uox3/source/effect.cpp
Xoduz 0ce39a3410 Couple of small fixes
Fixed an issue with onDyeTarget event where the dyetub and target object parameters were not set properly
Fixed some incorrect casting animation-related variable assignments for AI_HEALER and AI_EVIL_HEALER
Fixed an issue with pets not going wild from lack of loyalty to their owners when at zero loyalty
Addressed issues with idle/fidget animation setup that could cause NPCs to blink out of existence
Removed stray semicolon behind control statement related to triggering of OnFacetChange JS event
Fixed an issue with Bless spell when cast from item
Some minor code cleanup
2022-10-27 00:54:41 +08:00

1991 lines
62 KiB
C++

#include "uox3.h"
#include "skills.h"
#include "magic.h"
#include "cMagic.h"
#include "CJSMapping.h"
#include "mapstuff.h"
#include "cScript.h"
#include "cEffects.h"
#include "teffect.h"
#include "CPacketSend.h"
#include "classes.h"
#include "regions.h"
#include "combat.h"
#include "CJSMapping.h"
#include "townregion.h"
#include "StringUtility.hpp"
#include <algorithm>
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::DeathAction()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Plays a characters death animation and sends it to nearby players
//o------------------------------------------------------------------------------------------------o
void cEffects::DeathAction( CChar *s, CItem *x, UI08 fallDirection )
{
CPDeathAction toSend(( *s ), ( *x ));
toSend.FallDirection( fallDirection );
for( auto &mSock : FindNearbyPlayers( s ))
{
if( mSock->CurrcharObj() != s ) // Death action screws up corpse display for the person who died.
{
mSock->Send( &toSend );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::SpawnBloodEffect()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Spawns a blood effect item and returns the newly created object to caller
//o------------------------------------------------------------------------------------------------o
CItem * cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceId, UI16 bloodColour, BloodTypes bloodType )
{
// Use default blood decay timer from ini setting
R32 bloodDecayTimer = static_cast<R32>( cwmWorldState->ServerData()->SystemTimer( tSERVER_BLOODDECAY ));
// Blood effects, sorted by size of effect from small to large
std::vector<UI16> bloodIds{ 0x1645, 0x122C, 0x122E, 0x122B, 0x122D, 0x122A, 0x122F };
UI16 bloodEffectId = 0x122c;
switch( bloodType )
{
case BLOOD_DEATH:
// Use corpse-specific blood decay timer instead of default one
bloodDecayTimer = static_cast<R32>( cwmWorldState->ServerData()->SystemTimer( tSERVER_BLOODDECAYCORPSE ));
// Randomize between large blood effects
bloodEffectId = bloodIds[RandomNum( static_cast<UI16>( 3 ), static_cast<UI16>( 6 ))];
break;
case BLOOD_BLEED:
// Randomize between small blood effects
bloodEffectId = bloodIds[RandomNum( static_cast<UI16>( 0 ), static_cast<UI16>( 3 ))];
break;
case BLOOD_CRITICAL:
// Randomize between medium to large blood effects
bloodEffectId = bloodIds[RandomNum( static_cast<UI16>( 2 ), static_cast<UI16>( 5 ))];
// More blood, so increase the time it takes to decay
bloodDecayTimer *= 1.5;
break;
default:
break;
}
// Spawn the blood effect item
CItem *blood = Items->CreateBaseItem( worldNum, OT_ITEM, instanceId, false );
if( ValidateObject( blood ))
{
blood->SetId( bloodEffectId );
blood->SetColour( bloodColour );
blood->SetDecayable( true );
blood->SetDecayTime( BuildTimeValue( bloodDecayTimer ));
return blood;
}
return nullptr;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayMovingAnimation( CBaseObject *source, CBaseObject *dest, UI16 effect,
//| UI08 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode )
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sends a message to client to display a moving animation from source object to target object
//o------------------------------------------------------------------------------------------------o
void cEffects::PlayMovingAnimation( CBaseObject *source, CBaseObject *dest, UI16 effect, UI08 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode, bool playLocalMoveFX )
{ //0x0f 0x42 = arrow 0x1b 0xfe=bolt
if( !ValidateObject( source ) || !ValidateObject( dest ))
return;
// TODO - if enhanced client/3d client, send packet 0xC7 (CP3DGraphicalEffect) instead
// CP3DGraphicalEffect toSend( 0, ( *source ), ( *dest ));
CPGraphicalEffect2 toSend( 0, ( *source ), ( *dest ));
toSend.Model( effect );
toSend.SourceLocation(( *source ));
toSend.TargetLocation(( *dest ));
toSend.Z( dest->GetZ() + 14 );
toSend.ZTrg( dest->GetZ() + 11 );
toSend.Speed( speed );
toSend.Duration( loop );
toSend.ExplodeOnImpact( explode );
toSend.Hue( hue );
toSend.RenderMode( renderMode ); // 0x00000004
// Edge case, in case someone want to play the moving FX locally on source object
if( source == dest && playLocalMoveFX )
{
toSend.Effect( 0x03 );
if( loop == 0 )
{
// Make sure effect has a fixed duration, or it will stick around for ever!
toSend.Duration( 0x05 );
}
toSend.SourceSerial( 0x0000 );
toSend.TargetSerial( 0x0000 );
toSend.TargetLocation( 0, 0, 0 );
}
// TODO: Used with 3D graphical effect only
/*toSend.EffectId3D( 0x0000 );
toSend.ExplodeEffectId( 0x0001 );
toSend.MovingEffectId( 0xFFFF );
toSend.TargetObjSerial( dest->GetSerial() );
toSend.LayerId( 0x01 );
toSend.Unknown( 0x0000 );*/
for( auto &tSock : Network->connClients )
{
if( ObjInRange( tSock, source, DIST_SAMESCREEN ) && ObjInRange( tSock, dest, DIST_SAMESCREEN ))
{
tSock->Send( &toSend );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayMovingAnimation( CBaseObject *source, SI16 x, SI16 y, SI08 z, UI16 effect,
//| UI08 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode )
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sends a message to client to display a moving animation from source object to target location
//o------------------------------------------------------------------------------------------------o
void cEffects::PlayMovingAnimation( CBaseObject *source, SI16 x, SI16 y, SI08 z, UI16 effect, UI08 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode )
{ //0x0f 0x42 = arrow 0x1b 0xfe=bolt
if( !ValidateObject( source ))
return;
CPGraphicalEffect2 toSend( 0, ( *source ));
toSend.TargetSerial( INVALIDSERIAL );
toSend.Model( effect );
toSend.SourceLocation(( *source ));
toSend.TargetLocation( x, y, z );
toSend.Speed( speed );
toSend.Duration( loop );
toSend.ExplodeOnImpact( explode );
toSend.Hue( hue );
toSend.RenderMode( renderMode );
for( auto &mSock : FindNearbyPlayers( source, DIST_SAMESCREEN ))
{
mSock->Send( &toSend );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayMovingAnimation( SI16 srcX, SI16 srcY, SI08 srcZ, SI16 x, SI16 y, SI08 z, UI16 effect,
//| UI08 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode )
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sends a message to client to display a moving animation from source object to target location
//o------------------------------------------------------------------------------------------------o
void cEffects::PlayMovingAnimation( SI16 srcX, SI16 srcY, SI08 srcZ, SI16 x, SI16 y, SI08 z, UI16 effect, UI08 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode )
{ //0x0f 0x42 = arrow 0x1b 0xfe=bolt
CPGraphicalEffect2 toSend( 0 );
toSend.TargetSerial( INVALIDSERIAL );
toSend.Model( effect );
toSend.SourceLocation( srcX, srcY, srcZ );
toSend.TargetLocation( x, y, z );
toSend.Speed( speed );
toSend.Duration( loop );
toSend.ExplodeOnImpact( explode );
toSend.Hue( hue );
toSend.RenderMode( renderMode );
for( auto &mSock : FindNearbyPlayers( srcX, srcY, srcZ, DIST_SAMESCREEN ))
{
mSock->Send( &toSend );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayCharacterAnimation()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sends message to client to make character perform specified action/anim
//o------------------------------------------------------------------------------------------------o
void cEffects::PlayCharacterAnimation( CChar *mChar, UI16 actionId, UI08 frameDelay, UI08 frameCount, bool playBackwards )
{
CPCharacterAnimation toSend = ( *mChar );
toSend.Action( actionId );
toSend.FrameDelay( frameDelay );
toSend.FrameCount( frameCount );
toSend.DoBackwards( playBackwards );
for( auto &mSock : FindNearbyPlayers( mChar ))
{
mSock->Send( &toSend );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayNewCharacterAnimation()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sends message to client to make character perform specified action/anim
//| in client versions above 7.0.0.0
//o------------------------------------------------------------------------------------------------o
void cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionId, UI16 subActionId, UI08 subSubActionId )
{
CPNewCharacterAnimation toSend = ( *mChar );
toSend.Action( actionId );
toSend.SubAction( subActionId );
toSend.SubSubAction( subSubActionId );
for( auto &mSock : FindNearbyPlayers( mChar ))
{
mSock->Send( &toSend );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlaySpellCastingAnimation()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles spellcasting action
//o------------------------------------------------------------------------------------------------o
void cEffects::PlaySpellCastingAnimation( CChar *mChar, UI16 actionId, bool monsterCast, bool monsterAreaCastAnim )
{
if( !monsterCast && ( mChar->GetBodyType() == BT_GARGOYLE || cwmWorldState->ServerData()->ForceNewAnimationPacket() ))
{
if( mChar->GetBodyType() == BT_GARGOYLE )
{
if( actionId == 0x10 )
{
PlayNewCharacterAnimation( mChar, N_ACT_SPELL, S_ACT_SPELL_AREA ); // Action: 0x0b, SubAction: spell variation 0x01
}
else if( actionId == 0x11 )
{
PlayNewCharacterAnimation( mChar, N_ACT_SPELL, S_ACT_SPELL_TARGET ); // Action: 0x0b, SubAction: spell variation 0x00
}
}
else
{
// Sub actions are in reverse order for humans, compared to gargoyles
if( actionId == 0x10 )
{
PlayNewCharacterAnimation( mChar, N_ACT_SPELL, S_ACT_SPELL_TARGET ); // Action: 0x0b, SubAction: spell variation 0x00
}
else if( actionId == 0x11 )
{
PlayNewCharacterAnimation( mChar, N_ACT_SPELL, S_ACT_SPELL_AREA ); // Action: 0x0b, SubAction: spell variation 0x01
}
}
return;
}
else if( mChar->IsOnHorse() || mChar->GetMounted() ) // Players and NPC are mounted differently...
{
if( actionId == 0x10 )
{
PlayCharacterAnimation( mChar, ACT_MOUNT_ATT_1H, 0, 5 ); // 0x1A
}
else if( actionId == 0x11 )
{
PlayCharacterAnimation( mChar, ACT_MOUNT_ATT_BOW, 0, 5 ); // 0x1B
}
return;
}
else
{
if( !monsterCast )
{
// Human old animation packet
PlayCharacterAnimation( mChar, actionId, 0, 7 );
}
else
{
// Non-human old animation packet
if( actionId == 0x22 )
return;
UI16 castAnim = 0;
UI08 castAnimLength = 0;
if( monsterAreaCastAnim )
{
castAnim = static_cast<UI16>( cwmWorldState->creatures[mChar->GetId()].CastAnimAreaId() );
castAnimLength = cwmWorldState->creatures[mChar->GetId()].CastAnimAreaLength();
}
else
{
castAnim = static_cast<UI16>( cwmWorldState->creatures[mChar->GetId()].CastAnimTargetId() );
castAnimLength = cwmWorldState->creatures[mChar->GetId()].CastAnimTargetLength();
}
// Play cast anim, but fallback to default attack anim (0x04) with anim length of 4 frames if no cast anim was defined in creatures.dfn
PlayCharacterAnimation( mChar, ( castAnim != 0 ? castAnim : 0x04 ), 0, ( castAnimLength != 0 ? castAnimLength : 4 ));
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayStaticAnimation( CBaseObject *target, UI16 effect, UI08 speed, UI08 loop, bool explode )
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sends message to client to play a static animation effect on an object
//o------------------------------------------------------------------------------------------------o
void cEffects::PlayStaticAnimation( CBaseObject *target, UI16 effect, UI08 speed, UI08 loop, bool explode )
{
if( !ValidateObject( target ))
return;
CPGraphicalEffect toSend( 3, ( *target ));
if( target->GetObjType() != OT_CHAR )
{
toSend.TargetSerial(( *target ));
}
else
{
toSend.TargetSerial( INVALIDSERIAL );
}
toSend.Model( effect );
toSend.SourceLocation(( *target ));
if( target->GetObjType() != OT_CHAR )
{
toSend.TargetLocation(( *target ));
}
else
{
toSend.ZTrg( 15 );
}
toSend.Speed( speed );
toSend.Duration( loop );
toSend.AdjustDir( false );
toSend.ExplodeOnImpact( explode );
for( auto &mSock : FindNearbyPlayers( target, DIST_SAMESCREEN ))
{
mSock->Send( &toSend );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayStaticAnimation( SI16 x, SI16 y, SI08 z, UI16 effect, UI08 speed, UI08 loop, bool explode )
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sends message to client to play a static animation effect at a location
//o------------------------------------------------------------------------------------------------o
void cEffects::PlayStaticAnimation( SI16 x, SI16 y, SI08 z, UI16 effect, UI08 speed, UI08 loop, bool explode )
{
CPGraphicalEffect toSend( 2 );
toSend.Model( effect );
toSend.SourceLocation( x, y, z );
toSend.TargetLocation( x, y, z );
toSend.Speed( speed );
toSend.Duration( loop );
toSend.AdjustDir( false );
toSend.ExplodeOnImpact( explode );
std::for_each( Network->connClients.begin(), Network->connClients.end(), [&toSend]( CSocket *tSock )
{
tSock->Send( &toSend );
});
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::Bolteffect()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sends message to client to play a lightning bolt effect on a specific player
//o------------------------------------------------------------------------------------------------o
void cEffects::Bolteffect( CChar *player )
{
if( !ValidateObject( player ))
return;
CPGraphicalEffect toSend( 1, ( *player ));
toSend.SourceLocation(( *player ));
toSend.ExplodeOnImpact( false );
toSend.AdjustDir( false );
for( auto &mSock : FindNearbyPlayers( player ))
{
mSock->Send( &toSend );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - ExplodeItem()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Explode an item, dealing damage to nearby characters and deleting the item
//o------------------------------------------------------------------------------------------------o
auto ExplodeItem( CSocket *mSock, CItem *nItem, UI32 damage = 0, UI08 damageType = 0, bool explodeNearby = true ) -> void
{
auto c = mSock->CurrcharObj();
UI32 dx, dy, dz;
// - send the effect (visual and sound)
if( nItem->GetCont() )
{
Effects->PlayStaticAnimation( c, 0x36B0, 0x00, 0x09 );
nItem->SetCont( nullptr );
nItem->SetLocation( c );
Effects->PlaySound( c, 0x0207 );
}
else
{
Effects->PlayStaticAnimation( nItem, 0x36B0, 0x00, 0x09, 0x00 );
Effects->PlaySound( nItem, 0x0207 );
}
UI32 len = nItem->GetTempVar( CITV_MOREX ) / 250; //4 square max damage at 100 alchemy
if( damage == 0 )
{
damage = RandomNum( nItem->GetTempVar( CITV_MOREZ ) * 5, nItem->GetTempVar( CITV_MOREZ ) * 10 );
}
if( damage < 5 )
{
damage = RandomNum( 5, 10 ); // 5 points minimum damage
}
if( len < 2 )
{
len = 2; // 2 square min damage range
}
if( explodeNearby )
{
// Explode for characters nearby
for( auto &Cell : MapRegion->PopulateList( nItem ))
{
bool chain = false;
auto regChars = Cell->GetCharList();
for( const auto &tempChar : regChars->collection() )
{
if( !ValidateObject( tempChar ) || tempChar->GetInstanceId() != nItem->GetInstanceId() )
continue;
if( !tempChar->GetRegion()->IsSafeZone() )
{
// Character is in not safe zone, count damage
dx = abs( tempChar->GetX() - nItem->GetX() );
dy = abs( tempChar->GetY() - nItem->GetY() );
dz = abs( tempChar->GetZ() - nItem->GetZ() );
if( dx <= len && dy <= len && dz <= len )
{
if( !tempChar->IsGM() && !tempChar->IsInvulnerable() && ( tempChar->IsNpc() || IsOnline(( *tempChar ))))
{
//UI08 hitLoc = Combat->CalculateHitLoc();
damage = Combat->ApplyDefenseModifiers( HEAT, c, tempChar, ALCHEMY, 0, ( static_cast<SI32>( damage ) + ( 2 - std::min( dx, dy ))), true );
[[maybe_unused]] bool retVal = tempChar->Damage( static_cast<SI16>( damage ), HEAT, c, true );
}
}
}
}
auto regItems = Cell->GetItemList();
for( const auto &tempItem : regItems->collection() )
{
if( !ValidateObject( tempItem ) || tempItem->GetInstanceId() != nItem->GetInstanceId() )
continue;
if( tempItem->GetId() == 0x0F0D && tempItem->GetType() == IT_POTION )
{
dx = abs( nItem->GetX() - tempItem->GetX() );
dy = abs( nItem->GetY() - tempItem->GetY() );
dz = abs( nItem->GetZ() - tempItem->GetZ() );
if( dx <= 2 && dy <= 2 && dz <= 2 && !chain ) // only trigger if in a 2*2*2 cube
{
if( !( dx == 0 && dy == 0 && dz == 0 ))
{
if( RandomNum( 0, 1 ) == 1 )
{
chain = true;
}
Effects->TempEffect( c, tempItem, 17, 0, 1, 0 );
}
}
}
}
}
}
else
{
// Only affect character associated with item
if( !c->IsGM() && !c->IsInvulnerable() && ( c->IsNpc() || IsOnline(( *c ))))
{
damage = Combat->ApplyDefenseModifiers( HEAT, c, c, ALCHEMY, 0, static_cast<SI32>( damage ), true );
[[maybe_unused]] bool retVal = c->Damage( static_cast<SI16>( damage ), HEAT, c, true );
}
}
nItem->Delete();
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::HandleMakeItemEffect()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Applies maker's mark to crafted items and plays sound FX
//o------------------------------------------------------------------------------------------------o
void cEffects::HandleMakeItemEffect( CTEffect *tMake )
{
if( tMake == nullptr )
return;
CChar *src = CalcCharObjFromSer( tMake->Source() );
UI16 iMaking = tMake->More2();
CreateEntry_st *toMake = Skills->FindItem( iMaking );
if( toMake == nullptr )
return;
CSocket *sock = src->GetSocket();
std::string addItem = toMake->addItem;
UI16 amount = 1;
auto csecs = oldstrutil::sections( addItem, "," );
if( csecs.size() > 1 )
{
amount = oldstrutil::value<UI16>( oldstrutil::extractSection( addItem, ",", 1, 1 ));
addItem = oldstrutil::extractSection( addItem, ",", 0, 0 );
}
UI16 iColour = 0;
if( ValidateObject( src ))
{
// Get colour of the resource targeted by player (if any), so it can be applied to the item being made
TAGMAPOBJECT tempTagObj = src->GetTempTag( "craftItemColor" );
if( tempTagObj.m_ObjectType == TAGMAP_TYPE_INT && tempTagObj.m_IntValue > 0 )
{
iColour = static_cast<UI16>( tempTagObj.m_IntValue );
}
}
// Create the actual item
CItem *targItem = Items->CreateScriptItem( sock, src, addItem, amount, OT_ITEM, true, iColour );
for( size_t skCounter = 0; skCounter < toMake->skillReqs.size(); ++skCounter )
{
src->SkillUsed( false, toMake->skillReqs[skCounter].skillNumber );
}
if( targItem == nullptr )
{
Console.Error( oldstrutil::format( "CSkills::MakeItem() bad script item # %s, made by player 0x%X", addItem.c_str(), src->GetSerial() ));
return;
}
else
{
// targItem->SetName2( targItem->GetName().c_str() ); // Why was this here?
SI32 rank = Skills->CalcRankAvg( src, ( *toMake ));
SI32 maxrank = toMake->maxRank;
Skills->ApplyRank( sock, targItem, static_cast<UI08>( rank ), static_cast<UI08>( maxrank ));
// if we're not a GameMaster, see if we should store our creator
if( !src->IsGM() && !toMake->skillReqs.empty() )
{
// Store serial of crafter
targItem->SetCreator( src->GetSerial() );
// Store skill number that item was crafted with
targItem->SetMadeWith( toMake->skillReqs[0].skillNumber + 1 );
// Set Makers Mark on item if primary skill used to craft item is at 100.0 or higher
SI32 primarySkill = src->GetSkill( toMake->skillReqs[0].skillNumber );
if( primarySkill >= 1000 )
{
targItem->SetMakersMark( true );
}
}
else
{
// Crafted by a GM, don't apply maker's marks or give any additional information
targItem->SetCreator( INVALIDSERIAL );
targItem->SetMadeWith( 0 );
}
// Store the entry number from create DFNs that item was made from
targItem->EntryMadeFrom( iMaking );
}
// Make sure it's movable
targItem->SetMovable( 1 );
if( toMake->soundPlayed )
{
PlaySound( sock, toMake->soundPlayed, true );
}
if( FindItemOwner( targItem ) == src )
{
sock->SysMessage( 985 ); // You create the item and place it in your backpack.
}
// Trigger onMakeItem() JS event for character who crafted the item
std::vector<UI16> scriptTriggers = src->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
toExecute->OnMakeItem( sock, src, targItem, iMaking );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::CheckTempeffects()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks timer-controlled temporary effects
//o------------------------------------------------------------------------------------------------o
auto cEffects::CheckTempeffects() -> void
{
CItem *i = nullptr;
CChar *s = nullptr, *src = nullptr;
CSocket *tSock = nullptr;
CBaseObject *myObj = nullptr;
const UI32 j = cwmWorldState->GetUICurrentTime();
std::vector<CTEffect*> removeEffects;
auto collection = cwmWorldState->tempEffects.collection();
for( auto &Effect : collection )
{
if( Effect == nullptr )
{
//removeEffects.push_back( Effect );
continue;
}
else if( Effect->Destination() == INVALIDSERIAL )
{
removeEffects.push_back( Effect );
continue;
}
if( Effect->ExpireTime() > j )
continue;
if( Effect->Destination() < BASEITEMSERIAL )
{
s = CalcCharObjFromSer( Effect->Destination() );
if( !ValidateObject( s ))
{
removeEffects.push_back( Effect );
//cwmWorldState->tempEffects.Remove( Effect, true );
continue;
}
tSock = s->GetSocket();
}
bool equipCheckNeeded = false;
bool validChar = ValidateObject( s );
switch( Effect->Number() )
{
case 1: // Paralysis / Paralysis Field Spells
if( validChar && s->IsFrozen() )
{
s->SetFrozen( false );
if( tSock != nullptr )
{
// Don't show system message if we don't want it to
if( Effect->More1() == 0 )
{
tSock->SysMessage( 700 ); // You are no longer frozen.
}
s->Update();
}
}
break;
case 2: // Nightsight Potion (JS) and Spell (code)
if( validChar )
{
s->SetFixedLight( 255 );
DoLight( tSock, cwmWorldState->ServerData()->WorldLightCurrentLevel() );
}
break;
case 3: // Clumsy spell (JS)
if( validChar )
{
s->IncDexterity2( Effect->More1() );
equipCheckNeeded = true;
}
break;
case 4: // Feeblemind spell (JS)
if( validChar )
{
s->IncIntelligence2( Effect->More1() );
equipCheckNeeded = true;
}
break;
case 5: // Weaken Spell
if( validChar )
{
s->IncStrength2( Effect->More1() );
equipCheckNeeded = true;
}
break;
case 6: // Agility Potion (JS) and Spell (code)
if( validChar )
{
s->IncDexterity2( -Effect->More1() );
s->SetStamina( std::min( s->GetStamina(), s->GetMaxStam() ));
equipCheckNeeded = true;
}
break;
case 7: // Cunning Spell
if( validChar )
{
s->IncIntelligence2( -Effect->More1() );
s->SetMana( std::min( s->GetMana(), s->GetMaxMana() ));
equipCheckNeeded = true;
}
break;
case 8: // Strength Potion (JS) and Spell (code)
if( validChar )
{
s->IncStrength2( -Effect->More1() );
s->SetHP( std::min( s->GetHP(), static_cast<SI16>( s->GetMaxHP() )));
equipCheckNeeded = true;
}
break;
case 9: // Grind potion (also used for necro stuff)
if( validChar )
{
switch( Effect->More1() )
{
case 0:
if( Effect->More2() != 0 )
{
s->TextMessage( nullptr, 1270, EMOTE, 1, s->GetName().c_str() ); // *%s continues grinding*
}
PlaySound( s, 0x0242 );
break;
default:
break;
}
}
break;
case 11: // Bless Spell
if( validChar )
{
s->IncStrength2( -Effect->More1() );
s->SetHP( std::min( s->GetHP(), static_cast<SI16>( s->GetMaxHP() )));
s->IncDexterity2( -Effect->More2() );
s->SetStamina( std::min( s->GetStamina(), s->GetMaxStam() ));
s->IncIntelligence2( -Effect->More3() );
s->SetMana( std::min( s->GetMana(), s->GetMaxMana() ));
equipCheckNeeded = true;
}
break;
case 12: // Curse Spell
equipCheckNeeded = false;
if( validChar )
{
s->IncStrength2( Effect->More1() );
s->IncDexterity2( Effect->More2() );
s->IncIntelligence2( Effect->More3() );
equipCheckNeeded = true;
}
break;
case 15: // Reactive Armor Spell
if( validChar )
{
s->SetReactiveArmour( false );
}
break;
case 16: // Explosion potion messages (JS)
src = CalcCharObjFromSer( Effect->Source() );
if( src->GetTimer( tCHAR_ANTISPAM ) < cwmWorldState->GetUICurrentTime() )
{
src->SetTimer( tCHAR_ANTISPAM, BuildTimeValue( 1 ));
std::string mTemp = oldstrutil::number( Effect->More3() );
if( tSock )
{
tSock->SysMessage( mTemp.c_str() );
}
}
break;
case 17: // Explosion effect (JS and code)
src = CalcCharObjFromSer( Effect->Source() );
ExplodeItem( src->GetSocket(), static_cast<CItem *>( Effect->ObjPtr() )); //explode this item
break;
case 18: // Polymorph Spell
if( validChar )
{
s->SetId( s->GetOrgId() );
s->IsPolymorphed( false );
}
break;
case 19: // Incognito Spell
if( validChar )
{
s->SetId( s->GetOrgId() );
// ------ NAME -----
s->SetName( s->GetOrgName() );
i = s->GetItemAtLayer( IL_HAIR );
if( ValidateObject( i ))
{
i->SetColour( s->GetHairColour() );
i->SetId( s->GetHairStyle() );
}
i = s->GetItemAtLayer( IL_FACIALHAIR );
if( ValidateObject( i ) && s->GetId( 2 ) == 0x90 )
{
i->SetVisible( VT_VISIBLE );
i->SetColour( s->GetBeardColour() );
i->SetId( s->GetBeardStyle() );
}
if( tSock )
{
s->SendWornItems( tSock );
}
s->IsIncognito( false );
}
break;
case 21: // Protection Spell
if( validChar )
{
UI16 toDrop;
toDrop = Effect->More1();
if(( s->GetBaseSkill( PARRYING ) - toDrop ) < 0 )
{
s->SetBaseSkill( 0, PARRYING );
}
else
{
s->SetBaseSkill( s->GetBaseSkill( PARRYING ) - toDrop, PARRYING );
}
equipCheckNeeded = true;
}
break;
case 25: // Temporarily set item as disabled
Effect->ObjPtr()->SetDisabled( false );
break;
case 26: // Disallow immediately using another potion (JS)
if( validChar )
{
s->SetUsingPotion( false );
}
break;
case 27: // Explosion Spell
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Magic->PlaySound( src, 43 );
Magic->DoMoveEffect( 43, s, src );
Magic->DoStaticEffect( s, 43 );
Magic->MagicDamage( s, Effect->More1(), src, HEAT );
equipCheckNeeded = true;
}
break;
case 28: // Magic Arrow Spell
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Magic->PlaySound( src, 5 );
Magic->DoMoveEffect( 5, s, src );
// Caster.MovingParticles(d, 0x36E4, 5, 0, false, false, 3006, 0, 0);
Magic->DoStaticEffect( s, 5 );
Magic->MagicDamage( s, Effect->More1(), src, HEAT );
equipCheckNeeded = true;
}
break;
case 29: // Harm Spell
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Magic->PlaySound( src, 12 );
Magic->DoMoveEffect( 12, s, src );
Magic->DoStaticEffect( s, 12 );
Magic->MagicDamage( s, Effect->More1(), src, COLD );
equipCheckNeeded = true;
}
break;
case 30: // Fireball Spell
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Magic->PlaySound( src, 18 );
Magic->DoMoveEffect( 18, s, src );
Magic->DoStaticEffect( s, 18 );
Magic->MagicDamage( s, Effect->More1(), src, HEAT );
equipCheckNeeded = true;
}
break;
case 31: // Lightning Spell
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Effects->Bolteffect( s );
Magic->PlaySound( src, 30 );
Magic->DoMoveEffect( 30, s, src );
Magic->DoStaticEffect( s, 30 );
Magic->MagicDamage( s, Effect->More1(), src, LIGHTNING );
equipCheckNeeded = true;
}
break;
case 32: // Mind Blast
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Magic->PlaySound( src, 37 );
Magic->DoMoveEffect( 37, s, src );
Magic->DoStaticEffect( s, 37 );
Magic->MagicDamage( s, Effect->More1(), src, COLD );
equipCheckNeeded = true;
}
break;
case 33: // Energy Bolt
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Magic->PlaySound( s, 42 );
Magic->DoMoveEffect( 42, s, src );
Magic->DoStaticEffect( s, 42 );
Magic->MagicDamage( s, Effect->More1(), src, LIGHTNING );
equipCheckNeeded = true;
}
break;
case 34: // Chain Lightning
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Effects->Bolteffect( s );
Magic->PlaySound( s, 49 );
Magic->DoMoveEffect( 49, s, src );
Magic->DoStaticEffect( s, 49 );
Magic->MagicDamage( s, Effect->More1(), src, LIGHTNING );
equipCheckNeeded = true;
}
break;
case 35: // Flame Strike
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Magic->PlaySound( s, 51 );
Magic->DoMoveEffect( 51, s, src );
Magic->DoStaticEffect( s, 51 );
Magic->MagicDamage( s, Effect->More1(), src, HEAT );
equipCheckNeeded = true;
}
break;
case 36: // Meteor Swarm
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Magic->PlaySound( src, 55 );
if( s != src )
{
Magic->DoMoveEffect( 55, s, src );
}
Magic->DoStaticEffect( s, 55 );
//Effects->PlaySound( target, 0x160 );
//Effects->PlayMovingAnimation( caster, target, 0x36D5, 0x07, 0x00, 0x01 );
Magic->MagicDamage( s, Effect->More1(), src, HEAT );
equipCheckNeeded = true;
}
break;
case 40: // Used by JS timers
{
// Default/Global script ID
UI16 scpNum = 0xFFFF;
// Get script associated with effect, if any
cScript *tScript = JSMapping->GetScript( Effect->AssocScript() );
// items have serials of 0x40000000 and above, and we already know it's not INVALIDSERIAL
if( Effect->Source() >= BASEITEMSERIAL )
{
myObj = CalcItemObjFromSer( Effect->Source() );
equipCheckNeeded = false;
}
else
{
myObj = CalcCharObjFromSer( Effect->Source() );
equipCheckNeeded = true;
}
// Check that object effect was running on still exists
if( ValidateObject( myObj ))
{
// No associated script, so it must be another callback variety
if( tScript == nullptr )
{
if( Effect->More2() != 0xFFFF ) // A scriptId other than default one was found
{
scpNum = Effect->More2();
tScript = JSMapping->GetScript( scpNum );
}
}
// Make sure to check for a specific script via envoke system when the previous checks ended in the global script.
if(( tScript == nullptr || scpNum == 0 ) && Effect->Source() >= BASEITEMSERIAL )
{
if( JSMapping->GetEnvokeByType()->Check( static_cast<UI16>(( static_cast<CItem *>( myObj ))->GetType() )))
{
scpNum = JSMapping->GetEnvokeByType()->GetScript( static_cast<UI16>(( static_cast<CItem *>( myObj ))->GetType() ));
tScript = JSMapping->GetScript( scpNum );
}
else if( JSMapping->GetEnvokeById()->Check( myObj->GetId() ))
{
scpNum = JSMapping->GetEnvokeById()->GetScript( myObj->GetId() );
tScript = JSMapping->GetScript( scpNum );
}
}
// Callback to onTimer event in script
if( tScript )
{
tScript->OnTimer( myObj, static_cast<UI16>( Effect->More1() ));
}
}
break;
}
case 41: // Start of item crafting
HandleMakeItemEffect( Effect );
break;
case 42: // End of item crafting
src = CalcCharObjFromSer( Effect->Source() );
PlaySound( src, Effect->More2() );
break;
case 43: // Turn a wooly sheep into a sheared sheep
src = CalcCharObjFromSer( Effect->Source() );
if( !ValidateObject( src )) // char doesn't exist!
{
break;
}
else if( src->GetId() == 0xCF )
{
break;
}
src->SetId( 0xCF ); // Thats all we need to do
break;
case 50: // Unlock a magically locked object
{
myObj = CalcItemObjFromSer( Effect->Destination() );
if( ValidateObject( myObj ))
{
auto lockedItem = static_cast<CItem *>( myObj );
// Only continue if door is actually still locked
auto lockType = lockedItem->GetType();
if( lockType == IT_LOCKEDDOOR || lockType == IT_LOCKEDCONTAINER || lockType == IT_LOCKEDSPAWNCONT )
{
switch( lockType )
{
case IT_LOCKEDDOOR: lockedItem->SetType( IT_DOOR ); break;
case IT_LOCKEDCONTAINER: lockedItem->SetType( IT_CONTAINER ); break;
case IT_LOCKEDSPAWNCONT: lockedItem->SetType( IT_SPAWNCONT ); break;
default: break;
}
lockedItem->RemoveFromSight();
lockedItem->Update();
if( Magic->spells[23].Effect() != INVALIDID )
{
Effects->PlaySound( lockedItem, Magic->spells[23].Effect(), true );
}
CMagicStat temp = Magic->spells[23].StaticEffect();
if( temp.Effect() != INVALIDID )
{
auto iCont = lockedItem->GetCont();
if( ValidateObject( iCont ) && iCont->CanBeObjType( OT_CHAR ))
{
// Play unlock FX on character holding object
Effects->PlayStaticAnimation( iCont, temp.Effect(), temp.Speed(), temp.Loop() );
}
else
{
// Play unlock FX directly on object
Effects->PlayStaticAnimation( lockedItem, temp.Effect(), temp.Speed(), temp.Loop() );
}
}
}
}
break;
}
default:
Console.Error( oldstrutil::format( " Fallout of switch statement without default (%i). checktempeffects()", Effect->Number() ));
break;
}
if( validChar && equipCheckNeeded )
{
Items->CheckEquipment( s ); // checks equipments for stat requirements
}
removeEffects.push_back( Effect );
}
std::for_each( removeEffects.begin(), removeEffects.end(), [this]( CTEffect *effect )
{
cwmWorldState->tempEffects.Remove( effect, true );
});
}
//o------------------------------------------------------------------------------------------------o
//| Function - ReverseEffect()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Reverse a temp effect
//o------------------------------------------------------------------------------------------------o
void ReverseEffect( CTEffect *Effect )
{
CChar *s = CalcCharObjFromSer( Effect->Destination() );
if( ValidateObject( s ))
{
switch( Effect->Number() )
{
case 1: // Paralysis Spell
s->SetFrozen( false );
break;
case 2: // Nightsight Potion (JS) and Spell (code)
s->SetFixedLight( 255 );
break;
case 3: s->IncDexterity2( Effect->More1() ); break; // Clumsy Spell (JS)
case 4: s->IncIntelligence2( Effect->More1() ); break; // Feeblemind Spell (JS)
case 5: s->IncStrength2( Effect->More1() ); break; // Weaken Spell
case 6: s->IncDexterity2( -Effect->More1() ); break; // Agility Potion (JS) and Spell (code)
case 7: s->IncIntelligence2( -Effect->More1() ); break; // Cunning Spell
case 8: s->IncStrength2( -Effect->More1() ); break; // Strength Potion (JS) and Spell (code)
case 11: // Bless Spell
s->IncStrength2( -Effect->More1() );
s->IncDexterity2( -Effect->More2() );
s->IncIntelligence2( -Effect->More3() );
break;
case 12: // Curse Spell
s->IncStrength2( Effect->More1() );
s->IncDexterity2( Effect->More2() );
s->IncIntelligence2( Effect->More3() );
break;
case 18: // Polymorph Spell
s->SetId( s->GetOrgId() );
s->IsPolymorphed( false );
break;
case 19: // Incognito Spell
CItem *j;
// ------ SEX ------
s->SetId( s->GetOrgId() );
s->SetName( s->GetOrgName() );
j = s->GetItemAtLayer( IL_HAIR );
if( ValidateObject( j ))
{
j->SetColour( s->GetHairColour() );
j->SetId( s->GetHairStyle() );
}
j = s->GetItemAtLayer( IL_FACIALHAIR );
if( ValidateObject( j ) && s->GetId( 2 ) == 0x90 )
{
j->SetColour( s->GetBeardColour() );
j->SetId( s->GetBeardStyle() );
}
// only refresh once
CSocket *tSock;
tSock = s->GetSocket();
s->SendWornItems( tSock );
s->IsIncognito( false );
break;
case 21: // Protection Spell
SI32 toDrop;
toDrop = Effect->More1();
if(( s->GetBaseSkill( PARRYING ) - toDrop ) < 0 )
{
s->SetBaseSkill( 0, PARRYING );
}
else
{
s->SetBaseSkill( s->GetBaseSkill( PARRYING ) - toDrop, PARRYING );
}
break;
case 26: // Re-enable the usage of potions
s->SetUsingPotion( false );
break;
default:
Console.Error( " Fallout of switch statement without default. uox3.cpp, reverseEffect()");
break;
}
}
Items->CheckEquipment( s );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::TempEffect()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Adds a temp effect to a character
//o------------------------------------------------------------------------------------------------o
void cEffects::TempEffect( CChar *source, CChar *dest, UI08 num, UI16 more1, UI16 more2, UI16 more3, CItem *targItemPtr )
{
//if( !ValidateObject( source ) || !ValidateObject( dest ))
if( !ValidateObject( dest ))
return;
bool spellResisted = false;
CTEffect *toAdd = new CTEffect;
SERIAL sourceSerial = 0;
if( source != nullptr )
{
sourceSerial = source->GetSerial();
}
SERIAL targSer = dest->GetSerial();
toAdd->Source( sourceSerial );
toAdd->Destination( targSer );
std::vector<CTEffect *> removeEffect;
for( const auto &Effect : cwmWorldState->tempEffects.collection() )
{
if( Effect->Destination() == targSer )
{
if( Effect->Number() == num )
{
switch( Effect->Number() )
{
case 3: // Clumsy Spell (JS)
case 4: // Feeblemind Spell (JS)
case 5: // Weaken Spell
case 6: // Agility Potion (JS) and Spell (code)
case 7: // Cunning Spell
case 8: // Strength Potion (JS) and Spell (code)
case 11: // Bless Spell
case 12: // Curse Spell
case 18: // Polymorph Spell
case 19: // Incognito Spell
case 21: // Protection Spell
ReverseEffect( Effect );
removeEffect.push_back( Effect );
break;
default:
break;
}
}
}
}
std::for_each( removeEffect.begin(), removeEffect.end(), [this]( CTEffect *effect )
{
cwmWorldState->tempEffects.Remove( effect, true );
});
CSocket *tSock = dest->GetSocket();
toAdd->Number( num );
switch( num )
{
case 1: // Paralyse Spell
{
dest->SetFrozen( true );
R32 effectDuration = 0;
if( source == nullptr )
{
effectDuration = static_cast<R32>( more2 );
if( more3 != 0 )
{
// Divide duration by more3 value
effectDuration /= static_cast<R32>( more3 );
}
// Keep a reference to more1, if different than 0
if( more1 != 0 )
{
toAdd->More1( more1 );
}
}
else
{
effectDuration = static_cast<R32>( source->GetSkill( MAGERY )) / 100.0f;
}
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
toAdd->Dispellable( true );
break;
}
case 2: // Nightsight Potion (JS) and Spell (code)
{
SI16 worldbrightlevel;
worldbrightlevel = cwmWorldState->ServerData()->WorldLightBrightLevel();
dest->SetFixedLight( static_cast<UI08>( worldbrightlevel ));
DoLight( tSock, static_cast<SI08>( worldbrightlevel ));
R32 effectDuration = 0;
if( source == nullptr )
{
effectDuration = static_cast<R32>( more2 );
}
else
{
effectDuration = static_cast<R32>( source->GetSkill( MAGERY )) / 2.0f;
}
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
toAdd->Dispellable( true );
break;
}
case 3: // Clumsy Spell (JS)
{
if( dest->GetDexterity() < more1 )
{
more1 = dest->GetDexterity();
}
dest->IncDexterity2( -more1 );
dest->SetStamina( std::min( dest->GetStamina(), dest->GetMaxStam() ));
R32 effectDuration = 0;
if( source == nullptr )
{
// Use duration provided with effect call
effectDuration = static_cast<R32>( more2 );
// Halve effect-duration on resist
spellResisted = Magic->CheckResist( more3, dest, 1 );
}
else
{
effectDuration = static_cast<R32>( source->GetSkill( MAGERY ) / 10.0f );
//Halve effect-timer on resist
spellResisted = Magic->CheckResist( source, dest, 1 );
}
if( spellResisted )
{
toAdd->ExpireTime( BuildTimeValue( effectDuration / 2.0f ));
}
else
{
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
}
toAdd->More1( more1 );
toAdd->Dispellable( true );
break;
}
case 4: // Feeblemind Spell (JS)
{
if( dest->GetIntelligence() < more1 )
{
more1 = dest->GetIntelligence();
}
dest->IncIntelligence2( -more1 );
dest->SetMana( std::min( dest->GetMana(), dest->GetMaxMana() ));
R32 effectDuration = 0;
if( source == nullptr )
{
// Use duration provided with effect call
effectDuration = static_cast<R32>( more2 );
// Halve effect-duration on resist
spellResisted = Magic->CheckResist( more3, dest, 3 );
}
else
{
effectDuration = static_cast<R32>( source->GetSkill( MAGERY ) / 10.0f );
//Halve effect-timer on resist
spellResisted = Magic->CheckResist( source, dest, 1 );
}
if( spellResisted )
{
toAdd->ExpireTime( BuildTimeValue( effectDuration / 2.0f ));
}
else
{
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
}
toAdd->More1( more1 );
toAdd->Dispellable( true );
break;
}
case 5: // Weaken Spell
{
if( dest->GetStrength() < more1 )
{
more1 = dest->GetStrength();
}
dest->IncStrength2( -more1 );
dest->SetHP( std::min( dest->GetHP(), static_cast<SI16>( dest->GetMaxHP() )));
R32 effectDuration = 0;
if( source == nullptr )
{
// Use duration provided with effect call
effectDuration = static_cast<R32>( more2 );
// Halve effect-duration on resist
spellResisted = Magic->CheckResist( more3, dest, 1 );
}
else
{
effectDuration = static_cast<R32>( source->GetSkill( MAGERY ) / 10.0f );
//Halve effect-timer on resist
spellResisted = Magic->CheckResist( source, dest, 1 );
}
//Halve effect-timer on resist
if( spellResisted )
{
toAdd->ExpireTime( BuildTimeValue( effectDuration / 2.0f ));
}
else
{
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
}
toAdd->More1( more1 );
toAdd->Dispellable( true );
break;
}
case 6: // Agility Potion (JS) and Spell (code)
{
dest->IncDexterity( more1 );
if( source == nullptr )
{
// Use duration provided with effect call
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( more2 )));
}
else
{
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( source->GetSkill( MAGERY )) / 10.0f ));
}
toAdd->More1( more1 );
toAdd->Dispellable( true );
break;
}
case 7: // Cunning Spell
dest->IncIntelligence2( more1 );
if( source == nullptr )
{
// Use duration provided with effect call
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(more2) ));
}
else
{
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( source->GetSkill( MAGERY )) / 10.0f ));
}
toAdd->More1( more1 );
toAdd->Dispellable( true );
break;
case 8: // Strength Potion (JS) and Spell (code)
dest->IncStrength2( more1 );
if( source == nullptr )
{
// Use duration provided with effect call
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( more2 )));
}
else
{
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( source->GetSkill( MAGERY )) / 10.0f ));
}
toAdd->More1( more1 );
toAdd->Dispellable( true );
break;
case 9: // Grind Necro Reagent
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( more2 )));
toAdd->More1( more1 );
toAdd->More2( more2 );
toAdd->Dispellable( false );
break;
case 10: // ???
toAdd->ExpireTime( BuildTimeValue( 12.0f ));
toAdd->Dispellable( false );
toAdd->More1( more1 );
toAdd->More2( more2 );
break;
case 11: // Bless Spell
if( source == nullptr )
{
// No source! Effect gotten from equipping an item?
// Apply same bonus to all stats
dest->IncStrength2( more1 );
dest->IncDexterity2( more1 );
dest->IncIntelligence2( more1 );
toAdd->ExpireTime( BuildTimeValue( more2 ));
toAdd->More1( more1 );
toAdd->More2( more1 );
toAdd->More3( more1 );
}
else
{
// Effect gotten from a spell cast by another character
dest->IncStrength2( more1 );
dest->IncDexterity2( more2 );
dest->IncIntelligence2( more3 );
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( source->GetSkill( MAGERY )) / 10.0f ));
toAdd->More1( more1 );
toAdd->More2( more2 );
toAdd->More3( more3 );
}
toAdd->Dispellable( true );
break;
case 12: // Curse Spell
{
bool spellResisted = false;
R32 effectDuration = 0;
if( source == nullptr )
{
auto effectStrength = more1;
if( dest->GetStrength() < more1 )
{
effectStrength = dest->GetStrength();
}
dest->IncStrength2( -effectStrength );
if( dest->GetDexterity() < more1 )
{
effectStrength = dest->GetDexterity();
}
dest->IncDexterity2( -effectStrength );
if( dest->GetIntelligence() < more1 )
{
effectStrength = dest->GetIntelligence();
}
dest->IncIntelligence2( -effectStrength );
toAdd->More1( more1 );
toAdd->More2( more1 );
toAdd->More3( more1 );
// Use duration provided with effect call
effectDuration = static_cast<R32>( more2 );
// Halve effect-duration on resist
spellResisted = Magic->CheckResist( more3, dest, 4 );
}
else
{
if( dest->GetStrength() < more1 )
{
more1 = dest->GetStrength();
}
if( dest->GetDexterity() < more2 )
{
more2 = dest->GetDexterity();
}
if( dest->GetIntelligence() < more3 )
{
more3 = dest->GetIntelligence();
}
dest->IncStrength2( -more1 );
dest->IncDexterity2( -more2 );
dest->IncIntelligence2( -more3 );
toAdd->More1( more1 );
toAdd->More2( more2 );
toAdd->More3( more3 );
effectDuration = static_cast<R32>( source->GetSkill( MAGERY )) / 10.0f;
//Halve effect-timer on resist
spellResisted = Magic->CheckResist( source, dest, 4 );
}
if( spellResisted )
{
toAdd->ExpireTime( BuildTimeValue( effectDuration / 2.0f ));
}
else
{
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
}
toAdd->Dispellable( true );
break;
}
case 15: // Reactive Armor Spell
if( source != nullptr )
{
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( source->GetSkill( MAGERY )) / 10.0f ));
}
else
{
toAdd->ExpireTime( BuildTimeValue( 6.0f ));
}
toAdd->Dispellable( true );
break;
case 16: // Explosion potion messages (JS)
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( more2 )));
toAdd->More1( more1 ); //item/potion
toAdd->More2( more2 ); //seconds
toAdd->More3( more3 ); //countdown#
toAdd->Dispellable( false );
break;
case 18: // Polymorph Spell
toAdd->ExpireTime( cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_POLYMORPH ));
toAdd->Dispellable( false );
UI16 k;
// Grey flag when polymorphed
dest->SetTimer( tCHAR_CRIMFLAG, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_POLYMORPH ));
if( dest->IsOnHorse() )
{
DismountCreature( dest );
}
else if( dest->IsFlying() )
{
dest->ToggleFlying();
}
k = ( more1<<8 ) + more2;
if( k <= 0x03e2 ) // body-values >0x3e1 crash the client
{
dest->SetId( k );
}
break;
case 19: // Incognito Spell
toAdd->ExpireTime( BuildTimeValue( 90.0f )); // 90 seconds
toAdd->Dispellable( false );
break;
case 21: // Protection Spell
{
R32 effectDuration = 0;
if( source == nullptr )
{
effectDuration = static_cast<R32>( more2 );
}
else
{
effectDuration = 120.0f;
}
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
toAdd->Dispellable( true );
toAdd->More1( more1 );
dest->SetBaseSkill( dest->GetBaseSkill( PARRYING ) + more1, PARRYING );
break;
}
case 25: // Temporarily set item as disabled
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( more1 )));
toAdd->ObjPtr( dest );
dest->SetDisabled( true );
toAdd->More2( 1 );
break;
case 26: // Temporarily disable the usage of potions
toAdd->ExpireTime( cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_POTION ));
dest->SetUsingPotion( true );
break;
case 27: // Explosion Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( Magic->spells[43].DamageDelay() )));
toAdd->More1( more1 );
break;
case 28: // Magic Arrow Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[5].DamageDelay() )));
toAdd->More1( more1 );
break;
case 29: // Harm Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[12].DamageDelay() )));
toAdd->More1( more1 );
break;
case 30: // Fireball Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[18].DamageDelay() )));
toAdd->More1( more1 );
break;
case 31: // Lightning Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[30].DamageDelay() )));
toAdd->More1( more1 );
break;
case 32: // Mind Blast Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[37].DamageDelay() )));
toAdd->More1( more1 );
break;
case 33: // Energy Bolt Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[42].DamageDelay() )));
toAdd->More1( more1 );
break;
case 34: // Chain Lightning Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[49].DamageDelay() )));
toAdd->More1( more1 );
break;
case 35: // Flamestrike Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[51].DamageDelay() )));
toAdd->More1( more1 );
break;
case 36: // Meteor Swarm
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[55].DamageDelay() )));
toAdd->More1( more1 );
break;
case 40: // Used by JS timers
toAdd->ExpireTime( BuildTimeValue(( static_cast<R32>( more1 ) + static_cast<R32>( more2 ) / 1000.0f )));
toAdd->More1( more3 );
break;
case 41: // creating item
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( more1 ) / 100.0f ));
toAdd->More2( more2 );
break;
case 42: // delayed sound effect for crafting
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( more1 ) / 100.0f ));
toAdd->More2( more2 );
break;
case 43: // regain wool for sheeps (JS)
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( more1 )));
break;
default:
Console.Error( oldstrutil::format( " Fallout of switch statement (%d) without default. uox3.cpp, tempeffect()", num ));
delete toAdd;
return;
}
cwmWorldState->tempEffects.Add( toAdd );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::TempEffect( CChar *source, CItem *dest, UI08 num, UI16 more1, UI16 more2, UI16 more3 )
//o------------------------------------------------------------------------------------------------o
//| Purpose - Adds a temp effect to an item
//o------------------------------------------------------------------------------------------------o
void cEffects::TempEffect( CChar *source, CItem *dest, UI08 num, UI16 more1, UI16 more2, UI16 more3 )
{
if( !ValidateObject( dest ))
return;
CTEffect *toAdd = new CTEffect;
if( ValidateObject( source ))
{
toAdd->Source( source->GetSerial() );
}
else
{
toAdd->Source( INVALIDSERIAL );
}
toAdd->Destination( dest->GetSerial() );
toAdd->Number( num );
switch( num )
{
case 10: // Crafting Potion??
toAdd->ExpireTime( BuildTimeValue( 12 ));
toAdd->Dispellable( false );
toAdd->More1( more1 );
toAdd->More2( more2 );
source->SkillUsed( true, ALCHEMY );
break;
case 13: // Timer for door (gangplank on boats?) to autoclose?
if( !dest->IsDoorOpen() )
{
dest->SetDoorOpen( true );
}
toAdd->ExpireTime( BuildTimeValue( 10 ));
toAdd->Dispellable( false );
break;
case 17: // Explosion potion (explosion) Tauriel (explode in 4 seconds)
toAdd->ExpireTime( BuildTimeValue( 4 ));
toAdd->More1( more1 );
toAdd->More2( more2 );
toAdd->ObjPtr( dest );
toAdd->Dispellable( false );
break;
case 25: // // Temporarily set item as disabled
toAdd->ExpireTime( BuildTimeValue( more1 ));
toAdd->ObjPtr( dest );
dest->SetDisabled( true );
toAdd->More2( 0 );
break;
case 50: // Magically locked, expires in X seconds (more1, based on caster's Magery skill)
toAdd->ExpireTime( BuildTimeValue( more1 ));
toAdd->ObjPtr( dest );
toAdd->Dispellable( false );
break;
default:
Console.Error( " Fallout of switch statement without default. uox3.cpp, tempeffect2()" );
delete toAdd;
return;
}
cwmWorldState->tempEffects.Add( toAdd );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::SaveEffects()
//| Date - 16 March, 2002
//o------------------------------------------------------------------------------------------------o
//| Purpose - Saves out the TempEffects to effects.wsc
//o------------------------------------------------------------------------------------------------o
void cEffects::SaveEffects( void )
{
std::ofstream effectDestination;
const char blockDiscriminator[] = "\n\n---EFFECT---\n\n";
SI32 s_t = GetClock();
Console << "Saving Effects... ";
Console.TurnYellow();
std::string filename = cwmWorldState->ServerData()->Directory( CSDDP_SHARED ) + "effects.wsc";
effectDestination.open( filename.c_str() );
if( !effectDestination )
{
Console.Error( oldstrutil::format( "Failed to open %s for writing", filename.c_str() ));
return;
}
for( const auto &currEffect : cwmWorldState->tempEffects.collection() )
{
if( currEffect )
{
currEffect->Save( effectDestination );
effectDestination << blockDiscriminator;
}
}
effectDestination.close();
Console << "\b\b\b\b";
Console.PrintDone();
SI32 e_t = GetClock();
Console.Print( oldstrutil::format("Effects saved in %.02fsec\n", ( static_cast<R32>( e_t-s_t )) / 1000.0f ));
}
void ReadWorldTagData( std::ifstream &inStream, std::string &tag, std::string &data );
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::LoadEffects()
//| Date - 16 March, 2002
//o------------------------------------------------------------------------------------------------o
//| Purpose - Loads in Effects from disk
//o------------------------------------------------------------------------------------------------o
void cEffects::LoadEffects( void )
{
std::ifstream input;
std::string filename = cwmWorldState->ServerData()->Directory( CSDDP_SHARED ) + "effects.wsc";
input.open( filename.c_str(), std::ios_base::in );
input.seekg( 0, std::ios::beg );
std::string tag;
std::string data;
std::string UTag;
if( input.is_open() )
{
CTEffect *toLoad;
char line[1024];
while( !input.eof() && !input.fail() )
{
input.getline(line, 1023);
line[input.gcount()] = 0;
std::string sLine( line );
sLine = oldstrutil::trim( oldstrutil::removeTrailing( sLine, "//" ));
auto usLine = oldstrutil::upper( sLine );
if( !sLine.empty() )
{
if( usLine == "[EFFECT]" )
{
toLoad = new CTEffect;
while( tag != "o---o" )
{
ReadWorldTagData( input, tag, data );
if( tag != "o---o" )
{
UTag = oldstrutil::upper( tag );
switch(( UTag.data()[0] ))
{
case 'A':
if( UTag == "ASSOCSCRIPT" )
{
toLoad->AssocScript( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
}
break;
case 'D':
if( UTag == "DEST" )
{
toLoad->Destination( static_cast<UI32>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
}
if( UTag == "DISPEL" )
{
toLoad->Dispellable((( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 0 ) ? false : true ));
}
break;
case 'E':
if( UTag == "EXPIRE" )
{
toLoad->ExpireTime( static_cast<UI32>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) + cwmWorldState->GetUICurrentTime() );
}
break;
case 'I':
if( UTag == "ITEMPTR" )
{
SERIAL objSer = static_cast<UI32>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 ));
if( objSer != INVALIDSERIAL )
{
if( objSer < BASEITEMSERIAL )
{
toLoad->ObjPtr( CalcCharObjFromSer( objSer ));
}
else
{
toLoad->ObjPtr( CalcItemObjFromSer( objSer ));
}
}
else
{
toLoad->ObjPtr( nullptr );
}
}
break;
case 'M':
if( UTag == "MORE1" )
{
toLoad->More1( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
}
if( UTag == "MORE2" )
{
toLoad->More2( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
}
if( UTag == "MORE3" )
{
toLoad->More3( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
}
break;
case 'N':
if( UTag == "NUMBER" )
{
toLoad->Number( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
}
break;
case 'O':
if( UTag == "OBJPTR" )
{
SERIAL objSer = static_cast<UI32>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 ));
if( objSer != INVALIDSERIAL )
{
if( objSer < BASEITEMSERIAL )
{
toLoad->ObjPtr( CalcCharObjFromSer( objSer ));
}
else
{
toLoad->ObjPtr( CalcItemObjFromSer( objSer ));
}
}
else
{
toLoad->ObjPtr( nullptr );
}
}
break;
case 'S':
if( UTag == "SOURCE" )
{
toLoad->Source( static_cast<UI32>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
}
break;
default:
Console.Error( oldstrutil::format( "Unknown effects tag %s with contents of %s", tag.c_str(), data.c_str() ));
break;
}
}
}
cwmWorldState->tempEffects.Add( toLoad );
tag = "";
}
}
}
input.close();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CTEffect::Save()
//| Date - March 16, 2002
//o------------------------------------------------------------------------------------------------o
//| Purpose - Output the effect data to the effect destination. Returns true/false
//| indicating the success of the write operation
//o------------------------------------------------------------------------------------------------o
bool CTEffect::Save( std::ofstream &effectDestination ) const
{
CBaseObject *getPtr = nullptr;
const char newLine = '\n';
effectDestination << "[EFFECT]" << newLine;
// Hexadecimal Values
effectDestination << std::hex;
effectDestination << "Source=0x" << Source() << newLine;
effectDestination << "Dest=0x" << Destination() << newLine;
getPtr = ObjPtr();
effectDestination << "ObjPtr=0x";
if( ValidateObject( getPtr ))
{
effectDestination << getPtr->GetSerial() << newLine;
}
else
{
effectDestination << INVALIDSERIAL << newLine;
}
// Decimal / String Values
effectDestination << std::dec;
effectDestination << "Expire=" + std::to_string( ExpireTime() - cwmWorldState->GetUICurrentTime() ) + newLine;
effectDestination << "Number=" + std::to_string( Number() ) + newLine;
effectDestination << "More1=" + std::to_string( More1() ) + newLine;
effectDestination << "More2=" + std::to_string( More2() ) + newLine;
effectDestination << "More3=" + std::to_string( More3() ) + newLine;
effectDestination << "Dispel=" + std::to_string( Dispellable() ? 1 : 0 ) + newLine;
effectDestination << "AssocScript=" + std::to_string( AssocScript() ) + newLine;
effectDestination << "\no---o\n\n";
return true;
}