uox3/source/magic.cpp
2022-06-08 11:40:35 -04:00

4550 lines
174 KiB
C++

#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 <algorithm>
#include "osunique.hpp"
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<R32>(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<UI16>((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<UI16>(( 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 ); // This item has been protected with divine magic. You cannot unlock this item.
return false;
}
if( target->GetType() == IT_LOCKEDCONTAINER )
{
bool canMagicUnlock = true;
if( target->GetTempVar( CITV_MOREY ) > 0 )
{
canMagicUnlock = static_cast<bool>(target->GetTempVar( CITV_MOREY, 2 ));
if( !canMagicUnlock )
{
sock->sysmessage( 9102 ); // That lock cannot be unlocked with magic!
return false;
}
}
UI08 minSkill = ( target->GetTempVar( CITV_MOREY, 3 ) * 10 );
UI08 maxSkill = ( target->GetTempVar( CITV_MOREY, 4 ) * 10 );
if( !Skills->CheckSkill( caster, MAGERY, minSkill, ( maxSkill > 0 ? maxSkill : 1000 )))
{
sock->sysmessage( 6092 ); // You are not skilled enough to do that.
return false;
}
target->SetType( IT_CONTAINER );
sock->sysmessage( 674 ); // You unlock the item.
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 )
{
bool canMagicUnlock = true;
if( target->GetTempVar( CITV_MOREY ) > 0 )
{
canMagicUnlock = static_cast<bool>(target->GetTempVar( CITV_MOREY, 2 ));
if( !canMagicUnlock )
{
sock->sysmessage( 9102 ); // That lock cannot be unlocked with magic!
return false;
}
}
UI08 minSkill = ( target->GetTempVar( CITV_MOREY, 3 ) * 10 );
UI08 maxSkill = ( target->GetTempVar( CITV_MOREY, 4 ) * 10 );
if( !Skills->CheckSkill( caster, MAGERY, minSkill, ( maxSkill > 0 ? maxSkill : 1000 )))
{
sock->sysmessage( 6092 ); // You are not skilled enough to do that.
return false;
}
target->SetType( IT_SPAWNCONT );
sock->sysmessage( 675 ); // You unlock the item.
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 ); // That is not locked.
else if( target->GetType() == IT_DOOR )
sock->sysmessage( 937 ); // That cannot be unlocked without a key!
else
sock->sysmessage( 678 ); // That does not have a lock.
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
auto splRecall( CSocket *sock, CChar *caster, CItem *i, SI08 curSpell ) ->bool {
// 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() ) {
// Teleport player's pets too
GenericList< CChar * > *myPets = caster->GetPetList();
for( CChar *myPet = myPets->First(); !myPets->Finished(); myPet = myPets->Next() )
{
if( ValidateObject( myPet ) ){
if( !myPet->GetMounted() && myPet->IsNpc() && myPet->GetOwnerObj() == caster ) {
if( objInOldRange( caster, myPet, DIST_CMDRANGE ) )
myPet->SetLocation( shipMulti->GetX() + 1, shipMulti->GetY(), shipMulti->GetZ() + 3, shipMulti->WorldNumber(), shipMulti->GetInstanceID() );
}
}
}
// Teleport player
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 = oldstrutil::value<SERIAL>( 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() ) {
// Teleport player's pets too
GenericList< CChar * > *myPets = caster->GetPetList();
for( CChar *myPet = myPets->First(); !myPets->Finished(); myPet = myPets->Next() ) {
if( ValidateObject( myPet ) ){
if( !myPet->GetMounted() && myPet->IsNpc() && myPet->GetOwnerObj() == caster ) {
if( objInOldRange( caster, myPet, DIST_CMDRANGE ) ){
myPet->SetLocation( shipMulti->GetX() + 1, shipMulti->GetY(), shipMulti->GetZ() + 3, shipMulti->WorldNumber(), shipMulti->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<UI08>(i->GetTempVar( CITV_MORE ));
if( !Map->MapExists( worldNum ) ){
worldNum = caster->WorldNumber();
}
if( worldNum != caster->WorldNumber() ) {
if( cwmWorldState->ServerData()->TravelSpellsBetweenWorlds() ) {
// Teleport player's pets too
GenericList< CChar * > *myPets = caster->GetPetList();
for( CChar *myPet = myPets->First(); !myPets->Finished(); myPet = myPets->Next() ) {
if( ValidateObject( myPet ) ){
if( !myPet->GetMounted() && myPet->IsNpc() && myPet->GetOwnerObj() == caster ) {
if( objInOldRange( caster, myPet, DIST_CMDRANGE ) ){
myPet->SetLocation( static_cast<SI16>(i->GetTempVar( CITV_MOREX )), static_cast<SI16>(i->GetTempVar( CITV_MOREY )), static_cast<SI08>(i->GetTempVar( CITV_MOREZ )), worldNum, caster->GetInstanceID() );
}
}
}
}
// Teleport the player
caster->SetLocation( static_cast<SI16>(i->GetTempVar( CITV_MOREX )), static_cast<SI16>(i->GetTempVar( CITV_MOREY )), static_cast<SI08>(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 {
// Teleport player's pets too
GenericList< CChar * > *myPets = caster->GetPetList();
for( CChar *myPet = myPets->First(); !myPets->Finished(); myPet = myPets->Next() ) {
if( ValidateObject( myPet ) ){
if( !myPet->GetMounted() && myPet->IsNpc() && myPet->GetOwnerObj() == caster ) {
if( objInOldRange( caster, myPet, DIST_CMDRANGE ) ){
myPet->SetLocation( static_cast<SI16>(i->GetTempVar( CITV_MOREX )), static_cast<SI16>(i->GetTempVar( CITV_MOREY )), static_cast<SI08>(i->GetTempVar( CITV_MOREZ )), worldNum, caster->GetInstanceID() );
}
}
}
}
// Teleport the player
caster->SetLocation( static_cast<SI16>(i->GetTempVar( CITV_MOREX )), static_cast<SI16>(i->GetTempVar( CITV_MOREY )), static_cast<SI08>(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
auto splBladeSpirits( CSocket *sock, CChar *caster, SI16 x, SI16 y, SI08 z, SI08 curSpell ) ->bool {
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<UI16> 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<UI16> 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<UI16>(std::max( static_cast<UI16>(950), static_cast<UI16>(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<SI32>( tagObject.m_StringValue.size() );
tagObject.m_ObjectType = TAGMAP_TYPE_STRING;
i->SetTag( "multiSerial", tagObject );
markedInMulti = true;
std::string tempRuneName = oldstrutil::format( Dictionary->GetEntry( 684 ), multi->GetNameRequest( caster ).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 = oldstrutil::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
for (auto &MapArea : MapRegion->PopulateList( caster )){
if( MapArea){
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 = oldstrutil::value<SERIAL>( 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<UI08>( 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<SI16>(i->GetTempVar( CITV_MOREX )), static_cast<SI16>(i->GetTempVar( CITV_MOREY )), static_cast<SI08>(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<UI16> 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<UI16>(std::max( static_cast<UI16>(950), static_cast<UI16>(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 );
for (auto &MapArea : MapRegion->PopulateList( caster )){
if( MapArea){
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<SI08>(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;
if( 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<R32>(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<R32>( 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<R32>(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<R32>(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<UI16> 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<UI16> 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 )
{
if( !mChar->IsNpc() )
{
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() );
}
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_CMDRANGE ) )
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<UI08>(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<R32>(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<R32>(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<SI16>( 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;
[[maybe_unused]] bool retVal = 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<R32>( 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<R32>( 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<R32>( 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?
for (auto &MapArea : MapRegion->PopulateList( s )){
if( MapArea){
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
strcopy( message,100, 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
mstrcat( message,100, 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 )
{
if( num < 1 )
{
Console.error( "Invalid spell ID passed to cMagic::SelectSpell() - aborting spellcast attempt!" );
return false;
}
/*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<SI08>(num) );
if( num > 63 && num <= static_cast<SI32>(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<UI16> 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<R32>( 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<R32>(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<UI16> 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<UI32>(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( oldstrutil::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( oldstrutil::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<CItem *>(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<UI16>(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(oldstrutil::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( oldstrutil::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( oldstrutil::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 = oldstrutil::sections( spEntry, " " );
if( ssecs[0] == "SPELL" )
{
i = static_cast<UI08>(std::stoul(oldstrutil::trim( oldstrutil::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 = oldstrutil::upper( tag );
data = SpellLoad->GrabData();
data = oldstrutil::trim( oldstrutil::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<UI16>(std::stoul(data, nullptr, 0)) );
}
else if( UTag == "ASH" )
{
mRegs->ash =static_cast<UI08>(std::stoul(data, nullptr, 0));
}
break;
case 'B':
if( UTag == "BASEDMG" )
{
spells[i].BaseDmg( static_cast<SI16>(std::stoi(data, nullptr, 0)) );
}
break;
case 'C':
if( UTag == "CIRCLE" )
{
spells[i].Circle( static_cast<UI08>(std::stoul(data, nullptr, 0)) );
}
break;
case 'D':
if( UTag == "DAMAGEDELAY" )
{
spells[i].DamageDelay( static_cast<R32>(std::stof(data)) );
}
else if( UTag == "DELAY" )
{
spells[i].Delay( static_cast<R32>(std::stof(data)) );
}
else if( UTag == "DRAKE" )
{
mRegs->drake = static_cast<UI08>(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 = oldstrutil::sections( data, " " );
if( ssecs.size() > 1 )
{
spells[i].Flags(((static_cast<UI08>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[0], "//" )), nullptr, 16)))<<8) ||
static_cast<UI08>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[1], "//" )), nullptr, 16)));
}
else
{
spells[i].Flags( static_cast<UI16>(std::stoul(data, nullptr, 0)) );
}
}
break;
case 'G':
if( UTag == "GARLIC" )
{
mRegs->garlic = static_cast<UI08>(std::stoul(data, nullptr, 0));
}
else if( UTag == "GINSENG" )
{
mRegs->ginseng = static_cast<UI08>(std::stoul(data, nullptr, 0));
}
break;
case 'H':
if( UTag == "HISKILL" )
{
spells[i].HighSkill( static_cast<SI16>(std::stoi(data, nullptr, 0)));
}
else if( UTag == "HEALTH" )
{
spells[i].Health( static_cast<SI16>(std::stoi(data, nullptr, 0)) );
}
break;
case 'L':
if( UTag == "LOSKILL" )
{
spells[i].LowSkill( static_cast<SI16>(std::stoi(data, nullptr, 0)) );
}
break;
case 'M':
if( UTag == "MANA" )
{
spells[i].Mana( static_cast<SI16>(std::stoi(data, nullptr, 0)) );
}
else if( UTag == "MANTRA" )
{
spells[i].Mantra( data );
}
else if( UTag == "MOSS" )
{
mRegs->moss = static_cast<UI08>(std::stoul(data, nullptr, 0));
}
else if( UTag == "MOVEFX" )
{
auto ssecs = oldstrutil::sections( data, " " );
if( ssecs.size() > 1 )
{
CMagicMove *mv = spells[i].MoveEffectPtr();
mv->Effect( static_cast<UI08>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[0], "//" )), nullptr, 16)), static_cast<UI08>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[1], "//" )), nullptr, 16)) );
mv->Speed( static_cast<UI08>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[2], "//" )), nullptr, 16)) );
mv->Loop( static_cast<UI08>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[3], "//" )), nullptr, 16)) );
mv->Explode( static_cast<UI08>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[4], "//" )), nullptr, 16)));
}
}
break;
case 'P':
if( UTag == "PEARL" )
{
mRegs->pearl = static_cast<UI08>(std::stoul(data,nullptr,0));
}
break;
case 'R':
if( UTag == "RECOVERYDELAY" )
{
spells[i].RecoveryDelay( static_cast<R32>(std::stof(data)) );
}
break;
case 'S':
if( UTag == "SHADE" )
{
mRegs->shade = static_cast<UI08>(std::stoul(data,nullptr,0));
}
else if( UTag == "SILK" )
{
mRegs->silk = static_cast<UI08>(std::stoul(data,nullptr,0));
}
else if( UTag == "SOUNDFX" )
{
auto ssecs = oldstrutil::sections( data, " " );
if( ssecs.size() > 1 )
{
spells[i].Effect( ( (static_cast<UI08>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[0], "//" )), nullptr, 16))<<8) ||
static_cast<UI08>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[1], "//" )), nullptr, 16))));
}
else
{
spells[i].Effect( static_cast<UI16>(std::stoul(data,nullptr,0)) );
}
}
else if( UTag == "STATFX" )
{
auto ssecs = oldstrutil::sections( data, " " );
if( ssecs.size() > 1 )
{
CMagicStat *stat = spells[i].StaticEffectPtr();
stat->Effect( static_cast<UI08>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[0], "//" )), nullptr, 16)), static_cast<UI08>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[1], "//" )), nullptr, 16)) );
stat->Speed( static_cast<UI08>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[2], "//" )), nullptr, 16)) );
stat->Loop( static_cast<UI08>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[3], "//" )), nullptr, 16)) );
}
}
else if( UTag == "SCLO" )
{
spells[i].ScrollLow( static_cast<SI16>(std::stoi(data, nullptr, 0)) );
}
else if( UTag == "SCHI" )
{
spells[i].ScrollHigh( static_cast<SI16>(std::stoi(data, nullptr, 0)) );
}
else if( UTag == "STAMINA" )
{
spells[i].Stamina( static_cast<SI16>(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 " + oldstrutil::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<UI08>(polyID>>8);
UI08 id2 = static_cast<UI08>(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(oldstrutil::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( oldstrutil::format("Registering spell number %i\n", spellNumber ));
#endif
if( spellNumber < 0 || static_cast<size_t>(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<size_t>(spellNumber) >= spells.size() )
return;
spells[spellNumber].Enabled( isEnabled );
}