. s is *not* guaranteed to be valid (ie it could be an NPC) // Suggested script workflow: // * Check if already casting, if so, stop and dump out // * Check if frozen, if so, can't cast spell // * Check if enabled // * Check if scroll, wand or normal cast (scroll reduce requirements, wand do straight away) // * Check requirements (min int, dex, str) // * Check for reagants // * Check if can cast in this area // * Determine if the cast "succeeded" // * If so, fire onSpellSuccess, otherwise fire onSpellFailure. If failed, speak and return // * Set the player as "casting" and freeze // * Create timer for when the spell will be complete // * Wait for timer to elapse // * Upon timer elapsing, // * Unfreeze player // * Send target identifier if any (based on timer) and wait for callback // * If not target, do action (if any) // * If target, create onCallback function // * On callback, do stuff // * NOTE * For area affect spells, use an AreaCharacterFunction if( jsScript->MagicSpellCast( mSock, mChar, false, num ) ) { return true; } } if( !mChar->GetCanAttack() ) { mSock->sysmessage( 1778 ); // You are currently under the effect of peace and can not attack! return false; } if( mSock->GetCursorItem() != nullptr ) { // Player is holding an item, disallow casting while holding items on the cursor mSock->sysmessage( Dictionary->GetEntry( 2862, mSock->Language() )); // Your hands must be free to cast spells or meditate. return false; } SI32 type = mSock->CurrentSpellType(); SpellInfo curSpellCasting = spells[num]; // Spell recovery time active? This timer stars as soon as targeting cursor is ready, and defaults to 1.0 seconds unless set otherwise in spells.dfn if( mChar->GetTimer( tCHAR_SPELLRECOVERYTIME ) != 0 ) { if( mChar->GetTimer( tCHAR_SPELLRECOVERYTIME ) > cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) { mSock->sysmessage( 1638 ); // You must wait a little while before casting return false; } } // Player already casting a spell? if( mChar->GetTimer( tCHAR_SPELLTIME ) != 0 ) { if( mChar->IsCasting() ) { mSock->sysmessage( 762 ); // You are already casting a spell. return false; } else if( mChar->GetTimer( tCHAR_SPELLTIME ) > cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) { mSock->sysmessage( 1638 ); // You must wait a little while before casting return false; } } mChar->SetSpellCast( static_cast(num) ); if( num > 63 && num <= static_cast(spellCount) && spellCount <= 70 ) Log( Dictionary->GetEntry( magic_table[num].spell_name ), mChar, nullptr, "(Attempted)"); if( mChar->IsJailed() && !mChar->IsGM() ) { mSock->sysmessage( 704 ); // You are in jail and cannot cast spells! mChar->StopSpell(); return false; } // Region checks CTownRegion *ourReg = mChar->GetRegion(); if(( num == 45 && !ourReg->CanMark() ) || ( num == 52 && !ourReg->CanGate() ) || ( num == 32 && !ourReg->CanRecall() ) || ( num == 22 && !ourReg->CanTeleport() )) { mSock->sysmessage( 705 ); // This is not allowed here. mChar->StopSpell(); return false; } // Check if caster can cast aggressive spells in the region they're in if( spells[mChar->GetSpellCast()].AggressiveSpell() ) { bool allowCasting = true; if( mChar->GetRegion()->IsSafeZone() ) { mSock->sysmessage( 1799 ); // Hostile actions are not permitted in this safe area. allowCasting = false; } else if( !mChar->GetRegion()->CanCastAggressive() ) { mSock->sysmessage( 706 ); // This is not allowed in town. allowCasting = false; } if( !allowCasting ) { // Not allowed to cast selected spell in this region, abort mChar->StopSpell(); return false; } } if( !curSpellCasting.Enabled() ) { mSock->sysmessage( 707 ); // That spell is currently not enabled. mChar->StopSpell(); return false; } // The following loop checks to see if any item is currently equipped (if not a GM) if( !mChar->IsGM() ) { if( type != 2 ) { CItem *itemRHand = mChar->GetItemAtLayer( IL_RIGHTHAND ); CItem *itemLHand = mChar->GetItemAtLayer( IL_LEFTHAND ); if( itemLHand != nullptr || ( itemRHand != nullptr && itemRHand->GetType() != IT_SPELLBOOK ) ) { mSock->sysmessage( 708 ); // You cannot cast with a weapon equipped. mChar->StopSpell(); return false; } } } if( mChar->GetVisible() == VT_TEMPHIDDEN || mChar->GetVisible() == VT_INVISIBLE ) mChar->ExposeToView(); mChar->BreakConcentration( mSock ); // What the JavaScript event has to handle: // - Reag consumption // - Health consumption // - Mana consumption // - Stamina consumption // - Delay measurement SI16 Delay = -2; // If more than one script contains the onSpellCast/onScrollCast events, whichever script runs last will // determine the final delay value std::vector scriptTriggers = mChar->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute != nullptr ) { // Events: // type 0: onSpellCast (SpellBook) // type 1: onScrollCast (Scroll) // type 2: onScrolllCast (Wand) if( type == 0 ) { Delay = toExecute->OnSpellCast( mChar, num ); } else { Delay = toExecute->OnScrollCast( mChar, num ); } } } // If Delay is -1 the spell should be canceled if( Delay == -1 ) { mChar->StopSpell(); return false; } if( ( Delay == -2 ) && !mChar->IsGM() ) { // type == 2 - Wands if( type != 2 ) { if( !CheckMana( mChar, num ) ) { mSock->sysmessage( 696 ); // You have insufficient mana to cast that spell. mChar->StopSpell(); return false; } if( !CheckStamina( mChar, num ) ) { mSock->sysmessage( 697 ); // You have insufficient stamina to cast that spell. mChar->StopSpell(); return false; } if( !CheckHealth( mChar, num ) ) { mSock->sysmessage( 698 ); // You have insufficient health to cast that spell. mChar->StopSpell(); return false; } } } mChar->SetNextAct( 75 ); // why 75? // Delay measurement... if( Delay >= 0 ) { mChar->SetTimer( tCHAR_SPELLTIME, BuildTimeValue(static_cast( Delay / 1000 )) ); mChar->SetFrozen( true ); } else if( type == 0 && !mChar->IsGM() ) // if they are a gm they don't have a delay :-) { mChar->SetTimer( tCHAR_SPELLTIME, BuildTimeValue( static_cast(curSpellCasting.Delay() )) ); mChar->SetFrozen( true ); } else mChar->SetTimer( tCHAR_SPELLTIME, 0 ); // Delay measurement end //if( !mChar->IsOnHorse() ) Effects->PlaySpellCastingAnimation( mChar, curSpellCasting.Action() ); // do the action std::string temp; if( spells[num].FieldSpell() ) { if( mChar->GetSkill( MAGERY ) > 600 ) temp = "Vas " + curSpellCasting.Mantra(); else temp = curSpellCasting.Mantra(); } else temp = curSpellCasting.Mantra(); mChar->TextMessage( nullptr, temp, TALK, false ); mChar->SetCasting( true ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 getFieldDir( CChar *s, SI16 x, SI16 y ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets field direction //o-----------------------------------------------------------------------------------------------o UI08 cMagic::getFieldDir( CChar *s, SI16 x, SI16 y ) { UI08 fieldDir = 0; switch( Movement->Direction( s, x, y ) ) { case NORTH: case SOUTH: break; case EAST: case WEST: fieldDir = 1; break; case NORTHEAST: case SOUTHEAST: case SOUTHWEST: case NORTHWEST: case UNKNOWNDIR: switch( s->GetDir() ) { case NORTH: case SOUTH: break; case NORTHEAST: case EAST: case SOUTHEAST: case SOUTHWEST: case WEST: case NORTHWEST: fieldDir = 1; break; default: Console.error( " Fallout of switch statement without default. uox3.cpp, getFieldDir()" ); break; } break; default: Console.error( " Fallout of switch statement without default. uox3.cpp, getFieldDir()" ); break; } return fieldDir; } //o-----------------------------------------------------------------------------------------------o //| Function - void CastSpell( CSocket *s, CChar *caster ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Handles a character's attempt to cast spells //o-----------------------------------------------------------------------------------------------o void cMagic::CastSpell( CSocket *s, CChar *caster ) { // for LocationTarget spell like ArchCure, ArchProtection etc... SI08 curSpell; curSpell = caster->GetSpellCast(); // No spell! Abort if( curSpell == -1 ) return; cScript *jsScript = JSMapping->GetScript( spells[curSpell].JSScript() ); if( jsScript != nullptr ) { if( jsScript->MagicSpellCast( s, caster, true, curSpell ) ) { return; } } if( caster->IsCasting() ) return; // interrupted caster->StopSpell(); std::vector scriptTriggers = caster->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute != nullptr ) { // If script returns true/1, prevent other scripts with event from running if( toExecute->OnSpellSuccess( caster, curSpell ) == 1 ) { break; } } } CChar *src = caster; bool validSocket = ( s != nullptr ); // Check if caster can cast aggressive spells in the region they're in if( spells[curSpell].AggressiveSpell() ) { bool allowCasting = true; if( caster->GetRegion()->IsSafeZone() ) { // Caster is in a safe zone, where all aggressive actions are forbidden if( validSocket ) s->sysmessage( 1799 ); // Hostile actions are not permitted in this safe area. allowCasting = false; } else if( !caster->GetRegion()->CanCastAggressive() ) { // Caster is in a region where casting aggressive spells is forbidden if( validSocket ) s->sysmessage( 709 ); // You can't cast in town! allowCasting = false; } if( !allowCasting ) return; } if( curSpell == 32 || curSpell == 52 ) { if( !cwmWorldState->ServerData()->TravelSpellsWhileAggressor() && ( ( caster->DidAttackFirst() && ValidateObject( caster->GetTarg() ) && caster->GetTarg()->IsInnocent() ) || caster->IsCriminal() ) ) { if( validSocket ) s->sysmessage( 2066 ); // You are not allowed to use Recall or Gate spells while being the aggressor in a fight! return; } } //Check for enough reagents // type == 0 -> SpellBook if( validSocket && s->CurrentSpellType() == 0 && !CheckReagents( caster, spells[curSpell].ReagantsPtr() ) ) { caster->StopSpell(); return; } // Consume mana/health/stamina for the spellcast attempt, if // caster is an NPC or spelltype is spellbook or scrolls if( caster->IsNpc() || (validSocket && (s->CurrentSpellType() != 2)) ) { SubtractMana( caster, spells[curSpell].Mana() ); if( spells[curSpell].Health() > 0 ) SubtractHealth( caster, spells[curSpell].Health(), curSpell ); SubtractStamina( caster, spells[curSpell].Stamina() ); } // Consume reagents for the spellcast attempt if( validSocket && s->CurrentSpellType() == 0 && !caster->IsNpc() ) DelReagents( caster, spells[curSpell].Reagants() ); // Cut the casting requirement on scrolls SI16 lowSkill = 0, highSkill = 0; if( validSocket && s->CurrentSpellType() == 1 && cwmWorldState->ServerData()->CutScrollRequirementStatus() ) // only if enabled { lowSkill = spells[curSpell].ScrollLow(); highSkill = spells[curSpell].ScrollHigh(); } else { lowSkill = spells[curSpell].LowSkill(); highSkill = spells[curSpell].HighSkill(); } // Do the skill check, and fizzle if player fails if( !caster->IsNpc() && !caster->IsGM() && ( !Skills->CheckSkill( caster, MAGERY, lowSkill, highSkill ))) { if( validSocket ) SpellFail( s ); caster->StopSpell(); return; } if( curSpell > 63 && static_cast(curSpell) <= spellCount && spellCount <= 70 ) Log( Dictionary->GetEntry( magic_table[curSpell].spell_name ), caster, nullptr, "(Succeeded)"); if( spells[curSpell].RequireTarget() ) // target spells if true { CItem *i = nullptr; if( validSocket && spells[curSpell].TravelSpell() ) // travel spells.... mark, recall and gate { // Region checks CTownRegion *ourReg = caster->GetRegion(); if(( curSpell == 45 && !ourReg->CanMark() ) || ( curSpell == 52 && !ourReg->CanGate() ) || ( curSpell == 32 && !ourReg->CanRecall() ) || ( curSpell == 22 && !ourReg->CanTeleport() )) { if( validSocket ) s->sysmessage( 705 ); // This is not allowed here. return; } // mark, recall and gate go here if( !caster->IsNpc() ) i = calcItemObjFromSer( s->GetDWord( 7 ) ); if( ValidateObject( i ) ) { if( i->GetCont() != nullptr || LineOfSight( s, caster, i->GetX(), i->GetY(), i->GetZ(), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ) || caster->IsGM() ) { if(( i->GetType() == IT_RECALLRUNE || (( curSpell == 32 || curSpell == 52 ) && i->GetType() == IT_RUNEBOOK )) || (curSpell != 45 && i->GetType() == IT_KEY && cwmWorldState->ServerData()->TravelSpellsFromBoatKeys() )) { playSound( src, curSpell ); doMoveEffect( curSpell, i, src ); doStaticEffect( src, curSpell ); switch( curSpell ) { case 32: //////////// (32) RECALL //////////////// case 45: //////////// (45) MARK ////////////////// case 52: //////////// (52) GATE ////////////////// { scriptTriggers.clear(); scriptTriggers.shrink_to_fit(); scriptTriggers = i->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute != nullptr ) { // If script returns true/1, prevent other scripts with event from running // If script returns 2, spell being cast on this target was rejected auto retVal = toExecute->OnSpellTarget( i, caster, curSpell ); if( retVal == 1 ) break; else if( retVal == 2 ) return; } } (*((MAGIC_ITEMFUNC)magic_table[curSpell-1].mag_extra))( s, caster, i, curSpell ); break; } default: Console.error( strutil::format(" Unknown Travel spell %i, magic.cpp", curSpell) ); break; } } else if( validSocket ) s->sysmessage( 710 ); // That item is not a recall rune. } else if( validSocket ) s->sysmessage( 683 ); // There seems to be something in the way. } else if( validSocket ) s->sysmessage( 710 ); // That item is not a recall rune. return; } if( spells[curSpell].RequireCharTarget() ) { // TARGET CALC HERE CChar *c = nullptr; if( validSocket && !caster->IsNpc() ) c = calcCharObjFromSer( s->GetDWord( 7 ) ); else c = caster->GetTarg(); if( ValidateObject( c ) ) // we have to have targetted a person to kill them :) { if( !objInRange( c, caster, cwmWorldState->ServerData()->CombatMaxSpellRange() ) ) { if( validSocket ) s->sysmessage( 712 ); // You can't cast on someone that far away! return; } if( LineOfSight( s, caster, c->GetX(), c->GetY(), ( c->GetZ() + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ) || caster->IsGM() ) { if( spells[curSpell].AggressiveSpell() ) { if( c->GetRegion()->IsSafeZone() ) { // Target is in a safe zone, where all aggressive actions are forbidden if( validSocket ) s->sysmessage( 1799 ); return; } else if( !c->GetRegion()->CanCastAggressive() ) { // Target is in a region where casting aggressive spells is forbidden if( validSocket ) s->sysmessage( 709 ); return; } if( c->GetNPCAiType() == AI_PLAYERVENDOR || c->IsInvulnerable() ) { if( validSocket ) s->sysmessage( 713 ); return; } Combat->AttackTarget( caster, c ); } if( spells[curSpell].SpellReflectable() ) { if( CheckMagicReflect( c ) ) { src = c; c = caster; } } // Don't play sound and effects for these direct damagespells - it's handled // in effect.cpp after their damage delay timer has expired. Dispel is also a special case if( curSpell != 5 && curSpell != 12 && curSpell != 18 && curSpell != 30 && curSpell != 41 && curSpell != 42 && curSpell != 43 && curSpell != 49 && curSpell != 51 && curSpell != 55 ) { if( caster->IsNpc() ) playSound( c, curSpell ); else playSound( src, curSpell ); doMoveEffect( curSpell, c, src ); doStaticEffect( c, curSpell ); } switch( curSpell ) { case 1: // Clumsy case 3: // Feeblemind case 4: // Heal 2-26-00 used OSI values from UO book case 5: // Magic Arrow case 6: // Night Sight case 7: case 8: // Weaken case 9: // Agility case 10: // Cunning case 11: // Cure case 12: // Harm case 15: // Protection case 16: // Strength case 17: // Bless case 18: // Fireball case 20: // Poison case 27: // Curse case 29: // Greater Heal case 30: // Lightning case 31: // Mana drain case 37: // Mind Blast case 38: // Paralyze case 41: // Dispel case 42: // Energy Bolt case 43: // Explosion case 44: // Invisibility case 51: // Flamestrike case 53: // Mana Vampire case 59: // Resurrection { scriptTriggers.clear(); scriptTriggers.shrink_to_fit(); scriptTriggers = c->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute != nullptr ) { auto retVal = toExecute->OnSpellTarget( c, caster, curSpell ); if( retVal == 1 ) break; else if( retVal == 2 ) return; } } (*((MAGIC_CHARFUNC)magic_table[curSpell-1].mag_extra))( caster, c, src, curSpell ); break; } case 46: // Mass cure case 25: // Arch Cure case 26: // Arch Protection case 49: // Chain Lightning case 54: // Mass Dispel case 55: // Meteor Swarm { scriptTriggers.clear(); scriptTriggers.shrink_to_fit(); scriptTriggers = c->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute != nullptr ) { auto retVal = toExecute->OnSpellTarget( c, caster, curSpell ); if( retVal == 1 ) break; else if( retVal == 2 ) return; } } (*((MAGIC_TESTFUNC)magic_table[curSpell-1].mag_extra))( s, caster, c, src, curSpell ); break; } default: Console.error( strutil::format(" Unknown CharacterTarget spell %i, magic.cpp", curSpell) ); break; } } else if( validSocket ) s->sysmessage( 683 ); // There seems to be something in the way. } else if( validSocket ) s->sysmessage( 715 ); // That is not a person. } else if( spells[curSpell].RequireLocTarget() ) { SI16 x = 0; SI16 y = 0 ; SI08 z=0; CBaseObject *getTarg = nullptr; if( !caster->IsNpc() ) { if( s->GetDWord( 7 ) != INVALIDSERIAL ) { SERIAL targSer = s->GetDWord( 7 ); if( targSer >= BASEITEMSERIAL ) getTarg = calcItemObjFromSer( targSer ); else getTarg = calcCharObjFromSer( targSer ); } else { x = s->GetWord( 11 ); y = s->GetWord( 13 ); z = s->GetByte( 16 ) + Map->TileHeight( s->GetWord( 17 ) ); } } else getTarg = caster->GetTarg(); if( ValidateObject( getTarg ) ) { if( !getTarg->CanBeObjType( OT_ITEM ) || (static_cast(getTarg))->GetCont() == nullptr ) { x = getTarg->GetX(); y = getTarg->GetY(); z = getTarg->GetZ(); } else if( validSocket ) { s->sysmessage( 717 ); // That is not a valid location. return; } } if( spells[curSpell].AggressiveSpell() ) { CTownRegion *targetRegion = calcRegionFromXY( x, y, caster->WorldNumber(), caster->GetInstanceID() ); if( targetRegion->IsSafeZone() ) { // Target location is in a region where hostile actions are forbidden, disallow if( validSocket ) s->sysmessage( 1799 ); // Hostile actions are not permitted in this safe area. return; } else if( !targetRegion->CanCastAggressive() ) { // Target location is in a region where casting aggressive spells is forbidden, disallow if( validSocket ) s->sysmessage( 709 ); // You can't cast in town! return; } } // Check distance to target location vs CombatMaxSpellRange UI16 targDist; point3 targLocation = point3( x, y, z ); point3 difference = caster->GetLocation() - targLocation; targDist = static_cast(difference.Mag()); if( targDist > cwmWorldState->ServerData()->CombatMaxSpellRange() ) { if( validSocket ) s->sysmessage( 393 ); // That is too far away. return; } if( LineOfSight( s, caster, x, y, ( z + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ) ) { if( spells[curSpell].FieldSpell() ) { UI08 j = getFieldDir( caster, x, y ); playSound( src, curSpell ); doStaticEffect( src, curSpell ); (*((MAGIC_FIELDFUNC)magic_table[curSpell-1].mag_extra))( s, caster, j, x, y, z, curSpell ); } else if( spells[curSpell].RequireNoTarget() ) { if( curSpell != 48 ) { playSound( src, curSpell ); doStaticEffect( src, curSpell ); } switch( curSpell ) { case 2: //create food case 22:// Teleport case 25:// Arch Cure case 26:// Arch Protection case 33:// Blade Spirits case 34:// Dispel Field case 40:// Summon Creature case 46:// Mass curse case 48:// Reveal case 49:// Chain Lightning case 54:// Mass Dispel case 55:// Meteor Swarm case 60:// Summon Air Elemental case 61:// Summon Daemon case 62:// Summon Earth Elemental case 63:// Summon Fire Elemental case 64:// Summon water Elemental case 65:// Summon Hero case 58:// Energy Vortex (*((MAGIC_LOCFUNC)magic_table[curSpell-1].mag_extra))( s, caster, x, y, z, curSpell ); break; default: Console.error(strutil::format( " Unknown LocationTarget spell %i", curSpell) ); break; } } } else if( validSocket ) s->sysmessage( 717 ); // That is not a valid location. } else if( spells[curSpell].RequireItemTarget() && validSocket ) { i = calcItemObjFromSer( s->GetDWord( 7 ) ); if( ValidateObject( i ) ) { auto iCont = i->GetCont(); if( iCont != nullptr && FindItemOwner( i ) != caster ) { s->sysmessage( 718 ); // You can't cast on an item that far away! return; } if( iCont == nullptr && !objInRange( caster, i, cwmWorldState->ServerData()->CombatMaxSpellRange() ) ) { s->sysmessage( 718 ); // You can't cast on an item that far away! return; } if( iCont == nullptr && !LineOfSight( s, caster, i->GetX(), i->GetY(), i->GetZ(), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ) && !caster->IsGM() ) { s->sysmessage( 683 ); // There seems to be something in the way. return; } switch( curSpell ) { case 13: // Magic Trap case 14: // Magic Untrap case 19: // Magic Lock case 23: // Magic Unlock case 21: // Telekinesis (*((MAGIC_ITEMFUNC)magic_table[curSpell-1].mag_extra))( s, caster, i, curSpell ); break; default: Console.error( strutil::format(" Unknown ItemTarget spell %i, magic.cpp", curSpell) ); break; } } else s->sysmessage( 711 ); // That is not a valid item. } else if( validSocket ) s->sysmessage( 720 ); // Can't cope with this spell, requires a target but it doesn't specify what type. return; } else if( spells[curSpell].RequireNoTarget() ) { // non targetted spells playSound( src, curSpell ); doStaticEffect( src, curSpell ); switch( curSpell ) { case 2: // Create food case 40: // Summon Monster // summon monster is 40, not 33 case 35: case 36: // Magic Reflection case 56: // Poly Morph case 57: // Earthquake case 60: // Summon Air Elemental case 61: // Summon Daemon case 62: // Summon Earth Elemental case 63: // Summon Fire Elemental case 64: // Summon Water Elemental case 65: // Summon Hero case 67: (*((MAGIC_NOFUNC)magic_table[curSpell-1].mag_extra))( s, caster, curSpell ); break; default: Console.error( strutil::format(" Unknown NonTarget spell %i, magic.cpp", curSpell) ); break; } return; } } //o-----------------------------------------------------------------------------------------------o //| Function - void LoadScript( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Loads spell data from spell DFNs //| //| Notes - Avoid multiple reading of the spell script every time a spell is //| cast to avoid crippling the server when a mage enters combat //o-----------------------------------------------------------------------------------------------o void cMagic::LoadScript( void ) { spells.resize( 0 ); // for some strange reason, spells go from index 1 to SPELL_MAX and // apparently index 0 is left unused spells.resize( SPELL_MAX + 1 ); std::string spEntry; std::string tag, data, UTag; UI08 i = 0; for( Script *spellScp = FileLookup->FirstScript( spells_def ); !FileLookup->FinishedScripts( spells_def ); spellScp = FileLookup->NextScript( spells_def ) ) { if( spellScp == nullptr ) continue; for( ScriptSection *SpellLoad = spellScp->FirstEntry(); SpellLoad != nullptr; SpellLoad = spellScp->NextEntry() ) { if( SpellLoad == nullptr ) continue; spEntry = spellScp->EntryName(); auto ssecs = strutil::sections( spEntry, " " ); if( ssecs[0] == "SPELL" ) { i = static_cast(std::stoul(strutil::trim( strutil::removeTrailing( ssecs[1], "//" )), nullptr, 0) ); if( i <= SPELL_MAX ) { ++spellCount; spells[i].Enabled( false ); reag_st *mRegs = spells[i].ReagantsPtr(); //Console.Log( "Spell number: %i", "spell.log", i ); // Disabled for performance reasons for( tag = SpellLoad->First(); !SpellLoad->AtEnd(); tag = SpellLoad->Next() ) { UTag = strutil::upper( tag ); data = SpellLoad->GrabData(); data = strutil::trim( strutil::removeTrailing( data, "//" )); //Console.Log( "Tag: %s\tData: %s", "spell.log", UTag.c_str(), data.c_str() ); // Disabled for performance reasons switch( (UTag.data()[0]) ) { case 'A': if( UTag == "ACTION" ) { spells[i].Action( static_cast(std::stoul(data, nullptr, 0)) ); } else if( UTag == "ASH" ) { mRegs->ash =static_cast(std::stoul(data, nullptr, 0)); } break; case 'B': if( UTag == "BASEDMG" ) { spells[i].BaseDmg( static_cast(std::stoi(data, nullptr, 0)) ); } break; case 'C': if( UTag == "CIRCLE" ) { spells[i].Circle( static_cast(std::stoul(data, nullptr, 0)) ); } break; case 'D': if( UTag == "DAMAGEDELAY" ) { spells[i].DamageDelay( static_cast(std::stof(data)) ); } else if( UTag == "DELAY" ) { spells[i].Delay( static_cast(std::stof(data)) ); } else if( UTag == "DRAKE" ) { mRegs->drake = static_cast(std::stoul(data, nullptr, 0)); } break; case 'E': if( UTag == "ENABLE" ) // presence of enable is enough to enable it { spells[i].Enabled(std::stoul(data, nullptr, 0) != 0 ); } break; case 'F': if( UTag == "FLAGS" ) { auto ssecs = strutil::sections( data, " " ); if( ssecs.size() > 1 ) { spells[i].Flags(((static_cast(std::stoul(strutil::trim( strutil::removeTrailing( ssecs[0], "//" )), nullptr, 16)))<<8) || static_cast(std::stoul(strutil::trim( strutil::removeTrailing( ssecs[1], "//" )), nullptr, 16))); } else { spells[i].Flags( static_cast(std::stoul(data, nullptr, 0)) ); } } break; case 'G': if( UTag == "GARLIC" ) { mRegs->garlic = static_cast(std::stoul(data, nullptr, 0)); } else if( UTag == "GINSENG" ) { mRegs->ginseng = static_cast(std::stoul(data, nullptr, 0)); } break; case 'H': if( UTag == "HISKILL" ) { spells[i].HighSkill( static_cast(std::stoi(data, nullptr, 0))); } else if( UTag == "HEALTH" ) { spells[i].Health( static_cast(std::stoi(data, nullptr, 0)) ); } break; case 'L': if( UTag == "LOSKILL" ) { spells[i].LowSkill( static_cast(std::stoi(data, nullptr, 0)) ); } break; case 'M': if( UTag == "MANA" ) { spells[i].Mana( static_cast(std::stoi(data, nullptr, 0)) ); } else if( UTag == "MANTRA" ) { spells[i].Mantra( data ); } else if( UTag == "MOSS" ) { mRegs->moss = static_cast(std::stoul(data, nullptr, 0)); } else if( UTag == "MOVEFX" ) { auto ssecs = strutil::sections( data, " " ); if( ssecs.size() > 1 ) { CMagicMove *mv = spells[i].MoveEffectPtr(); mv->Effect( static_cast(std::stoul(strutil::trim( strutil::removeTrailing( ssecs[0], "//" )), nullptr, 16)), static_cast(std::stoul(strutil::trim( strutil::removeTrailing( ssecs[1], "//" )), nullptr, 16)) ); mv->Speed( static_cast(std::stoul(strutil::trim( strutil::removeTrailing( ssecs[2], "//" )), nullptr, 16)) ); mv->Loop( static_cast(std::stoul(strutil::trim( strutil::removeTrailing( ssecs[3], "//" )), nullptr, 16)) ); mv->Explode( static_cast(std::stoul(strutil::trim( strutil::removeTrailing( ssecs[4], "//" )), nullptr, 16))); } } break; case 'P': if( UTag == "PEARL" ) { mRegs->pearl = static_cast(std::stoul(data,nullptr,0)); } break; case 'R': if( UTag == "RECOVERYDELAY" ) { spells[i].RecoveryDelay( static_cast(std::stof(data)) ); } break; case 'S': if( UTag == "SHADE" ) { mRegs->shade = static_cast(std::stoul(data,nullptr,0)); } else if( UTag == "SILK" ) { mRegs->silk = static_cast(std::stoul(data,nullptr,0)); } else if( UTag == "SOUNDFX" ) { auto ssecs = strutil::sections( data, " " ); if( ssecs.size() > 1 ) { spells[i].Effect( ( (static_cast(std::stoul(strutil::trim( strutil::removeTrailing( ssecs[0], "//" )), nullptr, 16))<<8) || static_cast(std::stoul(strutil::trim( strutil::removeTrailing( ssecs[1], "//" )), nullptr, 16)))); } else { spells[i].Effect( static_cast(std::stoul(data,nullptr,0)) ); } } else if( UTag == "STATFX" ) { auto ssecs = strutil::sections( data, " " ); if( ssecs.size() > 1 ) { CMagicStat *stat = spells[i].StaticEffectPtr(); stat->Effect( static_cast(std::stoul(strutil::trim( strutil::removeTrailing( ssecs[0], "//" )), nullptr, 16)), static_cast(std::stoul(strutil::trim( strutil::removeTrailing( ssecs[1], "//" )), nullptr, 16)) ); stat->Speed( static_cast(std::stoul(strutil::trim( strutil::removeTrailing( ssecs[2], "//" )), nullptr, 16)) ); stat->Loop( static_cast(std::stoul(strutil::trim( strutil::removeTrailing( ssecs[3], "//" )), nullptr, 16)) ); } } else if( UTag == "SCLO" ) { spells[i].ScrollLow( static_cast(std::stoi(data, nullptr, 0)) ); } else if( UTag == "SCHI" ) { spells[i].ScrollHigh( static_cast(std::stoi(data, nullptr, 0)) ); } else if( UTag == "STAMINA" ) { spells[i].Stamina( static_cast(std::stoi(data, nullptr, 0))); } break; case 'T': if( UTag == "TARG" ) { spells[i].StringToSay( data ); } break; } } } } } } #if defined( UOX_DEBUG_MODE ) Console.print( "Registering spells\n" ); #endif CJSMappingSection *spellSection = JSMapping->GetSection( SCPT_MAGIC ); for( cScript *ourScript = spellSection->First(); !spellSection->Finished(); ourScript = spellSection->Next() ) { if( ourScript != nullptr ) ourScript->ScriptRegistration( "Spell" ); } } //o-----------------------------------------------------------------------------------------------o //| Function - void DelReagents( CChar *s, reag_st reags ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Deletes the specified amount of reagents when a spell is cast //o-----------------------------------------------------------------------------------------------o void cMagic::DelReagents( CChar *s, reag_st reags ) { if( s->NoNeedReags() ) return; DeleteItemAmount( s, reags.pearl, 0x0F7A ); DeleteItemAmount( s, reags.moss, 0x0F7B ); DeleteItemAmount( s, reags.garlic, 0x0F84 ); DeleteItemAmount( s, reags.ginseng, 0x0F85 ); DeleteItemAmount( s, reags.drake, 0x0F86 ); DeleteItemAmount( s, reags.shade, 0x0F88 ); DeleteItemAmount( s, reags.ash, 0x0F8C ); DeleteItemAmount( s, reags.silk, 0x0F8D ); } //o-----------------------------------------------------------------------------------------------o //| Function - void playSound( CChar *source, SI32 num ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Plays the SFX associated with a spell that is being cast //o-----------------------------------------------------------------------------------------------o void cMagic::playSound( CChar *source, SI32 num ) { if( spells[num].Effect() != INVALIDID ) Effects->PlaySound( source, spells[num].Effect() ); } //o-----------------------------------------------------------------------------------------------o //| Function - void doStaticEffect( CChar *source, SI32 num ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Plays the static FX associated with a spell that is being cast //o-----------------------------------------------------------------------------------------------o void cMagic::doStaticEffect( CChar *source, SI32 num ) { CMagicStat temp = spells[num].StaticEffect(); if( temp.Effect() != INVALIDID ) Effects->PlayStaticAnimation( source, temp.Effect(), temp.Speed(), temp.Loop() ); } //o-----------------------------------------------------------------------------------------------o //| Function - void doMoveEffect( SI32 num, CBaseObject *target, CChar *source ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Plays the moving FX associated with a spell that is being cast //o-----------------------------------------------------------------------------------------------o void cMagic::doMoveEffect( SI32 num, CBaseObject *target, CChar *source ) { CMagicMove temp = spells[num].MoveEffect(); if( temp.Effect() != INVALIDID ) Effects->PlayMovingAnimation( source, target, temp.Effect(), temp.Speed(), temp.Loop(), ( temp.Explode() == 1 ) ); } void HandleCommonGump( CSocket *mSock, ScriptSection *gumpScript, UI16 gumpIndex ); //o-----------------------------------------------------------------------------------------------o //| Function - void PolymorphMenu( CSocket *s, UI16 gmindex ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Opens the polymorph menu to allow player to choose which creature to poly into //o-----------------------------------------------------------------------------------------------o void cMagic::PolymorphMenu( CSocket *s, UI16 gmindex ) { std::string sect = "POLYMORPHMENU " + strutil::number( gmindex ); ScriptSection *polyStuff = FileLookup->FindEntry( sect, menus_def ); if( polyStuff == nullptr ) return; HandleCommonGump( s, polyStuff, gmindex ); } //o-----------------------------------------------------------------------------------------------o //| Function - void Polymorph( CSocket *s, UI16 polyID ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Applies effects of Polymorph spell to caster //o-----------------------------------------------------------------------------------------------o void cMagic::Polymorph( CSocket *s, UI16 polyID ) { UI08 id1 = static_cast(polyID>>8); UI08 id2 = static_cast(polyID%256); CChar *mChar = s->CurrcharObj(); // store our original ID mChar->SetOrgID( mChar->GetID() ); Effects->PlaySound( mChar, 0x020F ); // Temp effect will actually switch our body for us Effects->tempeffect( mChar, mChar, 18, id1, id2, 0 ); mChar->IsPolymorphed( true ); } //o-----------------------------------------------------------------------------------------------o //| Function - void Log( std::string spell, CChar *player1, CChar *player2, const std::string &extraInfo ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Writes out spell casting details to spell.log file //o-----------------------------------------------------------------------------------------------o void cMagic::Log( std::string spell, CChar *player1, CChar *player2, const std::string &extraInfo ) { if( spell.empty() || !ValidateObject( player1 ) ) return; std::string logName = cwmWorldState->ServerData()->Directory( CSDDP_LOGS ) + "spell.log"; std::ofstream logDestination; logDestination.open( logName.c_str(), std::ios::out | std::ios::app ); if( !logDestination.is_open() ) { Console.error(strutil::format( "Unable to open spell log file %s!", logName.c_str() )); return; } char dateTime[1024]; RealTime( dateTime ); logDestination << "[" << dateTime << "] "; std::string casterName = getNpcDictName( player1 ); logDestination << casterName << " (serial: " << std::hex << player1->GetSerial() << " ) "; logDestination << "cast spell <" << spell << "> "; if( ValidateObject( player2 ) ) { std::string targetName = getNpcDictName( player2 ); logDestination << "on player " << targetName << " (serial: " << player2->GetSerial() << " ) "; } logDestination << "Extra Info: " << extraInfo << std::endl; logDestination.close(); } //o-----------------------------------------------------------------------------------------------o //| Function - void Register( cScript *toRegister, SI32 spellNumber, bool isEnabled ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Registers a spell in the JS Engine //o-----------------------------------------------------------------------------------------------o void cMagic::Register( cScript *toRegister, SI32 spellNumber, bool isEnabled ) { #if defined( UOX_DEBUG_MODE ) Console.print( strutil::format("Registering spell number %i\n", spellNumber )); #endif if( spellNumber < 0 || static_cast(spellNumber) >= spells.size() ) return; if( toRegister == nullptr ) return; spells[spellNumber].JSScript( JSMapping->GetScriptID( toRegister->Object() ) ); spells[spellNumber].Enabled( isEnabled ); } //o-----------------------------------------------------------------------------------------------o //| Function - void SetSpellStatus( SI32 spellNumber, bool isEnabled ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets the enabled state of a given spell //o-----------------------------------------------------------------------------------------------o void cMagic::SetSpellStatus( SI32 spellNumber, bool isEnabled ) { if( spellNumber < 0 || static_cast(spellNumber) >= spells.size() ) return; spells[spellNumber].Enabled( isEnabled ); }