[7f9806]: gemrb / plugins / FXOpcodes / FXOpcodes.cpp  Maximize  Restore  History

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/* GemRB - Infinity Engine Emulator
* Copyright (C) 2003 The GemRB Project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*
*/
#include "ie_feats.h" //cannot avoid declaring these
#include "opcode_params.h"
#include "overlays.h"
#include "strrefs.h"
#include "win32def.h"
#include "Audio.h"
#include "DisplayMessage.h"
#include "EffectQueue.h"
#include "Game.h"
#include "GameData.h"
#include "GlobalTimer.h"
#include "Interface.h"
#include "PolymorphCache.h" // fx_polymorph
#include "Projectile.h" //needs for clearair
#include "ScriptedAnimation.h"
#include "Spell.h" //needed for fx_cast_spell feedback
#include "TileMap.h" //needs for knock!
#include "damages.h"
#include "GameScript/GSUtils.h" //needs for MoveBetweenAreasCore
#include "GameScript/Matching.h" //needs for GetAllObjects
#include "GUI/GameControl.h"
#include "Scriptable/Actor.h"
#include "Scriptable/Container.h"
#include "Scriptable/Door.h"
#include "Scriptable/InfoPoint.h"
#include "Scriptable/PCStatStruct.h" //fx_polymorph (action definitions)
using namespace GemRB;
//FIXME: find a way to handle portrait icons better
#define PI_RIGID 2
#define PI_CONFUSED 3
#define PI_BERSERK 4
#define PI_POISONED 6
#define PI_HELD 13
#define PI_SLEEP 14
#define PI_BLESS 17
#define PI_PANIC 36
#define PI_HASTED 38
#define PI_FATIGUE 39
#define PI_SLOWED 41
#define PI_HOPELESS 44
#define PI_LEVELDRAIN 53
#define PI_FEEBLEMIND 54
#define PI_STUN 55
#define PI_AID 57
#define PI_HOLY 59
#define PI_BOUNCE 65
#define PI_BOUNCE2 67
#define PI_CONTINGENCY 75
#define PI_BLOODRAGE 76 //iwd2
#define PI_MAZE 78
#define PI_PRISON 79
#define PI_STONESKIN 80
#define PI_DEAFNESS 83 //iwd2
#define PI_SEQUENCER 92
#define PI_BLUR 109
#define PI_IMPROVEDHASTE 110
#define PI_SPELLTRAP 117
#define PI_CSHIELD 162
#define PI_CSHIELD2 163
static ieResRef *casting_glows = NULL;
static int cgcount = -1;
static ieResRef *spell_hits = NULL;
static ieDword enhanced_effects = 0;
static int shcount = -1;
static int *spell_abilities = NULL;
static ieDword splabcount = 0;
static int *polymorph_stats = NULL;
static int polystatcount = 0;
static ieDword pstflags = false;
//the original engine stores the colors in sprklclr.2da in a different order
static ScriptedAnimation default_spell_hit;
int fx_ac_vs_damage_type_modifier (Scriptable* Owner, Actor* target, Effect* fx);//00
int fx_attacks_per_round_modifier (Scriptable* Owner, Actor* target, Effect* fx);//01
int fx_cure_sleep_state (Scriptable* Owner, Actor* target, Effect* fx);//02
int fx_set_berserk_state (Scriptable* Owner, Actor* target, Effect* fx);//03
int fx_cure_berserk_state (Scriptable* Owner, Actor* target, Effect* fx);//04
int fx_set_charmed_state (Scriptable* Owner, Actor* target, Effect* fx);//05
int fx_charisma_modifier (Scriptable* Owner, Actor* target, Effect* fx);//06
int fx_set_color_gradient (Scriptable* Owner, Actor* target, Effect* fx);//07
int fx_set_color_rgb (Scriptable* Owner, Actor* target, Effect* fx);//08
int fx_set_color_rgb_global (Scriptable* Owner, Actor* target, Effect* fx);//08
int fx_set_color_pulse_rgb (Scriptable* Owner, Actor* target, Effect* fx);//09
int fx_set_color_pulse_rgb_global (Scriptable* Owner, Actor* target, Effect* fx);//09
int fx_constitution_modifier (Scriptable* Owner, Actor* target, Effect* fx);//0a
int fx_cure_poisoned_state (Scriptable* Owner, Actor* target, Effect* fx);//0b
int fx_damage (Scriptable* Owner, Actor* target, Effect* fx);//0c
int fx_death (Scriptable* Owner, Actor* target, Effect* fx);//0d
int fx_cure_frozen_state (Scriptable* Owner, Actor* target, Effect* fx);//0e
int fx_dexterity_modifier (Scriptable* Owner, Actor* target, Effect* fx);//0f
int fx_set_hasted_state (Scriptable* Owner, Actor* target, Effect* fx);//10
int fx_current_hp_modifier (Scriptable* Owner, Actor* target, Effect* fx);//11
int fx_maximum_hp_modifier (Scriptable* Owner, Actor* target, Effect* fx);//12
int fx_intelligence_modifier (Scriptable* Owner, Actor* target, Effect* fx);//13
int fx_set_invisible_state (Scriptable* Owner, Actor* target, Effect* fx);//14
int fx_lore_modifier (Scriptable* Owner, Actor* target, Effect* fx);//15
int fx_luck_modifier (Scriptable* Owner, Actor* target, Effect* fx);//16
int fx_morale_modifier (Scriptable* Owner, Actor* target, Effect* fx);//17
int fx_set_panic_state (Scriptable* Owner, Actor* target, Effect* fx);//18
int fx_set_poisoned_state (Scriptable* Owner, Actor* target, Effect* fx);//19
int fx_remove_curse (Scriptable* Owner, Actor* target, Effect* fx);//1a
int fx_acid_resistance_modifier (Scriptable* Owner, Actor* target, Effect* fx);//1b
int fx_cold_resistance_modifier (Scriptable* Owner, Actor* target, Effect* fx);//1c
int fx_electricity_resistance_modifier (Scriptable* Owner, Actor* target, Effect* fx);//1d
int fx_fire_resistance_modifier (Scriptable* Owner, Actor* target, Effect* fx);//1e
int fx_magic_damage_resistance_modifier (Scriptable* Owner, Actor* target, Effect* fx);//1f
int fx_cure_dead_state (Scriptable* Owner, Actor* target, Effect* fx);//20
int fx_save_vs_death_modifier (Scriptable* Owner, Actor* target, Effect* fx);//21
int fx_save_vs_wands_modifier (Scriptable* Owner, Actor* target, Effect* fx);//22
int fx_save_vs_poly_modifier (Scriptable* Owner, Actor* target, Effect* fx);//23
int fx_save_vs_breath_modifier (Scriptable* Owner, Actor* target, Effect* fx);//24
int fx_save_vs_spell_modifier (Scriptable* Owner, Actor* target, Effect* fx);//25
int fx_set_silenced_state (Scriptable* Owner, Actor* target, Effect* fx);//26
int fx_set_unconscious_state (Scriptable* Owner, Actor* target, Effect* fx);//27
int fx_set_slowed_state (Scriptable* Owner, Actor* target, Effect* fx);//28
int fx_sparkle(Scriptable* Owner, Actor* target, Effect* fx);//29
int fx_bonus_wizard_spells (Scriptable* Owner, Actor* target, Effect* fx);//2a
int fx_cure_petrified_state (Scriptable* Owner, Actor* target, Effect* fx);//2b
int fx_strength_modifier (Scriptable* Owner, Actor* target, Effect* fx);//2c
int fx_set_stun_state (Scriptable* Owner, Actor* target, Effect* fx);//2d
int fx_cure_stun_state (Scriptable* Owner, Actor* target, Effect* fx);//2e
int fx_cure_invisible_state (Scriptable* Owner, Actor* target, Effect* fx);//2f
int fx_cure_silenced_state (Scriptable* Owner, Actor* target, Effect* fx);//30
int fx_wisdom_modifier (Scriptable* Owner, Actor* target, Effect* fx);//31
int fx_brief_rgb (Scriptable* Owner, Actor* target, Effect* fx);//32
int fx_darken_rgb (Scriptable* Owner, Actor* target, Effect* fx);//33
int fx_glow_rgb (Scriptable* Owner, Actor* target, Effect* fx);//34
int fx_animation_id_modifier (Scriptable* Owner, Actor* target, Effect* fx);//35
int fx_to_hit_modifier (Scriptable* Owner, Actor* target, Effect* fx);//36
int fx_kill_creature_type (Scriptable* Owner, Actor* target, Effect* fx);//37
int fx_alignment_invert (Scriptable* Owner, Actor* target, Effect* fx);//38
int fx_alignment_change (Scriptable* Owner, Actor* target, Effect* fx);//39
int fx_dispel_effects (Scriptable* Owner, Actor* target, Effect* fx);//3a
int fx_stealth_modifier (Scriptable* Owner, Actor* target, Effect* fx);//3b
int fx_miscast_magic_modifier (Scriptable* Owner, Actor* target, Effect* fx);//3c
int fx_alchemy_modifier (Scriptable* Owner, Actor* target, Effect* fx);//3d
int fx_bonus_priest_spells (Scriptable* Owner, Actor* target, Effect* fx);//3e
int fx_set_infravision_state (Scriptable* Owner, Actor* target, Effect* fx);//3f
int fx_cure_infravision_state (Scriptable* Owner, Actor* target, Effect* fx);//40
int fx_set_blur_state (Scriptable* Owner, Actor* target, Effect* fx);//41
int fx_transparency_modifier (Scriptable* Owner, Actor* target, Effect* fx);//42
int fx_summon_creature (Scriptable* Owner, Actor* target, Effect* fx);//43
int fx_unsummon_creature (Scriptable* Owner, Actor* target, Effect* fx);//44
int fx_set_nondetection_state (Scriptable* Owner, Actor* target, Effect* fx);//45
int fx_cure_nondetection_state (Scriptable* Owner, Actor* target, Effect* fx);//46
int fx_sex_modifier (Scriptable* Owner, Actor* target, Effect* fx);//47
int fx_ids_modifier (Scriptable* Owner, Actor* target, Effect* fx);//48
int fx_damage_bonus_modifier (Scriptable* Owner, Actor* target, Effect* fx);//49
int fx_set_blind_state (Scriptable* Owner, Actor* target, Effect* fx);//4a
int fx_cure_blind_state (Scriptable* Owner, Actor* target, Effect* fx);//4b
int fx_set_feebleminded_state (Scriptable* Owner, Actor* target, Effect* fx);//4c
int fx_cure_feebleminded_state (Scriptable* Owner, Actor* target, Effect* fx);//4d
int fx_set_diseased_state (Scriptable* Owner, Actor* target, Effect*fx);//4e
int fx_cure_diseased_state (Scriptable* Owner, Actor* target, Effect* fx);//4f
int fx_set_deaf_state (Scriptable* Owner, Actor* target, Effect* fx); //50
int fx_set_deaf_state_iwd2 (Scriptable* Owner, Actor* target, Effect* fx); //50
int fx_cure_deaf_state (Scriptable* Owner, Actor* target, Effect* fx);//51
int fx_set_ai_script (Scriptable* Owner, Actor* target, Effect*fx);//52
int fx_protection_from_projectile (Scriptable* Owner, Actor* target, Effect*fx);//53
int fx_magical_fire_resistance_modifier (Scriptable* Owner, Actor* target, Effect* fx);//54
int fx_magical_cold_resistance_modifier (Scriptable* Owner, Actor* target, Effect* fx);//55
int fx_slashing_resistance_modifier (Scriptable* Owner, Actor* target, Effect* fx);//56
int fx_crushing_resistance_modifier (Scriptable* Owner, Actor* target, Effect* fx);//57
int fx_piercing_resistance_modifier (Scriptable* Owner, Actor* target, Effect* fx);//58
int fx_missiles_resistance_modifier (Scriptable* Owner, Actor* target, Effect* fx);//59
int fx_open_locks_modifier (Scriptable* Owner, Actor* target, Effect* fx);//5a
int fx_find_traps_modifier (Scriptable* Owner, Actor* target, Effect* fx);//5b
int fx_pick_pockets_modifier (Scriptable* Owner, Actor* target, Effect* fx);//5c
int fx_fatigue_modifier (Scriptable* Owner, Actor* target, Effect* fx);//5d
int fx_intoxication_modifier (Scriptable* Owner, Actor* target, Effect* fx);//5e
int fx_tracking_modifier (Scriptable* Owner, Actor* target, Effect* fx);//5f
int fx_level_modifier (Scriptable* Owner, Actor* target, Effect* fx);//60
int fx_strength_bonus_modifier (Scriptable* Owner, Actor* target, Effect* fx);//61
int fx_set_regenerating_state (Scriptable* Owner, Actor* target, Effect* fx);//62
int fx_spell_duration_modifier (Scriptable* Owner, Actor* target, Effect* fx);///63
int fx_generic_effect (Scriptable* Owner, Actor* target, Effect* fx);//64 protection from creature is a generic effect
int fx_protection_opcode(Scriptable* Owner, Actor* target, Effect* fx); //65
int fx_protection_spelllevel (Scriptable* Owner, Actor* target, Effect* fx); //66
int fx_change_name (Scriptable* Owner, Actor* target, Effect* fx);//67
int fx_experience_modifier (Scriptable* Owner, Actor* target, Effect* fx);//68
int fx_gold_modifier (Scriptable* Owner, Actor* target, Effect* fx);//69
int fx_morale_break_modifier (Scriptable* Owner, Actor* target, Effect* fx);//6a
int fx_portrait_change (Scriptable* Owner, Actor* target, Effect* fx);//6b
int fx_reputation_modifier (Scriptable* Owner, Actor* target, Effect* fx);//6c
int fx_hold_creature_no_icon (Scriptable* Owner, Actor* target, Effect* fx);//6d
int fx_turn_undead (Scriptable* Owner, Actor* target, Effect* fx);//6e reused
int fx_create_magic_item (Scriptable* Owner, Actor* target, Effect* fx);//6f
int fx_remove_item (Scriptable* Owner, Actor* target, Effect* fx);//70
int fx_equip_item (Scriptable* Owner, Actor* target, Effect* fx);//71
int fx_dither (Scriptable* Owner, Actor* target, Effect* fx);//72
int fx_detect_alignment (Scriptable* Owner, Actor* target, Effect* fx);//73
//int fx_cure_improved_invisible_state (Scriptable* Owner, Actor* target, Effect* fx);//74 (2f)
int fx_reveal_area (Scriptable* Owner, Actor* target, Effect* fx);//75
int fx_reveal_creatures (Scriptable* Owner, Actor* target, Effect* fx);//76
int fx_mirror_image (Scriptable* Owner, Actor* target, Effect* fx);//77
int fx_immune_to_weapon (Scriptable* Owner, Actor* target, Effect* fx);//78
int fx_visual_animation_effect (Scriptable* Owner, Actor* target, Effect* fx);//79 unknown
int fx_create_inventory_item (Scriptable* Owner, Actor* target, Effect* fx);//7a
int fx_remove_inventory_item (Scriptable* Owner, Actor* target, Effect* fx);//7b
int fx_dimension_door (Scriptable* Owner, Actor* target, Effect* fx);//7c
int fx_knock (Scriptable* Owner, Actor* target, Effect* fx);//7d
int fx_movement_modifier (Scriptable* Owner, Actor* target, Effect* fx);//7e
int fx_monster_summoning (Scriptable* Owner, Actor* target, Effect* fx);//7f
int fx_set_confused_state (Scriptable* Owner, Actor* target, Effect* fx);//80
int fx_set_aid_state (Scriptable* Owner, Actor* target, Effect* fx);//81
int fx_set_bless_state (Scriptable* Owner, Actor* target, Effect* fx);//82
int fx_set_chant_state (Scriptable* Owner, Actor* target, Effect* fx);//83
int fx_set_holy_state (Scriptable* Owner, Actor* target, Effect* fx);//84
int fx_luck_non_cumulative (Scriptable* Owner, Actor* target, Effect* fx);//85
int fx_luck_cumulative (Scriptable* Owner, Actor* target, Effect* fx);//85
int fx_set_petrified_state (Scriptable* Owner, Actor* target, Effect* fx);//86
int fx_polymorph (Scriptable* Owner, Actor* target, Effect* fx);//87
int fx_force_visible (Scriptable* Owner, Actor* target, Effect* fx);//88
int fx_set_chantbad_state (Scriptable* Owner, Actor* target, Effect* fx);//89
int fx_animation_stance (Scriptable* Owner, Actor* target, Effect* fx);//8a
int fx_display_string (Scriptable* Owner, Actor* target, Effect* fx);//8b
int fx_casting_glow (Scriptable* Owner, Actor* target, Effect* fx);//8c
int fx_visual_spell_hit (Scriptable* Owner, Actor* target, Effect* fx);//8d
int fx_display_portrait_icon (Scriptable* Owner, Actor* target, Effect* fx);//8e
int fx_create_item_in_slot (Scriptable* Owner, Actor* target, Effect* fx);//8f
int fx_disable_button (Scriptable* Owner, Actor* target, Effect* fx);//90
int fx_disable_spellcasting (Scriptable* Owner, Actor* target, Effect* fx);//91
int fx_cast_spell (Scriptable* Owner, Actor* target, Effect *fx);//92
int fx_learn_spell (Scriptable* Owner, Actor* target, Effect *fx);//93
int fx_cast_spell_point (Scriptable* Owner, Actor* target, Effect *fx);//94
int fx_identify (Scriptable* Owner, Actor* target, Effect *fx);//95
int fx_find_traps (Scriptable* Owner, Actor* target, Effect *fx);//96
int fx_replace_creature (Scriptable* Owner, Actor* target, Effect *fx);//97
int fx_play_movie (Scriptable* Owner, Actor* target, Effect* fx);//98
int fx_set_sanctuary_state (Scriptable* Owner, Actor* target, Effect* fx);//99
int fx_set_entangle_state (Scriptable* Owner, Actor* target, Effect* fx);//9a
int fx_set_minorglobe_state (Scriptable* Owner, Actor* target, Effect* fx);//9b
int fx_set_shieldglobe_state (Scriptable* Owner, Actor* target, Effect* fx);//9c
int fx_set_web_state (Scriptable* Owner, Actor* target, Effect* fx);//9d
int fx_set_grease_state (Scriptable* Owner, Actor* target, Effect* fx);//9e
int fx_mirror_image_modifier (Scriptable* Owner, Actor* target, Effect* fx);//9f
int fx_cure_sanctuary_state (Scriptable* Owner, Actor* target, Effect* fx);//a0
int fx_cure_panic_state (Scriptable* Owner, Actor* target, Effect* fx);//a1
int fx_cure_hold_state (Scriptable* Owner, Actor* target, Effect* fx);//a2 //cures 175
int fx_cure_slow_state (Scriptable* Owner, Actor* target, Effect* fx);//a3
int fx_cure_intoxication (Scriptable* Owner, Actor* target, Effect* fx);//a4
int fx_pause_target (Scriptable* Owner, Actor* target, Effect* fx);//a5
int fx_magic_resistance_modifier (Scriptable* Owner, Actor* target, Effect* fx);//a6
int fx_missile_to_hit_modifier (Scriptable* Owner, Actor* target, Effect* fx);//a7
int fx_remove_creature (Scriptable* Owner, Actor* target, Effect* fx);//a8
int fx_disable_portrait_icon (Scriptable* Owner, Actor* target, Effect* fx);//a9
int fx_damage_animation (Scriptable* Owner, Actor* target, Effect* fx);//aa
int fx_add_innate (Scriptable* Owner, Actor* target, Effect* fx);//ab
int fx_remove_spell (Scriptable* Owner, Actor* target, Effect* fx);//ac
int fx_poison_resistance_modifier (Scriptable* Owner, Actor* target, Effect* fx);//ad
int fx_playsound (Scriptable* Owner, Actor* target, Effect* fx);//ae
int fx_hold_creature (Scriptable* Owner, Actor* target, Effect* fx);//af
// this function is exactly the same as 0x7e fx_movement_modifier (in bg2 at least)//b0
int fx_apply_effect (Scriptable* Owner, Actor* target, Effect* fx);//b1
//b2 //hitbonus against creature (generic_effect)
//b3 //damagebonus against creature (generic effect)
//b4 //restrict item (generic effect)
//b5 //restrict itemtype (generic effect)
int fx_apply_effect_item (Scriptable* Owner, Actor* target, Effect* fx);//b6
int fx_apply_effect_item_type (Scriptable* Owner, Actor* target, Effect* fx);//b7
int fx_dontjump_modifier (Scriptable* Owner, Actor* target, Effect* fx);//b8
// this function is exactly the same as 0xaf hold_creature (in bg2 at least) //b9
int fx_move_to_area (Scriptable* Owner, Actor* target, Effect* fx);//ba
int fx_local_variable (Scriptable* Owner, Actor* target, Effect* fx);//bb
int fx_auracleansing_modifier (Scriptable* Owner, Actor* target, Effect* fx);//bc
int fx_castingspeed_modifier (Scriptable* Owner, Actor* target, Effect* fx);//bd
int fx_attackspeed_modifier (Scriptable* Owner, Actor* target, Effect* fx);//be
int fx_castinglevel_modifier (Scriptable* Owner, Actor* target, Effect* fx);//bf
int fx_find_familiar (Scriptable* Owner, Actor* target, Effect* fx);//c0
int fx_see_invisible_modifier (Scriptable* Owner, Actor* target, Effect* fx);//c1
int fx_ignore_dialogpause_modifier (Scriptable* Owner, Actor* target, Effect* fx);//c2
int fx_familiar_constitution_loss (Scriptable* Owner, Actor* target, Effect* fx);//c3
int fx_familiar_marker (Scriptable* Owner, Actor* target, Effect* fx);//c4
int fx_bounce_projectile (Scriptable* Owner, Actor* target, Effect* fx);//c5
int fx_bounce_opcode (Scriptable* Owner, Actor* target, Effect* fx);//c6
int fx_bounce_spelllevel (Scriptable* Owner, Actor* target, Effect* fx);//c7
int fx_bounce_spelllevel_dec (Scriptable* Owner, Actor* target, Effect* fx);//c8
int fx_protection_spelllevel_dec (Scriptable* Owner, Actor* target, Effect* fx);//c9
int fx_bounce_school (Scriptable* Owner, Actor* target, Effect* fx);//ca
int fx_bounce_secondary_type (Scriptable* Owner, Actor* target, Effect* fx);//cb
int fx_protection_school (Scriptable* Owner, Actor* target, Effect* fx); //cc
int fx_protection_secondary_type (Scriptable* Owner, Actor* target, Effect* fx); //cd
int fx_resist_spell (Scriptable* Owner, Actor* target, Effect* fx);//ce
int fx_resist_spell_dec (Scriptable* Owner, Actor* target, Effect* fx);//??
int fx_bounce_spell (Scriptable* Owner, Actor* target, Effect* fx);//cf
int fx_bounce_spell_dec (Scriptable* Owner, Actor* target, Effect* fx);//??
int fx_minimum_hp_modifier (Scriptable* Owner, Actor* target, Effect* fx);//d0
int fx_power_word_kill (Scriptable* Owner, Actor* target, Effect* fx);//d1
int fx_power_word_stun (Scriptable* Owner, Actor* target, Effect* fx);//d2
int fx_imprisonment (Scriptable* Owner, Actor* target, Effect* fx);//d3
int fx_freedom (Scriptable* Owner, Actor* target, Effect* fx);//d4
int fx_maze (Scriptable* Owner, Actor* target, Effect* fx);//d5
int fx_select_spell (Scriptable* Owner, Actor* target, Effect* fx);//d6
int fx_play_visual_effect (Scriptable* Owner, Actor* target, Effect* fx); //d7
int fx_leveldrain_modifier (Scriptable* Owner, Actor* target, Effect* fx);//d8
int fx_power_word_sleep (Scriptable* Owner, Actor* target, Effect* fx);//d9
int fx_stoneskin_modifier (Scriptable* Owner, Actor* target, Effect* fx);//da
//db ac vs creature type (general effect)
int fx_dispel_school (Scriptable* Owner, Actor* target, Effect* fx);//dc
int fx_dispel_secondary_type (Scriptable* Owner, Actor* target, Effect* fx);//dd
int fx_teleport_field (Scriptable* Owner, Actor* target, Effect* fx);//de
int fx_protection_school_dec (Scriptable* Owner, Actor* target, Effect* fx);//df
int fx_cure_leveldrain (Scriptable* Owner, Actor* target, Effect* fx);//e0
int fx_reveal_magic (Scriptable* Owner, Actor* target, Effect* fx);//e1
int fx_protection_secondary_type_dec (Scriptable* Owner, Actor* target, Effect* fx);//e2
int fx_bounce_school_dec (Scriptable* Owner, Actor* target, Effect* fx);//e3
int fx_bounce_secondary_type_dec (Scriptable* Owner, Actor* target, Effect* fx);//e4
int fx_dispel_school_one (Scriptable* Owner, Actor* target, Effect* fx);//e5
int fx_dispel_secondary_type_one (Scriptable* Owner, Actor* target, Effect* fx);//e6
int fx_timestop (Scriptable* Owner, Actor* target, Effect* fx);//e7
int fx_cast_spell_on_condition (Scriptable* Owner, Actor* target, Effect* fx);//e8
int fx_proficiency (Scriptable* Owner, Actor* target, Effect* fx);//e9
int fx_create_contingency (Scriptable* Owner, Actor* target, Effect* fx);//ea
int fx_wing_buffet (Scriptable* Owner, Actor* target, Effect* fx);//eb
int fx_puppet_master (Scriptable* Owner, Actor* target, Effect* fx);//ec
int fx_puppet_marker (Scriptable* Owner, Actor* target, Effect* fx);//ed
int fx_disintegrate (Scriptable* Owner, Actor* target, Effect* fx);//ee
int fx_farsee (Scriptable* Owner, Actor* target, Effect* fx);//ef
int fx_remove_portrait_icon (Scriptable* Owner, Actor* target, Effect* fx);//f0
//f1 control creature (see charm)
int fx_cure_confused_state (Scriptable* Owner, Actor* target, Effect* fx);//f2
int fx_drain_items (Scriptable* Owner, Actor* target, Effect* fx);//f3
int fx_drain_spells (Scriptable* Owner, Actor* target, Effect* fx);//f4
int fx_checkforberserk_modifier (Scriptable* Owner, Actor* target, Effect* fx);//f5
int fx_berserkstage1_modifier (Scriptable* Owner, Actor* target, Effect* fx);//f6
int fx_berserkstage2_modifier (Scriptable* Owner, Actor* target, Effect* fx);//f7
//int fx_melee_effect (Scriptable* Owner, Actor* target, Effect* fx);//f8
//int fx_ranged_effect (Scriptable* Owner, Actor* target, Effect* fx);//f9
int fx_damageluck_modifier (Scriptable* Owner, Actor* target, Effect* fx);//fa
int fx_change_bardsong (Scriptable* Owner, Actor* target, Effect* fx);//fb
int fx_set_area_effect (Scriptable* Owner, Actor* target, Effect* fx);//fc (set trap)
int fx_set_map_note (Scriptable* Owner, Actor* target, Effect* fx);//fd
int fx_remove_map_note (Scriptable* Owner, Actor* target, Effect* fx);//fe
int fx_create_item_days (Scriptable* Owner, Actor* target, Effect* fx);//ff
int fx_store_spell_sequencer (Scriptable* Owner, Actor* target, Effect* fx);//0x100
int fx_create_spell_sequencer (Scriptable* Owner, Actor* target, Effect* fx);//101
int fx_activate_spell_sequencer (Scriptable* Owner, Actor* target, Effect* fx);//102
int fx_spelltrap (Scriptable* Owner, Actor* target, Effect* fx);//103
int fx_crash (Scriptable* Owner, Actor* target, Effect* fx);//104, disabled
int fx_restore_spell_level (Scriptable* Owner, Actor* target, Effect* fx);//105
int fx_visual_range_modifier (Scriptable* Owner, Actor* target, Effect* fx);//106
int fx_backstab_modifier (Scriptable* Owner, Actor* target, Effect* fx);//107
int fx_drop_weapon (Scriptable* Owner, Actor* target, Effect* fx);//108
int fx_modify_global_variable (Scriptable* Owner, Actor* target, Effect* fx);//109
int fx_remove_immunity (Scriptable* Owner, Actor* target, Effect* fx);//10a
int fx_protection_from_string (Scriptable* Owner, Actor* target, Effect* fx);//10b
int fx_explore_modifier (Scriptable* Owner, Actor* target, Effect* fx);//10c
int fx_screenshake (Scriptable* Owner, Actor* target, Effect* fx);//10d
int fx_unpause_caster (Scriptable* Owner, Actor* target, Effect* fx);//10e
int fx_summon_disable (Scriptable* Owner, Actor* target, Effect* fx);//10f
int fx_apply_effect_repeat (Scriptable* Owner, Actor* target, Effect* fx);//110
int fx_remove_projectile (Scriptable* Owner, Actor* target, Effect* fx);//111
int fx_teleport_to_target (Scriptable* Owner, Actor* target, Effect* fx);//112
int fx_hide_in_shadows_modifier (Scriptable* Owner, Actor* target, Effect* fx);//113
int fx_detect_illusion_modifier (Scriptable* Owner, Actor* target, Effect* fx);//114
int fx_set_traps_modifier (Scriptable* Owner, Actor* target, Effect* fx);//115
int fx_to_hit_bonus_modifier (Scriptable* Owner, Actor* target, Effect* fx);//116
int fx_renable_button (Scriptable* Owner, Actor* target, Effect* fx);//117
int fx_force_surge_modifier (Scriptable* Owner, Actor* target, Effect* fx);//118
int fx_wild_surge_modifier (Scriptable* Owner, Actor* target, Effect* fx);//119
int fx_scripting_state (Scriptable* Owner, Actor* target, Effect* fx);//11a
int fx_apply_effect_curse (Scriptable* Owner, Actor* target, Effect* fx);//11b
int fx_melee_to_hit_modifier (Scriptable* Owner, Actor* target, Effect* fx);//11c
int fx_melee_damage_modifier (Scriptable* Owner, Actor* target, Effect* fx);//11d
int fx_missile_damage_modifier (Scriptable* Owner, Actor* target, Effect* fx);//11e
int fx_no_circle_state (Scriptable* Owner, Actor* target, Effect* fx);//11f
int fx_fist_to_hit_modifier (Scriptable* Owner, Actor* target, Effect* fx);//120
int fx_fist_damage_modifier (Scriptable* Owner, Actor* target, Effect* fx);//121
int fx_title_modifier (Scriptable* Owner, Actor* target, Effect* fx);//122
int fx_disable_overlay_modifier (Scriptable* Owner, Actor* target, Effect* fx);//123
int fx_no_backstab_modifier (Scriptable* Owner, Actor* target, Effect* fx);//124
int fx_offscreenai_modifier (Scriptable* Owner, Actor* target, Effect* fx);//125
int fx_existance_delay_modifier (Scriptable* Owner, Actor* target, Effect* fx);//126
int fx_disable_chunk_modifier (Scriptable* Owner, Actor* target, Effect* fx);//127
int fx_protection_from_animation (Scriptable* Owner, Actor* target, Effect* fx);//128
int fx_protection_from_turn (Scriptable* Owner, Actor* target, Effect* fx);//129
int fx_cutscene2 (Scriptable* Owner, Actor* target, Effect* fx);//12a
int fx_chaos_shield_modifier (Scriptable* Owner, Actor* target, Effect* fx);//12b
int fx_npc_bump (Scriptable* Owner, Actor* target, Effect* fx);//12c
int fx_critical_hit_modifier (Scriptable* Owner, Actor* target, Effect* fx);//12d
int fx_can_use_any_item_modifier (Scriptable* Owner, Actor* target, Effect* fx);//12e
int fx_always_backstab_modifier (Scriptable* Owner, Actor* target, Effect* fx);//12f
int fx_mass_raise_dead (Scriptable* Owner, Actor* target, Effect* fx);//130
int fx_left_to_hit_modifier (Scriptable* Owner, Actor* target, Effect* fx);//131
int fx_right_to_hit_modifier (Scriptable* Owner, Actor* target, Effect* fx);//132
int fx_reveal_tracks (Scriptable* Owner, Actor* target, Effect* fx);//133
int fx_protection_from_tracking (Scriptable* Owner, Actor* target, Effect* fx);//134
int fx_modify_local_variable (Scriptable* Owner, Actor* target, Effect* fx);//135
int fx_timeless_modifier (Scriptable* Owner, Actor* target, Effect* fx);//136
int fx_generate_wish (Scriptable* Owner, Actor* target, Effect* fx);//137
//138 see fx_crash
//139 HLA generic effect
int fx_golem_stoneskin_modifier (Scriptable* Owner, Actor* target, Effect* fx);//13a
int fx_avatar_removal_modifier (Scriptable* Owner, Actor* target, Effect* fx);//13b
int fx_magical_rest (Scriptable* Owner, Actor* target, Effect* fx);//13c
//int fx_improved_haste_state (Scriptable* Owner, Actor* target, Effect* fx);//13d same as haste
int fx_change_weather (Scriptable* Owner, Actor* target, Effect* fx);//13e ChangeWeather
int fx_unknown (Scriptable* Owner, Actor* target, Effect* fx);//???
// FIXME: Make this an ordered list, so we could use bsearch!
static EffectDesc effectnames[] = {
{ "*Crash*", fx_crash, EFFECT_NO_ACTOR, -1 },
{ "AcidResistanceModifier", fx_acid_resistance_modifier, 0, -1 },
{ "ACVsCreatureType", fx_generic_effect, 0, -1 }, //0xdb
{ "ACVsDamageTypeModifier", fx_ac_vs_damage_type_modifier, 0, -1 },
{ "ACVsDamageTypeModifier2", fx_ac_vs_damage_type_modifier, 0, -1 }, // used in IWD
{ "AidNonCumulative", fx_set_aid_state, 0, -1 },
{ "AIIdentifierModifier", fx_ids_modifier, 0, -1 },
{ "AlchemyModifier", fx_alchemy_modifier, 0, -1 },
{ "Alignment:Change", fx_alignment_change, 0, -1 },
{ "Alignment:Invert", fx_alignment_invert, 0, -1 },
{ "AlwaysBackstab", fx_always_backstab_modifier, 0, -1 },
{ "AnimationIDModifier", fx_animation_id_modifier, 0, -1 },
{ "AnimationStateChange", fx_animation_stance, 0, -1 },
{ "ApplyEffect", fx_apply_effect, EFFECT_NO_ACTOR, -1 },
{ "ApplyEffectCurse", fx_apply_effect_curse, 0, -1 },
{ "ApplyEffectItem", fx_apply_effect_item, 0, -1 },
{ "ApplyEffectItemType", fx_apply_effect_item_type, 0, -1 },
{ "ApplyEffectRepeat", fx_apply_effect_repeat, 0, -1 },
{ "CutScene2", fx_cutscene2, EFFECT_NO_ACTOR, -1 },
{ "AttackSpeedModifier", fx_attackspeed_modifier, 0, -1 },
{ "AttacksPerRoundModifier", fx_attacks_per_round_modifier, 0, -1 },
{ "AuraCleansingModifier", fx_auracleansing_modifier, 0, -1 },
{ "SummonDisable", fx_summon_disable, 0, -1 }, //unknown
{ "AvatarRemovalModifier", fx_avatar_removal_modifier, 0, -1 },
{ "BackstabModifier", fx_backstab_modifier, 0, -1 },
{ "BerserkStage1Modifier", fx_berserkstage1_modifier, 0, -1 },
{ "BerserkStage2Modifier", fx_berserkstage2_modifier, 0, -1 },
{ "BlessNonCumulative", fx_set_bless_state, 0, -1 },
{ "Bounce:School", fx_bounce_school, 0, -1 },
{ "Bounce:SchoolDec", fx_bounce_school_dec, 0, -1 },
{ "Bounce:SecondaryType", fx_bounce_secondary_type, 0, -1 },
{ "Bounce:SecondaryTypeDec", fx_bounce_secondary_type_dec, 0, -1 },
{ "Bounce:Spell", fx_bounce_spell, 0, -1 },
{ "Bounce:SpellDec", fx_bounce_spell_dec, 0, -1 },
{ "Bounce:SpellLevel", fx_bounce_spelllevel, 0, -1 },
{ "Bounce:SpellLevelDec", fx_bounce_spelllevel_dec, 0, -1 },
{ "Bounce:Opcode", fx_bounce_opcode, 0, -1 },
{ "Bounce:Projectile", fx_bounce_projectile, 0, -1 },
{ "CantUseItem", fx_generic_effect, EFFECT_NO_ACTOR, -1 },
{ "CantUseItemType", fx_generic_effect, 0, -1 },
{ "CanUseAnyItem", fx_can_use_any_item_modifier, 0, -1 },
{ "CastFromList", fx_select_spell, 0, -1 },
{ "CastingGlow", fx_casting_glow, 0, -1 },
{ "CastingGlow2", fx_casting_glow, 0, -1 }, //used in iwd
{ "CastingLevelModifier", fx_castinglevel_modifier, 0, -1 },
{ "CastingSpeedModifier", fx_castingspeed_modifier, 0, -1 },
{ "CastSpellOnCondition", fx_cast_spell_on_condition, 0, -1 },
{ "ChangeBardSong", fx_change_bardsong, 0, -1 },
{ "ChangeName", fx_change_name, 0, -1 },
{ "ChangeWeather", fx_change_weather, EFFECT_NO_ACTOR, -1 },
{ "ChantBadNonCumulative", fx_set_chantbad_state, 0, -1 },
{ "ChantNonCumulative", fx_set_chant_state, 0, -1 },
{ "ChaosShieldModifier", fx_chaos_shield_modifier, 0, -1 },
{ "CharismaModifier", fx_charisma_modifier, 0, -1 },
{ "CheckForBerserkModifier", fx_checkforberserk_modifier, 0, -1 },
{ "ColdResistanceModifier", fx_cold_resistance_modifier, 0, -1 },
{ "Color:BriefRGB", fx_brief_rgb, 0, -1 },
{ "Color:GlowRGB", fx_glow_rgb, 0, -1 },
{ "Color:DarkenRGB", fx_darken_rgb, 0, -1 },
{ "Color:SetPalette", fx_set_color_gradient, 0, -1 },
{ "Color:SetRGB", fx_set_color_rgb, 0, -1 },
{ "Color:SetRGBGlobal", fx_set_color_rgb_global, 0, -1 }, //08
{ "Color:PulseRGB", fx_set_color_pulse_rgb, 0, -1 }, //9
{ "Color:PulseRGBGlobal", fx_set_color_pulse_rgb_global, 0, -1 }, //9
{ "ConstitutionModifier", fx_constitution_modifier, 0, -1 },
{ "ControlCreature", fx_set_charmed_state, 0, -1 }, //0xf1 same as charm
{ "CreateContingency", fx_create_contingency, 0, -1 },
{ "CriticalHitModifier", fx_critical_hit_modifier, 0, -1 },
{ "CrushingResistanceModifier", fx_crushing_resistance_modifier, 0, -1 },
{ "Cure:Berserk", fx_cure_berserk_state, 0, -1 },
{ "Cure:Blind", fx_cure_blind_state, 0, -1 },
{ "Cure:CasterHold", fx_unpause_caster, 0, -1 },
{ "Cure:Confusion", fx_cure_confused_state, 0, -1 },
{ "Cure:Deafness", fx_cure_deaf_state, 0, -1 },
{ "Cure:Death", fx_cure_dead_state, 0, -1 },
{ "Cure:Defrost", fx_cure_frozen_state, 0, -1 },
{ "Cure:Disease", fx_cure_diseased_state, 0, -1 },
{ "Cure:Feeblemind", fx_cure_feebleminded_state, 0, -1 },
{ "Cure:Hold", fx_cure_hold_state, 0, -1 },
{ "Cure:Imprisonment", fx_freedom, 0, -1 },
{ "Cure:Infravision", fx_cure_infravision_state, 0, -1 },
{ "Cure:Intoxication", fx_cure_intoxication, 0, -1 }, //0xa4 (iwd2 has this working)
{ "Cure:Invisible", fx_cure_invisible_state, 0, -1 }, //0x2f
{ "Cure:Invisible2", fx_cure_invisible_state, 0, -1 }, //0x74
//{ "Cure:ImprovedInvisible", fx_cure_improved_invisible_state, 0, -1 },
{ "Cure:LevelDrain", fx_cure_leveldrain, 0, -1 }, //restoration
{ "Cure:Nondetection", fx_cure_nondetection_state, 0, -1 },
{ "Cure:Panic", fx_cure_panic_state, 0, -1 },
{ "Cure:Petrification", fx_cure_petrified_state, 0, -1 },
{ "Cure:Poison", fx_cure_poisoned_state, 0, -1 },
{ "Cure:Sanctuary", fx_cure_sanctuary_state, 0, -1 },
{ "Cure:Silence", fx_cure_silenced_state, 0, -1 },
{ "Cure:Sleep", fx_cure_sleep_state, 0, -1 },
{ "Cure:Stun", fx_cure_stun_state, 0, -1 },
{ "CurrentHPModifier", fx_current_hp_modifier, EFFECT_DICED, -1 },
{ "Damage", fx_damage, EFFECT_DICED, -1 },
{ "DamageAnimation", fx_damage_animation, 0, -1 },
{ "DamageBonusModifier", fx_damage_bonus_modifier, 0, -1 },
{ "DamageLuckModifier", fx_damageluck_modifier, 0, -1 },
{ "DamageVsCreature", fx_generic_effect, 0, -1 },
{ "Death", fx_death, 0, -1 },
{ "Death2", fx_death, 0, -1 }, //(iwd2 effect)
{ "Death3", fx_death, 0, -1 }, //(iwd2 effect too, Banish)
{ "DetectAlignment", fx_detect_alignment, 0, -1 },
{ "DetectIllusionsModifier", fx_detect_illusion_modifier, 0, -1 },
{ "DexterityModifier", fx_dexterity_modifier, 0, -1 },
{ "DimensionDoor", fx_dimension_door, 0, -1 },
{ "DisableButton", fx_disable_button, 0, -1 }, //sets disable button flag
{ "DisableChunk", fx_disable_chunk_modifier, 0, -1 },
{ "DisableOverlay", fx_disable_overlay_modifier, 0, -1 },
{ "DisableCasting", fx_disable_spellcasting, 0, -1 },
{ "Disintegrate", fx_disintegrate, 0, -1 },
{ "DispelEffects", fx_dispel_effects, 0, -1 },
{ "DispelSchool", fx_dispel_school, 0, -1 },
{ "DispelSchoolOne", fx_dispel_school_one, 0, -1 },
{ "DispelSecondaryType", fx_dispel_secondary_type, 0, -1 },
{ "DispelSecondaryTypeOne", fx_dispel_secondary_type_one, 0, -1 },
{ "DisplayString", fx_display_string, 0, -1 },
{ "Dither", fx_dither, 0, -1 },
{ "DontJumpModifier", fx_dontjump_modifier, 0, -1 },
{ "DrainItems", fx_drain_items, 0, -1 },
{ "DrainSpells", fx_drain_spells, 0, -1 },
{ "DropWeapon", fx_drop_weapon, 0, -1 },
{ "ElectricityResistanceModifier", fx_electricity_resistance_modifier, 0, -1 },
{ "ExistanceDelayModifier", fx_existance_delay_modifier , 0, -1 }, //unknown
{ "ExperienceModifier", fx_experience_modifier, 0, -1 },
{ "ExploreModifier", fx_explore_modifier, 0, -1 },
{ "FamiliarBond", fx_familiar_constitution_loss, 0, -1 },
{ "FamiliarMarker", fx_familiar_marker, 0, -1 },
{ "Farsee", fx_farsee, 0, -1 },
{ "FatigueModifier", fx_fatigue_modifier, 0, -1 },
{ "FindFamiliar", fx_find_familiar, 0, -1 },
{ "FindTraps", fx_find_traps, 0, -1 },
{ "FindTrapsModifier", fx_find_traps_modifier, 0, -1 },
{ "FireResistanceModifier", fx_fire_resistance_modifier, 0, -1 },
{ "FistDamageModifier", fx_fist_damage_modifier, 0, -1 },
{ "FistHitModifier", fx_fist_to_hit_modifier, 0, -1 },
{ "ForceSurgeModifier", fx_force_surge_modifier, 0, -1 },
{ "ForceVisible", fx_force_visible, 0, -1 }, //not invisible but improved invisible
{ "FreeAction", fx_cure_slow_state, 0, -1 },
{ "GenerateWish", fx_generate_wish, 0, -1 },
{ "GoldModifier", fx_gold_modifier, 0, -1 },
{ "HideInShadowsModifier", fx_hide_in_shadows_modifier, 0, -1 },
{ "HLA", fx_generic_effect, 0, -1 },
{ "HolyNonCumulative", fx_set_holy_state, 0, -1 },
{ "Icon:Disable", fx_disable_portrait_icon, 0, -1 },
{ "Icon:Display", fx_display_portrait_icon, 0, -1 },
{ "Icon:Remove", fx_remove_portrait_icon, 0, -1 },
{ "Identify", fx_identify, 0, -1 },
{ "IgnoreDialogPause", fx_ignore_dialogpause_modifier, 0, -1 },
{ "IntelligenceModifier", fx_intelligence_modifier, 0, -1 },
{ "IntoxicationModifier", fx_intoxication_modifier, 0, -1 },
{ "InvisibleDetection", fx_see_invisible_modifier, 0, -1 },
{ "Item:CreateDays", fx_create_item_days, 0, -1 },
{ "Item:CreateInSlot", fx_create_item_in_slot, 0, -1 },
{ "Item:CreateInventory", fx_create_inventory_item, 0, -1 },
{ "Item:CreateMagic", fx_create_magic_item, 0, -1 },
{ "Item:Equip", fx_equip_item, 0, -1 }, //71
{ "Item:Remove", fx_remove_item, 0, -1 }, //70
{ "Item:RemoveInventory", fx_remove_inventory_item, 0, -1 },
{ "KillCreatureType", fx_kill_creature_type, 0, -1 },
{ "LevelModifier", fx_level_modifier, 0, -1 },
{ "LevelDrainModifier", fx_leveldrain_modifier, 0, -1 },
{ "LoreModifier", fx_lore_modifier, 0, -1 },
{ "LuckModifier", fx_luck_modifier, 0, -1 },
{ "LuckCumulative", fx_luck_cumulative, 0, -1 },
{ "LuckNonCumulative", fx_luck_non_cumulative, 0, -1 },
{ "MagicalColdResistanceModifier", fx_magical_cold_resistance_modifier, 0, -1 },
{ "MagicalFireResistanceModifier", fx_magical_fire_resistance_modifier, 0, -1 },
{ "MagicalRest", fx_magical_rest, 0, -1 },
{ "MagicDamageResistanceModifier", fx_magic_damage_resistance_modifier, 0, -1 },
{ "MagicResistanceModifier", fx_magic_resistance_modifier, 0, -1 },
{ "MassRaiseDead", fx_mass_raise_dead, EFFECT_NO_ACTOR, -1 },
{ "MaximumHPModifier", fx_maximum_hp_modifier, EFFECT_DICED, -1 },
{ "Maze", fx_maze, 0, -1 },
{ "MeleeDamageModifier", fx_melee_damage_modifier, 0, -1 },
{ "MeleeHitModifier", fx_melee_to_hit_modifier, 0, -1 },
{ "MinimumHPModifier", fx_minimum_hp_modifier, 0, -1 },
{ "MiscastMagicModifier", fx_miscast_magic_modifier, 0, -1 },
{ "MissileDamageModifier", fx_missile_damage_modifier, 0, -1 },
{ "MissileHitModifier", fx_missile_to_hit_modifier, 0, -1 },
{ "MissilesResistanceModifier", fx_missiles_resistance_modifier, 0, -1 },
{ "MirrorImage", fx_mirror_image, 0, -1 },
{ "MirrorImageModifier", fx_mirror_image_modifier, 0, -1 },
{ "ModifyGlobalVariable", fx_modify_global_variable, EFFECT_NO_ACTOR, -1 },
{ "ModifyLocalVariable", fx_modify_local_variable, 0, -1 },
{ "MonsterSummoning", fx_monster_summoning, EFFECT_NO_ACTOR, -1 },
{ "MoraleBreakModifier", fx_morale_break_modifier, 0, -1 },
{ "MoraleModifier", fx_morale_modifier, 0, -1 },
{ "MovementRateModifier", fx_movement_modifier, 0, -1 }, //fast (7e)
{ "MovementRateModifier2", fx_movement_modifier, 0, -1 },//slow (b0)
{ "MovementRateModifier3", fx_movement_modifier, 0, -1 },//forced (IWD - 10a)
{ "MovementRateModifier4", fx_movement_modifier, 0, -1 },//slow (IWD2 - 1b9)
{ "MoveToArea", fx_move_to_area, 0, -1 }, //0xba
{ "NoCircleState", fx_no_circle_state, 0, -1 },
{ "NPCBump", fx_npc_bump, 0, -1 },
{ "OffscreenAIModifier", fx_offscreenai_modifier, 0, -1 },
{ "OffhandHitModifier", fx_left_to_hit_modifier, 0, -1 },
{ "OpenLocksModifier", fx_open_locks_modifier, 0, -1 },
{ "Overlay:Entangle", fx_set_entangle_state, 0, -1 },
{ "Overlay:Grease", fx_set_grease_state, 0, -1 },
{ "Overlay:MinorGlobe", fx_set_minorglobe_state, 0, -1 },
{ "Overlay:Sanctuary", fx_set_sanctuary_state, 0, -1 },
{ "Overlay:ShieldGlobe", fx_set_shieldglobe_state, 0, -1 },
{ "Overlay:Web", fx_set_web_state, 0, -1 },
{ "PauseTarget", fx_pause_target, 0, -1 }, //also known as casterhold
{ "PickPocketsModifier", fx_pick_pockets_modifier, 0, -1 },
{ "PiercingResistanceModifier", fx_piercing_resistance_modifier, 0, -1 },
{ "PlayMovie", fx_play_movie, EFFECT_NO_ACTOR, -1 },
{ "PlaySound", fx_playsound, EFFECT_NO_ACTOR, -1 },
{ "PlayVisualEffect", fx_play_visual_effect, 0, -1 },
{ "PoisonResistanceModifier", fx_poison_resistance_modifier, 0, -1 },
{ "Polymorph", fx_polymorph, 0, -1 },
{ "PortraitChange", fx_portrait_change, 0, -1 },
{ "PowerWordKill", fx_power_word_kill, 0, -1 },
{ "PowerWordSleep", fx_power_word_sleep, 0, -1 },
{ "PowerWordStun", fx_power_word_stun, 0, -1 },
{ "PriestSpellSlotsModifier", fx_bonus_priest_spells, 0, -1 },
{ "Proficiency", fx_proficiency, 0, -1 },
// { "Protection:Animation", fx_protection_from_animation, 0, -1 },
{ "Protection:Animation", fx_generic_effect, 0, -1 },
{ "Protection:Backstab", fx_no_backstab_modifier, 0, -1 },
{ "Protection:Creature", fx_generic_effect, 0, -1 },
{ "Protection:Opcode", fx_protection_opcode, 0, -1 },
{ "Protection:Opcode2", fx_protection_opcode, 0, -1 },
{ "Protection:Projectile",fx_protection_from_projectile, 0, -1 },
{ "Protection:School",fx_generic_effect, 0, -1 },//overlay?
{ "Protection:SchoolDec",fx_protection_school_dec, 0, -1 },//overlay?
{ "Protection:SecondaryType",fx_protection_secondary_type, 0, -1 },//overlay?
{ "Protection:SecondaryTypeDec",fx_protection_secondary_type_dec, 0, -1 },//overlay?
{ "Protection:Spell",fx_resist_spell, 0, -1 },//overlay?
{ "Protection:SpellDec",fx_resist_spell_dec, 0, -1 },//overlay?
{ "Protection:SpellLevel",fx_protection_spelllevel, 0, -1 },//overlay?
{ "Protection:SpellLevelDec",fx_protection_spelllevel_dec, 0, -1 },//overlay?
{ "Protection:String", fx_generic_effect, 0, -1 },
{ "Protection:Tracking", fx_protection_from_tracking, 0, -1 },
{ "Protection:Turn", fx_protection_from_turn, 0, -1 },
{ "Protection:Weapons", fx_immune_to_weapon, EFFECT_NO_ACTOR, -1 },
{ "PuppetMarker", fx_puppet_marker, 0, -1 },
{ "ProjectImage", fx_puppet_master, 0, -1 },
{ "Reveal:Area", fx_reveal_area, EFFECT_NO_ACTOR, -1 },
{ "Reveal:Creatures", fx_reveal_creatures, 0, -1 },
{ "Reveal:Magic", fx_reveal_magic, 0, -1 },
{ "Reveal:Tracks", fx_reveal_tracks, 0, -1 },
{ "RemoveCurse", fx_remove_curse, 0, -1 },
{ "RemoveImmunity", fx_remove_immunity, 0, -1 },
{ "RemoveMapNote", fx_remove_map_note, EFFECT_NO_ACTOR, -1 },
{ "RemoveProjectile", fx_remove_projectile, 0, -1 }, //removes effects from actor and area
{ "RenableButton", fx_renable_button, 0, -1 }, //removes disable button flag
{ "RemoveCreature", fx_remove_creature, EFFECT_NO_ACTOR, -1 },
{ "ReplaceCreature", fx_replace_creature, 0, -1 },
{ "ReputationModifier", fx_reputation_modifier, 0, -1 },
{ "RestoreSpells", fx_restore_spell_level, 0, -1 },
{ "RetreatFrom2", fx_turn_undead, 0, -1 },
{ "RightHitModifier", fx_right_to_hit_modifier, 0, -1 },
{ "SaveVsBreathModifier", fx_save_vs_breath_modifier, 0, -1 },
{ "SaveVsDeathModifier", fx_save_vs_death_modifier, 0, -1 },
{ "SaveVsPolyModifier", fx_save_vs_poly_modifier, 0, -1 },
{ "SaveVsSpellsModifier", fx_save_vs_spell_modifier, 0, -1 },
{ "SaveVsWandsModifier", fx_save_vs_wands_modifier, 0, -1 },
{ "ScreenShake", fx_screenshake, EFFECT_NO_ACTOR, -1 },
{ "ScriptingState", fx_scripting_state, 0, -1 },
{ "Sequencer:Activate", fx_activate_spell_sequencer, 0, -1 },
{ "Sequencer:Create", fx_create_spell_sequencer, 0, -1 },
{ "Sequencer:Store", fx_store_spell_sequencer, 0, -1 },
{ "SetAIScript", fx_set_ai_script, 0, -1 },
{ "SetMapNote", fx_set_map_note, EFFECT_NO_ACTOR, -1 },
{ "SetMeleeEffect", fx_generic_effect, 0, -1 },
{ "SetRangedEffect", fx_generic_effect, 0, -1 },
{ "SetTrap", fx_set_area_effect, 0, -1 },
{ "SetTrapsModifier", fx_set_traps_modifier, 0, -1 },
{ "SexModifier", fx_sex_modifier, 0, -1 },
{ "SlashingResistanceModifier", fx_slashing_resistance_modifier, 0, -1 },
{ "Sparkle", fx_sparkle, 0, -1 },
{ "SpellDurationModifier", fx_spell_duration_modifier, 0, -1 },
{ "Spell:Add", fx_add_innate, 0, -1 },
{ "Spell:Cast", fx_cast_spell, 0, -1 },
{ "Spell:CastPoint", fx_cast_spell_point, 0, -1 },
{ "Spell:Learn", fx_learn_spell, 0, -1 },
{ "Spell:Remove", fx_remove_spell, 0, -1 },
{ "Spelltrap",fx_spelltrap , 0, -1 }, //overlay: spmagglo
{ "State:Berserk", fx_set_berserk_state, 0, -1 },
{ "State:Blind", fx_set_blind_state, 0, -1 },
{ "State:Blur", fx_set_blur_state, 0, -1 },
{ "State:Charmed", fx_set_charmed_state, EFFECT_NO_LEVEL_CHECK, -1 }, //0x05
{ "State:Confused", fx_set_confused_state, 0, -1 },
{ "State:Deafness", fx_set_deaf_state, 0, -1 },
{ "State:DeafnessIWD2", fx_set_deaf_state_iwd2, 0, -1 }, //this is a modified version
{ "State:Diseased", fx_set_diseased_state, 0, -1 },
{ "State:Feeblemind", fx_set_feebleminded_state, 0, -1 },
{ "State:Hasted", fx_set_hasted_state, 0, -1 },
{ "State:Haste2", fx_set_hasted_state, 0, -1 },
{ "State:Hold", fx_hold_creature, 0, -1 }, //175 (doesn't work in original iwd2)
{ "State:Hold2", fx_hold_creature, 0, -1 },//185 (doesn't work in original iwd2)
{ "State:Hold3", fx_hold_creature, 0, -1 },//109 iwd2
{ "State:HoldNoIcon", fx_hold_creature_no_icon, 0, -1 }, //109 (bg2) 0x6d
{ "State:HoldNoIcon2", fx_hold_creature_no_icon, 0, -1 }, //0xfb (iwd/iwd2)
{ "State:HoldNoIcon3", fx_hold_creature_no_icon, 0, -1 }, //0x1a8 (iwd2)
{ "State:Imprisonment", fx_imprisonment, 0, -1 },
{ "State:Infravision", fx_set_infravision_state, 0, -1 },
{ "State:Invisible", fx_set_invisible_state, 0, -1 }, //both invis or improved invis
{ "State:Nondetection", fx_set_nondetection_state, 0, -1 },
{ "State:Panic", fx_set_panic_state, 0, -1 },
{ "State:Petrification", fx_set_petrified_state, 0, -1 },
{ "State:Poisoned", fx_set_poisoned_state, 0, -1 },
{ "State:Regenerating", fx_set_regenerating_state, 0, -1 },
{ "State:Silenced", fx_set_silenced_state, 0, -1 },
{ "State:Helpless", fx_set_unconscious_state, 0, -1 },
{ "State:Sleep", fx_set_unconscious_state, 0, -1 },
{ "State:Slowed", fx_set_slowed_state, 0, -1 },
{ "State:Stun", fx_set_stun_state, 0, -1 },
{ "StealthModifier", fx_stealth_modifier, 0, -1 },
{ "StoneSkinModifier", fx_stoneskin_modifier, 0, -1 },
{ "StoneSkin2Modifier", fx_golem_stoneskin_modifier, 0, -1 },
{ "StrengthModifier", fx_strength_modifier, 0, -1 },
{ "StrengthBonusModifier", fx_strength_bonus_modifier, 0, -1 },
{ "SummonCreature", fx_summon_creature, EFFECT_NO_ACTOR, -1 },
{ "RandomTeleport", fx_teleport_field, 0, -1 },
{ "TeleportToTarget", fx_teleport_to_target, 0, -1 },
{ "TimelessState", fx_timeless_modifier, 0, -1 },
{ "Timestop", fx_timestop, 0, -1 },
{ "TitleModifier", fx_title_modifier, 0, -1 },
{ "ToHitModifier", fx_to_hit_modifier, 0, -1 },
{ "ToHitBonusModifier", fx_to_hit_bonus_modifier, 0, -1 },
{ "ToHitVsCreature", fx_generic_effect, 0, -1 },
{ "TrackingModifier", fx_tracking_modifier, 0, -1 },
{ "TransparencyModifier", fx_transparency_modifier, 0, -1 },
{ "TurnUndead", fx_turn_undead, 0, -1 },
{ "Unknown", fx_unknown, EFFECT_NO_ACTOR, -1 },
{ "Unlock", fx_knock, EFFECT_NO_ACTOR, -1 }, //open doors/containers
{ "UnsummonCreature", fx_unsummon_creature, 0, -1 },
{ "Variable:StoreLocalVariable", fx_local_variable, 0, -1 },
{ "VisualAnimationEffect", fx_visual_animation_effect, 0, -1 }, //unknown
{ "VisualRangeModifier", fx_visual_range_modifier, 0, -1 },
{ "VisualSpellHit", fx_visual_spell_hit, 0, -1 },
{ "WildSurgeModifier", fx_wild_surge_modifier, 0, -1 },
{ "WingBuffet", fx_wing_buffet, 0, -1 },
{ "WisdomModifier", fx_wisdom_modifier, 0, -1 },
{ "WizardSpellSlotsModifier", fx_bonus_wizard_spells, 0, -1 },
{ NULL, NULL, 0, 0 },
};
static EffectRef fx_set_berserk_state_ref = { "State:Berserk", -1 };//0x3
static EffectRef fx_constitution_modifier_ref = { "ConstitutionModifier", -1 }; //0xa
static EffectRef fx_damage_opcode_ref = { "Damage", -1 }; //0xc
static EffectRef fx_death_ref = { "Death", -1 }; //0xd
static EffectRef fx_set_haste_state_ref = { "State:Hasted", -1 }; //0x10
static EffectRef fx_maximum_hp_modifier_ref = { "MaximumHPModifier", -1 }; //0x12
static EffectRef fx_set_invisible_state_ref = { "State:Invisible", -1 }; //0x14
static EffectRef fx_set_panic_state_ref = { "State:Panic", -1 }; //0x18
static EffectRef fx_poisoned_state_ref = { "State:Poisoned", -1 }; //0x19
static EffectRef fx_set_silenced_state_ref = { "State:Silenced", -1 }; //0x26
static EffectRef fx_set_sleep_state_ref = { "State:Helpless", -1 }; //0x27
static EffectRef fx_set_slow_state_ref = { "State:Slowed", -1 }; //0x28
static EffectRef fx_sparkle_ref = { "Sparkle", -1 }; //0x29
static EffectRef fx_set_stun_state_ref = { "State:Stun", -1 }; //0x2d
static EffectRef fx_animation_id_modifier_ref = { "AnimationIDModifier", -1 }; //0x35
static EffectRef fx_set_infravision_state_ref = { "State:Infravision", -1 }; //0x3f
static EffectRef fx_set_nondetection_state_ref = { "State:Nondetection", -1 }; //0x45
static EffectRef fx_set_blind_state_ref = { "State:Blind", -1 }; //0x4a
static EffectRef fx_set_feebleminded_state_ref = { "State:Feeblemind", -1 }; //0x4c
static EffectRef fx_diseased_state_ref = { "State:Diseased", -1 }; //0x4e
static EffectRef fx_deaf_state_ref = { "State:Deafness", -1 }; //0x50
static EffectRef fx_fatigue_ref = { "FatigueModifier", -1 }; //0x5d
static EffectRef fx_intoxication_ref = { "IntoxicationModifier", -1 }; //0x5e
static EffectRef fx_hold_creature_no_icon_ref = { "State:HoldNoIcon", -1 }; //0x6d
static EffectRef fx_remove_item_ref = { "Item:Remove", -1 }; //0x70
static EffectRef fx_remove_inventory_item_ref = { "Item:RemoveInventory", -1 }; //0x7b
static EffectRef fx_confused_state_ref = { "State:Confused", -1 }; //0x80
static EffectRef fx_polymorph_ref = { "Polymorph", -1 }; //0x87
static EffectRef fx_animation_stance_ref = { "AnimationStateChange", -1 }; //0x8a
static EffectRef fx_display_portrait_icon_ref = { "Icon:Display", -1 };//0x8e
static EffectRef fx_disable_button_ref = { "DisableButton", -1 }; //0x90
static EffectRef fx_sanctuary_state_ref = { "Overlay:Sanctuary", -1 }; //0x99
static EffectRef fx_mirror_image_modifier_ref = { "MirrorImageModifier", -1 }; //0x9f
static EffectRef fx_pause_caster_modifier_ref = { "PauseTarget", -1 }; //0xa5
static EffectRef fx_hold_creature_ref = { "State:Hold", -1 }; //0xaf
static EffectRef fx_movement_modifier_ref = { "MovementRateModifier2", -1 }; //0xb0
static EffectRef fx_familiar_constitution_loss_ref = { "FamiliarBond", -1 }; //0xc3
static EffectRef fx_familiar_marker_ref = { "FamiliarMarker", -1 }; //0xc4
static EffectRef fx_immunity_effect_ref = { "Protection:Spell", -1 }; //0xce
static EffectRef fx_imprisonment_ref = { "Imprisonment", -1 }; //0xd3
static EffectRef fx_maze_ref = { "Maze", -1 }; //0xd5
static EffectRef fx_leveldrain_ref = { "LevelDrainModifier", -1 }; //0xd8
static EffectRef fx_contingency_ref = { "CastSpellOnCondition", -1 }; //0xe8
static EffectRef fx_puppetmarker_ref = { "PuppetMarker", -1 }; //0xed
static EffectRef fx_spell_sequencer_active_ref = { "Sequencer:Store", -1 }; //0x100
static EffectRef fx_protection_from_display_string_ref = { "Protection:String", -1 }; //0x10b
static EffectRef fx_apply_effect_repeat_ref = { "ApplyEffectRepeat", -1 }; //0x110
static EffectRef fx_death_ward_ref = { "DeathWard", -1 }; //iwd2 specific
static EffectRef fx_death_magic_ref = { "Death2", -1 }; //iwd2 specific
static EffectRef fx_apply_effect_curse_ref = { "ApplyEffectCurse", -1 }; //0x11b
static EffectRef fx_pst_jumble_curse_ref = { "JumbleCurse", -1 }; //PST specific
static EffectRef fx_deaf_state_iwd2_ref = { "State:DeafnessIWD2", -1 }; //iwd2
static EffectRef fx_bane_ref = { "Bane", -1 }; //iwd2
static EffectRef fx_protection_from_animation_ref = { "Protection:Animation", -1 }; //0x128
static void Cleanup()
{
core->FreeResRefTable(casting_glows, cgcount);
core->FreeResRefTable(spell_hits, shcount);
if(spell_abilities) free(spell_abilities);
spell_abilities=NULL;
if(polymorph_stats) free(polymorph_stats);
polymorph_stats=NULL;
}
void RegisterCoreOpcodes()
{
core->RegisterOpcodes( sizeof( effectnames ) / sizeof( EffectDesc ) - 1, effectnames );
enhanced_effects=core->HasFeature(GF_ENHANCED_EFFECTS);
pstflags=core->HasFeature(GF_PST_STATE_FLAGS);
default_spell_hit.SequenceFlags|=IE_VVC_BAM;
}
#define STONE_GRADIENT 14
#define ICE_GRADIENT 71
static inline void SetGradient(Actor *target,const ieDword *gradients)
{
for(int i=0;i<7;i++) {
int gradient = gradients[i];
gradient |= (gradient <<16);
gradient |= (gradient <<8);
STAT_SET(IE_COLORS+i, gradient);
}
target->SetLockedPalette(gradients);
}
static inline void HandleBonus(Actor *target, int stat, int mod, int mode)
{
if (mode==FX_DURATION_INSTANT_PERMANENT) {
if (target->IsReverseToHit()) {
BASE_SUB( stat, mod );
} else {
BASE_ADD( stat, mod );
}
return;
}
if (target->IsReverseToHit()) {
STAT_SUB( stat, mod );
} else {
STAT_ADD( stat, mod );
}
}
static inline void PlayRemoveEffect(const char *defsound, Actor *target, Effect* fx)
{
core->GetAudioDrv()->Play(fx->Resource[0]?fx->Resource:defsound, target->Pos.x, target->Pos.y);
}
//whoseeswho:
#define ENEMY_SEES_ORIGIN 1
#define ORIGIN_SEES_ENEMY 2
inline Actor *GetNearestEnemyOf(Map *map, Actor *origin, int whoseeswho)
{
//determining the allegiance of the origin
int type = GetGroup(origin);
//neutral has no enemies
if (type==2) {
return NULL;
}
Targets *tgts = new Targets();
int i = map->GetActorCount(true);
Actor *ac;
while (i--) {
ac=map->GetActor(i,true);
int distance = Distance(ac, origin);
if (whoseeswho&ENEMY_SEES_ORIGIN) {
if (!CanSee(ac, origin, true, GA_NO_DEAD)) {
continue;
}
}
if (whoseeswho&ORIGIN_SEES_ENEMY) {
if (!CanSee(ac, origin, true, GA_NO_DEAD)) {
continue;
}
}
if (type) { //origin is PC
if (ac->GetStat(IE_EA) >= EA_EVILCUTOFF) {
tgts->AddTarget(ac, distance, GA_NO_DEAD);
}
}
else {
if (ac->GetStat(IE_EA) <= EA_GOODCUTOFF) {
tgts->AddTarget(ac, distance, GA_NO_DEAD);
}
}
}
ac = (Actor *) tgts->GetTarget(0, ST_ACTOR);
delete tgts;
return ac;
}
//resurrect code used in many places
void Resurrect(Scriptable *Owner, Actor *target, Effect *fx, Point &p)
{
Scriptable *caster = GetCasterObject();
if (!caster) {
caster = Owner;
}
Map *area = caster->GetCurrentArea();
if (area && target->GetCurrentArea()!=area) {
MoveBetweenAreasCore(target, area->GetScriptName(), p, fx->Parameter2, true);
}
target->Resurrect();
}
// handles the percentage damage spread over time by converting it to absolute damage
inline void HandlePercentageDamage(Effect *fx, Actor *target) {
if (fx->Parameter2 == RPD_PERCENT && fx->FirstApply) {
// distribute the damage to one second intervals
int seconds = (fx->Duration - core->GetGame()->GameTime) / AI_UPDATE_TIME;
fx->Parameter1 = target->GetStat(IE_MAXHITPOINTS) * fx->Parameter1 / 100 / seconds;
}
}
// Effect opcodes
// 0x00 ACVsDamageTypeModifier
int fx_ac_vs_damage_type_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_ac_vs_damage_type_modifier(%2d): AC Modif: %d ; Type: %d ; MinLevel: %d ; MaxLevel: %d", fx->Opcode, fx->Parameter1, fx->Parameter2,(int) fx->DiceSides,(int) fx->DiceThrown);
if (fx->IsVariable) {
//has a second weapon or shield, cannot deflect arrows
int slot = target->inventory.GetShieldSlot();
if (slot>0 && target->inventory.GetItem(slot) ) return FX_APPLIED;
//has a twohanded weapon equipped
slot = target->inventory.GetWeaponSlot();
if (slot>0) {
CREItem *item = target->inventory.GetItem(slot);
if (item->Flags&IE_INV_ITEM_TWOHANDED) return FX_APPLIED;
}
}
// it is a bitmask
int type = fx->Parameter2;
if (type == 0) {
HandleBonus(target, IE_ARMORCLASS, fx->Parameter1, fx->TimingMode);
return FX_PERMANENT;
}
//convert to signed so -1 doesn't turn to an astronomical number
if (type == 16) {
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
if ((signed)BASE_GET( IE_ARMORCLASS) > (signed)fx->Parameter1) {
BASE_SET( IE_ARMORCLASS, fx->Parameter1 );
}
} else {
if ((signed)STAT_GET( IE_ARMORCLASS) > (signed)fx->Parameter1) {
STAT_SET( IE_ARMORCLASS, fx->Parameter1 );
}
}
return FX_INSERT;
}
//the original engine did work with the combination of these bits
//but since it crashed, we are not bound to the same rules
if (type & 1) {
HandleBonus(target, IE_ACCRUSHINGMOD, fx->Parameter1, fx->TimingMode);
}
if (type & 2) {
HandleBonus(target, IE_ACMISSILEMOD, fx->Parameter1, fx->TimingMode);
}
if (type & 4) {
HandleBonus(target, IE_ACPIERCINGMOD, fx->Parameter1, fx->TimingMode);
}
if (type & 8) {
HandleBonus(target, IE_ACSLASHINGMOD, fx->Parameter1, fx->TimingMode);
}
return FX_PERMANENT;
}
// 0x01 AttacksPerRoundModifier
int fx_attacks_per_round_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_attacks_per_round_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
int tmp = (signed) fx->Parameter1;
if (fx->Parameter2!=2) {
if (tmp>10) tmp=10;
else if (tmp<-10) tmp=-10;
tmp <<= 1;
if (tmp>10) tmp-=11;
else if (tmp<-10) tmp+=11;
}
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD_VAR(IE_NUMBEROFATTACKS, tmp);
} else {
STAT_MOD_VAR(IE_NUMBEROFATTACKS, tmp);
}
return FX_PERMANENT;
}
// 0x02 Cure:Sleep (Awaken)
// this effect clears the STATE_SLEEP (1) bit, but clearing it alone wouldn't remove the
int fx_cure_sleep_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_cure_sleep_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
BASE_STATE_CURE( STATE_SLEEP );
target->fxqueue.RemoveAllEffects(fx_set_sleep_state_ref);
target->fxqueue.RemoveAllEffectsWithParam(fx_display_portrait_icon_ref, PI_SLEEP);
return FX_NOT_APPLIED;
}
// 0x03 State:Berserk
// this effect sets the STATE_BERSERK bit, but bg2 actually ignores the bit
int fx_set_berserk_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_berserk_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
// atleast how and bg2 allow this to only work on pcs
if (!core->HasFeature(GF_3ED_RULES) && !target->InParty) {
return FX_NOT_APPLIED;
}
if (fx->FirstApply) {
target->inventory.EquipBestWeapon(EQUIP_MELEE);
}
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_STATE_SET( STATE_BERSERK );
} else {
STATE_SET( STATE_BERSERK );
}
switch(fx->Parameter2) {
case 1: //always berserk
target->SetSpellState(SS_BERSERK);
default:
target->AddPortraitIcon(PI_BERSERK);
break;
case 2: //blood rage
target->SetSpellState(SS_BERSERK);
//immunity to effects:
//5 charm
//0x11 heal
//0x18 panic
//0x27 sleep
//0x2d stun
//0x6d hold
//0x80 confusion
//400 hopelessness
//
target->SetSpellState(SS_BLOODRAGE);
target->SetSpellState(SS_NOHPINFO);
target->SetColorMod(0xff, RGBModifier::ADD, 15, 128, 0, 0);
target->AddPortraitIcon(PI_BLOODRAGE);
break;
}
return FX_PERMANENT;
}
// 0x04 Cure:Berserk
// this effect clears the STATE_BERSERK (2) bit, but bg2 actually ignores the bit
// it also removes effect 04
int fx_cure_berserk_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_cure_berserk_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
BASE_STATE_CURE( STATE_BERSERK );
target->fxqueue.RemoveAllEffects(fx_set_berserk_state_ref);
return FX_NOT_APPLIED;
}
// 0x05 State:Charmed
// 0xf1 ControlCreature (iwd2)
int fx_set_charmed_state (Scriptable* Owner, Actor* target, Effect* fx)
{
if(0) print("fx_set_charmed_state(%2d): General: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//blood rage berserking gives immunity to charm (in iwd2)
if (target->HasSpellState(SS_BLOODRAGE)) {
return FX_NOT_APPLIED;
}
//protection from evil gives immunity to charm (in iwd2)
if (target->HasSpellState(SS_PROTFROMEVIL)) {
return FX_NOT_APPLIED;
}
if (fx->Parameter1 && (STAT_GET(IE_GENERAL)!=fx->Parameter1)) {
return FX_NOT_APPLIED;
}
bool playercharmed;
bool casterenemy;
if (fx->FirstApply) {
//when charmed, the target forgets its current action
target->ClearActions();
Scriptable *caster = GetCasterObject();
if (!caster) caster = Owner;
if (caster->Type==ST_ACTOR) {
casterenemy = ((Actor *) caster)->GetStat(IE_EA)>EA_GOODCUTOFF; //or evilcutoff?
} else {
casterenemy = target->GetStat(IE_EA)>EA_GOODCUTOFF;
}
fx->DiceThrown=casterenemy;
playercharmed = target->InParty;
fx->DiceSides = playercharmed;
} else {
casterenemy = fx->DiceThrown;
playercharmed = fx->DiceSides;
}
switch (fx->Parameter2) {
case 0: //charmed (target neutral after charm)
if (fx->FirstApply) {
displaymsg->DisplayConstantStringName(STR_CHARMED, DMC_WHITE, target);
}
case 1000:
break;
case 1: //charmed (target hostile after charm)
if (fx->FirstApply) {
displaymsg->DisplayConstantStringName(STR_CHARMED, DMC_WHITE, target);
}
case 1001:
if (!target->InParty) {
target->SetBaseNoPCF(IE_EA, EA_ENEMY);
}
break;
case 2: //dire charmed (target neutral after charm)
if (fx->FirstApply) {
displaymsg->DisplayConstantStringName(STR_DIRECHARMED, DMC_WHITE, target);
}
case 1002:
break;
case 3: //dire charmed (target hostile after charm)
if (fx->FirstApply) {
displaymsg->DisplayConstantStringName(STR_DIRECHARMED, DMC_WHITE, target);
}
case 1003:
if (!target->InParty) {
target->SetBaseNoPCF(IE_EA, EA_ENEMY);
}
break;
case 4: //controlled by cleric
if (fx->FirstApply) {
displaymsg->DisplayConstantStringName(STR_CONTROLLED, DMC_WHITE, target);
}
case 1004:
if (!target->InParty) {
target->SetBaseNoPCF(IE_EA, EA_ENEMY);
}
target->SetSpellState(SS_DOMINATION);
break;
case 5: //thrall (typo comes from original engine doc)
if (fx->FirstApply) {
displaymsg->DisplayConstantStringName(STR_CHARMED, DMC_WHITE, target);
}
case 1005:
STAT_SET(IE_EA, EA_ENEMY );
STAT_SET(IE_THRULLCHARM, 1);
return FX_PERMANENT;
}
STATE_SET( STATE_CHARMED );
if (playercharmed) {
STAT_SET_PCF( IE_EA, casterenemy?EA_CHARMEDPC:EA_CHARMED );
} else {
STAT_SET_PCF( IE_EA, casterenemy?EA_ENEMY:EA_CHARMED );
}
//don't stick if permanent
return FX_PERMANENT;
}
// 0x06 CharismaModifier
int fx_charisma_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_charisma_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_CHR );
} else {
STAT_MOD( IE_CHR );
}
return FX_PERMANENT;
}
// 0x07 Color:SetPalette
// this effect might not work in pst, they don't have separate weapon slots
int fx_set_color_gradient (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_color_gradient(%2d): Gradient: %d, Location: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
EffectQueue::HackColorEffects(target, fx);
target->SetColor( fx->Parameter2, fx->Parameter1 );
return FX_APPLIED;
}
// 08 Color:SetRGB
int fx_set_color_rgb (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_color_rgb(%2d): RGB: %x, Location: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
EffectQueue::HackColorEffects(target, fx);
ieDword location = fx->Parameter2 & 0xff;
target->SetColorMod(location, RGBModifier::ADD, -1, fx->Parameter1 >> 8,
fx->Parameter1 >> 16, fx->Parameter1 >> 24);
return FX_APPLIED;
}
// 08 Color:SetRGBGlobal
int fx_set_color_rgb_global (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_color_rgb_global(%2d): RGB: %x, Location: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
target->SetColorMod(0xff, RGBModifier::ADD, -1, fx->Parameter1 >> 8,
fx->Parameter1 >> 16, fx->Parameter1 >> 24);
return FX_APPLIED;
}
// 09 Color:PulseRGB
int fx_set_color_pulse_rgb (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_color_pulse_rgb(%2d): RGB: %x, Location: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
EffectQueue::HackColorEffects(target, fx);
ieDword location = fx->Parameter2 & 0xff;
int speed = (fx->Parameter2 >> 16) & 0xFF;
target->SetColorMod(location, RGBModifier::ADD, speed,
fx->Parameter1 >> 8, fx->Parameter1 >> 16,
fx->Parameter1 >> 24);
return FX_APPLIED;
}
// 09 Color:PulseRGBGlobal (pst variant)
int fx_set_color_pulse_rgb_global (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_color_pulse_rgb_global(%2d): RGB: %x, Location: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
int speed = (fx->Parameter2 >> 16) & 0xFF;
target->SetColorMod(0xff, RGBModifier::ADD, speed,
fx->Parameter1 >> 8, fx->Parameter1 >> 16,
fx->Parameter1 >> 24);
return FX_APPLIED;
}
// 0x0A ConstitutionModifier
int fx_constitution_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_constitution_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_CON );
} else {
STAT_MOD( IE_CON );
}
return FX_PERMANENT;
}
// 0x0B Cure:Poison
int fx_cure_poisoned_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_cure_poisoned_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//all three steps are present in bg2 and iwd2
BASE_STATE_CURE( STATE_POISONED );
target->fxqueue.RemoveAllEffects( fx_poisoned_state_ref );
target->fxqueue.RemoveAllEffectsWithParam(fx_display_portrait_icon_ref, PI_POISONED);
return FX_NOT_APPLIED;
}
// 0x0c Damage
// this is a very important effect
int fx_damage (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_damage(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//save for half damage type
ieDword damagetype = fx->Parameter2>>16;
ieDword modtype = fx->Parameter2&3;
if (modtype==3) {
modtype&=~3;
}
Scriptable *caster = GetCasterObject();
// gemrb extension
if (fx->Parameter3) {
if(caster && caster->Type==ST_ACTOR) {
target->AddTrigger(TriggerEntry(trigger_hitby, caster->GetGlobalID()));
target->LastHitter=caster->GetGlobalID();
} else {
//Maybe it should be something impossible like 0xffff, and use 'Someone'
Log(ERROR, "Actor", "LastHitter (type %d) falling back to target: %s.", caster ? caster->Type : -1, target->GetName(1));
target->LastHitter=target->GetGlobalID();
}
}
target->Damage(fx->Parameter1, damagetype, caster, modtype, fx->IsVariable);
//this effect doesn't stick
return FX_NOT_APPLIED;
}
// 0x0d Death
int fx_death (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_death(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//if the opcode of this effect is associated with Death2 (iwd2's death magic opcode) and
//there is an active death ward effect, ignore this opcode
if (target->fxqueue.HasEffect(fx_death_ward_ref) ) {
//find the opcode for death magic (should be 420 in original IWD2)
EffectQueue::ResolveEffect(fx_death_magic_ref);
if (fx->Opcode==(ieDword) fx_death_magic_ref.opcode) return FX_NOT_APPLIED;
}
ieDword damagetype = 0;
switch (fx->Parameter2) {
case 1:
BASE_STATE_SET(STATE_FLAME); //not sure, should be charred
damagetype = DAMAGE_FIRE;
break;
case 2:
damagetype = DAMAGE_CRUSHING;
break;
case 4:
damagetype = DAMAGE_CRUSHING;
break;
case 8:
damagetype = DAMAGE_CRUSHING|DAMAGE_CHUNKING;
break;
case 16:
BASE_STATE_SET(STATE_PETRIFIED);
damagetype = DAMAGE_CRUSHING;
break;
case 32:
BASE_STATE_SET(STATE_FROZEN);
damagetype = DAMAGE_COLD;
break;
case 64:
BASE_STATE_SET(STATE_PETRIFIED);
damagetype = DAMAGE_CRUSHING|DAMAGE_CHUNKING;
break;
case 128:
BASE_STATE_SET(STATE_FROZEN);
damagetype = DAMAGE_COLD|DAMAGE_CHUNKING;
break;
case 256:
damagetype = DAMAGE_ELECTRICITY;
break;
case 512: //disintegration
damagetype = DAMAGE_MAGIC;
break;
default:
damagetype = DAMAGE_ACID;
}
//these two bits are turned off on death
BASE_STATE_CURE(STATE_FROZEN|STATE_PETRIFIED);
Scriptable *killer = GetCasterObject();
target->Damage(0, damagetype, killer);
//death has damage type too
target->Die(killer);
//this effect doesn't stick
return FX_NOT_APPLIED;
}
// 0xE Cure:Defrost
int fx_cure_frozen_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_cure_frozen_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
BASE_STATE_CURE( STATE_FROZEN );
return FX_NOT_APPLIED;
}
// 0x0F DexterityModifier
#define CSA_DEX 0
#define CSA_STR 1
#define CSA_CNT 2
int SpellAbilityDieRoll(Actor *target, int which)
{
if (which>=CSA_CNT) return 6;
ieDword cls = STAT_GET(IE_CLASS);
if (!spell_abilities) {
AutoTable tab("clssplab");
if (!tab) {
spell_abilities = (int *) malloc(sizeof(int)*CSA_CNT);
for (int ab=0;ab<CSA_CNT;ab++) {
spell_abilities[ab*splabcount]=6;
}
splabcount=1;
return 6;
}
splabcount = tab->GetRowCount();
spell_abilities=(int *) malloc(sizeof(int)*splabcount*CSA_CNT);
for (int ab=0;ab<CSA_CNT;ab++) {
for (ieDword i=0;i<splabcount;i++) {
spell_abilities[ab*splabcount+i]=atoi(tab->QueryField(i,ab));
}
}
}
if (cls>=splabcount) cls=0;
return spell_abilities[which*splabcount+cls];
}
int fx_dexterity_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_dexterity_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
////how cat's grace: value is based on class
if (fx->Parameter2==3) {
fx->Parameter1 = core->Roll(1,SpellAbilityDieRoll(target,0),0);
fx->Parameter2 = 0;
}
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_DEX );
} else {
STAT_MOD( IE_DEX );
}
return FX_PERMANENT;
}
// 0x10 State:Hasted
// this function removes slowed state, or sets hasted state
int fx_set_hasted_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_hasted_state(%2d): Type: %d", fx->Opcode, fx->Parameter2);
target->fxqueue.RemoveAllEffects(fx_set_slow_state_ref);
target->fxqueue.RemoveAllEffectsWithParam( fx_display_portrait_icon_ref, PI_SLOWED );
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_STATE_CURE( STATE_SLOWED );
BASE_STATE_SET( STATE_HASTED );
} else {
STATE_CURE( STATE_SLOWED );
STATE_SET( STATE_HASTED );
}
target->NewStat(IE_MOVEMENTRATE, 200, MOD_PERCENT);
switch (fx->Parameter2) {
case 0: //normal haste
target->AddPortraitIcon(PI_HASTED);
STAT_SET(IE_IMPROVEDHASTE,0);
STAT_SET(IE_ATTACKNUMBERDOUBLE,0);
STAT_ADD(IE_NUMBEROFATTACKS, 2);
// -2 initiative bonus
STAT_ADD(IE_PHYSICALSPEED, 2);
break;
case 1://improved haste
target->AddPortraitIcon(PI_IMPROVEDHASTE);
STAT_SET(IE_IMPROVEDHASTE,1);
STAT_SET(IE_ATTACKNUMBERDOUBLE,0);
target->NewStat(IE_NUMBEROFATTACKS, 200, MOD_PERCENT);
// -2 initiative bonus
STAT_ADD(IE_PHYSICALSPEED, 2);
break;
case 2://speed haste only
target->AddPortraitIcon(PI_HASTED);
STAT_SET(IE_IMPROVEDHASTE,0);
STAT_SET(IE_ATTACKNUMBERDOUBLE,1);
break;
}
return FX_PERMANENT;
}
// 0x11 CurrentHPModifier
int fx_current_hp_modifier (Scriptable* Owner, Actor* target, Effect* fx)
{
if(0) print("fx_current_hp_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->Parameter2&0x10000) {
Point p(fx->PosX, fx->PosY);
Resurrect(Owner, target, fx, p);
}
if (fx->Parameter2&0x20000) {
target->fxqueue.RemoveAllNonPermanentEffects();
}
//Cannot heal bloodrage
if (target->HasSpellState(SS_BLOODRAGE)) {
return FX_NOT_APPLIED;
}
//current hp percent is relative to modified max hp
switch(fx->Parameter2&0xffff) {
case MOD_ADDITIVE:
case MOD_ABSOLUTE:
target->NewBase( IE_HITPOINTS, fx->Parameter1, fx->Parameter2&0xffff);
break;
case MOD_PERCENT:
target->NewBase( IE_HITPOINTS, target->GetSafeStat(IE_MAXHITPOINTS)*fx->Parameter1/100, MOD_ABSOLUTE);
}
//never stay permanent
return FX_NOT_APPLIED;
}
// 0x12 MaximumHPModifier
// 0 and 3 differ in that 3 doesn't modify current hitpoints
// 1,4 and 2,5 are analogous to them, but with different modifiers
int fx_maximum_hp_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_maximum_hp_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//state_exploding is different in PST, probably not needed anyway
if (STATE_GET(STATE_DEAD|STATE_PETRIFIED|STATE_FROZEN|STATE_ACID|STATE_FLAME) ) {
return FX_NOT_APPLIED;
}
if (BASE_GET(IE_HITPOINTS)<=0 ) {
return FX_NOT_APPLIED;
}
bool base = fx->TimingMode==FX_DURATION_INSTANT_PERMANENT;
switch (fx->Parameter2) {
case 0:
// random value Parameter1 is set by level_check in EffectQueue
if (base) {
BASE_ADD( IE_MAXHITPOINTS, fx->Parameter1 );
BASE_ADD( IE_HITPOINTS, fx->Parameter1 );
} else {
STAT_ADD( IE_MAXHITPOINTS, fx->Parameter1 );
if (fx->FirstApply) {
BASE_ADD( IE_HITPOINTS, fx->Parameter1 );
}
}
break;
case 3: // no current hp bonus
// random value Parameter1 is set by level_check in EffectQueue
if (base) {
BASE_ADD( IE_MAXHITPOINTS, fx->Parameter1 );
} else {
STAT_ADD( IE_MAXHITPOINTS, fx->Parameter1 );
}
break;
case 1: // with current hp bonus, but unimplemented in the original
case 4:
if (base) {
BASE_SET( IE_MAXHITPOINTS, fx->Parameter1 );
} else {
STAT_SET( IE_MAXHITPOINTS, fx->Parameter1 );
}
break;
case 2:
if (base) {
BASE_MUL(IE_MAXHITPOINTS, fx->Parameter1 );
BASE_MUL(IE_HITPOINTS, fx->Parameter1 );
} else {
target->NewStat( IE_MAXHITPOINTS, target->GetStat(IE_MAXHITPOINTS)*fx->Parameter1/100, MOD_ABSOLUTE);
if (fx->FirstApply) {
target->NewBase( IE_HITPOINTS, target->GetSafeStat(IE_HITPOINTS)*fx->Parameter1/100, MOD_ABSOLUTE);
}
}
break;
case 5: // no current hp bonus
if (base) {
BASE_MUL( IE_MAXHITPOINTS, fx->Parameter1 );
} else {
STAT_MUL( IE_MAXHITPOINTS, fx->Parameter1 );
}
break;
}
return FX_PERMANENT;
}
// 0x13 IntelligenceModifier
int fx_intelligence_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_intelligence_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_INT );
} else {
STAT_MOD( IE_INT );
}
return FX_PERMANENT;
}
// 0x14 State:Invisible
// this is more complex, there is a half-invisibility state
// and there is a hidden state
int fx_set_invisible_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
switch (fx->Parameter2) {
case 0:
if (pstflags) {
STATE_SET( STATE_PST_INVIS );
} else {
STATE_SET( STATE_INVISIBLE );
}
HandleBonus(target, IE_TOHIT, 4, fx->TimingMode);
break;
case 1:
STATE_SET( STATE_INVIS2 );
HandleBonus(target, IE_ARMORCLASS, 4, fx->TimingMode);
break;
default:
break;
}
ieDword Trans = fx->Parameter4;
if (fx->Parameter3) {
if (Trans>=240) {
fx->Parameter3 = 0;
} else {
Trans+=16;
}
} else {
if (Trans<=32) {
fx->Parameter3 = 1;
} else {
Trans-=16;
}
}
fx->Parameter4 = Trans;
STAT_SET( IE_TRANSLUCENT, Trans);
//FIXME: probably FX_PERMANENT, but TRANSLUCENT has no saved base stat
return FX_APPLIED;
}
// 0x15 LoreModifier
int fx_lore_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_lore_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_LORE );
} else {
STAT_MOD( IE_LORE );
}
return FX_PERMANENT;
}
// 0x16 LuckModifier
int fx_luck_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_luck_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_LUCK );
} else {
STAT_MOD( IE_LUCK );
//I checked, it doesn't modify damage luck stat in bg2 (Avenger)
//STAT_MOD( IE_DAMAGELUCK );
}
return FX_PERMANENT;
}
// 0x17 MoraleModifier
int fx_morale_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_morale_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//FIXME: in bg2 this is hacked to set param1=10, param2=1, we might need some flag for this
STAT_MOD( IE_MORALE );
return FX_APPLIED;
}
// 0x18 State:Panic
int fx_set_panic_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_panic_state(%2d)", fx->Opcode);
if (target->HasSpellState(SS_BLOODRAGE)) {
return FX_NOT_APPLIED;
}
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_STATE_SET( STATE_PANIC );
} else {
STATE_SET( STATE_PANIC );
}
if (enhanced_effects) {
target->AddPortraitIcon(PI_PANIC);
}
return FX_PERMANENT;
}
// 0x19 State:Poisoned
int fx_set_poisoned_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_poisoned_state(%2d): Damage: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
int count = target->fxqueue.CountEffects(fx_poisoned_state_ref, fx->Parameter1, fx->Parameter2, fx->Resource);
if (count > 1) {
return FX_APPLIED;
}
STATE_SET( STATE_POISONED );
ieDword damage = 0;
int tmp = fx->Parameter1;
HandlePercentageDamage(fx, target);
Scriptable *caster = GetCasterObject();
switch(fx->Parameter2) {
case RPD_ROUNDS:
tmp = core->Time.round_sec;
damage = fx->Parameter1;
break;
case RPD_TURNS:
tmp = core->Time.turn_sec;
damage = fx->Parameter1;
break;
case RPD_SECONDS:
tmp *= core->Time.round_sec;
damage = 1;
break;
case RPD_PERCENT: // handled in HandlePercentageDamage
case RPD_POINTS:
tmp = 1; // hit points per second
damage = fx->Parameter1;
break;
case RPD_SNAKE: //iwd2 snakebite (a poison causing paralysis)
STAT_SET(IE_HELD, 1);
target->AddPortraitIcon(PI_HELD);
target->SetSpellState(SS_HELD);
STATE_SET(STATE_HELPLESS);
if (fx->FirstApply) {
displaymsg->DisplayConstantStringName(STR_HELD, DMC_WHITE, target);
}
break;
case RPD_7:
damage = fx->Parameter1;
tmp = fx->Parameter3;
break;
case RPD_ENVENOM:
//call the constitution effect like it was this one (don't add it to the effect queue)
//can't simply convert this effect to the constitution effect, because a poison effect
//could be removed and there is a portrait icon
Effect *newfx;
newfx = EffectQueue::CreateEffectCopy(fx, fx_constitution_modifier_ref, fx->Parameter1, 0);
target->fxqueue.ApplyEffect(target, newfx, fx->FirstApply, 0);
delete newfx;
damage = 0;
tmp = 1;
break;
break;
default:
tmp = 1;
damage = 1;
break;
}
// all damage is at most per-second
tmp *= AI_UPDATE_TIME;
if (tmp && (core->GetGame()->GameTime%tmp)) {
return FX_APPLIED;
}
if (damage) {
target->Damage(damage, DAMAGE_POISON, caster);
}
return FX_APPLIED;
}
// 0x1a RemoveCurse
// gemrb extension: if the resource field is filled, it will remove curse only from the specified item
int fx_remove_curse (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_remove_curse(%2d): Resource: %s Type: %d", fx->Opcode, fx->Resource, fx->Parameter2);
switch(fx->Parameter2)
{
case 1:
//this is pst specific
target->fxqueue.RemoveAllEffects(fx_pst_jumble_curse_ref);
break;
default:
Inventory *inv = &target->inventory;
int i = target->inventory.GetSlotCount();
while(i--) {
//does this slot need unequipping
if (core->QuerySlotEffects(i) ) {
if (fx->Resource[0] && strnicmp(inv->GetSlotItem(i)->ItemResRef, fx->Resource,8) ) {
continue;
}
if (!(inv->GetItemFlag(i)&IE_INV_ITEM_CURSED)) {
continue;
}
inv->ChangeItemFlag(i, IE_INV_ITEM_CURSED, BM_NAND);
if (inv->UnEquipItem(i,true)) {
CREItem *tmp = inv->RemoveItem(i);
if(inv->AddSlotItem(tmp,-3)!=ASI_SUCCESS) {
//if the item couldn't be placed in the inventory, then put it back to the original slot
inv->SetSlotItem(tmp,i);
//and drop it in the area. (If there is no area, then the item will stay in the inventory)
target->DropItem(i,0);
}
}
}
}
target->fxqueue.RemoveAllEffects(fx_apply_effect_curse_ref);
}
//this is an instant effect
return FX_NOT_APPLIED;
}
// 0x1b AcidResistanceModifier
int fx_acid_resistance_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_acid_resistance_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_RESISTACID );
} else {
STAT_MOD( IE_RESISTACID );
}
return FX_PERMANENT;
}
// 0x1c ColdResistanceModifier
int fx_cold_resistance_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_cold_resistance_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_RESISTCOLD );
} else {
STAT_MOD( IE_RESISTCOLD );
}
return FX_PERMANENT;
}
// 0x1d ElectricityResistanceModifier
int fx_electricity_resistance_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_electricity_resistance_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_RESISTELECTRICITY );
} else {
STAT_MOD( IE_RESISTELECTRICITY );
}
return FX_PERMANENT;
}
// 0x1e FireResistanceModifier
int fx_fire_resistance_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_fire_resistance_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_RESISTFIRE );
} else {
STAT_MOD( IE_RESISTFIRE );
}
return FX_PERMANENT;
}
// 0x1f MagicDamageResistanceModifier
int fx_magic_damage_resistance_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_magic_damage_resistance_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//This stat has no saved basestat variant, so this effect is always stored (not FX_PERMANENT)
STAT_MOD( IE_MAGICDAMAGERESISTANCE );
return FX_APPLIED;
}
// 0x20 Cure:Death
int fx_cure_dead_state (Scriptable* Owner, Actor* target, Effect* fx)
{
if(0) print("fx_cure_dead_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//call this only if the target is dead, otherwise some variables can get wrong
if (STATE_GET(STATE_DEAD) ) {
Point p(fx->PosX, fx->PosY);
Resurrect(Owner, target, fx, p);
}
return FX_NOT_APPLIED;
}
// 0x21 SaveVsDeathModifier
int fx_save_vs_death_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_save_vs_death_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
HandleBonus( target, IE_SAVEVSDEATH, fx->Parameter1, fx->TimingMode );
return FX_PERMANENT;
}
// 0x22 SaveVsWandsModifier
int fx_save_vs_wands_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_save_vs_wands_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
HandleBonus( target, IE_SAVEVSWANDS, fx->Parameter1, fx->TimingMode );
return FX_PERMANENT;
}
// 0x23 SaveVsPolyModifier
int fx_save_vs_poly_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_save_vs_poly_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
HandleBonus( target, IE_SAVEVSPOLY, fx->Parameter1, fx->TimingMode );
return FX_PERMANENT;
}
// 0x24 SaveVsBreathModifier
int fx_save_vs_breath_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_save_vs_breath_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
HandleBonus( target, IE_SAVEVSBREATH, fx->Parameter1, fx->TimingMode );
return FX_PERMANENT;
}
// 0x25 SaveVsSpellsModifier
int fx_save_vs_spell_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_save_vs_spell_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
HandleBonus( target, IE_SAVEVSSPELL, fx->Parameter1, fx->TimingMode );
return FX_PERMANENT;
}
// 0x26 State:Silenced
int fx_set_silenced_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_silenced_state(%2d)", fx->Opcode);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_STATE_SET( STATE_SILENCED );
} else {
STATE_SET( STATE_SILENCED );
}
return FX_PERMANENT;
}
// 0x27 State:Helpless, State:Sleep
// this effect sets both bits, but 'awaken' only removes the sleep bit
// FIXME: this is probably a persistent effect
int fx_set_unconscious_state (Scriptable* Owner, Actor* target, Effect* fx)
{
if(0) print("fx_set_unconscious_state(%2d): Type: %d", fx->Opcode, fx->Parameter2);
if (target->HasSpellState(SS_BLOODRAGE)) {
return FX_NOT_APPLIED;
}
if (fx->FirstApply) {
Effect *newfx;
newfx = EffectQueue::CreateEffectCopy(fx, fx_animation_stance_ref, 0, IE_ANI_SLEEP);
core->ApplyEffect(newfx, target, Owner);
delete newfx;
}
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_STATE_SET( STATE_HELPLESS | STATE_SLEEP ); //don't awaken on damage
} else {
STATE_SET( STATE_HELPLESS | STATE_SLEEP ); //don't awaken on damage
if (fx->Parameter2) {
target->SetSpellState(SS_NOAWAKE);
}
target->AddPortraitIcon(PI_SLEEP);
}
target->InterruptCasting = true;
return FX_PERMANENT;
}
// 0x28 State:Slowed
// this function removes hasted state, or sets slowed state
int fx_set_slowed_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_slowed_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//iwd2 free action or aegis disables this effect
if (target->HasSpellState(SS_FREEACTION)) return FX_NOT_APPLIED;
if (target->HasSpellState(SS_AEGIS)) return FX_NOT_APPLIED;
if (STATE_GET(STATE_HASTED) ) {
BASE_STATE_CURE( STATE_HASTED );
target->fxqueue.RemoveAllEffects( fx_set_haste_state_ref );
target->fxqueue.RemoveAllEffectsWithParam( fx_display_portrait_icon_ref, PI_HASTED );
} else {
STATE_SET( STATE_SLOWED );
target->AddPortraitIcon(PI_SLOWED);
// halve apr and speed
STAT_MUL(IE_NUMBEROFATTACKS, 50);
STAT_MUL(IE_MOVEMENTRATE, 50);
}
return FX_PERMANENT;
}
// 0x29 Sparkle
int fx_sparkle (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_sparkle(%2d): Sparkle colour: %d ; Sparkle type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (!target) {
return FX_NOT_APPLIED;
}
Map *map = target->GetCurrentArea();
if (!map) {
return FX_APPLIED;
}
Point p(fx->PosX, fx->PosY);
map->Sparkle( fx->Duration, fx->Parameter1, fx->Parameter2, p, fx->Parameter3);
return FX_NOT_APPLIED;
}
// 0x2A WizardSpellSlotsModifier
int fx_bonus_wizard_spells (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_bonus_wizard_spells(%2d): Spell Add: %d ; Spell Level: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
int i=1;
//if param2 is 0, then double spells up to param1
if(!fx->Parameter2) {
for (unsigned int j=0;j<fx->Parameter1 && j<MAX_SPELL_LEVEL;j++) {
target->spellbook.SetMemorizableSpellsCount(0, IE_SPELL_TYPE_WIZARD, j, true);
}
return FX_APPLIED;
}
//HoW specific
//if param2 is 0x200, then double spells at param1
if (fx->Parameter2==0x200) {
unsigned int j = fx->Parameter1-1;
if (j<MAX_SPELL_LEVEL) {
target->spellbook.SetMemorizableSpellsCount(0, IE_SPELL_TYPE_WIZARD, j, true);
}
}
for(unsigned int j=0;j<MAX_SPELL_LEVEL;j++) {
if (fx->Parameter2&i) {
target->spellbook.SetMemorizableSpellsCount(fx->Parameter1, IE_SPELL_TYPE_WIZARD, j, true);
}
i<<=1;
}
return FX_APPLIED;
}
// 0x2B Cure:Petrification
int fx_cure_petrified_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_cure_petrified_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
BASE_STATE_CURE( STATE_PETRIFIED );
return FX_NOT_APPLIED;
}
// 0x2C StrengthModifier
int fx_strength_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_strength_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
////how strength: value is based on class
////pst power of one also depends on this!
if (fx->Parameter2==3) {
//TODO: strextra for stats>=18
fx->Parameter1 = core->Roll(1,SpellAbilityDieRoll(target,1),0);
fx->Parameter2 = 0;
}
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_STR );
} else {
STAT_MOD( IE_STR );
}
return FX_PERMANENT;
}
// 0x2D State:Stun
int power_word_stun_iwd2(Actor *target, Effect *fx)
{
int hp = BASE_GET(IE_HITPOINTS);
if (hp>150) return FX_NOT_APPLIED;
int stuntime;
if (hp>100) stuntime = core->Roll(1,4,0);
else if (hp>50) stuntime = core->Roll(2,4,0);
else stuntime = core->Roll(4,4,0);
fx->Parameter2 = 0;
fx->TimingMode = FX_DURATION_ABSOLUTE;
fx->Duration = stuntime*6*core->Time.round_size + core->GetGame()->GameTime;
STATE_SET( STATE_STUNNED );
target->AddPortraitIcon(PI_STUN);
return FX_APPLIED;
}
int fx_set_stun_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_stun_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//actually the original engine just skips this effect if the target is dead
if ( STATE_GET(STATE_DEAD) ) {
return FX_NOT_APPLIED;
}
//this is an IWD extension
if (target->HasSpellState(SS_BLOODRAGE)) {
return FX_NOT_APPLIED;
}
if (fx->Parameter2==2) {
//don't reroll the duration next time we get here
if (fx->FirstApply) {
return power_word_stun_iwd2(target, fx);
}
}
STATE_SET( STATE_STUNNED );
target->AddPortraitIcon(PI_STUN);
if (fx->Parameter2==1) {
target->SetSpellState(SS_AWAKE);
}
return FX_APPLIED;
}
// 0x2E Cure:Stun
int fx_cure_stun_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_cure_stun_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
BASE_STATE_CURE( STATE_STUNNED );
target->fxqueue.RemoveAllEffects(fx_set_stun_state_ref);
target->fxqueue.RemoveAllEffects(fx_hold_creature_no_icon_ref);
target->fxqueue.RemoveAllEffectsWithParam(fx_display_portrait_icon_ref, PI_HELD);
target->fxqueue.RemoveAllEffectsWithParam(fx_display_portrait_icon_ref, PI_HOPELESS);
return FX_NOT_APPLIED;
}
// 0x2F Cure:Invisible
// 0x74 Cure:Invisible2
int fx_cure_invisible_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_cure_invisible_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (!STATE_GET(STATE_NONDET)) {
if (pstflags) {
BASE_STATE_CURE( STATE_PST_INVIS );
} else {
BASE_STATE_CURE( STATE_INVISIBLE | STATE_INVIS2 );
}
target->fxqueue.RemoveAllEffects(fx_set_invisible_state_ref);
}
return FX_NOT_APPLIED;
}
// 0x30 Cure:Silence
int fx_cure_silenced_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_cure_silenced_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
BASE_STATE_CURE( STATE_SILENCED );
target->fxqueue.RemoveAllEffects(fx_set_silenced_state_ref);
return FX_NOT_APPLIED;
}
// 0x31 WisdomModifier
int fx_wisdom_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_wisdom_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_WIS );
} else {
STAT_MOD( IE_WIS );
}
return FX_PERMANENT;
}
// 0x32 Color:BriefRGB
int fx_brief_rgb (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_brief_rgb(%2d): RGB: %d, Location and speed: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
int speed = (fx->Parameter2 >> 16) & 0xff;
target->SetColorMod(0xff, RGBModifier::ADD, speed,
fx->Parameter1 >> 8, fx->Parameter1 >> 16,
fx->Parameter1 >> 24, 0);
return FX_NOT_APPLIED;
}
// 0x33 Color:DarkenRGB
int fx_darken_rgb (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_darken_rgb(%2d): RGB: %d, Location and speed: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
EffectQueue::HackColorEffects(target, fx);
ieDword location = fx->Parameter2 & 0xff;
target->SetColorMod(location, RGBModifier::TINT, -1, fx->Parameter1 >> 8,
fx->Parameter1 >> 16, fx->Parameter1 >> 24);
return FX_APPLIED;
}
// 0x34 Color:GlowRGB
int fx_glow_rgb (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_glow_rgb(%2d): RGB: %d, Location and speed: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
EffectQueue::HackColorEffects(target, fx);
ieDword location = fx->Parameter2 & 0xff;
target->SetColorMod(location, RGBModifier::BRIGHTEN, -1,
fx->Parameter1 >> 8, fx->Parameter1 >> 16,
fx->Parameter1 >> 24);
return FX_APPLIED;
}
// 0x35 AnimationIDModifier
int fx_animation_id_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_animation_id_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
switch (fx->Parameter2) {
case 0: //non permanent animation change
default:
STAT_SET( IE_ANIMATION_ID, fx->Parameter1 );
return FX_APPLIED;
case 1: //remove any non permanent change
target->fxqueue.RemoveAllEffects(fx_animation_id_modifier_ref);
//return FX_NOT_APPLIED;
//intentionally passing through (perma change removes previous changes)
case 2: //permanent animation id change
//FIXME: Why no PCF here? (Avenger)
target->SetBaseNoPCF(IE_ANIMATION_ID, fx->Parameter1);
return FX_NOT_APPLIED;
}
}
// 0x36 ToHitModifier
int fx_to_hit_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_to_hit_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
HandleBonus( target, IE_TOHIT, fx->Parameter1, fx->TimingMode );
return FX_APPLIED;
}
// 0x37 KillCreatureType
int fx_kill_creature_type (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_kill_creature_type(%2d): Value: %d, IDS: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (EffectQueue::match_ids( target, fx->Parameter2, fx->Parameter1) ) {
//convert it to a death opcode or apply the new effect?
fx->Opcode = EffectQueue::ResolveEffect(fx_death_ref);
fx->TimingMode = FX_DURATION_INSTANT_PERMANENT;
fx->Parameter1 = 0;
fx->Parameter2 = 4;
return FX_APPLIED;
}
//doesn't stick
return FX_NOT_APPLIED;
}
// 0x38 Alignment:Invert
//switch good to evil and evil to good
//also switch chaotic to lawful and vice versa
//gemrb extension: param2 actually controls which parts should be reversed
// 0 - switch both (as original)
// 1 - switch good and evil
// 2 - switch lawful and chaotic
static int al_switch_both[16]={0,0x33,0x32,0x31,0,0x23,0x22,0x21,0,0x13,0x12,0x11};
static int al_switch_law[16]={0,0x31,0x32,0x33,0,0x21,0x22,0x23,0,0x11,0x12,0x13};
static int al_switch_good[16]={0,0x13,0x12,0x11,0,0x23,0x22,0x21,0,0x33,0x32,0x31};
int fx_alignment_invert (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_alignment_invert(%2d)", fx->Opcode);
register ieDword newalign = target->GetStat( IE_ALIGNMENT );
//compress the values. GNE is the first 2 bits originally
//LNC is the 4/5. bits.
newalign = (newalign & AL_GE_MASK) | ((newalign & AL_LC_MASK)>>2);
switch (fx->Parameter2) {
default:
newalign = al_switch_both[newalign];
break;
case 1: //switch good/evil
newalign = al_switch_good[newalign];
break;
case 2:
newalign = al_switch_law[newalign];
break;
}
STAT_SET( IE_ALIGNMENT, newalign );
return FX_APPLIED;
}
// 0x39 Alignment:Change
int fx_alignment_change (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_alignment_change(%2d): Value: %d", fx->Opcode, fx->Parameter2);
STAT_SET( IE_ALIGNMENT, fx->Parameter2 );
return FX_APPLIED;
}
// 0x3a DispelEffects
int fx_dispel_effects (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_dispel_effects(%2d): Value: %d, IDS: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
ieResRef Removed;
ieDword level;
switch (fx->Parameter2) {
case 0:
default:
level = 0xffffffff;
break;
case 1:
//same level: 50% success, each diff modifies it by 5%
level = core->Roll(1,20,fx->Power-10);
if (level>=0x80000000) level = 0;
break;
case 2:
//same level: 50% success, each diff modifies it by 5%
level = core->Roll(1,20,fx->Parameter1-10);
if (level>=0x80000000) level = 0;
break;
}
//if signed would it be negative?
target->fxqueue.RemoveLevelEffects(Removed, level, RL_DISPELLABLE, 0);
return FX_NOT_APPLIED;
}
// 0x3B StealthModifier
int fx_stealth_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_stealth_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
STAT_MOD( IE_STEALTH );
return FX_APPLIED;
}
// 0x3C MiscastMagicModifier
int fx_miscast_magic_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_miscast_magic_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
switch (fx->Parameter2) {
case 3:
STAT_SET( IE_DEADMAGIC, 1);
case 0:
STAT_SET( IE_SPELLFAILUREMAGE, fx->Parameter1);
break;
case 4:
STAT_SET( IE_DEADMAGIC, 1);
case 1:
STAT_SET( IE_SPELLFAILUREPRIEST, fx->Parameter1);
break;
case 5:
STAT_SET( IE_DEADMAGIC, 1);
case 2:
STAT_SET( IE_SPELLFAILUREINNATE, fx->Parameter1);
break;
default:
return FX_NOT_APPLIED;
}
return FX_APPLIED;
}
// 0x3D AlchemyModifier
// this crashes in bg2 due to assertion failure (disabled intentionally)
// and in iwd it doesn't really follow the stat_mod convention (quite lame)
int fx_alchemy_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_alchemy_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
switch(fx->Parameter2) {
case 0:
STAT_ADD( IE_ALCHEMY, fx->Parameter1 );
break;
case 1:
STAT_SET( IE_ALCHEMY, fx->Parameter1 );
break;
case 2:
STAT_SET( IE_ALCHEMY, 100 );
break;
}
return FX_APPLIED;
}
// 0x3E PriestSpellSlotsModifier
int fx_bonus_priest_spells (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_bonus_priest_spells(%2d): Spell Add: %d ; Spell Level: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
int i=1;
//if param2 is 0, then double spells up to param1
if(!fx->Parameter2) {
for (unsigned int j=0;j<fx->Parameter1 && j<MAX_SPELL_LEVEL;j++) {
target->spellbook.SetMemorizableSpellsCount(0, IE_SPELL_TYPE_PRIEST, j, true);
}
return FX_APPLIED;
}
//HoW specific
//if param2 is 0x200, then double spells at param1
if (fx->Parameter2==0x200) {
unsigned int j = fx->Parameter1-1;
target->spellbook.SetMemorizableSpellsCount(fx->Parameter1, IE_SPELL_TYPE_PRIEST, j, true);
return FX_APPLIED;
}
for(unsigned int j=0;j<MAX_SPELL_LEVEL;j++) {
if (fx->Parameter2&i) {
target->spellbook.SetMemorizableSpellsCount(fx->Parameter1, IE_SPELL_TYPE_PRIEST, j, true);
}
i<<=1;
}
return FX_APPLIED;
}
// 0x3F State:Infravision
int fx_set_infravision_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_infravision_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_STATE_SET( STATE_INFRA );
} else {
STATE_SET( STATE_INFRA );
}
return FX_PERMANENT;
}
// 0x40 Cure:Infravision
int fx_cure_infravision_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_cure_infravision_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
BASE_STATE_CURE( STATE_INFRA );
target->fxqueue.RemoveAllEffects(fx_set_infravision_state_ref);
return FX_NOT_APPLIED;
}
// 0x41 State:Blur
int fx_set_blur_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_blur_state(%2d)", fx->Opcode);
//death stops this effect
if (STATE_GET( STATE_DEAD) ) {
return FX_NOT_APPLIED;
}
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_STATE_SET( STATE_BLUR );
} else {
STATE_SET( STATE_BLUR );
}
//iwd2 specific
if (enhanced_effects) {
target->AddPortraitIcon(PI_BLUR);
}
return FX_PERMANENT;
}
// 0x42 TransparencyModifier
int fx_transparency_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_transparency_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//maybe this needs some timing
switch (fx->Parameter2) {
case 1: //fade in
if (fx->Parameter1<255) {
if (core->GetGame()->GameTime%2) {
fx->Parameter1++;
}
}
break;
case 2://fade out
if (fx->Parameter1) {
if (core->GetGame()->GameTime%2) {
fx->Parameter1--;
}
}
break;
}
STAT_MOD( IE_TRANSLUCENT );
return FX_APPLIED;
}
// 0x43 SummonCreature
static int eamods[]={EAM_ALLY,EAM_ALLY,EAM_DEFAULT,EAM_ALLY,EAM_DEFAULT,EAM_ENEMY,EAM_ALLY};
int fx_summon_creature (Scriptable* Owner, Actor* target, Effect* fx)
{
if(0) print("fx_summon_creature(%2d): ResRef:%s Anim:%s Type: %d", fx->Opcode, fx->Resource, fx->Resource2, fx->Parameter2);
//summon creature (resource), play vvc (resource2)
//creature's lastsummoner is Owner
//creature's target is target
//position of appearance is target's pos
int eamod = -1;
if (fx->Parameter2<6){
eamod = eamods[fx->Parameter2];
}
//the monster should appear near the effect position
Point p(fx->PosX, fx->PosY);
Effect *newfx = EffectQueue::CreateUnsummonEffect(fx);
core->SummonCreature(fx->Resource, fx->Resource2, Owner, target, p, eamod, 0, newfx);
delete newfx;
return FX_NOT_APPLIED;
}
// 0x44 UnsummonCreature
int fx_unsummon_creature (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_unsummon_creature(%2d)", fx->Opcode);
//to be compatible with the original engine, unsummon doesn't work with PC's
//but it works on anything else
Map *area = target->GetCurrentArea();
if (!target->InParty && area) {
//play the vanish animation
ScriptedAnimation* sca = gamedata->GetScriptedAnimation(fx->Resource, false);
if (sca) {
sca->XPos+=target->Pos.x;
sca->YPos+=target->Pos.y;
area->AddVVCell(sca);
}
//remove the creature
target->DestroySelf();
return FX_NOT_APPLIED;
}
//the original keeps the effect around on partymembers or
//on those who don't have an area and executes it when the conditions apply.
return FX_APPLIED;
}
// 0x45 State:Nondetection
int fx_set_nondetection_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_nondetection_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_STATE_SET( STATE_NONDET );
} else {
STATE_SET( STATE_NONDET );
}
return FX_PERMANENT;
}
// 0x46 Cure:Nondetection
int fx_cure_nondetection_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_cure_nondetection_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
BASE_STATE_CURE( STATE_NONDET );
target->fxqueue.RemoveAllEffects(fx_set_nondetection_state_ref);
return FX_NOT_APPLIED;
}
// 0x47 SexModifier
int fx_sex_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_sex_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
ieDword value;
if (fx->Parameter2) {
value = fx->Parameter1;
} else {
if (STAT_GET(IE_SEX_CHANGED)) {
return FX_NOT_APPLIED;
}
STAT_SET( IE_SEX_CHANGED, 1);
value = STAT_GET(IE_SEX);
if (value==SEX_MALE) {
value = SEX_FEMALE;
} else {
value = SEX_MALE;
}
}
STAT_SET( IE_SEX, value );
return FX_APPLIED;
}
// 0x48 AIIdentifierModifier
int fx_ids_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_ids_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
bool permanent = fx->TimingMode==FX_DURATION_INSTANT_PERMANENT;
switch (fx->Parameter2) {
case 0:
if (permanent) {
BASE_SET(IE_EA, fx->Parameter1);
} else {
STAT_SET(IE_EA, fx->Parameter1);
}
break;
case 1:
if (permanent) {
BASE_SET(IE_GENERAL, fx->Parameter1);
} else {
STAT_SET(IE_GENERAL, fx->Parameter1);
}
break;
case 2:
if (permanent) {
BASE_SET(IE_RACE, fx->Parameter1);
} else {
STAT_SET(IE_RACE, fx->Parameter1);
}
break;
case 3:
if (permanent) {
BASE_SET(IE_CLASS, fx->Parameter1);
} else {
STAT_SET(IE_CLASS, fx->Parameter1);
}
break;
case 4:
if (permanent) {
BASE_SET(IE_SPECIFIC, fx->Parameter1);
} else {
STAT_SET(IE_SPECIFIC, fx->Parameter1);
}
break;
case 5:
if (permanent) {
BASE_SET(IE_SEX, fx->Parameter1);
} else {
STAT_SET(IE_SPECIFIC, fx->Parameter1);
}
break;
case 6:
if (permanent) {
BASE_SET(IE_ALIGNMENT, fx->Parameter1);
} else {
STAT_SET(IE_ALIGNMENT, fx->Parameter1);
}
break;
default:
return FX_NOT_APPLIED;
}
return FX_PERMANENT;
}
// 0x49 DamageBonusModifier
int fx_damage_bonus_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_damage_bonus_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
STAT_MOD( IE_DAMAGEBONUS );
//the basestat is not saved, so no FX_PERMANENT
return FX_APPLIED;
}
// 0x4a State:Blind
int fx_set_blind_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_blind_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//pst power word blind projectile support
if (fx->Parameter2==1) {
fx->Parameter2 = 0;
int stat = target->GetSafeStat(IE_HITPOINTS);
if (stat<25) {
stat = core->Roll(1,240,150);
} else if (stat<50) {
stat = core->Roll(1,120,70);
} else if (stat<100) {
stat = core->Roll(1,30,15);
} else stat = 0;
fx->Duration = core->GetGame()->GameTime+stat;
}
//don't do this effect twice (bug exists in BG2, but fixed in IWD2)
if (!STATE_GET(STATE_BLIND)) {
STATE_SET( STATE_BLIND );
//the feat normally exists only in IWD2, but won't hurt
if (!target->GetFeat(FEAT_BLIND_FIGHT)) {
if (core->HasFeature(GF_REVERSE_TOHIT)) {
STAT_ADD (IE_TOHIT, 10); // all other tohit stats are treated as bonuses
} else {
STAT_SUB (IE_ARMORCLASS, 2);
// TODO: 50% inherent miss chance (full concealment), no dexterity bonus to AC (flatfooted)
STAT_SUB (IE_TOHIT, 5);
}
}
}
//this should be FX_PERMANENT, but the current code is a mess here. Review after cleaned up
return FX_APPLIED;
}
// 0x4b Cure:Blind
int fx_cure_blind_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_cure_blind_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
BASE_STATE_CURE( STATE_BLIND );
target->fxqueue.RemoveAllEffects(fx_set_blind_state_ref);
return FX_NOT_APPLIED;
}
// 0x4c State:Feeblemind
int fx_set_feebleminded_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_feebleminded_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
STATE_SET( STATE_FEEBLE );
STAT_SET( IE_INT, 3);
if (enhanced_effects) {
target->AddPortraitIcon(PI_FEEBLEMIND);
}
//This state is better off with always stored, because of the portrait icon and the int stat
//it wouldn't be easily cured if it would go away after irrevocably altering another stat
return FX_APPLIED;
}
// 0x4d Cure:Feeblemind
int fx_cure_feebleminded_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_cure_feebleminded_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
BASE_STATE_CURE( STATE_FEEBLE );
target->fxqueue.RemoveAllEffects(fx_set_feebleminded_state_ref);
target->fxqueue.RemoveAllEffectsWithParam(fx_display_portrait_icon_ref, PI_FEEBLEMIND);
return FX_NOT_APPLIED;
}
// 0x4e State:Diseased
int fx_set_diseased_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_diseased_state(%2d): Damage: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (STATE_GET(STATE_DEAD|STATE_PETRIFIED|STATE_FROZEN) ) {
return FX_NOT_APPLIED;
}
int count = target->fxqueue.CountEffects(fx_diseased_state_ref, fx->Parameter1, fx->Parameter2, fx->Resource);
if (count > 1) {
return FX_APPLIED;
}
//setting damage to 0 because not all types do damage
ieDword damage = 0;
HandlePercentageDamage(fx, target);
switch(fx->Parameter2) {
case RPD_SECONDS:
damage = 1;
if (fx->Parameter1 && (core->GetGame()->GameTime%(fx->Parameter1*AI_UPDATE_TIME))) {
return FX_APPLIED;
}
break;
case RPD_PERCENT: // handled in HandlePercentageDamage
case RPD_POINTS:
damage = fx->Parameter1;
// per second
if (core->GetGame()->GameTime%AI_UPDATE_TIME) {
return FX_APPLIED;
}
break;
case RPD_STR: //strength
STAT_SUB(IE_STR, fx->Parameter1);
break;
case RPD_DEX: //dex
STAT_SUB(IE_DEX, fx->Parameter1);
break;
case RPD_CON: //con
STAT_SUB(IE_CON, fx->Parameter1);
break;
case RPD_INT: //int
STAT_SUB(IE_INT, fx->Parameter1);
break;
case RPD_WIS: //wis
STAT_SUB(IE_WIS, fx->Parameter1);
break;
case RPD_CHA: //cha
STAT_SUB(IE_CHR, fx->Parameter1);
break;
case RPD_CONTAGION: //contagion (iwd2) - an aggregate of STR,DEX,CHR,SLOW diseases
STAT_SUB(IE_STR, 2);
STAT_SUB(IE_DEX, 2);
STAT_SUB(IE_CHR, 2);
//falling through
case RPD_SLOW: //slow
//TODO: in iwd2
//-2 AC, BaB, reflex, damage
//-1 attack#
//speed halved
//in bg2
//TBD
target->AddPortraitIcon(PI_SLOWED);
break;
case RPD_MOLD: //mold touch (how)
EXTSTATE_SET(EXTSTATE_MOLD);
target->SetSpellState(SS_MOLDTOUCH);
damage = 1;
break;
case RPD_MOLD2:
break;
case RPD_PEST: //cloud of pestilence (iwd2)
break;
case RPD_DOLOR: //dolorous decay (iwd2)
break;
default:
damage = 1;
break;
}
//percent
Scriptable *caster = GetCasterObject();
if (damage) {
target->Damage(damage, DAMAGE_POISON, caster);
}
return FX_APPLIED;
}
// 0x4f Cure:Disease
int fx_cure_diseased_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_cure_diseased_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//STATE_CURE( STATE_DISEASED ); //the bit flagged as disease is actually the active state. so this is even more unlikely to be used as advertised
target->fxqueue.RemoveAllEffects( fx_diseased_state_ref ); //this is what actually happens in bg2
return FX_NOT_APPLIED;
}
// 0x50 State:Deafness
int fx_set_deaf_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_deaf_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//adopted IWD2 method, spellfailure will be handled internally based on the spell state
if (target->SetSpellState(SS_DEAF)) return FX_APPLIED;
EXTSTATE_SET(EXTSTATE_DEAF); //iwd1/how needs this
if (enhanced_effects) {
target->AddPortraitIcon(PI_DEAFNESS);
}
return FX_APPLIED;
}
int fx_set_deaf_state_iwd2 (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_deaf_state_iwd2(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//gemrb fix
if (target->SetSpellState(SS_DEAF)) return FX_APPLIED;
if (!fx->Parameter1) {
//this is a bad hack
fx->Parameter1 = 20;
}
STAT_ADD(IE_SPELLFAILUREMAGE, fx->Parameter1);
if (!fx->Parameter2) {
fx->Parameter1 = 20;
}
STAT_ADD(IE_SPELLFAILUREPRIEST, fx->Parameter2);
EXTSTATE_SET(EXTSTATE_DEAF); //iwd1/how needs this
target->AddPortraitIcon(PI_DEAFNESS); //iwd2 specific
return FX_APPLIED;
}
// 0x51 Cure:Deafness
//removes the deafness effect
int fx_cure_deaf_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_cure_deaf_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
target->fxqueue.RemoveAllEffects(fx_deaf_state_ref);
target->fxqueue.RemoveAllEffects(fx_deaf_state_iwd2_ref);
return FX_NOT_APPLIED;
}
// 0x52 SetAIScript
int fx_set_ai_script (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_ai_state(%2d): Resource: %s, Type: %d", fx->Opcode, fx->Resource, fx->Parameter2);
target->SetScript (fx->Resource, fx->Parameter2);
return FX_NOT_APPLIED;
}
// 0x53 Protection:Projectile
int fx_protection_from_projectile (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_protection_from_projectile(%2d): Type: %d", fx->Opcode, fx->Parameter2);
STAT_BIT_OR( IE_IMMUNITY, IMM_PROJECTILE);
return FX_APPLIED;
}
// 0x54 MagicalFireResistanceModifier
int fx_magical_fire_resistance_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_magical_fire_resistance_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_RESISTMAGICFIRE );
} else {
STAT_MOD( IE_RESISTMAGICFIRE );
}
return FX_PERMANENT;
}
// 0x55 MagicalColdResistanceModifier
int fx_magical_cold_resistance_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_magical_cold_resistance_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_RESISTMAGICCOLD );
} else {
STAT_MOD( IE_RESISTMAGICCOLD );
}
return FX_PERMANENT;
}
// 0x56 SlashingResistanceModifier
int fx_slashing_resistance_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_slashing_resistance_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
STAT_MOD( IE_RESISTSLASHING );
} else {
STAT_MOD( IE_RESISTSLASHING );
}
return FX_PERMANENT;
}
// 0x57 CrushingResistanceModifier
int fx_crushing_resistance_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_crushing_resistance_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_RESISTCRUSHING );
} else {
STAT_MOD( IE_RESISTCRUSHING );
}
return FX_PERMANENT;
}
// 0x58 PiercingResistanceModifier
int fx_piercing_resistance_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_piercing_resistance_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_RESISTPIERCING );
} else {
STAT_MOD( IE_RESISTPIERCING );
}
return FX_PERMANENT;
}
// 0x59 MissilesResistanceModifier
int fx_missiles_resistance_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_missiles_resistance_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_RESISTMISSILE );
} else {
STAT_MOD( IE_RESISTMISSILE );
}
return FX_PERMANENT;
}
// 0x5A OpenLocksModifier
int fx_open_locks_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_open_locks_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_LOCKPICKING );
} else {
STAT_MOD( IE_LOCKPICKING );
}
return FX_PERMANENT;
}
// 0x5B FindTrapsModifier
int fx_find_traps_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_find_traps_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_TRAPS );
} else {
STAT_MOD( IE_TRAPS );
}
return FX_PERMANENT;
}
// 0x5C PickPocketsModifier
int fx_pick_pockets_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_pick_pockets_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_PICKPOCKET );
} else {
STAT_MOD( IE_PICKPOCKET );
}
return FX_PERMANENT;
}
// 0x5D FatigueModifier
int fx_fatigue_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_fatigue_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_FATIGUE );
} else {
STAT_MOD( IE_FATIGUE );
}
return FX_PERMANENT;
}
// 0x5E IntoxicationModifier
int fx_intoxication_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_intoxication_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_INTOXICATION );
} else {
STAT_MOD( IE_INTOXICATION );
}
return FX_PERMANENT;
}
// 0x5F TrackingModifier
int fx_tracking_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_tracking_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_TRACKING );
} else {
STAT_MOD( IE_TRACKING );
}
return FX_PERMANENT;
}
// 0x60 LevelModifier
int fx_level_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_level_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
STAT_MOD( IE_LEVEL );
//While the original can, i would rather not modify the base stat here...
return FX_APPLIED;
}
// 0x61 StrengthBonusModifier
int fx_strength_bonus_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_strength_bonus_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD( IE_STREXTRA );
} else {
STAT_MOD( IE_STREXTRA );
}
return FX_APPLIED;
}
// 0x62 State:Regenerating
int fx_set_regenerating_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_regenerating_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
int damage;
int tmp = fx->Parameter1;
ieDword gameTime = core->GetGame()->GameTime;
if (fx->FirstApply) {
//ensure we prepare Parameter3 now
} else {
//we can have multiple calls at the same gameTime, so we
//just go to gameTime+1 to ensure one call
ieDword nextHeal = fx->Parameter3;
if (nextHeal>=gameTime) return FX_APPLIED;
}
HandlePercentageDamage(fx, target);
switch(fx->Parameter2) {
case RPD_TURNS: //restore param3 hp every param1 turns
tmp *= core->Time.rounds_per_turn;
//fall
case RPD_ROUNDS: //restore param3 hp every param1 rounds
tmp *= core->Time.round_sec;
//fall
case RPD_SECONDS: //restore param3 hp every param1 seconds
fx->Parameter3 = gameTime + tmp*AI_UPDATE_TIME;
damage = 1;
break;
case RPD_PERCENT: // handled in HandlePercentageDamage
case RPD_POINTS: //restore param1 hp every second? that's crazy!
damage = fx->Parameter1;
fx->Parameter3 = gameTime + AI_UPDATE_TIME;
break;
default:
fx->Parameter3 = gameTime + AI_UPDATE_TIME;
damage = 1;
break;
}
if (fx->FirstApply) {
//don't add hp in the first occasion, so it cannot be used for cheat heals
return FX_APPLIED;
}
target->NewBase(IE_HITPOINTS, damage, MOD_ADDITIVE);
return FX_APPLIED;
}
// 0x63 SpellDurationModifier
int fx_spell_duration_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_spell_duration_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
switch (fx->Parameter2) {
case 0:
STAT_SET( IE_SPELLDURATIONMODMAGE, fx->Parameter1);
break;
case 1:
STAT_SET( IE_SPELLDURATIONMODPRIEST, fx->Parameter1);
break;
default:
return FX_NOT_APPLIED;
}
return FX_APPLIED;
}
// 0x64 Protection:Creature
int fx_generic_effect (Scriptable* /*Owner*/, Actor* /*target*/, Effect* fx)
{
if(0) print("fx_generic_effect(%2d): Param1: %d, Param2: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
return FX_APPLIED;
}
// 0x65 Protection:Opcode
int fx_protection_opcode (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_protection_opcode(%2d): Opcode: %d", fx->Opcode, fx->Parameter2);
STAT_BIT_OR(IE_IMMUNITY, IMM_OPCODE);
return FX_APPLIED;
}
// 0x66 Protection:SpellLevel
int fx_protection_spelllevel (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_protection_spelllevel(%2d) Level: %d", fx->Opcode, fx->Parameter1);
int value = fx->Parameter1;
if (value<9) {
STAT_BIT_OR(IE_MINORGLOBE, 1<<value);
STAT_BIT_OR(IE_IMMUNITY, IMM_LEVEL);
return FX_APPLIED;
}
return FX_NOT_APPLIED;
}
// 0x67 ChangeName
int fx_change_name (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_change_name_modifier(%2d): StrRef: %d", fx->Opcode, fx->Parameter1);
//this also changes the base stat
target->SetName(fx->Parameter1, 0);
return FX_NOT_APPLIED;
}
// 0x68 ExperienceModifier
int fx_experience_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_experience_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//FIXME: this has mode too
//target->AddExperience (fx->Parameter1);
STAT_MOD( IE_XP );
return FX_NOT_APPLIED;
}
// 0x69 GoldModifier
//in BG2 this effect subtracts gold when type is MOD_ADDITIVE
//no one uses it, though. To keep the function, the default branch will do the subtraction
int fx_gold_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_gold_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (!target->InParty) {
STAT_MOD( IE_GOLD );
return FX_NOT_APPLIED;
}
ieDword gold;
Game *game = core->GetGame();
//for party members, the gold is stored in the game object
switch( fx->Parameter2) {
case MOD_ADDITIVE:
gold = fx->Parameter1;
break;
case MOD_ABSOLUTE:
gold = fx->Parameter1-game->PartyGold;
break;
case MOD_PERCENT:
gold = game->PartyGold*fx->Parameter1/100-game->PartyGold;
break;
default:
gold = (ieDword) -fx->Parameter1;
break;
}
game->AddGold (gold);
return FX_NOT_APPLIED;
}
// 0x6a MoraleBreakModifier
int fx_morale_break_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_morale_break_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
BASE_MOD(IE_MORALEBREAK);
} else {
STAT_MOD(IE_MORALEBREAK);
}
return FX_PERMANENT; //permanent morale break doesn't stick
}
// 0x6b PortraitChange
int fx_portrait_change (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_portrait_change(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
target->SetPortrait( fx->Resource, fx->Parameter2);
return FX_NOT_APPLIED;
}
// 0x6c ReputationModifier
int fx_reputation_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_reputation_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
STAT_MOD(IE_REPUTATION);
//needs testing and thinking, the original engine can permanently modify the basestat
//but it is unclear how a timed reputation change alters the global reputation stored in game
//our current solution immediately transfers the reputation to game (in case of pc)
return FX_NOT_APPLIED;
}
// 0x6d --> see later
//0x6e works only in PST, reused for turning undead in bg
//0x118 TurnUndead how
int fx_turn_undead (Scriptable* Owner, Actor* target, Effect* fx)
{
if(0) print("fx_turn_undead(%2d): Level %d", fx->Opcode, fx->Parameter1);
if (fx->Parameter1) {
target->Turn(Owner, fx->Parameter1);
} else {
if (Owner->Type!=ST_ACTOR) {
return FX_NOT_APPLIED;
}
target->Turn(Owner, ((Actor *) Owner)->GetStat(IE_TURNUNDEADLEVEL));
}
return FX_APPLIED;
}
// 0x6f Item:CreateMagic
int fx_create_magic_item (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
//charge count is the same for all slots by default
if (!fx->Parameter3) fx->Parameter3 = fx->Parameter1;
if (!fx->Parameter4) fx->Parameter4 = fx->Parameter1;
int slot = target->inventory.GetMagicSlot();
target->inventory.SetSlotItemRes(fx->Resource, slot, fx->Parameter1, fx->Parameter3, fx->Parameter4);
//IWD doesn't let you create two handed weapons (actually only decastave) if shield slot is filled
//modders can still force two handed weapons with Parameter2
if (!fx->Parameter2) {
if (target->inventory.GetItemFlag(slot)&IE_ITEM_TWO_HANDED) {
if (target->inventory.HasItemInSlot("",target->inventory.GetShieldSlot())) {
target->inventory.RemoveItem(slot);
displaymsg->DisplayConstantStringNameString(STR_SPELL_FAILED, DMC_WHITE, STR_OFFHAND_USED, target);
return FX_NOT_APPLIED;
}
}
}
//equip the weapon
target->inventory.SetEquippedSlot(target->inventory.GetMagicSlot()-target->inventory.GetWeaponSlot(), 0);
if ((fx->TimingMode&0xff) == FX_DURATION_INSTANT_LIMITED) {
//if this effect has expiration, then it will remain as a remove_item
//on the effect queue, inheriting all the parameters
fx->Opcode=EffectQueue::ResolveEffect(fx_remove_item_ref);
fx->TimingMode=FX_DURATION_DELAY_PERMANENT;
return FX_APPLIED;
}
return FX_NOT_APPLIED;
}
// 0x70 Item:Remove
int fx_remove_item (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
//will destroy the first item
if (target->inventory.DestroyItem(fx->Resource,0,1)) {
target->ReinitQuickSlots();
}
return FX_NOT_APPLIED;
}
// 0x71 Item:Equip
int fx_equip_item (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
int eff = core->QuerySlotEffects( fx->Parameter2 );
switch(eff) {
case SLOT_EFFECT_NONE:
case SLOT_EFFECT_MELEE:
target->inventory.SetEquippedSlot( fx->Parameter2, fx->Parameter1 );
break;
default:
target->inventory.EquipItem( fx->Parameter2 );
break;
}
target->ReinitQuickSlots();
return FX_NOT_APPLIED;
}
// 0x72 Dither
int fx_dither (Scriptable* /*Owner*/, Actor* /*target*/, Effect* fx)
{
if(0) print("fx_dither(%2d): Value: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//this effect doesn't work in any original engine versions
return FX_NOT_APPLIED;
}
// 0x73 DetectAlignment
//gemrb extension: chaotic/lawful detection
int fx_detect_alignment (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
ieDword msk;
ieDword stat;
static int ge[] = {AL_EVIL, AL_GE_NEUTRAL, AL_GOOD, AL_CHAOTIC, AL_LC_NEUTRAL, AL_LAWFUL};
msk = ge[fx->Parameter2];
if (fx->Parameter2<3) {
//0,1,2 -> 3,2,1
stat = target->GetStat(IE_ALIGNMENT)&AL_GE_MASK;
}
else {
//3,4,5 -> 0x30, 0x20, 0x10
stat = target->GetStat(IE_ALIGNMENT)&AL_LC_MASK;
}
if (stat != msk) return FX_NOT_APPLIED;
ieDword color = fx->Parameter1;
switch (msk) {
case AL_EVIL:
if (!color) color = 0xff0000;
displaymsg->DisplayConstantStringName(STR_EVIL, color, target);
//glow red
target->SetColorMod(0xff, RGBModifier::ADD, 30, 0xff, 0, 0, 0);
break;
case AL_GOOD:
if (!color) color = 0xff00;
displaymsg->DisplayConstantStringName(STR_GOOD, color, target);
//glow green
target->SetColorMod(0xff, RGBModifier::ADD, 30, 0, 0xff, 0, 0);
break;
case AL_GE_NEUTRAL:
if (!color) color = 0xff;
displaymsg->DisplayConstantStringName(STR_GE_NEUTRAL, color, target);
//glow blue
target->SetColorMod(0xff, RGBModifier::ADD, 30, 0, 0, 0xff, 0);
break;
case AL_CHAOTIC:
if (!color) color = 0xff00ff;
displaymsg->DisplayConstantStringName(STR_CHAOTIC, color, target);
//glow purple
target->SetColorMod(0xff, RGBModifier::ADD, 30, 0xff, 0, 0xff, 0);
break;
case AL_LAWFUL:
if (!color) color = 0xffffff;
displaymsg->DisplayConstantStringName(STR_LAWFUL, color, target);
//glow white
target->SetColorMod(0xff, RGBModifier::ADD, 30, 0xff, 0xff, 0xff, 0);
break;
case AL_LC_NEUTRAL:
if (!color) color = 0xff;
displaymsg->DisplayConstantStringName(STR_LC_NEUTRAL, color, target);
//glow blue
target->SetColorMod(0xff, RGBModifier::ADD, 30, 0, 0, 0xff, 0);
break;
}
return FX_NOT_APPLIED;
}
// 0x74 Cure:Invisible2 (see 0x2f)
// 0x75 Reveal:Area
// 0 reveal whole area
// 1 reveal area in pattern
int fx_reveal_area (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_reveal_area(%2d): Value: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
Map *map = NULL;
if (target) {
map = target->GetCurrentArea();
} else {
map = core->GetGame()->GetCurrentArea();
}
if (!map) {
return FX_APPLIED;
}
if (fx->Parameter2) {
map->Explore(fx->Parameter1);
} else {
map->Explore(-1);
}
return FX_NOT_APPLIED;
}
// 0x76 Reveal:Creatures
int fx_reveal_creatures (Scriptable* /*Owner*/, Actor* /*target*/, Effect* fx)
{
if(0) print("fx_reveal_creatures(%2d): Value: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//this effect doesn't work in any original engine versions
return FX_NOT_APPLIED;
}
// 0x77 MirrorImage
int fx_mirror_image (Scriptable* Owner, Actor* target, Effect* fx)
{
if(0) print("fx_mirror_image(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
ieDword images;
if (fx->Parameter2) {
images = 1; //reflection
}
else {
// the original uses only IE_LEVEL, but that can be awefully bad in
// the case of dual- and multiclasses
unsigned int level = target->GetCasterLevel(IE_SPL_WIZARD);
// 2-8 mirror images
images = level/3 + 2;
if (images > 8) images = 8;
}
Effect *fx2 = target->fxqueue.HasEffect(fx_mirror_image_modifier_ref);
if (fx2) {
//update old effect with our numbers if our numbers are more
if (fx2->Parameter1<images) {
fx2->Parameter1=images;
}
if (fx->TimingMode==FX_DURATION_INSTANT_PERMANENT) {
fx2->TimingMode = FX_DURATION_INSTANT_PERMANENT;
}
return FX_NOT_APPLIED;
}
fx->Opcode = EffectQueue::ResolveEffect(fx_mirror_image_modifier_ref);
fx->Parameter1=images;
//parameter2 could be 0 or 1 (mirror image or reflection)
//execute the translated effect
return fx_mirror_image_modifier(Owner, target, fx);
}
// 0x78 Protection:Weapons
int fx_immune_to_weapon (Scriptable* /*Owner*/, Actor* /*target*/, Effect* fx)
{
if(0) print("fx_immune_to_weapon(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (!fx->FirstApply) return FX_APPLIED;
int level;
ieDword mask, value;
level = -1;
mask = 0;
value = 0;
switch(fx->Parameter2) {
case 0: //enchantment level
level = fx->Parameter1;
break;
case 1: //all magical weapons
value = IE_INV_ITEM_MAGICAL;
//fallthrough
case 2: //all nonmagical weapons
mask = IE_INV_ITEM_MAGICAL;
break;
case 3: //all silver weapons
value = IE_INV_ITEM_SILVER;
//fallthrough
case 4: //all non silver weapons
mask = IE_INV_ITEM_SILVER;
break;
case 5:
value = IE_INV_ITEM_SILVER;
mask = IE_INV_ITEM_SILVER;
level = 0;
break;
case 6: //all twohanded
value = IE_INV_ITEM_TWOHANDED;
//fallthrough
case 7: //all not twohanded
mask = IE_INV_ITEM_TWOHANDED;
break;
case 8: //all twohanded
value = IE_INV_ITEM_CURSED;
//fallthrough
case 9: //all not twohanded
mask = IE_INV_ITEM_CURSED;
break;
case 10: //all twohanded
value = IE_INV_ITEM_COLDIRON;
//fallthrough
case 11: //all not twohanded
mask = IE_INV_ITEM_COLDIRON;
break;
case 12:
mask = fx->Parameter1;
case 13:
value = fx->Parameter1;
break;
default:;
}
fx->Parameter1 = (ieDword) level; //putting the corrected value back
fx->Parameter3 = mask;
fx->Parameter4 = value;
return FX_APPLIED;
}
// 0x79 VisualAnimationEffect (unknown)
int fx_visual_animation_effect (Scriptable* /*Owner*/, Actor* /*target*/, Effect* fx)
{
//this effect doesn't work in any original engine versions
if(0) print("fx_visual_animation_effect(%2d)", fx->Opcode);
return FX_NOT_APPLIED;
}
// 0x7a Item:CreateInventory
int fx_create_inventory_item (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_create_inventory_item(%2d)", fx->Opcode);
target->inventory.AddSlotItemRes( fx->Resource, SLOT_ONLYINVENTORY, fx->Parameter1, fx->Parameter3, fx->Parameter4 );
if ((fx->TimingMode&0xff) == FX_DURATION_INSTANT_LIMITED) {
//if this effect has expiration, then it will remain as a remove_item
//on the effect queue, inheriting all the parameters
fx->Opcode=EffectQueue::ResolveEffect(fx_remove_inventory_item_ref);
fx->TimingMode=FX_DURATION_DELAY_PERMANENT;
return FX_APPLIED;
}
return FX_NOT_APPLIED;
}
// 0x7b Item:RemoveInventory
int fx_remove_inventory_item (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_remove_inventory_item(%2d)", fx->Opcode);
//FIXME: now equipped items are only wielded weapons
//why would it not let equipped items to be destructed?
target->inventory.DestroyItem(fx->Resource,IE_INV_ITEM_EQUIPPED,1);
return FX_NOT_APPLIED;
}
// 0x7c DimensionDoor
// iwd2 has several options
int fx_dimension_door (Scriptable* Owner, Actor* target, Effect* fx)
{
if(0) print("fx_dimension_door(%2d) Type:%d", fx->Opcode, fx->Parameter2);
Point p;
switch(fx->Parameter2)
{
case 0: //target to point
p.x=fx->PosX;
p.y=fx->PosY;
break;
case 1: //owner to target
if (Owner->Type!=ST_ACTOR) {
return FX_NOT_APPLIED;
}
p=target->Pos;
target = (Actor *) Owner;
break;
case 2: //target to saved location
p.x=STAT_GET(IE_SAVEDXPOS);
p.x=STAT_GET(IE_SAVEDYPOS);
target->SetOrientation(STAT_GET(IE_SAVEDFACE), false);
break;
case 3: //owner swapped with target
if (Owner->Type!=ST_ACTOR) {
return FX_NOT_APPLIED;
}
p=target->Pos;
target->SetPosition(Owner->Pos, true, 0);
target = (Actor *) Owner;
break;
}
target->SetPosition(p, true, 0 );
return FX_NOT_APPLIED;
}
// 0x7d Unlock
int fx_knock (Scriptable* Owner, Actor* /*target*/, Effect* fx)
{
if(0) print("fx_knock(%2d) [%d.%d]", fx->Opcode, fx->PosX, fx->PosY);
Map *map = Owner->GetCurrentArea();
if (!map) {
return FX_NOT_APPLIED;
}
Point p(fx->PosX, fx->PosY);
Door *door = map->TMap->GetDoorByPosition(p);
if (door) {
if (door->LockDifficulty<100) {
door->SetDoorLocked(false, true);
}
return FX_NOT_APPLIED;
}
Container *container = map->TMap->GetContainerByPosition(p);
if (container) {
if(container->LockDifficulty<100) {
container->SetContainerLocked(false);
}
return FX_NOT_APPLIED;
}
return FX_NOT_APPLIED;
}
// 0x7e MovementRateModifier
// 0xb0 MovementRateModifier2
int fx_movement_modifier (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_movement_modifier(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//iwd2 freeaction disables only 0xb0, who cares
if (target->HasSpellState(SS_FREEACTION)) return FX_NOT_APPLIED;
//iwd2 aegis doesn't protect against grease/acid fog slowness, but that is
//definitely a bug
if (target->HasSpellState(SS_AEGIS)) return FX_NOT_APPLIED;
ieDword value = target->GetStat(IE_MOVEMENTRATE);
STAT_MOD(IE_MOVEMENTRATE);
if (value < target->GetStat(IE_MOVEMENTRATE)) {
target->AddPortraitIcon(PI_HASTED);
}
return FX_APPLIED;
}
#define FX_MS 10
static const ieResRef monster_summoning_2da[FX_MS]={"MONSUM01","MONSUM02","MONSUM03",
"ANISUM01","ANISUM02", "MONSUM01", "MONSUM02","MONSUM03","ANISUM01","ANISUM02"};
// 0x7f MonsterSummoning
int fx_monster_summoning (Scriptable* Owner, Actor* target, Effect* fx)
{
if(0) print("fx_monster_summoning(%2d): Number: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//check the summoning limit?
if (!Owner) {
return FX_NOT_APPLIED;
}
if (!Owner->GetCurrentArea()) {
return FX_APPLIED;
}
//get monster resref from 2da determined by fx->Resource or fx->Parameter2
//the only addition to the original engine is that fx->Resource can be
//used to specify a 2da (if parameter2 is >= 10)
ieResRef monster;
ieResRef hit;
ieResRef areahit;
ieResRef table;
int level = fx->Parameter1;
if (fx->Parameter2>=FX_MS) {
if (fx->Resource[0]) {
strnuprcpy(table, fx->Resource, 8);
} else {
strnuprcpy(table, "ANISUM03", 8);
}
} else {
strnuprcpy(table, monster_summoning_2da[fx->Parameter2], 8);
}
core->GetResRefFrom2DA(monster_summoning_2da[fx->Parameter2], monster, hit, areahit);
if (!hit[0]) {
strnuprcpy(hit, fx->Resource2, 8);
}
if (!areahit[0]) {
strnuprcpy(areahit, fx->Resource3, 8);
}
//the monster should appear near the effect position
Point p(fx->PosX, fx->PosY);
Effect *newfx = EffectQueue::CreateUnsummonEffect(fx);
//The hostile flag should cover these cases, all else is arbitrary
//0,1,2,3,4 - friendly to target
//5,6,7,8,9 - hostile to target
//10 - friendly to target
int eamod;
if (fx->Parameter2>=5 && fx->Parameter2<=9) {
eamod = EAM_ENEMY;
}
else {
eamod = EAM_ALLY;
}
//caster may be important here (Source), even if currently the EA modifiers
//don't use it
Scriptable *caster = GetCasterObject();
core->SummonCreature(monster, hit, caster, target, p, eamod, level, newfx);
delete newfx;
return FX_NOT_APPLIED;
}
// 0x80 State:Confused
int fx_set_confused_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_confused_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (target->HasSpellState(SS_BLOODRAGE)) {
return FX_NOT_APPLIED;
}
if (fx->TimingMode==FX_DURATION_DELAY_PERMANENT) {
BASE_STATE_SET( STATE_CONFUSED );
} else {
STATE_SET( STATE_CONFUSED );
}
//NOTE: iwd2 is also unable to display the portrait icon
//for permanent confusion
//the portrait icon cannot be made common because rigid thinking uses a different icon
//in bg2/how
if (enhanced_effects) {
target->AddPortraitIcon(PI_CONFUSED);
}
return FX_PERMANENT;
}
// 0x81 AidNonCumulative
int fx_set_aid_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_aid_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (!fx->Parameter2) {
fx->Parameter2=core->Roll(fx->Parameter1,8,0);
}
if (STATE_GET (STATE_AID) ) //aid is non cumulative
return FX_NOT_APPLIED;
STATE_SET( STATE_AID );
target->SetSpellState(SS_AID);
STAT_ADD( IE_MAXHITPOINTS, fx->Parameter2);
//This better happens after increasing maxhitpoints
if (fx->FirstApply) {
BASE_ADD( IE_HITPOINTS, fx->Parameter1);
}
STAT_ADD( IE_SAVEVSDEATH, fx->Parameter1);
STAT_ADD( IE_SAVEVSWANDS, fx->Parameter1);
STAT_ADD( IE_SAVEVSPOLY, fx->Parameter1);
STAT_ADD( IE_SAVEVSBREATH, fx->Parameter1);
STAT_ADD( IE_SAVEVSSPELL, fx->Parameter1);
//bless effect too?
STAT_ADD( IE_TOHIT, fx->Parameter1);
STAT_ADD( IE_MORALEBREAK, fx->Parameter1);
if (enhanced_effects) {
target->AddPortraitIcon(PI_AID);
target->SetColorMod(0xff, RGBModifier::ADD, 30, 50, 50, 50);
}
return FX_APPLIED;
}
// 0x82 BlessNonCumulative
int fx_set_bless_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_bless_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (STATE_GET (STATE_BLESS) ) //bless is non cumulative
return FX_NOT_APPLIED;
//do this once
target->fxqueue.RemoveAllEffects(fx_bane_ref);
STATE_SET( STATE_BLESS );
target->SetSpellState(SS_BLESS);
STAT_ADD( IE_TOHIT, fx->Parameter1);
STAT_ADD( IE_MORALEBREAK, fx->Parameter1);
if (enhanced_effects) {
target->AddPortraitIcon(PI_BLESS);
target->SetColorMod(0xff, RGBModifier::ADD, 30, 0xc0, 0x80, 0);
}
return FX_APPLIED;
}
// 0x83 ChantNonCumulative
int fx_set_chant_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_chant_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (STATE_GET (STATE_CHANT) ) //chant is non cumulative
return FX_NOT_APPLIED;
STATE_SET( STATE_CHANT );
target->SetSpellState(SS_GOODCHANT);
STAT_ADD( IE_LUCK, fx->Parameter1 );
return FX_APPLIED;
}
// 0x84 HolyNonCumulative
int fx_set_holy_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_holy_state(%2d): Modifier: %d", fx->Opcode, fx->Parameter1);
if (STATE_GET (STATE_HOLY) ) //holy power is non cumulative
return FX_NOT_APPLIED;
STATE_SET( STATE_HOLY );
//setting the spell state to be compatible with iwd2
target->SetSpellState(SS_HOLYMIGHT);
STAT_ADD( IE_STR, fx->Parameter1);
STAT_ADD( IE_CON, fx->Parameter1);
STAT_ADD( IE_DEX, fx->Parameter1);
if (enhanced_effects) {
target->AddPortraitIcon(PI_HOLY);
target->SetColorMod(0xff, RGBModifier::ADD, 30, 0x80, 0x80, 0x80);
}
return FX_APPLIED;
}
// 0x85 LuckNonCumulative
int fx_luck_non_cumulative (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_luck_non_cumulative(%2d): Modifier: %d", fx->Opcode, fx->Parameter1);
if (STATE_GET (STATE_LUCK) ) //this luck is non cumulative
return FX_NOT_APPLIED;
STATE_SET( STATE_LUCK );
target->SetSpellState(SS_LUCK);
STAT_ADD( IE_LUCK, fx->Parameter1 );
//no, this isn't in BG2, this modifies only the state bitfield and the stat
//STAT_ADD( IE_DAMAGELUCK, fx->Parameter1 );
return FX_APPLIED;
}
// 0x85 LuckCumulative (iwd2)
int fx_luck_cumulative (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_luck_cumulative(%2d): Modifier: %d", fx->Opcode, fx->Parameter1);
target->SetSpellState(SS_LUCK);
STAT_ADD( IE_LUCK, fx->Parameter1 );
//TODO:check this in IWD2
STAT_ADD( IE_DAMAGELUCK, fx->Parameter1 );
return FX_APPLIED;
}
// 0x86 State:Petrification
int fx_set_petrified_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_petrified_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
BASE_STATE_SET( STATE_PETRIFIED );
//always permanent effect, in fact in the original it is a death opcode (Avenger)
//i just would like this to be less difficult to use in mods (don't destroy petrified creatures)
return FX_NOT_APPLIED;
}
// 0x87 Polymorph
void CopyPolymorphStats(Actor *source, Actor *target)
{
int i;
if(!polymorph_stats) {
AutoTable tab("polystat");
if (!tab) {
polymorph_stats = (int *) malloc(0);
polystatcount=0;
return;
}
polystatcount = tab->GetRowCount();
polymorph_stats=(int *) malloc(sizeof(int)*polystatcount);
for (i=0;i<polystatcount;i++) {
polymorph_stats[i]=core->TranslateStat(tab->QueryField(i,0));
}
}
assert(target->polymorphCache);
if (!target->polymorphCache->stats) {
target->polymorphCache->stats = new ieDword[polystatcount];
}
for(i=0;i<polystatcount;i++) {
target->polymorphCache->stats[i] = source->Modified[polymorph_stats[i]];
}
}
int fx_polymorph (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_polymorph_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (!gamedata->Exists(fx->Resource,IE_CRE_CLASS_ID)) {
//kill all polymorph effects
target->fxqueue.RemoveAllEffectsWithParam(fx_polymorph_ref, fx->Parameter2);
//destroy the magic item slot
target->inventory.RemoveItem(target->inventory.GetMagicSlot() );
return FX_NOT_APPLIED;
}
// to avoid repeatedly loading the file or keeping all the data around
// wasting memory, we keep a PolymorphCache object around, with only
// the data we need from the polymorphed creature
bool cached = true;
if (!target->polymorphCache) {
cached = false;
target->polymorphCache = new PolymorphCache();
}
if (!cached || strnicmp(fx->Resource,target->polymorphCache->Resource,sizeof(fx->Resource))) {
Actor *newCreature = gamedata->GetCreature(fx->Resource,0);
//I don't know how could this happen, existance of the resource was already checked
if (!newCreature) {
return FX_NOT_APPLIED;
}
memcpy(target->polymorphCache->Resource, fx->Resource, sizeof(fx->Resource));
CopyPolymorphStats(newCreature, target);
delete newCreature;
}
//copy all polymorphed stats
if(!fx->Parameter2) {
STAT_SET( IE_POLYMORPHED, 1 );
//disable mage and cleric spells (see IE_CASTING doc above)
STAT_BIT_OR(IE_CASTING, 6);
STAT_BIT_OR(IE_DISABLEDBUTTON, (1<<ACT_CAST)|(1<<ACT_QSPELL1)|(1<<ACT_QSPELL2)|(1<<ACT_QSPELL3) );
}
for(int i=0;i<polystatcount;i++) {
//copy only the animation ID
if (fx->Parameter2 && polymorph_stats[i] != IE_ANIMATION_ID) continue;
target->SetStat(polymorph_stats[i], target->polymorphCache->stats[i], 1);
}
return FX_APPLIED;
}
// 0x88 ForceVisible
int fx_force_visible (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_force_visible(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (pstflags) {
BASE_STATE_CURE(STATE_PST_INVIS);
} else {
BASE_STATE_CURE(STATE_INVISIBLE);
}
target->fxqueue.RemoveAllEffectsWithParam(fx_set_invisible_state_ref,0);
target->fxqueue.RemoveAllEffectsWithParam(fx_set_invisible_state_ref,2);
//fix the hiding puppet while mislead bug, by
if (target->GetSafeStat(IE_PUPPETTYPE)==1) {
//hack target to use the plain type
target->Modified[IE_PUPPETTYPE]=0;
//go after the original puppetmarker in the puppet too
Actor *puppet = core->GetGame()->GetActorByGlobalID(target->GetSafeStat(IE_PUPPETID) );
if (puppet) {
Effect *puppetmarker = puppet->fxqueue.HasEffect(fx_puppetmarker_ref);
//hack the puppet type to normal, where it doesn't grant invisibility
if (puppetmarker) {
puppetmarker->Parameter2 = 0;
}
}
}
return FX_NOT_APPLIED;
}
// 0x89 ChantBadNonCumulative
int fx_set_chantbad_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_chantbad_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (STATE_GET (STATE_CHANTBAD) ) //chant is non cumulative
return FX_NOT_APPLIED;
STATE_SET( STATE_CHANTBAD );
target->SetSpellState(SS_BADCHANT);
STAT_SUB( IE_LUCK, fx->Parameter1 );
return FX_APPLIED;
}
// 0x8A AnimationStateChange
int fx_animation_stance (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_animation_stance(%2d): Stance: %d", fx->Opcode, fx->Parameter2);
//this effect works only on living actors
if ( !STATE_GET(STATE_DEAD) ) {
target->SetStance(fx->Parameter2);
}
return FX_NOT_APPLIED;
}
// 0x8B DisplayString
// gemrb extension: rgb colour for displaystring
// gemrb extension: resource may be an strref list (src or 2da)
int fx_display_string (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_display_string(%2d): StrRef: %d", fx->Opcode, fx->Parameter1);
if(fx->Resource[0]) {
//TODO: create a single list reader that handles src and 2da too
SrcVector *rndstr=LoadSrc(fx->Resource);
if (rndstr) {
fx->Parameter1 = rndstr->at(rand()%rndstr->size());
FreeSrc(rndstr, fx->Resource);
DisplayStringCore(target, fx->Parameter1, DS_HEAD);
*(ieDword *) &target->overColor=fx->Parameter2;
return FX_NOT_APPLIED;
}
//random text for other games
ieDword *rndstr2 = core->GetListFrom2DA(fx->Resource);
int cnt = rndstr2[0];
if (cnt) {
fx->Parameter1 = rndstr2[core->Roll(1,cnt,0)];
}
}
if (!target->fxqueue.HasEffectWithParamPair(fx_protection_from_display_string_ref, fx->Parameter1, 0) ) {
displaymsg->DisplayStringName(fx->Parameter1, fx->Parameter2?fx->Parameter2:DMC_WHITE, target, IE_STR_SOUND|IE_STR_SPEECH);
}
return FX_NOT_APPLIED;
}
// 0x8c CastingGlow
static const int ypos_by_direction[16]={10,10,10,0,-10,-10,-10,-10,-10,-10,-10,-10,0,10,10,10};
static const int xpos_by_direction[16]={0,-10,-12,-14,-16,-14,-12,-10,0,10,12,14,16,14,12,10};
int fx_casting_glow (Scriptable* Owner, Actor* target, Effect* fx)
{
if(0) print("fx_casting_glow(%2d): Type: %d", fx->Opcode, fx->Parameter2);
if (cgcount<0) {
cgcount = core->ReadResRefTable("cgtable",casting_glows);
}
//remove effect if map is not loaded
Map *map = target->GetCurrentArea();
if (!map) {
return FX_NOT_APPLIED;
}
if (fx->Parameter2<(ieDword) cgcount) {
ScriptedAnimation *sca = gamedata->GetScriptedAnimation(casting_glows[fx->Parameter2], false);
//remove effect if animation doesn't exist
if (!sca) {
return FX_NOT_APPLIED;
}
//12 is just an approximate value to set the height of the casting glow
//based on the avatar's size
int heightmod = target->GetAnims()->GetCircleSize()*12;
sca->XPos+=fx->PosX+xpos_by_direction[target->GetOrientation()];
sca->YPos+=fx->PosY+ypos_by_direction[target->GetOrientation()];
sca->ZPos+=heightmod;
sca->SetBlend();
sca->PlayOnce();
if (fx->Duration) {
sca->SetDefaultDuration(fx->Duration-core->GetGame()->GameTime);
} else {
sca->SetDefaultDuration(10000);
}
map->AddVVCell(sca);
} else {
//simulate sparkle casting glows
Effect *newfx;
newfx = EffectQueue::CreateEffectCopy(fx, fx_sparkle_ref, fx->Parameter2, 3);
core->ApplyEffect(newfx, target, Owner);
delete newfx;
}
return FX_NOT_APPLIED;
}
//0x8d VisualSpellHit
int fx_visual_spell_hit (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_visual_spell_hit(%2d): Target: %d Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
if (shcount<0) {
shcount = core->ReadResRefTable("shtable",spell_hits);
}
//remove effect if map is not loaded
Map *map = target->GetCurrentArea();
if (!map) {
return FX_NOT_APPLIED;
}
if (fx->Parameter2<(ieDword) shcount) {
ScriptedAnimation *sca = gamedata->GetScriptedAnimation(spell_hits[fx->Parameter2], false);
//remove effect if animation doesn't exist
if (!sca) {
return FX_NOT_APPLIED;
}
if (fx->Parameter1) {
sca->XPos+=target->Pos.x;
sca->YPos+=target->Pos.y;
} else {
sca->XPos+=fx->PosX;
sca->YPos+=fx->PosY;
}
if (fx->Parameter2<32) {
int tmp = fx->Parameter2>>2;
if (tmp) {
sca->SetFullPalette(tmp);
}
}
sca->SetBlend();
sca->PlayOnce();
map->AddVVCell(sca);
} else {
print("fx_visual_spell_hit: Unhandled Type: %d", fx->Parameter2);
}
return FX_NOT_APPLIED;
}
//0x8e Icon:Display
int fx_display_portrait_icon (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_display_string(%2d): Type: %d", fx->Opcode, fx->Parameter2);
target->AddPortraitIcon(fx->Parameter2);
return FX_APPLIED;
}
//0x8f Item:CreateInSlot
int fx_create_item_in_slot (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_create_item_in_slot(%2d): Button: %d", fx->Opcode, fx->Parameter2);
//create item and set it in target's slot
target->inventory.SetSlotItemRes( fx->Resource, core->QuerySlot(fx->Parameter2), fx->Parameter1, fx->Parameter3, fx->Parameter4 );
if ((fx->TimingMode&0xff) == FX_DURATION_INSTANT_LIMITED) {
//convert it to a destroy item
fx->Opcode=EffectQueue::ResolveEffect(fx_remove_item_ref);
fx->TimingMode=FX_DURATION_DELAY_PERMANENT;
return FX_APPLIED;
}
return FX_NOT_APPLIED;
}
// 0x90 DisableButton
// different in iwd2 and the rest (maybe also in how: 0-7?)
int fx_disable_button (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_disable_button(%2d): Button: %d", fx->Opcode, fx->Parameter2);
// iwd2 has a flexible action bar, so there are more possible parameter values
// only values 0-5 match the bg2 constants (which map to ACT_*)
// FIXME: support disabling all iwd2 buttons
if (target->spellbook.IsIWDSpellBook()) {
if (fx->Parameter2 < 6) STAT_BIT_OR( IE_DISABLEDBUTTON, 1<<fx->Parameter2 );
} else {
STAT_BIT_OR( IE_DISABLEDBUTTON, 1<<fx->Parameter2 );
}
if (fx->FirstApply && target->GetStat(IE_EA) < EA_CONTROLLABLE) {
core->SetEventFlag(EF_ACTION);
}
return FX_APPLIED;
}
//0x91 DisableSpellCasting
//bg2: (-1 item), 0 - mage, 1 - cleric, 2 - innate, 3 - class
//iwd2: (-1 item), 0 - all, 1 - mage+cleric, 2 - mage, 3 - cleric , 4 - innate,( 5 - class)
/*internal representation of disabled spells in IE_CASTING (bitfield):
1 - items (SPIT)
2 - cleric (SPPR)
4 - mage (SPWI)
8 - innate (SPIN)
16 - class (SPCL)
*/
static ieDword dsc_bits_iwd2[7]={1, 14, 6, 2, 4, 8, 16};
static ieDword dsc_bits_bg2[7]={1, 4, 2, 8, 16, 14, 6};
int fx_disable_spellcasting (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_disable_spellcasting(%2d): Button: %d", fx->Opcode, fx->Parameter2);
bool display_warning = false;
ieDword tmp = fx->Parameter2+1;
//IWD2 Style spellbook
if (target->spellbook.IsIWDSpellBook()) {
switch(fx->Parameter2) {
case 0: // all
case 1: // mage and cleric
case 2: // mage
if (target->spellbook.GetKnownSpellsCount(IE_IWD2_SPELL_BARD, 0)) display_warning = true;
if (target->spellbook.GetKnownSpellsCount(IE_IWD2_SPELL_SORCEROR, 0)) display_warning = true;
if (target->spellbook.GetKnownSpellsCount(IE_IWD2_SPELL_WIZARD, 0)) display_warning = true;
break;
}
if (tmp<7) {
STAT_BIT_OR(IE_CASTING, dsc_bits_iwd2[tmp] );
}
} else { // bg2
if (fx->Parameter2 == 0) {
if (target->spellbook.GetKnownSpellsCount(IE_SPELL_TYPE_WIZARD, 0)) display_warning = true;
}
//-1-> 1 (item)
//0 -> 4 (mage)
//1 -> 2 (cleric)
//2 -> 8 (innate)
//3 -> 16 (class)
if (tmp<7) {
STAT_BIT_OR(IE_CASTING, dsc_bits_bg2[tmp] );
}
}
if (fx->FirstApply && display_warning && target->GetStat(IE_EA) < EA_CONTROLLABLE) {
displaymsg->DisplayConstantStringName(STR_DISABLEDMAGE, DMC_RED, target);
core->SetEventFlag(EF_ACTION);
}
return FX_APPLIED;
}
//0x92 Spell:Cast
int fx_cast_spell (Scriptable* Owner, Actor* target, Effect* fx)
{
if(0) print("fx_cast_spell(%2d): Resource:%s Mode: %d", fx->Opcode, fx->Resource, fx->Parameter2);
if (fx->Parameter2) {
//apply spell on target
core->ApplySpell(fx->Resource, target, Owner, fx->Parameter1);
// give feedback: Caster - spellname : target
char tmp[100];
Spell *spl = gamedata->GetSpell(fx->Resource);
if (spl) {
snprintf(tmp, sizeof(tmp), "%s : %s", core->GetString(spl->SpellName), target->GetName(-1));
displaymsg->DisplayStringName(tmp, DMC_WHITE, Owner);
}
} else {
// save the current spell ref, so the rest of its effects can be applied afterwards
ieResRef OldSpellResRef;
memcpy(OldSpellResRef, Owner->SpellResRef, sizeof(OldSpellResRef));
Owner->SetSpellResRef(fx->Resource);
//cast spell on target
Owner->CastSpell(target, false);
//actually finish casting (if this is not good enough, use an action???)
Owner->CastSpellEnd(fx->Parameter1);
Owner->SetSpellResRef(OldSpellResRef);
}
return FX_NOT_APPLIED;
}
// 0x93 Spell:Learn
int fx_learn_spell (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_learn_spell(%2d): Resource:%s Flags: %d Mode: %d", fx->Opcode, fx->Resource, fx->Parameter1, fx->Parameter2);
//parameter1 is unused, gemrb lets you to make it not give XP
//probably we should also let this via a game flag if we want
//full compatibility with bg1
//parameter2 is used in bg1 and pst to specify the spell type; bg2 and iwd2 figure it out from the resource
int x= target->LearnSpell(fx->Resource, fx->Parameter1);
print("Learnspell returned: %d", x);
return FX_NOT_APPLIED;
}
// 0x94 Spell:CastSpellPoint
int fx_cast_spell_point (Scriptable* Owner, Actor* /*target*/, Effect* fx)
{
if(0) print("fx_cast_spell_point(%2d): Resource:%s Mode: %d", fx->Opcode, fx->Resource, fx->Parameter2);
// save the current spell ref, so the rest of its effects can be applied afterwards
ieResRef OldSpellResRef;
memcpy(OldSpellResRef, Owner->SpellResRef, sizeof(OldSpellResRef));
Owner->SetSpellResRef(fx->Resource);
Point p(fx->PosX, fx->PosY);
Owner->CastSpellPoint(p, false);
//actually finish casting (if this is not good enough, use an action???)
Owner->CastSpellPointEnd(fx->Parameter1);
Owner->SetSpellResRef(OldSpellResRef);
return FX_NOT_APPLIED;
}
// 0x95 Identify
int fx_identify (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_identify(%2d): Resource:%s Mode: %d", fx->Opcode, fx->Resource, fx->Parameter2);
if (target->InParty) {
BASE_SET (IE_IDENTIFYMODE, 1);
core->SetEventFlag(EF_IDENTIFY);
}
return FX_NOT_APPLIED;
}
// 0x96 FindTraps
// (actually, in bg2 the effect targets area objects and the range is implemented
// by the inareans projectile) - inanimate, area, no sprite
// TODO: effects should target inanimates using different code
// 0 - detect traps automatically
// 1 - detect traps by skill
// 2 - detect secret doors automatically
// 3 - detect secret doors by luck
int fx_find_traps (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_find_traps(%2d)", fx->Opcode);
//reveal trapped containers, doors, triggers that are in the visible range
ieDword id = target->GetGlobalID();
ieDword range = target->GetStat(IE_VISUALRANGE)*10;
ieDword skill;
bool detecttraps = true;
switch(fx->Parameter2) {
case 1:
//find traps
skill = target->GetStat(IE_TRAPS);
break;
case 3:
//detect secret doors
//FIXME: is 1d100 the real base value?
skill = target->LuckyRoll(1, 100, 0, 0)+core->ResolveStatBonus(target, "dstable");
detecttraps = false;
break;
case 2:
//automatic secret door detection
detecttraps = false;
//fall through is intentional here
default:
//automatic find traps
skill = 256;
break;
}
TileMap *TMap = target->GetCurrentArea()->TMap;
int Count = 0;
while (true) {
Door* door = TMap->GetDoor( Count++ );
if (!door)
break;
if (Distance(door->Pos, target->Pos)<range) {
door->TryDetectSecret(skill, id);
if (detecttraps && door->Visible()) {
//when was door trap noticed
door->DetectTrap(skill, id);
}
}
}
if (!detecttraps) {
return FX_NOT_APPLIED;
}
Count = 0;
while (true) {
Container* container = TMap->GetContainer( Count++ );
if (!container)
break;
if (Distance(container->Pos, target->Pos)<range) {
//when was door trap noticed
container->DetectTrap(skill, id);
}
}
Count = 0;
while (true) {
InfoPoint* trap = TMap->GetInfoPoint( Count++ );
if (!trap)
break;
if (Distance(trap->Pos, target->Pos)<range) {
//when was door trap noticed
trap->DetectTrap(skill, id);
}
}
return FX_NOT_APPLIED;
}
// 0x97 ReplaceCreature
int fx_replace_creature (Scriptable* Owner, Actor* target, Effect *fx)
{
if(0) print("fx_replace_creature(%2d): Resource: %s", fx->Opcode, fx->Resource);
//this safeguard exists in the original engine too
if (!gamedata->Exists(fx->Resource,IE_CRE_CLASS_ID)) {
return FX_NOT_APPLIED;
}
//the monster should appear near the effect position? (unsure)
Point p(fx->PosX, fx->PosY);
//remove old creature
switch(fx->Parameter2) {
case 0: //remove silently
target->DestroySelf();
break;
case 1: //chunky death
target->NewBase(IE_HITPOINTS,(ieDword) -100, MOD_ABSOLUTE);
target->Die(Owner);
break;
case 2: //normal death
target->Die(Owner);
break;
default:;
}
//create replacement; should we be passing the target instead of NULL?
//noooo, don't unsummon replacement creatures! - fuzzie
//Effect *newfx = EffectQueue::CreateUnsummonEffect(fx);
core->SummonCreature(fx->Resource, fx->Resource2, Owner, NULL,p, EAM_DEFAULT,-1, NULL, 0);
//delete newfx;
return FX_NOT_APPLIED;
}
// 0x98 PlayMovie
int fx_play_movie (Scriptable* /*Owner*/, Actor* /*target*/, Effect* fx)
{
if(0) print("fx_play_movie(%2d): Resource: %s", fx->Opcode, fx->Resource);
core->PlayMovie (fx->Resource);
return FX_NOT_APPLIED;
}
// 0x99 Overlay:Sanctuary
static const ieDword fullwhite[7]={ICE_GRADIENT,ICE_GRADIENT,ICE_GRADIENT,ICE_GRADIENT,ICE_GRADIENT,ICE_GRADIENT,ICE_GRADIENT};
int fx_set_sanctuary_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
//iwd and bg are a bit different, but we solve the whole stuff in a single opcode
if(0) print("fx_set_sanctuary_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
// don't set the state twice
// SetSpellState will also check if it is already set first
if (target->SetSpellState(SS_SANCTUARY)) return FX_NOT_APPLIED;
if (!fx->Parameter2) {
fx->Parameter2=1;
}
//this effect needs the pcf run immediately
STAT_SET_PCF( IE_SANCTUARY, fx->Parameter2);
//a rare event, but this effect gives more in bg2 than in iwd2
//so we use this flag
if (!enhanced_effects) {
target->SetLockedPalette(fullwhite);
}
return FX_APPLIED;
}
// 0x9a Overlay:Entangle
int fx_set_entangle_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{
if(0) print("fx_set_entangle_state(%2d): Mod: %d, Type: %d", fx->Opcode, fx->Parameter1, fx->Parameter2);
//iwd2 effects that disable entangle
if (target->HasSpellState(SS_FREEACTION)) return FX_NOT_APPLIED;
if (target->HasSpellState(SS_AEGIS)) return FX_NOT_APPLIED;
if (!fx->Parameter2) {
fx->Parameter2=1;
}
STAT_SET_PCF( IE_ENTANGLE, fx->Parameter2);
return FX_APPLIED;
}
// 0x9b Overlay:MinorGlobe
int fx_set_minorglobe_state (Scriptable* /*Owner*/, Actor* target, Effect* fx)
{