uox3/source/effect.cpp
Xoduz cb39506820 Addition of client network budgets, minor fixes
Added new system that lets shard admins assign a "network" budget to connected clients, which determines the maximum amount of bytes clients are allowed to send to/receive from server over a period of ten seconds. If a client exceeds these limits three times in the same connected session, they'll receive a temporary ban and get kicked from the server. The following new UOX.INI settings under the [system] section can be used to control this feature:
	MAXCLIENTBYTESIN=25000		// Max bytes client can send to server over 10 seconds
	MAXCLIENTBYTESOUT=100000 	// Max bytes client can receive from server over 10 seconds
	NETTRAFFICTIMEBAN=30 		// Duration (in minutes) of temporary ban for exceeding these limits
Fixed an issue that prevented GMs from using CSTATS and TWEAK buttons in 'wholist
Updated documentation with most recent changes to UOX.INI settings
Minor code cleanup
2021-09-24 08:11:57 +08:00

1694 lines
58 KiB
C++

#include "uox3.h"
#include "skills.h"
#include "magic.h"
#include "cMagic.h"
#include "CJSMapping.h"
#include "mapstuff.h"
#include "cScript.h"
#include "cEffects.h"
#include "teffect.h"
#include "CPacketSend.h"
#include "classes.h"
#include "regions.h"
#include "combat.h"
#include "CJSMapping.h"
#include "townregion.h"
#include "StringUtility.hpp"
#include <algorithm>
//o-----------------------------------------------------------------------------------------------o
//| Function - void deathAction( CChar *s, CItem *x, UI08 fallDirection )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Plays a characters death animation and sends it to nearby players
//o-----------------------------------------------------------------------------------------------o
void cEffects::deathAction( CChar *s, CItem *x, UI08 fallDirection )
{
CPDeathAction toSend( (*s), (*x) );
toSend.FallDirection( fallDirection );
SOCKLIST nearbyChars = FindNearbyPlayers( s );
for( SOCKLIST_CITERATOR cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
{
if( (*cIter)->CurrcharObj() != s ) // Death action screws up corpse display for the person who died.
(*cIter)->Send( &toSend );
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void SpawnBloodEffect( UI16 bloodColour )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Spawns a blood effect item and returns the newly created object to caller
//o-----------------------------------------------------------------------------------------------o
CItem * cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType )
{
// Use default blood decay timer from ini setting
R32 bloodDecayTimer = static_cast<R32>(cwmWorldState->ServerData()->SystemTimer( tSERVER_BLOODDECAY ));
// Blood effects, sorted by size of effect from small to large
std::vector<UI16> bloodIDs{ 0x1645, 0x122C, 0x122E, 0x122B, 0x122D, 0x122A, 0x122F };
UI16 bloodEffectID = 0x122c;
switch( bloodType )
{
case BLOOD_DEATH:
// Use corpse-specific blood decay timer instead of default one
bloodDecayTimer = static_cast<R32>( cwmWorldState->ServerData()->SystemTimer( tSERVER_BLOODDECAYCORPSE ) );
// Randomize between large blood effects
bloodEffectID = bloodIDs[RandomNum( static_cast<UI16>( 3 ), static_cast<UI16>( 6 ) )];
break;
case BLOOD_BLEED:
// Randomize between small blood effects
bloodEffectID = bloodIDs[RandomNum( static_cast<UI16>( 0 ), static_cast<UI16>( 3 ) )];
break;
case BLOOD_CRITICAL:
// Randomize between medium to large blood effects
bloodEffectID = bloodIDs[RandomNum( static_cast<UI16>( 2 ), static_cast<UI16>( 5 ) )];
// More blood, so increase the time it takes to decay
bloodDecayTimer *= 1.5;
break;
default:
break;
}
// Spawn the blood effect item
CItem *blood = Items->CreateBaseItem( worldNum, OT_ITEM, instanceID, false );
if( ValidateObject( blood ) )
{
blood->SetID( bloodEffectID );
blood->SetColour( bloodColour );
blood->SetDecayable( true );
blood->SetDecayTime( BuildTimeValue( bloodDecayTimer ));
return blood;
}
return nullptr;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void PlayMovingAnimation( CBaseObject *source, CBaseObject *dest, UI16 effect,
//| UI08 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Sends a message to client to display a moving animation from source object to target object
//o-----------------------------------------------------------------------------------------------o
void cEffects::PlayMovingAnimation( CBaseObject *source, CBaseObject *dest, UI16 effect, UI08 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode )
{ //0x0f 0x42 = arrow 0x1b 0xfe=bolt
if( !ValidateObject( source ) || !ValidateObject( dest ) )
return;
CPGraphicalEffect2 toSend( 0, (*source), (*dest) );
if( source == dest )
toSend.Effect( 0x03 );
toSend.Model( effect );
toSend.SourceLocation( (*source) );
toSend.TargetLocation( (*dest) );
toSend.Speed( speed );
toSend.Duration( loop );
toSend.ExplodeOnImpact( explode );
toSend.Hue( hue );
toSend.RenderMode( renderMode );//0x00000004
//std::scoped_lock lock(Network->internallock);
Network->pushConn();
for( CSocket *tSock = Network->FirstSocket(); !Network->FinishedSockets(); tSock = Network->NextSocket() )
{
if( objInRange( tSock, source, DIST_SAMESCREEN ) && objInRange( tSock, dest, DIST_SAMESCREEN ) )
tSock->Send( &toSend );
}
Network->popConn();
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void PlayMovingAnimation( CBaseObject *source, SI16 x, SI16 y, SI08 z, UI16 effect,
//| UI08 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Sends a message to client to display a moving animation from source object to target location
//o-----------------------------------------------------------------------------------------------o
void cEffects::PlayMovingAnimation( CBaseObject *source, SI16 x, SI16 y, SI08 z, UI16 effect, UI08 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode )
{ //0x0f 0x42 = arrow 0x1b 0xfe=bolt
if( !ValidateObject( source ) )
return;
CPGraphicalEffect2 toSend( 0, (*source) );
toSend.TargetSerial( INVALIDSERIAL );
toSend.Model( effect );
toSend.SourceLocation( (*source) );
toSend.TargetLocation( x, y, z );
toSend.Speed( speed );
toSend.Duration( loop );
toSend.ExplodeOnImpact( explode );
toSend.Hue( hue );
toSend.RenderMode( renderMode );
SOCKLIST nearbyChars = FindNearbyPlayers( source, DIST_SAMESCREEN );
for( SOCKLIST_CITERATOR cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
{
(*cIter)->Send( &toSend );
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void PlayMovingAnimation( SI16 srcX, SI16 srcY, SI08 srcZ, SI16 x, SI16 y, SI08 z, UI16 effect,
//| UI08 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Sends a message to client to display a moving animation from source object to target location
//o-----------------------------------------------------------------------------------------------o
void cEffects::PlayMovingAnimation( SI16 srcX, SI16 srcY, SI08 srcZ, SI16 x, SI16 y, SI08 z, UI16 effect, UI08 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode )
{ //0x0f 0x42 = arrow 0x1b 0xfe=bolt
CPGraphicalEffect2 toSend( 0 );
toSend.TargetSerial( INVALIDSERIAL );
toSend.Model( effect );
toSend.SourceLocation( srcX, srcY, srcZ );
toSend.TargetLocation( x, y, z );
toSend.Speed( speed );
toSend.Duration( loop );
toSend.ExplodeOnImpact( explode );
toSend.Hue( hue );
toSend.RenderMode( renderMode );
SOCKLIST nearbyChars = FindNearbyPlayers( srcX, srcY, srcZ, DIST_SAMESCREEN );
for( SOCKLIST_CITERATOR cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
{
(*cIter)->Send( &toSend );
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void PlayCharacterAnimation( CChar *mChar, UI16 actionID, UI08 frameDelay, bool playBackwards )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Sends message to client to make character perform specified action/anim
//o-----------------------------------------------------------------------------------------------o
void cEffects::PlayCharacterAnimation( CChar *mChar, UI16 actionID, UI08 frameDelay, UI08 frameCount, bool playBackwards )
{
CPCharacterAnimation toSend = (*mChar);
toSend.Action( actionID );
toSend.FrameDelay( frameDelay );
toSend.FrameCount( frameCount );
toSend.DoBackwards( playBackwards );
SOCKLIST nearbyChars = FindNearbyPlayers( mChar );
for( SOCKLIST_CITERATOR cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
{
(*cIter)->Send( &toSend );
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Sends message to client to make character perform specified action/anim
//| in client versions above 7.0.0.0
//o-----------------------------------------------------------------------------------------------o
void cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID )
{
CPNewCharacterAnimation toSend = (*mChar);
toSend.Action( actionID );
toSend.SubAction( subActionID );
toSend.SubSubAction( subSubActionID );
SOCKLIST nearbyChars = FindNearbyPlayers( mChar );
for( SOCKLIST_CITERATOR cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
{
(*cIter)->Send( &toSend );
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void PlaySpellCastingAnimation( CChar *mChar, UI16 actionID )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Handles spellcasting action
//o-----------------------------------------------------------------------------------------------o
void cEffects::PlaySpellCastingAnimation( CChar *mChar, UI16 actionID )
{
if( mChar->GetBodyType() == BT_GARGOYLE || ( cwmWorldState->ServerData()->ForceNewAnimationPacket()
&& ( mChar->GetSocket() == nullptr || mChar->GetSocket()->ClientType() >= CV_SA2D )))
{
if( mChar->GetBodyType() == BT_GARGOYLE )
{
if( actionID == 0x10 )
PlayNewCharacterAnimation( mChar, N_ACT_SPELL, S_ACT_SPELL_AREA ); // Action: 0x0b, SubAction: spell variation 0x01
else if( actionID == 0x11 )
PlayNewCharacterAnimation( mChar, N_ACT_SPELL, S_ACT_SPELL_TARGET ); // Action: 0x0b, SubAction: spell variation 0x00
}
else
{
// Sub actions are in reverse order for humans!
if( actionID == 0x10 )
PlayNewCharacterAnimation( mChar, N_ACT_SPELL, S_ACT_SPELL_TARGET ); // Action: 0x0b, SubAction: spell variation 0x00
else if( actionID == 0x11 )
PlayNewCharacterAnimation( mChar, N_ACT_SPELL, S_ACT_SPELL_AREA ); // Action: 0x0b, SubAction: spell variation 0x01
}
return;
}
else if( mChar->IsOnHorse() )
{
if( actionID == 0x10 )
PlayCharacterAnimation( mChar, ACT_MOUNT_ATT_1H, 0, 5 ); // 0x1A
else if( actionID == 0x11 )
PlayCharacterAnimation( mChar, ACT_MOUNT_ATT_BOW, 0, 5 ); // 0x1B
return;
}
if( !cwmWorldState->creatures[mChar->GetID()].IsHuman() && actionID == 0x22 )
return;
PlayCharacterAnimation( mChar, actionID, 0, 7 );
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void PlayStaticAnimation( CBaseObject *target, UI16 effect, UI08 speed, UI08 loop, bool explode )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Sends message to client to play a static animation effect on an object
//o-----------------------------------------------------------------------------------------------o
void cEffects::PlayStaticAnimation( CBaseObject *target, UI16 effect, UI08 speed, UI08 loop, bool explode )
{
if( !ValidateObject( target ) )
return;
CPGraphicalEffect toSend( 3, (*target) );
if( target->GetObjType() != OT_CHAR )
toSend.TargetSerial( (*target) );
else
toSend.TargetSerial( INVALIDSERIAL );
toSend.Model( effect );
toSend.SourceLocation( (*target) );
if( target->GetObjType() != OT_CHAR )
toSend.TargetLocation( (*target) );
else
toSend.ZTrg( 15 );
toSend.Speed( speed );
toSend.Duration( loop );
toSend.AdjustDir( false );
toSend.ExplodeOnImpact( explode );
SOCKLIST nearbyChars = FindNearbyPlayers( target, DIST_SAMESCREEN );
for( SOCKLIST_CITERATOR cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
{
(*cIter)->Send( &toSend );
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cEffects::PlayStaticAnimation( SI16 x, SI16 y, SI08 z, UI16 effect, UI08 speed, UI08 loop, bool explode )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Sends message to client to play a static animation effect at a location
//o-----------------------------------------------------------------------------------------------o
void cEffects::PlayStaticAnimation( SI16 x, SI16 y, SI08 z, UI16 effect, UI08 speed, UI08 loop, bool explode )
{
CPGraphicalEffect toSend( 2 );
toSend.Model( effect );
toSend.SourceLocation( x, y, z );
toSend.TargetLocation( x, y, z );
toSend.Speed( speed );
toSend.Duration( loop );
toSend.AdjustDir( false );
toSend.ExplodeOnImpact( explode );
//std::scoped_lock lock(Network->internallock);
Network->pushConn();
for( CSocket *tSock = Network->FirstSocket(); !Network->FinishedSockets(); tSock = Network->NextSocket() )
{ // if inrange of effect and online send effect
tSock->Send( &toSend );
}
Network->popConn();
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void bolteffect( CChar *player )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Sends message to client to play a lightning bolt effect on a specific player
//o-----------------------------------------------------------------------------------------------o
void cEffects::bolteffect( CChar *player )
{
if( !ValidateObject( player ) )
return;
CPGraphicalEffect toSend( 1, (*player) );
toSend.SourceLocation( (*player) );
toSend.ExplodeOnImpact( false );
toSend.AdjustDir( false );
SOCKLIST nearbyChars = FindNearbyPlayers( player );
for( SOCKLIST_CITERATOR cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
{
(*cIter)->Send( &toSend );
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void explodeItem( CSocket *mSock, CItem *nItem )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Explode an item, dealing damage to nearby characters and deleting the item
//o-----------------------------------------------------------------------------------------------o
void explodeItem( CSocket *mSock, CItem *nItem )
{
CChar *c = mSock->CurrcharObj();
UI32 dmg = 0;
UI32 dx, dy, dz;
// - send the effect (visual and sound)
if( nItem->GetCont() != nullptr )
{
Effects->PlayStaticAnimation( c, 0x36B0, 0x00, 0x09 );
nItem->SetCont( nullptr );
nItem->SetLocation( c );
Effects->PlaySound( c, 0x0207 );
}
else
{
Effects->PlayStaticAnimation( nItem, 0x36B0, 0x00, 0x09, 0x00 );
Effects->PlaySound( nItem, 0x0207 );
}
UI32 len = nItem->GetTempVar( CITV_MOREX ) / 250; //4 square max damage at 100 alchemy
dmg = RandomNum( nItem->GetTempVar( CITV_MOREZ ) * 5, nItem->GetTempVar( CITV_MOREZ ) * 10 );
if( dmg < 5 )
dmg = RandomNum( 5, 10 ); // 5 points minimum damage
if( len < 2 )
len = 2; // 2 square min damage range
REGIONLIST nearbyRegions = MapRegion->PopulateList( nItem );
for( REGIONLIST_CITERATOR rIter = nearbyRegions.begin(); rIter != nearbyRegions.end(); ++rIter )
{
CMapRegion *Cell = (*rIter);
bool chain = false;
GenericList< CChar * > *regChars = Cell->GetCharList();
regChars->Push();
for( CChar *tempChar = regChars->First(); !regChars->Finished(); tempChar = regChars->Next() )
{
if( !ValidateObject( tempChar ) || tempChar->GetInstanceID() != nItem->GetInstanceID() )
continue;
if( tempChar->GetRegion()->IsSafeZone() )
{
// Character is in a safe zone, ignore damage
continue;
}
dx = abs( tempChar->GetX() - nItem->GetX() );
dy = abs( tempChar->GetY() - nItem->GetY() );
dz = abs( tempChar->GetZ() - nItem->GetZ() );
if( dx <= len && dy <= len && dz <= len )
{
if( !tempChar->IsGM() && !tempChar->IsInvulnerable() && ( tempChar->IsNpc() || isOnline( (*tempChar) ) ) )
{
//UI08 hitLoc = Combat->CalculateHitLoc();
SI16 damage = Combat->ApplyDefenseModifiers( HEAT, c, tempChar, ALCHEMY, 0, ( (SI32)dmg + ( 2 - std::min( dx, dy ) ) ), true);
tempChar->Damage( damage, HEAT, c, true );
}
}
}
regChars->Pop();
GenericList< CItem * > *regItems = Cell->GetItemList();
regItems->Push();
for( CItem *tempItem = regItems->First(); !regItems->Finished(); tempItem = regItems->Next() )
{
if( tempItem->GetInstanceID() != nItem->GetInstanceID() )
{
// Item is in a different instanceID - ignore
continue;
}
if( tempItem->GetID() == 0x0F0D && tempItem->GetType() == IT_POTION )
{
dx = abs( nItem->GetX() - tempItem->GetX() );
dy = abs( nItem->GetY() - tempItem->GetY() );
dz = abs( nItem->GetZ() - tempItem->GetZ() );
if( dx <= 2 && dy <= 2 && dz <= 2 && !chain ) // only trigger if in a 2*2*2 cube
{
if( !( dx == 0 && dy == 0 && dz == 0 ) )
{
if( RandomNum( 0, 1 ) == 1 )
chain = true;
Effects->tempeffect( c, tempItem, 17, 0, 1, 0 );
}
}
}
}
regItems->Pop();
}
nItem->Delete();
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void HandleMakeItemEffect( CTEffect *tMake )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Applies maker's mark to crafted items and plays sound FX
//o-----------------------------------------------------------------------------------------------o
void cEffects::HandleMakeItemEffect( CTEffect *tMake )
{
if( tMake == nullptr )
return;
CChar *src = calcCharObjFromSer( tMake->Source() );
UI16 iMaking = tMake->More2();
createEntry *toMake = Skills->FindItem( iMaking );
if( toMake == nullptr )
return;
CSocket *sock = src->GetSocket();
std::string addItem = toMake->addItem;
UI16 amount = 1;
auto csecs = strutil::sections( addItem, "," );
if( csecs.size() > 1 )
{
amount = strutil::value<std::uint16_t>(strutil::extractSection(addItem, ",", 1, 1 ));
addItem = strutil::extractSection(addItem, ",", 0, 0 );
}
CItem *targItem = Items->CreateScriptItem( sock, src, addItem, amount, OT_ITEM, true );
for( size_t skCounter = 0; skCounter < toMake->skillReqs.size(); ++skCounter )
src->SkillUsed( false, toMake->skillReqs[skCounter].skillNumber );
if( targItem == nullptr )
{
Console.error( strutil::format("cSkills::MakeItem() bad script item # %s, made by player 0x%X", addItem.c_str(), src->GetSerial()) );
return;
}
else
{
targItem->SetName2( targItem->GetName().c_str() );
SI32 rank = Skills->CalcRankAvg( src, (*toMake) );
SI32 maxrank = toMake->maxRank;
Skills->ApplyRank( sock, targItem, static_cast<UI08>(rank), static_cast<UI08>(maxrank) );
// if we're not a GM, see if we should store our creator
if( !src->IsGM() && !toMake->skillReqs.empty() )
{
targItem->SetCreator( src->GetSerial() );
SI32 avgSkill, sumSkill = 0;
// Find the average of our player's skills
for( size_t resCounter = 0; resCounter < toMake->skillReqs.size(); ++resCounter )
sumSkill += src->GetSkill( toMake->skillReqs[resCounter].skillNumber );
avgSkill = static_cast<SI32>(sumSkill / toMake->skillReqs.size());
if( avgSkill > 950 )
targItem->SetMadeWith( toMake->skillReqs[0].skillNumber + 1 );
else
targItem->SetMadeWith( -(toMake->skillReqs[0].skillNumber + 1) );
}
else
{
targItem->SetCreator( INVALIDSERIAL );
targItem->SetMadeWith( 0 );
}
targItem->EntryMadeFrom( iMaking );
}
// Make sure it's movable
targItem->SetMovable( 1 );
if( toMake->soundPlayed )
PlaySound( sock, toMake->soundPlayed, true );
if( FindItemOwner( targItem ) == src )
sock->sysmessage( 985 ); // You create the item and place it in your backpack.
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void checktempeffects( void )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Checks timer-controlled temporary effects
//o-----------------------------------------------------------------------------------------------o
void cEffects::checktempeffects( void )
{
CItem *i = nullptr;
CChar *s = nullptr, *src = nullptr;
CSocket *tSock = nullptr;
CBaseObject *myObj = nullptr;
const UI32 j = cwmWorldState->GetUICurrentTime();
cwmWorldState->tempEffects.Push();
for( CTEffect *Effect = cwmWorldState->tempEffects.First(); !cwmWorldState->tempEffects.Finished(); Effect = cwmWorldState->tempEffects.Next() )
{
if( Effect == nullptr )
{
cwmWorldState->tempEffects.Remove( Effect );
continue;
}
else if( Effect->Destination() == INVALIDSERIAL )
{
cwmWorldState->tempEffects.Remove( Effect, true );
continue;
}
if( Effect->ExpireTime() > j )
continue;
if( Effect->Destination() < BASEITEMSERIAL )
{
s = calcCharObjFromSer( Effect->Destination() );
if( !ValidateObject( s ) )
{
cwmWorldState->tempEffects.Remove( Effect, true );
continue;
}
tSock = s->GetSocket();
}
bool equipCheckNeeded = false;
bool validChar = ValidateObject( s );
switch( Effect->Number() )
{
case 1: // Paralysis / Paralysis Field Spells
if( validChar && s->IsFrozen() )
{
s->SetFrozen( false );
if( tSock != nullptr )
tSock->sysmessage( 700 );
}
break;
case 2: // Nightsight Potion (JS) and Spell (code)
if( validChar )
{
s->SetFixedLight( 255 );
doLight( tSock, cwmWorldState->ServerData()->WorldLightCurrentLevel() );
}
break;
case 3: // Clumsy spell (JS)
if( validChar )
{
s->IncDexterity2( Effect->More1() );
equipCheckNeeded = true;
}
break;
case 4: // Feeblemind spell (JS)
if( validChar )
{
s->IncIntelligence2( Effect->More1() );
equipCheckNeeded = true;
}
break;
case 5: // Weaken Spell
if( validChar )
{
s->IncStrength2( Effect->More1() );
equipCheckNeeded = true;
}
break;
case 6: // Agility Potion (JS) and Spell (code)
if( validChar )
{
s->IncDexterity2( -Effect->More1() );
s->SetStamina( std::min(s->GetStamina(), s->GetMaxStam()) );
equipCheckNeeded = true;
}
break;
case 7: // Cunning Spell
if( validChar )
{
s->IncIntelligence2( -Effect->More1() );
s->SetMana( std::min(s->GetMana(), s->GetMaxMana()) );
equipCheckNeeded = true;
}
break;
case 8: // Strength Potion (JS) and Spell (code)
if( validChar )
{
s->IncStrength2( -Effect->More1() );
s->SetHP( std::min(s->GetHP(), static_cast<SI16>(s->GetMaxHP())) );
equipCheckNeeded = true;
}
break;
case 9: // Grind potion (also used for necro stuff)
if( validChar )
{
switch( Effect->More1() )
{
case 0:
if( Effect->More2() != 0 )
s->TextMessage( nullptr, 1270, EMOTE, 1, s->GetName().c_str() );
PlaySound( s, 0x0242 );
break;
}
}
break;
case 11: // Bless Spell
if( validChar )
{
s->IncStrength2( -Effect->More1() );
s->SetHP( std::min(s->GetHP(), static_cast<SI16>(s->GetMaxHP())) );
s->IncDexterity2( -Effect->More2() );
s->SetStamina( std::min(s->GetStamina(), s->GetMaxStam()) );
s->IncIntelligence2( -Effect->More3() );
s->SetMana( std::min(s->GetMana(), s->GetMaxMana()) );
equipCheckNeeded = true;
}
break;
case 12: // Curse Spell
if( validChar )
{
s->IncStrength2( Effect->More1() );
s->IncDexterity2( Effect->More2() );
s->IncIntelligence2( Effect->More3() );
equipCheckNeeded = true;
}
else
equipCheckNeeded = false;
break;
case 15: // Reactive Armor Spell
if( validChar )
{
s->SetReactiveArmour( false );
}
break;
case 16: // Explosion potion messages (JS)
src = calcCharObjFromSer( Effect->Source() );
if( src->GetTimer( tCHAR_ANTISPAM ) < cwmWorldState->GetUICurrentTime() )
{
src->SetTimer( tCHAR_ANTISPAM, BuildTimeValue( 1 ) );
std::string mTemp = strutil::number( Effect->More3() );
if( tSock != nullptr )
{
tSock->sysmessage( mTemp.c_str() );
}
}
break;
case 17: // Explosion effect (JS and code)
src = calcCharObjFromSer( Effect->Source() );
explodeItem( src->GetSocket(), static_cast<CItem *>(Effect->ObjPtr()) ); //explode this item
break;
case 18: // Polymorph Spell
if( validChar )
{
s->SetID( s->GetOrgID() );
s->IsPolymorphed( false );
}
break;
case 19: // Incognito Spell
if( validChar )
{
s->SetID( s->GetOrgID() );
// ------ NAME -----
s->SetName( s->GetOrgName() );
i = s->GetItemAtLayer( IL_HAIR );
if( ValidateObject( i ) )
{
i->SetColour( s->GetHairColour() );
i->SetID( s->GetHairStyle() );
}
i = s->GetItemAtLayer( IL_FACIALHAIR );
if( ValidateObject( i ) && s->GetID( 2 ) == 0x90 )
{
i->SetColour( s->GetBeardColour() );
i->SetID( s->GetBeardStyle() );
}
if( tSock != nullptr )
s->SendWornItems( tSock );
s->IsIncognito( false );
}
break;
case 21: // Protection Spell
if( validChar )
{
UI16 toDrop;
toDrop = Effect->More1();
if( ( s->GetBaseSkill( PARRYING ) - toDrop ) < 0 )
s->SetBaseSkill( 0, PARRYING );
else
s->SetBaseSkill( s->GetBaseSkill( PARRYING ) - toDrop, PARRYING );
equipCheckNeeded = true;
}
break;
case 25: // Temporarily set item as disabled
Effect->ObjPtr()->SetDisabled( false );
break;
case 26: // Disallow immediately using another potion (JS)
if( validChar )
{
s->SetUsingPotion( false );
}
break;
case 27: // Explosion Spell
src = calcCharObjFromSer( Effect->Source() );
if( !ValidateObject( src ) || !ValidateObject( s ) )
break;
Magic->playSound( src, 43 );
Magic->doMoveEffect( 43, s, src );
Magic->doStaticEffect( s, 43 );
Magic->MagicDamage( s, Effect->More1(), src, HEAT );
equipCheckNeeded = true;
break;
case 28: // Magic Arrow Spell
src = calcCharObjFromSer( Effect->Source() );
if( !ValidateObject( src ) || !ValidateObject( s ) )
break;
Magic->playSound( src, 5 );
Magic->doMoveEffect( 5, s, src );
Magic->doStaticEffect( s, 5 );
Magic->MagicDamage( s, Effect->More1(), src, HEAT );
equipCheckNeeded = true;
break;
case 29: // Harm Spell
src = calcCharObjFromSer( Effect->Source() );
if( !ValidateObject( src ) || !ValidateObject( s ) )
break;
Magic->playSound( src, 12 );
Magic->doMoveEffect( 12, s, src );
Magic->doStaticEffect( s, 12 );
Magic->MagicDamage( s, Effect->More1(), src, COLD );
equipCheckNeeded = true;
break;
case 30: // Fireball Spell
src = calcCharObjFromSer( Effect->Source() );
if( !ValidateObject( src ) || !ValidateObject( s ) )
break;
Magic->playSound( src, 18 );
Magic->doMoveEffect( 18, s, src );
Magic->doStaticEffect( s, 18 );
Magic->MagicDamage( s, Effect->More1(), src, HEAT );
equipCheckNeeded = true;
break;
case 31: // Lightning Spell
src = calcCharObjFromSer( Effect->Source() );
if( !ValidateObject( src ) || !ValidateObject( s ) )
break;
Effects->bolteffect( s );
Magic->playSound( src, 30 );
Magic->doMoveEffect( 30, s, src );
Magic->doStaticEffect( s, 30 );
Magic->MagicDamage( s, Effect->More1(), src, LIGHTNING );
equipCheckNeeded = true;
break;
case 32: // Mind Blast
src = calcCharObjFromSer( Effect->Source() );
if( !ValidateObject( src ) || !ValidateObject( s ) )
break;
Magic->playSound( src, 37 );
Magic->doMoveEffect( 37, s, src );
Magic->doStaticEffect( s, 37 );
Magic->MagicDamage( s, Effect->More1(), src, COLD );
equipCheckNeeded = true;
break;
case 33: // Energy Bolt
src = calcCharObjFromSer( Effect->Source() );
if( !ValidateObject( src ) || !ValidateObject( s ) )
break;
Magic->playSound( s, 42 );
Magic->doMoveEffect( 42, s, src );
Magic->doStaticEffect( s, 42 );
Magic->MagicDamage( s, Effect->More1(), src, LIGHTNING );
equipCheckNeeded = true;
break;
case 34: // Chain Lightning
src = calcCharObjFromSer( Effect->Source() );
if( !ValidateObject( src ) || !ValidateObject( s ) )
break;
Effects->bolteffect( s );
Magic->playSound( s, 49 );
Magic->doMoveEffect( 49, s, src );
Magic->doStaticEffect( s, 49 );
Magic->MagicDamage( s, Effect->More1(), src, LIGHTNING );
equipCheckNeeded = true;
break;
case 35: // Flame Strike
src = calcCharObjFromSer( Effect->Source() );
if( !ValidateObject( src ) || !ValidateObject( s ) )
break;
Magic->playSound( s, 51 );
Magic->doMoveEffect( 51, s, src );
Magic->doStaticEffect( s, 51 );
Magic->MagicDamage( s, Effect->More1(), src, HEAT );
equipCheckNeeded = true;
break;
case 36: // Meteor Swarm
src = calcCharObjFromSer( Effect->Source() );
if( !ValidateObject( src ) || !ValidateObject( s ) )
break;
Magic->playSound( src, 55 );
if( s != src )
Magic->doMoveEffect( 55, s, src );
Magic->doStaticEffect( s, 55 );
//Effects->PlaySound( target, 0x160 );
//Effects->PlayMovingAnimation( caster, target, 0x36D5, 0x07, 0x00, 0x01 );
Magic->MagicDamage( s, Effect->More1(), src, HEAT );
equipCheckNeeded = true;
break;
case 40: // Used by JS timers
{
// Default/Global script ID
UI16 scpNum = 0xFFFF;
// Get script associated with effect, if any
cScript *tScript = JSMapping->GetScript( Effect->AssocScript() );
// items have serials of 0x40000000 and above, and we already know it's not INVALIDSERIAL
if( Effect->Source() >= BASEITEMSERIAL )
{
myObj = calcItemObjFromSer( Effect->Source() );
equipCheckNeeded = false;
}
else
{
myObj = calcCharObjFromSer( Effect->Source() );
equipCheckNeeded = true;
}
// Check that object effect was running on still exists
if( !ValidateObject( myObj ) )
break;
// No associated script, so it must be another callback variety
if( tScript == nullptr )
{
if( Effect->More2() != 0xFFFF ) // A scriptID other than default one was found
{
scpNum = Effect->More2();
tScript = JSMapping->GetScript( scpNum );
}
/*else
{
// No specific script was associated with effect, so let's see if there's a script associated with object instead
scpNum = myObj->GetScriptTrigger();
}
tScript = JSMapping->GetScript( scpNum );*/
}
// Make sure to check for a specific script via envoke system when the previous checks ended in the global script.
if( ( tScript == nullptr || scpNum == 0) && Effect->Source() >= BASEITEMSERIAL )
{
if( JSMapping->GetEnvokeByType()->Check( static_cast<UI16>((static_cast<CItem *>(myObj))->GetType()) ) )
{
scpNum = JSMapping->GetEnvokeByType()->GetScript( static_cast<UI16>((static_cast<CItem *>(myObj))->GetType()) );
tScript = JSMapping->GetScript( scpNum );
}
else if( JSMapping->GetEnvokeByID()->Check( myObj->GetID() ) )
{
scpNum = JSMapping->GetEnvokeByID()->GetScript( myObj->GetID() );
tScript = JSMapping->GetScript( scpNum );
}
}
// Callback to onTimer event in script
if( tScript != nullptr )
{
tScript->OnTimer( myObj, static_cast<UI08>(Effect->More1()) );
}
break;
}
case 41: // Start of item crafting
HandleMakeItemEffect( Effect );
break;
case 42: // End of item crafting
src = calcCharObjFromSer( Effect->Source() );
PlaySound( src, Effect->More2() );
break;
case 43: // Turn a wooly sheep into a sheared sheep
src = calcCharObjFromSer( Effect->Source() );
if( !ValidateObject( src ) ) // char doesn't exist!
break;
else if( src->GetID() == 0xCF )
break;
src->SetID( 0xCF ); // Thats all we need to do
break;
default:
Console.error( strutil::format(" Fallout of switch statement without default (%i). checktempeffects()", Effect->Number()) );
break;
}
if( validChar && equipCheckNeeded )
Items->CheckEquipment( s ); // checks equipments for stat requirements
cwmWorldState->tempEffects.Remove( Effect, true );
}
cwmWorldState->tempEffects.Pop();
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void reverseEffect( CTEffect *Effect )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Reverse a temp effect
//o-----------------------------------------------------------------------------------------------o
void reverseEffect( CTEffect *Effect )
{
CChar *s = calcCharObjFromSer( Effect->Destination() );
if( ValidateObject( s ) )
{
switch( Effect->Number() )
{
case 1: // Paralysis Spell
s->SetFrozen( false );
break;
case 2: // Nightsight Potion (JS) and Spell (code)
s->SetFixedLight( 255 );
break;
case 3: s->IncDexterity2( Effect->More1() ); break; // Clumsy Spell (JS)
case 4: s->IncIntelligence2( Effect->More1() ); break; // Feeblemind Spell (JS)
case 5: s->IncStrength2( Effect->More1() ); break; // Weaken Spell
case 6: s->IncDexterity2( -Effect->More1() ); break; // Agility Potion (JS) and Spell (code)
case 7: s->IncIntelligence2( -Effect->More1() ); break; // Cunning Spell
case 8: s->IncStrength2( -Effect->More1() ); break; // Strength Potion (JS) and Spell (code)
case 11: // Bless Spell
s->IncStrength2( -Effect->More1() );
s->IncDexterity2( -Effect->More2() );
s->IncIntelligence2( -Effect->More3() );
break;
case 12: // Curse Spell
s->IncStrength2( Effect->More1() );
s->IncDexterity2( Effect->More2() );
s->IncIntelligence2( Effect->More3() );
break;
case 18: // Polymorph Spell
s->SetID( s->GetOrgID() );
s->IsPolymorphed( false );
break;
case 19: // Incognito Spell
CItem *j;
// ------ SEX ------
s->SetID( s->GetOrgID() );
s->SetName( s->GetOrgName() );
j = s->GetItemAtLayer( IL_HAIR );
if( ValidateObject( j ) )
{
j->SetColour( s->GetHairColour() );
j->SetID( s->GetHairStyle() );
}
j = s->GetItemAtLayer( IL_FACIALHAIR );
if( ValidateObject( j ) && s->GetID( 2 ) == 0x90 )
{
j->SetColour( s->GetBeardColour() );
j->SetID( s->GetBeardStyle() );
}
// only refresh once
CSocket *tSock;
tSock = s->GetSocket();
s->SendWornItems( tSock );
s->IsIncognito( false );
break;
case 21: // Protection Spell
SI32 toDrop;
toDrop = Effect->More1() ;
if( ( s->GetBaseSkill( PARRYING ) - toDrop ) < 0 )
s->SetBaseSkill( 0, PARRYING );
else
s->SetBaseSkill( s->GetBaseSkill( PARRYING ) - toDrop, PARRYING );
break;
case 26: // Re-enable the usage of potions
s->SetUsingPotion( false );
break;
default:
Console.error( " Fallout of switch statement without default. uox3.cpp, reverseEffect()");
break;
}
}
Items->CheckEquipment( s );
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void tempeffect( CChar *source, CChar *dest, UI08 num, UI16 more1, UI16 more2, UI16 more3, CItem *targItemPtr )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Adds a temp effect to a character
//o-----------------------------------------------------------------------------------------------o
void cEffects::tempeffect( CChar *source, CChar *dest, UI08 num, UI16 more1, UI16 more2, UI16 more3, CItem *targItemPtr )
{
//if( !ValidateObject( source ) || !ValidateObject( dest ) )
if( !ValidateObject( dest ) )
return;
bool spellResisted = false;
CTEffect *toAdd = new CTEffect;
SERIAL sourceSerial = 0;
if( source != nullptr )
sourceSerial = source->GetSerial();
SERIAL targSer = dest->GetSerial();
toAdd->Source( sourceSerial );
toAdd->Destination( targSer );
cwmWorldState->tempEffects.Push();
for( CTEffect *Effect = cwmWorldState->tempEffects.First(); !cwmWorldState->tempEffects.Finished(); Effect = cwmWorldState->tempEffects.Next() )
{
if( Effect->Destination() == targSer )
{
if( Effect->Number() == num )
{
switch( Effect->Number() )
{
case 3: // Clumsy Spell (JS)
case 4: // Feeblemind Spell (JS)
case 5: // Weaken Spell
case 6: // Agility Potion (JS) and Spell (code)
case 7: // Cunning Spell
case 8: // Strength Potion (JS) and Spell (code)
case 11: // Bless Spell
case 12: // Curse Spell
case 18: // Polymorph Spell
case 19: // Incognito Spell
case 21: // Protection Spell
reverseEffect( Effect );
cwmWorldState->tempEffects.Remove( Effect, true );
break;
default:
break;
}
}
}
}
cwmWorldState->tempEffects.Pop();
CSocket *tSock = dest->GetSocket();
toAdd->Number( num );
switch( num )
{
case 1: // Paralyse Spell
{
dest->SetFrozen( true );
R32 effectDuration = 0;
if( source == nullptr )
{
effectDuration = static_cast<R32>(more2);
}
else
{
effectDuration = static_cast<R32>(source->GetSkill( MAGERY )) / 100.0f;
}
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
toAdd->Dispellable( true );
break;
}
case 2: // Nightsight Potion (JS) and Spell (code)
{
SI16 worldbrightlevel;
worldbrightlevel = cwmWorldState->ServerData()->WorldLightBrightLevel();
dest->SetFixedLight( static_cast<UI08>(worldbrightlevel) );
doLight( tSock, static_cast<SI08>(worldbrightlevel) );
R32 effectDuration = 0;
if( source == nullptr )
{
effectDuration = static_cast<R32>(more2);
}
else
{
effectDuration = static_cast<R32>(source->GetSkill( MAGERY )) / 2.0f;
}
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
toAdd->Dispellable( true );
break;
}
case 3: // Clumsy Spell (JS)
{
if( dest->GetDexterity() < more1 )
more1 = dest->GetDexterity();
dest->IncDexterity2( -more1 );
dest->SetStamina( std::min( dest->GetStamina(), dest->GetMaxStam() ) );
R32 effectDuration = 0;
if( source == nullptr )
{
// Use duration provided with effect call
effectDuration = static_cast<R32>(more2);
// Halve effect-duration on resist
spellResisted = Magic->CheckResist( more3, dest, 1 );
}
else
{
effectDuration = static_cast<R32>(source->GetSkill( MAGERY ) / 10.0f);
//Halve effect-timer on resist
spellResisted = Magic->CheckResist( source, dest, 1 );
}
if( spellResisted )
toAdd->ExpireTime( BuildTimeValue( effectDuration / 2.0f ) );
else
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
toAdd->More1( more1 );
toAdd->Dispellable( true );
break;
}
case 4: // Feeblemind Spell (JS)
{
if( dest->GetIntelligence() < more1 )
more1 = dest->GetIntelligence();
dest->IncIntelligence2( -more1 );
dest->SetMana( std::min(dest->GetMana(), dest->GetMaxMana() ));
R32 effectDuration = 0;
if( source == nullptr )
{
// Use duration provided with effect call
effectDuration = static_cast<R32>(more2);
// Halve effect-duration on resist
spellResisted = Magic->CheckResist( more3, dest, 3 );
}
else
{
effectDuration = static_cast<R32>(source->GetSkill( MAGERY ) / 10.0f);
//Halve effect-timer on resist
spellResisted = Magic->CheckResist( source, dest, 1 );
}
if( spellResisted )
toAdd->ExpireTime( BuildTimeValue( effectDuration / 2.0f ));
else
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
toAdd->More1( more1 );
toAdd->Dispellable( true );
break;
}
case 5: // Weaken Spell
{
if( dest->GetStrength() < more1 )
more1 = dest->GetStrength();
dest->IncStrength2( -more1 );
dest->SetHP( std::min( dest->GetHP(), static_cast<SI16>(dest->GetMaxHP()) ) );
R32 effectDuration = 0;
if( source == nullptr )
{
// Use duration provided with effect call
effectDuration = static_cast<R32>(more2);
// Halve effect-duration on resist
spellResisted = Magic->CheckResist( more3, dest, 1 );
}
else
{
effectDuration = static_cast<R32>(source->GetSkill( MAGERY ) / 10.0f);
//Halve effect-timer on resist
spellResisted = Magic->CheckResist( source, dest, 1 );
}
//Halve effect-timer on resist
if( spellResisted )
toAdd->ExpireTime( BuildTimeValue( effectDuration / 2.0f ));
else
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
toAdd->More1( more1 );
toAdd->Dispellable( true );
break;
}
case 6: // Agility Potion (JS) and Spell (code)
{
dest->IncDexterity( more1 );
if( source == nullptr )
{
// Use duration provided with effect call
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(more2) ));
}
else
{
toAdd->ExpireTime( BuildTimeValue( (R32)source->GetSkill( MAGERY ) / 10.0f ) );
}
toAdd->More1( more1 );
toAdd->Dispellable( true );
break;
}
case 7: // Cunning Spell
dest->IncIntelligence2( more1 );
if( source == nullptr )
{
// Use duration provided with effect call
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(more2) ));
}
else
{
toAdd->ExpireTime( BuildTimeValue( (R32)source->GetSkill( MAGERY ) / 10.0f ) );
}
toAdd->More1( more1 );
toAdd->Dispellable( true );
break;
case 8: // Strength Potion (JS) and Spell (code)
dest->IncStrength2( more1 );
if( source == nullptr )
{
// Use duration provided with effect call
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(more2) ));
}
else
{
toAdd->ExpireTime( BuildTimeValue( (R32)source->GetSkill( MAGERY ) / 10.0f ) );
}
toAdd->More1( more1 );
toAdd->Dispellable( true );
break;
case 9: // Grind Necro Reagent
toAdd->ExpireTime( BuildTimeValue( (R32)more2 ) );
toAdd->More1( more1 );
toAdd->More2( more2 );
toAdd->Dispellable( false );
break;
case 10: // ???
toAdd->ExpireTime( BuildTimeValue( 12.0f ) );
toAdd->Dispellable( false );
toAdd->More1( more1 );
toAdd->More2( more2 );
break;
case 11: // Bless Spell
if( source != nullptr )
{
// No source! Effect gotten from equipping an item?
// Apply same bonus to all stats
dest->IncStrength2( more1 );
dest->IncDexterity2( more1 );
dest->IncIntelligence2( more1 );
toAdd->ExpireTime( BuildTimeValue( more2 ));
toAdd->More1( more1 );
toAdd->More2( more1 );
toAdd->More3( more1 );
}
else
{
// Effect gotten from a spell cast by another character
dest->IncStrength2( more1 );
dest->IncDexterity2( more2 );
dest->IncIntelligence2( more3 );
toAdd->ExpireTime( BuildTimeValue( (R32)source->GetSkill( MAGERY ) / 10.0f ) );
toAdd->More1( more1 );
toAdd->More2( more2 );
toAdd->More3( more3 );
}
toAdd->Dispellable( true );
break;
case 12: // Curse Spell
{
bool spellResisted = false;
R32 effectDuration = 0;
if( source == nullptr )
{
auto effectStrength = more1;
if( dest->GetStrength() < more1 )
effectStrength = dest->GetStrength();
dest->IncStrength2( -effectStrength );
if( dest->GetDexterity() < more1 )
effectStrength = dest->GetDexterity();
dest->IncDexterity2( -effectStrength );
if( dest->GetIntelligence() < more1 )
effectStrength = dest->GetIntelligence();
dest->IncIntelligence2( -effectStrength );
toAdd->More1( more1 );
toAdd->More2( more1 );
toAdd->More3( more1 );
// Use duration provided with effect call
effectDuration = static_cast<R32>(more2);
// Halve effect-duration on resist
spellResisted = Magic->CheckResist( more3, dest, 4 );
}
else
{
if( dest->GetStrength() < more1 )
more1 = dest->GetStrength();
if( dest->GetDexterity() < more2 )
more2 = dest->GetDexterity();
if( dest->GetIntelligence() < more3 )
more3 = dest->GetIntelligence();
dest->IncStrength2( -more1 );
dest->IncDexterity2( -more2 );
dest->IncIntelligence2( -more3 );
toAdd->More1( more1 );
toAdd->More2( more2 );
toAdd->More3( more3 );
effectDuration = static_cast<R32>(source->GetSkill( MAGERY )) / 10.0f;
//Halve effect-timer on resist
spellResisted = Magic->CheckResist( source, dest, 4 );
}
if( spellResisted )
toAdd->ExpireTime( BuildTimeValue( effectDuration / 2.0f ));
else
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
toAdd->Dispellable( true );
break;
}
case 15: // Reactive Armor Spell
if( source != nullptr )
toAdd->ExpireTime( BuildTimeValue( (R32)source->GetSkill( MAGERY ) / 10.0f ) );
else
toAdd->ExpireTime( BuildTimeValue( 6.0f ));
toAdd->Dispellable( true );
break;
case 16: // Explosion potion messages (JS)
toAdd->ExpireTime( BuildTimeValue( (R32)more2 ) );
toAdd->More1( more1 ); //item/potion
toAdd->More2( more2 ); //seconds
toAdd->More3( more3 ); //countdown#
toAdd->Dispellable( false );
break;
case 18: // Polymorph Spell
toAdd->ExpireTime( cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_POLYMORPH ) );
toAdd->Dispellable( false );
UI16 k;
// Grey flag when polymorphed
dest->SetTimer( tCHAR_CRIMFLAG, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_POLYMORPH ) );
if( dest->IsOnHorse() )
DismountCreature( dest );
else if( dest->IsFlying() )
dest->ToggleFlying();
k = ( more1<<8 ) + more2;
if( k <= 0x03e2 ) // body-values >0x3e1 crash the client
dest->SetID( k );
break;
case 19: // Incognito Spell
toAdd->ExpireTime( BuildTimeValue( 90.0f ) ); // 90 seconds
toAdd->Dispellable( false );
break;
case 21: // Protection Spell
{
R32 effectDuration = 0;
if( source == nullptr )
{
effectDuration = static_cast<R32>(more2);
}
else
{
effectDuration = 120.0f;
}
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
toAdd->Dispellable( true );
toAdd->More1( more1 );
dest->SetBaseSkill( dest->GetBaseSkill( PARRYING ) + more1, PARRYING );
break;
}
case 25: // Temporarily set item as disabled
toAdd->ExpireTime( BuildTimeValue( (R32)more1 ) );
toAdd->ObjPtr( dest );
dest->SetDisabled( true );
toAdd->More2( 1 );
break;
case 26: // Temporarily disable the usage of potions
toAdd->ExpireTime( cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_POTION ) );
dest->SetUsingPotion( true );
break;
case 27: // Explosion Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[43].DamageDelay() )));
toAdd->More1( more1 );
break;
case 28: // Magic Arrow Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[5].DamageDelay() )));
toAdd->More1( more1 );
break;
case 29: // Harm Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[12].DamageDelay() )));
toAdd->More1( more1 );
break;
case 30: // Fireball Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[18].DamageDelay() )));
toAdd->More1( more1 );
break;
case 31: // Lightning Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[30].DamageDelay() )));
toAdd->More1( more1 );
break;
case 32: // Mind Blast Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[37].DamageDelay() )));
toAdd->More1( more1 );
break;
case 33: // Energy Bolt Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[42].DamageDelay() )));
toAdd->More1( more1 );
break;
case 34: // Chain Lightning Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[49].DamageDelay() )));
toAdd->More1( more1 );
break;
case 35: // Flamestrike Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[51].DamageDelay() )));
toAdd->More1( more1 );
break;
case 36: // Meteor Swarm
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[55].DamageDelay() )));
toAdd->More1( more1 );
break;
case 40: // Used by JS timers
toAdd->ExpireTime( BuildTimeValue( ( (R32)more1 + (R32)more2 / 1000.0f ) ) );
toAdd->More1( more3 );
break;
case 41: // creating item
toAdd->ExpireTime( BuildTimeValue( (R32)(more1) / 100.0f ) );
toAdd->More2( more2 );
break;
case 42: // delayed sound effect for crafting
toAdd->ExpireTime( BuildTimeValue( (R32)(more1) / 100.0f ) );
toAdd->More2( more2 );
break;
case 43: // regain wool for sheeps (JS)
toAdd->ExpireTime( BuildTimeValue( (R32)(more1) ) );
break;
default:
Console.error( strutil::format(" Fallout of switch statement (%d) without default. uox3.cpp, tempeffect()", num ));
delete toAdd;
return;
}
cwmWorldState->tempEffects.Add( toAdd );
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void tempeffect( CChar *source, CItem *dest, UI08 num, UI16 more1, UI16 more2, UI16 more3 )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Adds a temp effect to an item
//o-----------------------------------------------------------------------------------------------o
void cEffects::tempeffect( CChar *source, CItem *dest, UI08 num, UI16 more1, UI16 more2, UI16 more3 )
{
if( !ValidateObject( dest ) )
return;
CTEffect *toAdd = new CTEffect;
if( ValidateObject( source ) )
toAdd->Source( source->GetSerial() );
else
toAdd->Source( INVALIDSERIAL );
toAdd->Destination( dest->GetSerial() );
toAdd->Number( num );
switch( num )
{
case 10: // Crafting Potion??
toAdd->ExpireTime( BuildTimeValue( 12 ) );
toAdd->Dispellable( false );
toAdd->More1( more1 );
toAdd->More2( more2 );
source->SkillUsed( true, ALCHEMY );
break;
case 13: // Timer for door (gangplank on boats?) to autoclose?
if( !dest->isDoorOpen() )
dest->SetDoorOpen( true );
toAdd->ExpireTime( BuildTimeValue( 10 ) );
toAdd->Dispellable( false );
break;
case 17: // Explosion potion (explosion) Tauriel (explode in 4 seconds)
toAdd->ExpireTime( BuildTimeValue( 4 ) );
toAdd->More1( more1 );
toAdd->More2( more2 );
toAdd->ObjPtr( dest );
toAdd->Dispellable( false );
break;
case 25: // // Temporarily set item as disabled
toAdd->ExpireTime( BuildTimeValue( more1 ) );
toAdd->ObjPtr( dest );
dest->SetDisabled( true );
toAdd->More2( 0 );
break;
default:
Console.error( " Fallout of switch statement without default. uox3.cpp, tempeffect2()");
delete toAdd;
return;
}
cwmWorldState->tempEffects.Add( toAdd );
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void SaveEffects( void )
//| Date - 16 March, 2002
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Saves out the TempEffects to effects.wsc
//o-----------------------------------------------------------------------------------------------o
void cEffects::SaveEffects( void )
{
std::ofstream effectDestination;
const char blockDiscriminator[] = "\n\n---EFFECT---\n\n";
SI32 s_t = getclock();
Console << "Saving Effects... ";
Console.TurnYellow();
std::string filename = cwmWorldState->ServerData()->Directory( CSDDP_SHARED ) + "effects.wsc";
effectDestination.open( filename.c_str() );
if( !effectDestination )
{
Console.error( strutil::format("Failed to open %s for writing", filename.c_str()) );
return;
}
cwmWorldState->tempEffects.Push();
for( CTEffect *currEffect = cwmWorldState->tempEffects.First(); !cwmWorldState->tempEffects.Finished(); currEffect = cwmWorldState->tempEffects.Next() )
{
if( currEffect == nullptr )
continue;
currEffect->Save( effectDestination );
effectDestination << blockDiscriminator;
}
effectDestination.close();
cwmWorldState->tempEffects.Pop();
Console << "\b\b\b\b";
Console.PrintDone();
SI32 e_t = getclock();
Console.print( strutil::format("Effects saved in %.02fsec\n", ((R32)(e_t-s_t))/1000.0f) );
}
void ReadWorldTagData( std::ifstream &inStream, std::string &tag, std::string &data );
//o-----------------------------------------------------------------------------------------------o
//| Function - void LoadEffects( void )
//| Date - 16 March, 2002
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Loads in Effects from disk
//o-----------------------------------------------------------------------------------------------o
void cEffects::LoadEffects( void )
{
std::ifstream input;
std::string filename = cwmWorldState->ServerData()->Directory( CSDDP_SHARED ) + "effects.wsc";
input.open( filename.c_str(), std::ios_base::in );
input.seekg( 0, std::ios::beg );
std::string tag;
std::string data;
std::string UTag;
if( input.is_open() )
{
CTEffect *toLoad;
char line[1024];
while( !input.eof() && !input.fail() )
{
input.getline(line, 1023);
line[input.gcount()] = 0;
std::string sLine(line);
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
auto usLine = strutil::upper( sLine );
if( !sLine.empty() )
{
if( usLine == "[EFFECT]" )
{
toLoad = new CTEffect;
while( tag != "o---o" )
{
ReadWorldTagData( input, tag, data );
if( tag != "o---o" )
{
UTag = strutil::upper( tag );
switch( (UTag.data()[0]) )
{
case 'A':
if( UTag == "ASSOCSCRIPT" )
toLoad->AssocScript( static_cast<UI16>(std::stoul(strutil::trim( strutil::removeTrailing( data, "//" )), nullptr, 0)) );
break;
case 'D':
if( UTag == "DEST" )
toLoad->Destination( static_cast<UI32>(std::stoul(strutil::trim( strutil::removeTrailing( data, "//" )), nullptr, 0)) );
if( UTag == "DISPEL" )
toLoad->Dispellable((( static_cast<UI16>(std::stoul(strutil::trim( strutil::removeTrailing( data, "//" )), nullptr, 0)) == 0 ) ? false : true ));
break;
case 'E':
if( UTag == "EXPIRE" )
toLoad->ExpireTime( static_cast<UI32>(std::stoul(strutil::trim( strutil::removeTrailing( data, "//" )), nullptr, 0)) + cwmWorldState->GetUICurrentTime() );
break;
case 'I':
if( UTag == "ITEMPTR" )
{
SERIAL objSer = static_cast<UI32>(std::stoul(strutil::trim( strutil::removeTrailing( data, "//" )), nullptr, 0));
if( objSer != INVALIDSERIAL )
{
if( objSer < BASEITEMSERIAL )
toLoad->ObjPtr( calcCharObjFromSer( objSer ) );
else
toLoad->ObjPtr( calcItemObjFromSer( objSer ) );
}
else
toLoad->ObjPtr( nullptr );
}
break;
case 'M':
if( UTag == "MORE1" )
toLoad->More1( static_cast<UI16>(std::stoul(strutil::trim( strutil::removeTrailing( data, "//" )),nullptr, 0)) );
if( UTag == "MORE2" )
toLoad->More2( static_cast<UI16>(std::stoul(strutil::trim( strutil::removeTrailing( data, "//" )),nullptr, 0)) );
if( UTag == "MORE3" )
toLoad->More3( static_cast<UI16>(std::stoul(strutil::trim( strutil::removeTrailing( data, "//" )),nullptr, 0)) );
break;
case 'N':
if( UTag == "NUMBER" )
toLoad->Number( static_cast<UI16>(std::stoul(strutil::trim( strutil::removeTrailing( data, "//" )), nullptr, 0)));
break;
case 'O':
if( UTag == "OBJPTR" )
{
SERIAL objSer = static_cast<UI32>(std::stoul(strutil::trim( strutil::removeTrailing( data, "//" )), nullptr, 0));
if( objSer != INVALIDSERIAL )
{
if( objSer < BASEITEMSERIAL )
toLoad->ObjPtr( calcCharObjFromSer( objSer ) );
else
toLoad->ObjPtr( calcItemObjFromSer( objSer ) );
}
else
toLoad->ObjPtr( nullptr );
}
break;
case 'S':
if( UTag == "SOURCE" )
toLoad->Source( static_cast<UI32>(std::stoul(strutil::trim( strutil::removeTrailing( data, "//" )), nullptr, 0)) );
break;
default:
Console.error( strutil::format("Unknown effects tag %s with contents of %s", tag.c_str(), data.c_str()) );
break;
}
}
}
cwmWorldState->tempEffects.Add( toLoad );
tag = "";
}
}
}
input.close();
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - bool Save( std::ofstream &effectDestination ) const
//| Date - March 16, 2002
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Output the effect data to the effect destination. Returns true/false
//| indicating the success of the write operation
//o-----------------------------------------------------------------------------------------------o
bool CTEffect::Save( std::ofstream &effectDestination ) const
{
CBaseObject *getPtr = nullptr;
effectDestination << "[EFFECT]" << '\n';
// Hexadecimal Values
effectDestination << std::hex;
effectDestination << "Source=" << "0x" << Source() << '\n';
effectDestination << "Dest=" << "0x" << Destination() << '\n';
getPtr = ObjPtr();
effectDestination << "ObjPtr=" << "0x";
if( ValidateObject( getPtr ) )
effectDestination << getPtr->GetSerial() << '\n';
else
effectDestination << INVALIDSERIAL << '\n';
// Decimal / String Values
effectDestination << std::dec;
effectDestination << "Expire=" << ( ExpireTime() - cwmWorldState->GetUICurrentTime() ) << '\n';
effectDestination << "Number=" << static_cast<UI16>(Number()) << '\n';
effectDestination << "More1=" << More1() << '\n';
effectDestination << "More2=" << More2() << '\n';
effectDestination << "More3=" << More3() << '\n';
effectDestination << "Dispel=" << Dispellable() << '\n';
effectDestination << "AssocScript=" << AssocScript() << '\n';
effectDestination << '\n' << "o---o" << '\n' << '\n';
return true;
}