/* ---------------- Eldritch Attraction true_utr_eldarct ---------------- 4/8/06 by Stratovarius */ /** @file Eldritch Attraction Level: Evolving Mind 5 Range: 60 feet Target: One Creature Duration: Instantaneous Spell Resistance: Yes Save: None (Normal) or Will Negates (Reverse) Metautterances: None Normal: The universe responds to your words by forcing your target closer to you. Your target is moved closer to you by 40 feet. Reverse: Your target is repelled, forced away by your command of Truespeech. Your target is moved away from you by 40 feet. */ #include "true_inc_trufunc" #include "true_utterhook" //#include "prc_alterations" void DoPush(object oTarget, object oTrueSpeaker, int nReverse = FALSE); void main() { /* Spellcast Hook Code Added 2006-7-19 by Stratovarius If you want to make changes to all utterances check true_utterhook to find out more */ if (!TruePreUtterCastCode()) { // If code within the PreUtterCastHook (i.e. UMD) reports FALSE, do not run this spell return; } // End of Spell Cast Hook object oTrueSpeaker = OBJECT_SELF; object oTarget = PRCGetSpellTargetObject(); struct utterance utter = EvaluateUtterance(oTrueSpeaker, oTarget, METAUTTERANCE_NONE, LEXICON_EVOLVING_MIND); if(utter.bCanUtter) { // This is done so Speak Unto the Masses can read it out of the structure utter.nSaveType = SAVING_THROW_TYPE_NONE; utter.nSaveThrow = SAVING_THROW_WILL; utter.nPen = GetTrueSpeakPenetration(oTrueSpeaker); utter.nSaveDC = GetTrueSpeakerDC(oTrueSpeaker); int nSRCheck; int nSaveCheck; // The NORMAL effect of the Utterance goes here if (utter.nSpellId == UTTER_ELDRITCH_ATTRACTION) { // If the Spell Penetration fails, don't apply any effects // Its done this way so the law of sequence is applied properly nSRCheck = PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen); if (!nSRCheck) { // Saving throw nSaveCheck = PRCMySavingThrow(utter.nSaveThrow, oTarget, utter.nSaveDC, utter.nSaveType, OBJECT_SELF); if(!nSaveCheck) { // Movement DoPush(oTarget, oTrueSpeaker, TRUE); utter.eLink2 = EffectVisualEffect(VFX_IMP_DIMENSIONLOCK); } } } // The REVERSE effect of the Utterance goes here else // UTTER_ELDRITCH_ATTRACTION_R { // If the Spell Penetration fails, don't apply any effects // Its done this way so the law of sequence is applied properly nSRCheck = PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen); if (!nSRCheck) { // Saving throw nSaveCheck = PRCMySavingThrow(utter.nSaveThrow, oTarget, utter.nSaveDC, utter.nSaveType, OBJECT_SELF); if(!nSaveCheck) { // Movement DoPush(oTarget, oTrueSpeaker); utter.eLink2 = EffectVisualEffect(VFX_IMP_DIMENSIONLOCK); } } } // Duration Effects SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, utter.eLink, oTarget, utter.fDur, TRUE, utter.nSpellId, utter.nTruespeakerLevel); // Impact Effects SPApplyEffectToObject(DURATION_TYPE_INSTANT, utter.eLink2, oTarget); // Speak Unto the Masses. Swats an area with the effects of this utterance DoSpeakUntoTheMasses(oTrueSpeaker, oTarget, utter); // Mark for the Law of Sequence. This only happens if the utterance succeeds, which is why its down here. // The utterance isn't active if SR stops it if (!nSRCheck && !nSaveCheck) DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur); }// end if - Successful utterance } void DoPush(object oTarget, object oTrueSpeaker, int nReverse = FALSE) { // Calculate how far the creature gets pushed float fDistance = FeetToMeters(40.0); // Flip distance if (nReverse) fDistance *= -1; // Determine if they hit a wall on the way location lTrueSpeaker = GetLocation(oTrueSpeaker); location lTargetOrigin = GetLocation(oTarget); vector vAngle = AngleToVector(GetRelativeAngleBetweenLocations(lTrueSpeaker, lTargetOrigin)); vector vTargetOrigin = GetPosition(oTarget); vector vTarget = vTargetOrigin + (vAngle * fDistance); if(!LineOfSightVector(vTargetOrigin, vTarget)) { // Hit a wall, binary search for the wall float fEpsilon = 1.0f; // Search precision float fLowerBound = 0.0f; // The lower search bound, initialise to 0 float fUpperBound = fDistance; // The upper search bound, initialise to the initial distance fDistance = fDistance / 2; // The search position, set to middle of the range do{ // Create test vector for this iteration vTarget = vTargetOrigin + (vAngle * fDistance); // Determine which bound to move. if(LineOfSightVector(vTargetOrigin, vTarget)) fLowerBound = fDistance; else fUpperBound = fDistance; // Get the new middle point fDistance = (fUpperBound + fLowerBound) / 2; }while(fabs(fUpperBound - fLowerBound) > fEpsilon); } // Create the final target vector vTarget = vTargetOrigin + (vAngle * fDistance); // Move the target location lTargetDestination = Location(GetArea(oTarget), vTarget, GetFacing(oTarget)); AssignCommand(oTarget, ClearAllActions(TRUE)); AssignCommand(oTarget, JumpToLocation(lTargetDestination)); }